Info Script 2
Info Script 2
= 4 SLONG HELP_TEXT_NARRATOR_MAN HELP_TEXT_NARRATOR_MAN = 5 SLONG HELP_TEXT_NARRATOR_OGRE HELP_TEXT_NARRATOR_OGRE = 6 SLONG HELP_TEXT_NARRATOR_KHAZAR HELP_TEXT_NARRATOR_KHAZAR = 7 SLONG HELP_TEXT_NARRATOR_LETHYS HELP_TEXT_NARRATOR_LETHYS = 8 SLONG HELP_TEXT_NARRATOR_NEMESIS HELP_TEXT_NARRATOR_NEMESIS = 9 SLONG HELP_TEXT_NARRATOR_BOY HELP_TEXT_NARRATOR_BOY = 10 SLONG HELP_TEXT_NARRATOR_BIG_VOICE HELP_TEXT_NARRATOR_BIG_VOICE = 11 SLONG HELP_TEXT_NARRATOR_TRAINER HELP_TEXT_NARRATOR_TRAINER = 12 SLONG HELP_TEXT_NARRATOR_MISSIONARY HELP_TEXT_NARRATOR_MISSIONARY = 13 SLONG HELP_TEXT_NARRATOR_COW HELP_TEXT_NARRATOR_COW = 14 SLONG HELP_TEXT_NARRATOR_APE HELP_TEXT_NARRATOR_APE = 15 SLONG HELP_TEXT_NARRATOR_RHINO HELP_TEXT_NARRATOR_RHINO = 16 SLONG HELP_TEXT_NARRATOR_TORTOISE HELP_TEXT_NARRATOR_TORTOISE = 17 SLONG HELP_TEXT_NARRATOR_LION HELP_TEXT_NARRATOR_LION = 18 SLONG HELP_TEXT_NARRATOR_ZEBRA HELP_TEXT_NARRATOR_ZEBRA = 19 SLONG HELP_TEXT_NARRATOR_THROW_BLOKE HELP_TEXT_NARRATOR_THROW_BLOKE = 20 SLONG HELP_TEXT_NARRATOR_MANDRILL HELP_TEXT_NARRATOR_MANDRILL = 21 SLONG HELP_TEXT_NARRATOR_MISSIONARY2 HELP_TEXT_NARRATOR_MISSIONARY2 = 22 SLONG HELP_TEXT_NARRATOR_EGG_HIPPY HELP_TEXT_NARRATOR_EGG_HIPPY = 23 SLONG HELP_TEXT_NARRATOR_EGYPTIAN_MAN HELP_TEXT_NARRATOR_EGYPTIAN_MAN = 24 SLONG HELP_TEXT_NARRATOR_UPSET_MAN HELP_TEXT_NARRATOR_UPSET_MAN = 25 SLONG HELP_TEXT_NARRATOR_MISSIONARY3 HELP_TEXT_NARRATOR_MISSIONARY3 = 26 SLONG HELP_TEXT_NARRATOR_DOLPHIN_TRAINER HELP_TEXT_NARRATOR_DOLPHIN_TRAINER = 27 SLONG HELP_TEXT_NARRATOR_MISSIONARY4 HELP_TEXT_NARRATOR_MISSIONARY4 = 28 SLONG HELP_TEXT_NARRATOR_MISSIONARY5 HELP_TEXT_NARRATOR_MISSIONARY5 = 29
SLONG HELP_TEXT_NARRATOR_WISE_MAN HELP_TEXT_NARRATOR_WISE_MAN = 30 SLONG HELP_TEXT_NARRATOR_GOOD_MANDRILL HELP_TEXT_NARRATOR_GOOD_MANDRILL = 31 SLONG HELP_TEXT_NARRATOR_CROCODILE HELP_TEXT_NARRATOR_CROCODILE = 32 SLONG HELP_TEXT_NARRATOR_POLAR_BEAR HELP_TEXT_NARRATOR_POLAR_BEAR = 33 SLONG HELP_TEXT_NARRATOR_ROMEO_MAN HELP_TEXT_NARRATOR_ROMEO_MAN = 34 SLONG HELP_TEXT_NARRATOR_SECURITY_GUARD HELP_TEXT_NARRATOR_SECURITY_GUARD = 35 SLONG HELP_TEXT_NARRATOR_FATHER HELP_TEXT_NARRATOR_FATHER = 36 SLONG HELP_TEXT_NARRATOR_CHIMP HELP_TEXT_NARRATOR_CHIMP = 37 SLONG HELP_TEXT_NARRATOR_GORILLA HELP_TEXT_NARRATOR_GORILLA = 38 SLONG HELP_TEXT_NARRATOR_HORSE HELP_TEXT_NARRATOR_HORSE = 39 SLONG HELP_TEXT_NARRATOR_HAUNTED_MAN HELP_TEXT_NARRATOR_HAUNTED_MAN = 40 SLONG HELP_TEXT_NARRATOR_TIGER HELP_TEXT_NARRATOR_TIGER = 41 SLONG HELP_TEXT_NARRATOR_LAST HELP_TEXT_NARRATOR_LAST = 42 SLONG HELP_TEXT_LAST HELP_TEXT_LAST = 8856 NUM_ENTRIES( HELP_TEXT_LAST ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NONE", "Invalid text string.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_01", "Work, work, work. I'm sick of it.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_02", "I should have been a priest. Theyve got it easy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_03", "Worship is the only thing that keeps me going.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_04", "Ive been on my feet all day.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_05", "What a day Ive had.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_06", "Someone should invent machines to do all this.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_07", "Its not easy being a Villager.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_08", "I wonder if Ill get a part in the sequel?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_09", "I wish I didnt have to work so hard.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET1_10", "Fetching and carrying. What a life.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_01", "Id better get to heaven for this.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_02", "I wish there was some excitement in my life.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_03", "Deity, if youre listening, I lurve you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_04", "I hate my neighbor.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_05", "Tomorrow Ive got to get up and do it all over again.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_06", "Gimme a break.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_07", "This back to nature stuffs a drag.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_08", "I had to audition for this. Can you believe it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_09", "Im tired of working like this. Im gonna quit.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET2_10", "Leave me alone.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_01", "It feels like someones watching me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_02", "Spooky. I feel watched.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_03", "Aunt Agatha? Is that you? Knock once for yes.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_04", "I cant wait to get home and put my feet up.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_05", "Lord, wont you buy me a Mercedes Benz?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_06", "Im beginning to doubt the powers of the almighty.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_07", "This Village is gonna be great when we finish it.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_08", "Why are you picking on me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_09", "Yeah, yeah, take a good look.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET3_10", "Im not gonna be a Villager forever, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_01", "Havent you got anything better to do?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_02", "Please dont hurt me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_03", "I could have been someone. I could have been in Dungeon Keeper.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_04", "Cant you help with the chores just a little bit?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_05", "Village life is Garbage.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_06", "Go find the Village idiot to pester.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_07", "Cant you see Im working? Call back later.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_08", "Power to the people.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_09", "Workers of the world unite.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET4_10", "You know, ceaseless toils actually good fun.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_01", "Dont you have places you gotta be?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_02", "If youre a god, make me an angel.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_03", "Stop following me around.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_04", "How do I know youre not spying on me?")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_05", "Stop stalking me or Ill call the, er, my family.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_06", "Is this how you get your kicks?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_07", "Nice, detailed graphics, arent they?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_08", "Go and do something useful, like I am.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_09", "Its a shame youve got nothing better to do.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET5_10", "Waste your time, but dont waste mine.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_01", "Boy, Id sure like to be a god like you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_02", "Can you turn my sister into a newt?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_03", "Did you know that god spelt backwards is dog?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_04", "I may be an insignificant character but Ive got feelings.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_05", "Race you to the top of that hill.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_06", "Im beginning to stop believing in you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_07", "Stop it. Youre giving me a mid-life crisis.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_08", "Go and smite some wrongdoers or something.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_09", "Shouldnt you be keeping an eye on your Creature?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET6_10", "Can you fix it for me to be in another game?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_01", "Lets swap. Ill be a god and you be a mindless serf for a while.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_02", "My agent said Id be a fool to take this part.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_03", "Being one of your subjects isnt fun, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_04", "Have you saved the game recently?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_05", "Psst. Do you wanna buy some timber?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_06", "Come on. Start acting like a god for once.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_07", "Can we have a drinks machine installed?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_08", "Are we nearly there yet?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_09", "I can see my house from here.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET7_10", "Hey. What are you looking at?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_01", "Please dont look at me I blush easily.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_02", "Stop being so nosy. Oops. Sorry, your highness.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_03", "Fetching and carrying. What a life.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_04", "Im just a wage slave. Thats all.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_05", "My wife doesnt understand me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_06", "Do ya mind? Im walking here!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_07", "We gotta get outta this place.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_08", "Go throw some Fireballs.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_09", "Dont look at me. Im not important.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET8_10", "Youve got a lot of time on your hands, havent you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_01", "I wish theyd hurry up and invent the Internet.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_02", "Dear Santa. Can I have a car for Christmas?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_03", "Its nice to get out of the house sometimes.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_04", "What a lovely day. Thank you for that.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_05", "Is this weather down to you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_06", "Stop being so creepy, will you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_07", "Follow someone less busy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_08", "I aint got time to chat.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_09", "You lookin at me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET9_10", "Im gonna be a star.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_01", "Do all gods behave as oddly as you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_02", "You are one bizarre deity, man.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_03", "Phew. You love your godly powers, dont you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_04", "If I was a god Id zoom in and out all day, too.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_05", "Gotta be honest. Youre irritating me now.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_06", "Get lost.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_07", "Get lost, your holy spiritualness.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_08", "We must stop meeting like this.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_09", "Go away. People will talk.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET10_10", "Hey. Whats up?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_01", "See something you like?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_02", "Do you want a photograph?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_03", "Stop staring at me like a bird of prey.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_04", "I know Peter Molyneux personally.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_05", "Ill be glad when todays over.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_06", "Is this meant to be a sign, wise one?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_07", "Are you trying to tell me something?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_08", "Im not a mind-reader, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_09", "Go and bother my cousin.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET11_10", "Ive got nothing to say to you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_01", "Are you checking up on me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_02", "You can leave me alone, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_03", "Please dont hurt me. I havent done anything.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_04", "Go on. Make me a rainbow.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_05", "Stop it. Youre scaring me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_06", "Push off, you dumb sacred being, you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_07", "I love it when you look at me like that.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_08", "Let me get on with my work, please.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_09", "Sorry, did you say something?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET12_10", "Cant hear you. Got my stereo on.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_01", "Go and cause a plague or a flood or something.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_02", "Doh! Nearly tripped.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_03", "You should try being me one time.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_04", "Bet you cant catch me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_05", "Dont get all holy on me, mate.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_06", "You think youre all that, dont you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_07", "You and me. Right here, right now.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_08", "You think we got a score to settle or something?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_09", "Shhh. Im calculating pi.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET13_10", "Plenty of room on your hard drive. Know what Im saying?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_01", "You aint seen me, right?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_02", "Ordinary work not good enough for you, is it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_03", "Well someones got to do the menial stuff.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_04", "Get the kettle on. Im parched here.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_05", "It was this or work at the burger bar.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_06", "Call me. Im a bit busy at the moment.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_07", "We demand a say in our future.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_08", "One day well stop believing in you, deity.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_09", "Things were great before you arrived.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET14_10", "Lemme just say thanks for being you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_01", "Have you met my sister? Eh? Eh?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_02", "I dont suppose youve got any spare change on you, have you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_03", "I dont want to be a peasant any more.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_04", "You know, Id make a pretty good god, too.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_05", "Howd you become god? I didnt vote for you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_06", "Its all right for you. Youre a supreme deity.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_07", "Did you spill my mead?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_08", "Power to the people, man.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_09", "Sorry, but I dont believe in Miracles.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET15_10", "If you ever need an assistant") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_01", "Can you get me a wheelbarrow?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_02", "All we do is eat and sleep and sing.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_03", "About time for a Miracle, isnt it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_04", "Youre an impressive god, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_05", "I appreciate the attention.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_06", "To think, I didnt believe in you at first.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_07", "You kick butt, Holy One.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_08", "Do gods have bank accounts?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_09", "Let me get on with my daily grind.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET16_10", "You can watch just dont interfere.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_01", "Keep out of my way. Im on a mission from, er, you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_02", "You dont want to mess with me, buddy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_03", "Like I said. Its all work, work, work.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_04", "Think youre a big shot, dont you?")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_05", "Youre modest. I like that in a god.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_06", "Can I take off early this afternoon?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_07", "Sorry Im running late. Dentist appointment.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_08", "Go and throw some livestock around if youre bored.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_09", "Could you thunderbolt my mother-in-law?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET17_10", "Got a little spare time I see.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_01", "Come and give me a hand with my chores.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_02", "Go away. Cant you see Im working.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_03", "Wow. Youre really larger than life, arent you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_04", "Dont I have to confess my sins to you or something?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_05", "We demand cake and fine wines.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_06", "One day this Village is gonna be a city.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_07", "How do you like our tribe?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_08", "Congratulations on being a god, pal.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_09", "Can you make me Leader of the tribe, please?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET18_10", "Im busy at the moment. Ill get back to you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_01", "Hey. Nice to see you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_02", "Fancy bumping into you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_03", "So is there a heaven and hell?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_04", "Ive got a list of questions for you, godly one.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_05", "Whats it all about, eh godly one?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_06", "Can you tell me the meaning of life then?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_07", "Id love to talk but Im in a hurry.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_08", "Show me the light, wise one.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_09", "Tell me the path of true faith.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET19_10", "Am I on the way to enlightenment?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_01", "Another day, another dollar.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_02", "Hey, Holy One. You're up early.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_03", "Have you been there all night?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_04", "Can I have the day off today?")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_05", "Another day in Paradise.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_06", "Don't get too close - morning breath.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_07", "Hello. I didn't expect to see you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_08", "Sorry. You're not seeing me at my best.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_09", "What's this? Neighborhood watch?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_MALE_BANTER_SET20_10", "Morning!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_01" , "You'd better not be following me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_02" , "How's the game going?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_03" , "You don't look at the other Villagers like that.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_04" , "Ive been on my feet all day.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_05" , "All this and we have to have kids too.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_06" , "To think, we could have had a god like Leonardo di Caprio.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_07" , "Hi. Wanna buy me a drink?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_08" , "I wonder if Ill get a part in the sequel?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_09" , "I wish I didnt have to work so hard.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET1_10" , "Do you often follow women around?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_01" , "Id better get to heaven for this.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_02" , "I'm busy. You're not, I see.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_03" , "At this level, Eden's just one big soap opera.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_04" , "O lord. I left the iron on.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_05" , "Tomorrow Ive got to get up and do it all over again.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_06" , "Stop reading my thoughts.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_07" , "This back to nature stuffs a drag.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_08" , "I'm keeping a diary. And you're in it.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_09" , "Can you put in a good word for me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET2_10" , "Leave me alone.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_01" , "I'm like totally, so in awe of you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_02" , "Spooky. I feel watched.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_03" , "Don't look. I'm having a bad hair day.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_04" , "I cant wait to get home and put my feet up.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_05" , "If you think being a god is tough, try having kids.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_06" , "What do you think of my makeover?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_07" , "Black and White is the new black.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_08" , "Ahh, you're like a guardian angel.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_09" , "Yeah, yeah, take a good look.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET3_10" , "I'm gonna be a star! Just you wait!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_01" , "Does my butt look big in this?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_02" , "Please dont hurt me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_03" , "I could have been someone. I could have been in Dungeon Keeper.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_04" , "Cant you help with the chores just a little bit?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_05" , "Village life is Garbage.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_06" , "Go find the Village idiot to pester.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_07" , "Cant you see Im working? Call back later.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_08" , "Power to the people.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_09" , "Workers of the world unite.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET4_10" , "You know, ceaseless toils actually good fun.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_01" , "Dont you have places you gotta be?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_02" , "If youre a god, make me an angel.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_03" , "Stop following me around.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_04" , "How do I know youre not spying on me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_05" , "Stop stalking me or Ill call the, er, my family.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_06" , "Is this how you get your kicks?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_07" , "Nice, detailed graphics, arent they?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_08" , "Go and do something useful, like I am.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_09" , "Its a shame youve got nothing better to do.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET5_10" , "Waste your time, but dont waste mine.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_01" , "Boy, Id sure like to be a god like you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_02" , "Can you turn my sister into a newt?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_03" , "Did you know that god spelt backwards is dog?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_04" , "I may be an insignificant character but Ive got feelings.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_05" , "Race you to the top of that hill.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_06" , "Im beginning to stop believing in you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_07" , "Three words. Hormone. Replacement. Therapy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_08" , "Go and smite some wrongdoers or something.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_09" , "Shouldnt you be keeping an eye on your Creature?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET6_10" , "Can you fix it for me to be in another game?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_01" , "Lets swap. Ill be a god and you be a mindless serf for a while.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_02" , "My agent said Id be a fool to take this part.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_03" , "Being one of your subjects isnt fun, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_04" , "Have you saved the game recently?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_05" , "Lipstick. That's what this game needs.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_06" , "Come on. Start acting like a god for once.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_07" , "Can we have a drinks machine installed?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_08" , "Are we nearly there yet?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_09" , "I can see my house from here.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET7_10" , "Hey. What are you looking at?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_01" , "Please dont look at me I blush easily.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_02" , "Stop being so nosy. Oops. Sorry, your highness.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_03" , "Fetching and carrying. What a life.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_04" , "Im just a wage slave. Thats all.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_05" , "My husband doesnt understand me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_06" , "Let's do lunch some time.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_07" , "I've been dieting. Can you tell?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_08" , "Go throw some Fireballs.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_09" , "Dont look at me. Im not important.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET8_10" , "Youve got a lot of time on your hands, havent you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_01" , "I wish theyd hurry up and invent the Internet.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_02" , "Dear Santa. Can I have a horse for Christmas?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_03" , "Its nice to get out of the house sometimes.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_04" , "What a lovely day. Thank you for that.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_05" , "Is this weather down to you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_06" , "Stop being so creepy, will you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_07" , "Go follow someone less busy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_08" , "I aint got time to chat.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_09" , "You lookin at me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET9_10" , "Im gonna be a star.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_01 ", "Don't even think of talking to me this week.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_02 ", "You are one bizarre deity.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_03 ", "Phew. You love your godly powers, dont you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_04 ", "If I was a god Id zoom in and out all day, too.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_05 ", "Gotta be honest. Youre irritating me now.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_06 ", "Get lost.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_07 ", "Believe me, this week is not a good time to bother me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_08 ", "We must stop meeting like this.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_09 ", "Go away. People will talk.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET10_10 ", "Hey. Whats up?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_01 ", "See something you like?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_02 ", "Do you want a photograph?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_03 ", "Stop staring at me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_04 ", "Like what you see?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_05 ", "Ill be glad when todays over.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_06 ", "What Eden needs is women's lib.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_07 ", "Are you trying to tell me something?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_08 ", "Im not a mind-reader, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_09 ", "Go and bother my cousin.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET11_10 ", "I want you to know I've been speaking to my lawyer.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_01 ", "Are you checking up on me?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_02 ", "You can leave me alone, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_03 ", "Please dont hurt me. I havent done anything.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_04 ", "Go on. Make me a rainbow.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_05 ", "Stop it. Youre scaring me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_06 ", "Why don't we have a take your daughter to work day?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_07 ", "I love it when you look at me like that.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_08 ", "Let me get on with my work, please.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_09 ", "Sorry, did you say something?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET12_10 ", "Cant hear you. Got my walkman on.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_01 ", "Go and cause a plague or a flood or something.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_02 ", "Doh! Nearly tripped.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_03 ", "You should try being me one time.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_04 ", "Bet you cant catch me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_05 ", "Chocolate. That's what the girls want.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_06 ", "You think youre all that, dont you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_07 ", "What about world peace?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_08 ", "Girl power!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_09 ", "Shhh. Im calculating pi.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET13_10 ", "Plenty of room on your hard drive. Know what Im saying?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_01 ", "You aint seen me, right?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_02 ", "Ordinary work not good enough for you, is it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_03 ", "Well someones got to do the menial stuff.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_04 ", "Trying to make me blush, are you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_05 ", "It was this or flipping burgers.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_06 ", "Page me. Im a bit busy at the moment.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_07 ", "Is there a glass ceiling for women in this tribe?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_08 ", "One day well stop believing in you, lordly one.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_09 ", "Things were great before you arrived.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET14_10 ", "Lemme just say thanks for being you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_01 ", "My friend wants to go out with you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_02 ", "I dont suppose youve got any spare change on you, have you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_03 ", "I dont want to be a peasant any more.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_04 ", "You know, Id make a pretty good god, too.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_05 ", "Howd you become god? I didnt vote for you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_06 ", "Its all right for you. Youre a supreme deity.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_07 ", "A woman's work is never done.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_08 ", "I warn you. I've got mace.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_09 ", "Sorry, but I dont believe in Miracles.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET15_10 ", "If you ever need an assistant") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_01 ", "Please invent mirrors. I must look a sight.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_02 ", "All we do is eat and sleep and sing.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_03 ", "About time for a Miracle, isnt it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_04 ", "Youre quite an impressive god, you know.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_05 ", "I appreciate the attention.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_06 ", "To think, I didnt believe in you at first.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_07 ", "I'm praying for a better hairdo.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_08 ", "Do gods have bank accounts?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_09 ", "Let me get on with my daily grind.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET16_10 ", "You can watch just dont interfere.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_01 ", "Keep out of my way. Im on a mission from, er, you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_02 ", "Don't interrupt me. I'm multitasking.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_03 ", "Like I said. Its all work, work, work.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_04 ", "I'm not a bad person, honestly.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_05 ", "Youre modest. I like that in a god.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_06 ", "Can I take off early this afternoon?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_07 ", "Why do we assume gods are male?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_08 ", "Go and throw some livestock around if youre bored.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_09 ", "Could you thunderbolt my mother-in-law?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET17_10 ", "Got a little spare time I see.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_01 ", "Come and give me a hand with my chores.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_02 ", "Go away. Cant you see Im working.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_03 ", "Wow. Youre really larger than life, arent you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_04 ", "Dont I have to confess my sins to you or something?")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_05 ", "Please stop being so frightening.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_06 ", "You might be a god, but you should try having kids.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_07 ", "How do you like our tribe?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_08 ", "Congratulations on being a god.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_09 ", "Can you make me Leader of the tribe, please?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET18_10 ", "It must be lonely, being a god.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_01 ", "Hey. Nice to see you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_02 ", "Fancy bumping into you.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_03 ", "So is there a heaven and hell?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_04 ", "Ive got a list of questions for you, godly one.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_05 ", "Whats it all about, eh deity?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_06 ", "Can you tell me the meaning of life then?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_07 ", "Id love to talk but Im in a hurry.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_08 ", "Show me the light, wise one.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_09 ", "Tell me the path of true faith.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET19_10 ", "Am I on the way to enlightenment?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_01 ", "Honestly, am I a good person?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_02 ", "Today is a bad hair day.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_03 ", "Strike my ex with lightning, will you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_04 ", "Morning. Care to make me breakfast in bed?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_05 ", "Today's the first day of the rest of my life.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_06 ", "Coffee. I need coffee.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_07 ", "Whats a nice god like you doing in a place like this?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_08 ", "I have seen the light.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_09 ", "Can I be a sunbeam for you today?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_VILLAGER_FEMALE_BANTER_SET20_10 ", "Oh no! I haven't got any make-up on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_01", "Your Creature is trying to impress the Villagers because he has seen you impre ssing them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_02", "Your Creature is trying to impress the Villagers because he has seen Villagers who need to be impressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_03", "Your Creature is feeling kind and generous because he has seen you being nice.
") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_04", "Your Creature is feeling kind and benevolent because he has seen somebody who needs help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_05", "Your Creature is feeling kind and generous because he is feeling happy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_06", "Your Creature is feeling kind and generous because of his natural kindness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_07", "Your Creature is feeling angry and destructive after watching you being destru ctive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_08", "Your Creature is feeling angry and destructive because he has seen something h e hates.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_09", "Your Creature is feeling angry and destructive because he is dissatisfied.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_10", "Your Creature is feeling angry and destructive because he has been injured.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_11", "Your Creature is feeling angry and destructive because he is sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_12", "Your Creature is feeling angry and destructive because of his natural aggressi on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_13", "Your Creature is feeling playful after watching you being playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_14", "Your Creature is feeling playful after watching the Villagers playing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_15", "Your Creature is feeling hungry because his energy is low.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_16", "Your Creature is feeling hungry because he has been watching the Villagers eat ing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_17", "Your Creature wants to eat something because he is sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_18", "Your Creature is frightened because it is dark!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_19", "Your Creature is frightened after getting hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_20", "Your Creature is frightened after seeing a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_21", "Your Creature is inquisitive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_22", "Your Creature needs to poop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_23", "Your Creature is feeling tired after exerting himself too much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_24", "Your Creature has decided to have a rest because he is lazy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_25", "Your Creature has decided to rest because it's night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_26", "Your Creature is feeling tired because he is depressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_27", "Your Creature is feeling tired because of his natural lethargy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_28", "Your Creature has noticed you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_29", "Your Creature wants to explore.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_30", "Your Creature is feeling sick.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_31", "Your Creature wants to build his home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_32", "Your Creature wants to bring stuff home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_33", "Your Creature is thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_34", "Your Creature wants to heal himself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_35", "Your Creature wants to make friends.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_36", "Your Creature wants to make friends because of his natural friendliness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_37", "Your Creature wants to attract your attention because he is lonely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_38", "Your Creature wants to attract your attention because you haven't been interac ting with him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_39", "Your Creature wants to show you how he is feeling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_40", "Your Creature wants to show you how he's feeling because he is a communicative kind of guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_41", "Your Creature wants to warm up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_42", "Your Creature wants to cool down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_43", "Your Creature is itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_44", "Your Creature is frightened of you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_45", "Your Creature needs a rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_46", "Your Creature is obeying you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_47", "Your Creature is ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_48", "Your Creature is obeying another Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_49", "Your Creature is sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_50", "Your Creature doesn't like to be so far away from home, so he is going back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_51", "Your Creature is showing you what he thinks of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_52", "Your Creature is playing with the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_53", "Your Creature is telling another Creature what he thinks of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_54", "Your Creature is teaching another Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_55", "Your Creature is mimicking his ruler.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_56", "Your Creature is going to eat something odd.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_57", "Your Creature is going to hang around at home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_58", "Your Creature is feeling a little crazy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_59", "Your Creature is missing his friend.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_60", "Your Creature wants to have a look around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_SOURCE_61", "Your Creature wants to steal something!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_01", "From now on, your Creature will impress the Villagers more if he sees you impressing them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_02", "From now on, your Creature will impress the Villagers more if he sees Villagers who need to be impressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_03", "From now on, your Creature will be more kind and benevolent if he sees you being nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_04", "From now on, your Creature will be more kind and generous if he sees p eople who need help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_05", "From now on, your Creature will be more kind and benevolent if he is f eeling happy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_06", "From now on, your Creature's natural kindness will show more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_07", "From now on, your Creature will get more angry if he sees you getting angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_08", "From now on, your Creature will get more angry if he sees someone he h ates.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_09", "From now on, your Creature will get more angry if he is dissatisfied." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_10", "From now on, your Creature will get more angry if he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_11", "From now on, your Creature will get more angry when he is sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_12", "From now on, your Creature's natural aggression will affect him more." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_13", "From now on, your Creature will get more playful if he sees you being playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_14", "From now on, your Creature will get more playful if he sees the Villag ers playing around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_15", "From now on, your Creature will get more hungry when his energy is low .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_16", "From now on, your Creature will get more hungry when he sees other peo ple eating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_17", "From now on, your Creature will get more hungry when he is depressed." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_18", "From now on, your Creature will get more frightened at night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_19", "From now on, your Creature will get more frightened if he gets hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_20", "From now on, your Creature will get more frightened if he sees a scary Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU
RCE_21", "From now on, your Creature will be more inquisitive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_22", "From now on, your Creature will poop more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_23", "From now on, your Creature will rest more when he is exhausted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_24", "From now on, your Creature will rest more when he is feeling lazy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_25", "From now on, your Creature will rest more at night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_26", "From now on, your Creature will rest more when he is depressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_27", "From now on, your Creature's natural lethargy will have more of a role in making him feel tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_28", "From now on, your Creature will pay more attention to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_29", "From now on, your Creature will explore more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_30", "From now on, your Creature will be sick more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_31", "From now on, your Creature will build his home more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_32", "From now on, your Creature will bring stuff home more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_33", "From now on, your Creature will drink more when he is thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_34", "From now on, your Creature will heal himself more when he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_35", "From now on, your Creature will be more interested in making friends." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_36", "From now on, your Creature's natural friendliness will shine through m ore.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_37", "From now on, your Creature will try to attract your attention more whe n he is lonely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_38", "From now on, your Creature will try to attract your attention more whe n you haven't been interacting with him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_39", "From now on, your Creature will show you how he is feeling more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_40", "From now on, your Creature's natural communicativeness will shine thro ugh more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_41", "From now on, your Creature will be more sensitive to the cold.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_42", "From now on, your Creature will be more sensitive to the heat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_43", "From now on, your Creature will be more sensitive to being itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_44", "From now on, your Creature will be more frightened of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_45", "From now on, your Creature will rest more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_46", "From now on, your Creature will obey you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_47", "From now on, your Creature will get more ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU
RCE_48", "From now on, your Creature will obey other Creatures more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_49", "From now on, your Creature will be more sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_50", "From now on, your Creature will go home more often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_51", "From now on, your Creature will tell you what he thinks of you more of ten.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_52", "From now on, your Creature will want to play with you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_53", "From now on, your Creature will tell other Creatures what he thinks of them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_54", "From now on, your Creature will want to teach other Creatures more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_55", "From now on, your Creature will want to mimic you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_56", "From now on, your Creature will want to act weird more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_57", "From now on, your Creature will want to hang around at home more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_58", "From now on, your Creature will get more crazy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_59", "From now on, your Creature will miss his friends more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_60", "From now on, your Creature will want to look around more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_SOU RCE_61", "From now on, your Creature will steal more!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_01", "From now on, your Creature will impress the Villagers less if he sees you impressing them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_02", "From now on, your Creature will impress the Villagers less if he sees Villagers who need to be impressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_03", "From now on, your Creature will be less kind if he sees you being nice .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_04", "From now on, your Creature will be less kind if he sees people who nee d help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_05", "From now on, your Creature will be less kind if he is feeling happy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_06", "From now on, your Creature's natural kindness will be less of a factor .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_07", "From now on, your Creature will get less angry if he sees you getting angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_08", "From now on, your Creature will get less angry if he sees someone he h ates.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_09", "From now on, your Creature will get less angry when he is dissatisfied .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_10", "From now on, your Creature will get less angry when he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_11", "From now on, your Creature will get less angry when he is depressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU
RCE_12", "From now on, your Creature's natural aggression will occur less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_13", "From now on, your Creature will get less playful if he sees you being playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_14", "From now on, your Creature will get less playful if he sees the Villag ers playing around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_15", "From now on, your Creature will get less hungry when his energy is low .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_16", "From now on, your Creature will get less hungry when he sees other peo ple eating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_17", "From now on, your Creature will get less hungry when he is depressed." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_18", "From now on, your Creature will get less frightened at night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_19", "From now on, your Creature will get less frightened if he gets hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_20", "From now on, your Creature will get less frightened if he sees some sc ary Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_21", "From now on, your Creature will be less inquisitive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_22", "From now on, your Creature will poop less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_23", "From now on, your Creature will rest less when he is exhausted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_24", "From now on, your Creature will rest less when he is feeling lazy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_25", "From now on, your Creature will rest less at night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_26", "From now on, your Creature will rest less when he is depressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_27", "From now on, your Creature's natural lethargy will have less of a role in making him feel tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_28", "From now on, your Creature will pay less attention to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_29", "From now on, your Creature will explore less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_30", "From now on, your Creature will be sick less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_31", "From now on, your Creature will build his home less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_32", "From now on, your Creature will bring stuff home less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_33", "From now on, your Creature will drink less when he is thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_34", "From now on, your Creature will heal himself less when he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_35", "From now on, your Creature will be less interested in making friends." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_36", "From now on, your Creature's natural friendliness will be less of a fa ctor.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_37", "From now on, your Creature will try to attract your attention less whe
n he is lonely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_38", "From now on, your Creature will try to attract your attention less whe n you've been ignoring him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_39", "From now on, your Creature will show you how he is feeling less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_40", "From now on, your Creature's natural communicativeness will matter les s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_41", "From now on, your Creature will be less sensitive to the cold.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_42", "From now on, your Creature will be less sensitive to the heat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_43", "From now on, your Creature will be less sensitive to itching.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_44", "From now on, your Creature will be less frightened of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_45", "From now on, your Creature will rest less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_46", "From now on, your Creature will obey you less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_47", "From now on, your Creature will get less ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_48", "From now on, your Creature will obey other Creatures less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_49", "From now on, your Creature will be less sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_50", "From now on, your Creature will go home less often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_51", "From now on, your Creature will tell you what he thinks of you less of ten.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_52", "From now on, your Creature will play with you less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_53", "From now on, your Creature will tell other Creatures what he thinks of them less often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_54", "From now on, your Creature will teach other Creatures less often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_55", "From now on, your Creature will copy you less often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_56", "From now on, your Creature won't eat the mushrooms so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_57", "From now on, your Creature won't hang around at home so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_58", "From now on, your Creature won't be so weird.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_59", "From now on, your Creature won't miss his friend so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_60", "From now on, your Creature won't want to look around so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_SOU RCE_61", "From now on, your Creature won't want to steal so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_01", "I want to impress somebody.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_02", "I'm feeling compassionate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_03", "I am angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS
T_PERSON_04", "I'm feeling playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_05", "I'm hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_06", "I'm frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_07", "I'm feeling curious.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_08", "I need to poop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_09", "I'm tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_10", "I'm messing with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_11", "I want to explore.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_12", "I need to vomit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_13", "I'm going to construct a home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_14", "I'm going to bring something home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_15", "I'm thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_16", "I'm hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_17", "I'm feeling friendly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_18", "I'm trying to attract your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_19", "I'm trying to show you how I'm feeling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_20", "I'm trying to get warmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_21", "I'm trying to cool down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_22", "I feel a bit itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_23", "I'm frightened of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_24", "I don't have much to do so I'm having a sit-down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_25", "I'm obeying your command.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_26", "I'm ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_27", "I'm following the orders of another Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_28", "I'm depressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_29", "I'm going to stay near my home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_30", "I'm showing you exactly what I think of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_31", "I'm playing around with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_32", "I'm telling another Creature what I think of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_33", "I'm teaching a Creature something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS
T_PERSON_34", "I'm doing what I think you would like me to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_35", "I'm trying to eat mushrooms.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_36", "I want to hang around at home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_37", "I'm feeling a little crazy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_38", "I miss my friend so much!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_39", "I want to have a look around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_FIRS T_PERSON_40", "I want to steal something!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_01", "Your Creature wants to impress somebody.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_02", "Your Creature wants to be kind and generous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_03", "Your Creature is angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_04", "Your Creature is feeling playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_05", "Your Creature is hungry. Find him something to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_06", "Your Creature is frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_07", "Your Creature is feeling curious.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_08", "Your Creature needs to poop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_09", "Your Creature is tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_10", "Your Creature wants to mess around with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_11", "Your Creature is getting restless - he wants to explore.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_12", "Your Creature needs to vomit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_13", "Your Creature wants to build himself a home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_14", "Your Creature wants to bring something home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_15", "Your Creature is thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_16", "Your Creature is hurt and needs to heal himself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_17", "Your Creature is being friendly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_18", "Your Creature is trying to attract your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_19", "Your Creature is trying to show you how he is feeling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_20", "Your Creature is trying to get warmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_21", "Your Creature is trying to cool down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_22", "Your Creature feels a bit itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_23", "Your Creature is frightened of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_24",
"Your Creature doesnt have much to do so he's sitting down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_25", "Your Creature is obeying your command.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_26", "Your Creature is ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_27", "Your Creature is obeying another Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_28", "Your Creature is sad and miserable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_29", "Your Creature wants to stay near his home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_30", "Your Creature is showing you what he thinks of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_31", "Your Creature is playing with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_32", "Your Creature wants to tell another Creature what he thinks of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_33", "Your Creature is teaching another Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_34", "Your Creature is trying to copy you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_35", "Your Creature is going to eat the weird mushrooms.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_36", "Your Creature wants to just hang around at home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_37", "Your Creature is feeling a little odd.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_38", "Your Creature misses his friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_39", "Your Creature wants to have a look around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_DESIRE_40", "Your Creature wants to steal something!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_01", "From now on, your Creature will be more interested in impressing peopl e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_02", "From now on, your Creature will be more kind and generous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_03", "Your Creature has learned to be more angry and destructive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_04", "From now on, your Creature will be more playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_05", "From now on, your Creature will be more hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_06", "From now on, your Creature will be more frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_07", "Your Creature has learned to be more inquisitive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_08", "Your Creature has learned to poop more often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_09", "From now on, your Creature will be more tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_10", "From now on, your Creature will pay more attention to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_11", "Your Creature has learned to be more exploratory.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_12", "Your Creature has learned to vomit more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_13", "Now your Creature will be more eager to build his home.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_14", "Your Creature will bring more things back home now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_15", "From now on, your Creature will drink more frequently.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_16", "Your Creature has learned to heal himself when he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_17", "From now on, your Creature will be more friendly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_18", "Your Creature has learned to try to attract your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_19", "Your Creature has learned to tell you what he is thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_20", "Your Creature has learned to get warmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_21", "Your Creature has learned to cool down more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_22", "Your Creature has learned to scratch himself more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_23", "Your Creature has learned to run away from you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_24", "Your Creature has learned to rest more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_25", "Your Creature has learned to obey you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_26", "Your Creature has learned to be more sickly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_27", "Your Creature has learned to obey other Creatures more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_28", "Your Creature has learned to be more sad and miserable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_29", "Your Creature has learned to stay near his home more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_30", "Your Creature has learned to tell you what he thinks of you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_31", "Your Creature has learned to play with you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_32", "Your Creature has learned to tell other Creatures what he thinks of th em.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_33", "Your Creature has learned to teach other Creatures more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_34", "Your Creature has learned to mimic his owner more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_35", "Your Creature has learned to act weird more often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_36", "Your Creature has learned to hang around at home more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_37", "Your Creature has learned to be more crazy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_38", "Your Creature has learned to miss his friends more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_39", "Your Creature has learned to want to look around more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_40", "Your Creature has learned to steal more!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_01", "From now on, your Creature will be less keen to impress people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_02", "From now on, your Creature will be less kind and generous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES
IRE_03", "Your Creature has learned not to be so angry and destructive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_04", "From now on, your Creature won't be as playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_05", "From now on, your Creature won't be so hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_06", "From now on, your Creature won't be as frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_07", "Your Creature has learned to be less inquisitive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_08", "Your Creature has learned to poop less frequently.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_09", "From now on, your Creature will be less tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_10", "From now on, your Creature will pay less attention to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_11", "Your Creature has learned to explore less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_12", "Your Creature has learned to vomit less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_13", "Your Creature won't bother building his home so much now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_14", "Your Creature won't bring things home so much now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_15", "From now on, your Creature will drink less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_16", "Your Creature has learned not to bother healing himself so much when h e is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_17", "From now on, your Creature will be less friendly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_18", "Your Creature has learned not to try to attract your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_19", "Your Creature has learned not to tell you what he is thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_20", "Your Creature has learned to not bother getting warmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_21", "Your Creature has learned to not bother cooling himself down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_22", "Your Creature has learned not to scratch himself so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_23", "Your Creature has learned not to run away from you so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_24", "Your Creature has learned not to rest so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_25", "Your Creature has learned not to obey you so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_26", "Your Creature has learned not to be so sickly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_27", "Your Creature has learned not to obey other Creatures so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_28", "Your Creature has learned to be less sad and miserable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_29", "Your Creature has learned to stay at home less often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_30", "Your Creature has learned not to tell you what he thinks of you so muc h.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_31", "Your Creature has learned to play around with you less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES
IRE_32", "Your Creature has learned to tell other Creatures what he thinks of th em less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_33", "Your Creature has learned to teach other Creatures less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_34", "Your Creature has learned to mimic you less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_35", "Your Creature has learned that eating mushrooms is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_36", "Your Creature has learned that hanging around at home is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_37", "Your Creature has learned that being crazy is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_38", "Your Creature has learned that missing his friends is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_39", "Your Creature has learned that looking around is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_DES IRE_40", "Your Creature has learned that stealing is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_01", "From now on, your Creature will be more interested in impressing that sort of people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_02", "From now on, your Creature will be more kind and generous to those so rt of guys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_03", "Your Creature has learned to be more angry and destructive to that so rt of people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_04", "From now on, your Creature will be more playful with that kind of thi ng.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_05", "From now on, your Creature will eat that sort of thing more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_06", "From now on, your Creature will be more frightened of that kind of th ing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_07", "Your Creature has learned to be more interested in that kind of thing .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_08", "Your Creature has learned to poop against that sort of thing more oft en.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_09", "From now on, your Creature will sleep against that kind of thing more .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_10", "From now on, your Creature will pay more attention to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_11", "Your Creature has learned to explore more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_12", "Your Creature has learned to vomit more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_13", "Your Creature will build his home more now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_14", "Your Creature will bring more things back home now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_15", "From now on, your Creature will drink more often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_16", "Your Creature has learned to heal himself when he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_17", "From now on, your Creature will be more friendly to that sort of Crea
ture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_18", "Your Creature has learned to try to attract your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_19", "Your Creature has learned to tell you what he is thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_20", "Your Creature has learned to be warmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_21", "Your Creature has learned to cool down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_22", "Your Creature has learned to scratch himself more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_23", "Your Creature has learned to run away from you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_24", "Your Creature has learned to rest more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_25", "Your Creature has learned to obey you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_26", "Your Creature has learned to be more sickly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_27", "Your Creature has learned to obey other Creatures more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_28", "Your Creature has learned to be more sad and miserable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_29", "Your Creature has learned to be stay at home more often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_30", "Your Creature has learned to tell you what he thinks of you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_31", "Your Creature has learned to play with you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_32", "Your Creature has learned to tell other Creatures what he thinks of t hem more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_33", "Your Creature has learned to teach other Creatures more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_34", "Your Creature has learned to mimic you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_35", "Your Creature has learned to eat more mushrooms.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_36", "Your Creature has learned to hang around at home more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_37", "Your Creature has learned to get more crazy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_38", "Your Creature has learned to miss his friends more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_39", "Your Creature has learned to look around more") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_OPI NION_40", "Your Creature has learned to steal more!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_01", "From now on, your Creature will be less keen to impress that sort of people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_02", "From now on, your Creature will be less kind and generous to that sor t of people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_03", "Your Creature has learned not to be so angry and destructive to that sort of thing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_04", "From now on, your Creature won't be so playful with that kind of thin g.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_05", "From now on, your Creature won't eat that sort of thing so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_06", "From now on, your Creature won't be so frightened of that kind of thi ng.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_07", "Your Creature has learned to be less interested in that kind of thing .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_08", "Your Creature has learned to avoid pooping against that kind of thing .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_09", "From now on, your Creature won't sleep against that kind of thing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_10", "From now on, your Creature will pay less attention to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_11", "Your Creature has learned to be less exploratory.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_12", "Your Creature has learned to vomit less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_13", "Your Creature won't build his home so much now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_14", "Your Creature won't bring things home so much now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_15", "From now on, your Creature will drink less.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_16", "Your Creature has learned not to bother healing himself so much when he is hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_17", "From now on, your Creature won't be friends with that kind of guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_18", "Your Creature has learned not to try to attract your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_19", "Your Creature has learned not to tell you what he is thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_20", "Your Creature has learned to not bother getting warmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_21", "Your Creature has learned to not bother cooling himself down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_22", "Your Creature has learned not to scratch himself so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_23", "Your Creature has learned not to run away from you so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_24", "Your Creature has learned not to rest so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_25", "Your Creature has learned not to obey you so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_26", "Your Creature has learned not to be so sickly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_27", "Your Creature has learned not to obey other Creatures so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_28", "Your Creature has learned not to be so sad and miserable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_29", "Your Creature has learned not to stay at home so often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_30", "Your Creature has learned not to tell you what he thinks of you so mu ch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_31", "Your Creature has learned not to play with you so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI
NION_32", "Your Creature has learned not to tell other Creatures what he thinks of them so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_33", "Your Creature has learned not to teach other Creatures so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_34", "Your Creature has learned not to mimic you so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_35", "Your Creature has learned that eating mushrooms is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_36", "Your Creature has learned that hanging around at home is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_37", "Your Creature has learned that being crazy is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_38", "Your Creature has learned that missing his friends is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_39", "Your Creature has learned that looking around is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_DECREASE_OPI NION_40", "Your Creature has learned that stealing is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_01", "Your Creature is now more interested in impressing people after seeing you do it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_02", "Your Creature is now kinder after watching you being nice. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_03", "Your Creature is angrier and more destructive after seeing you being nasty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_04", "Your Creature is now more playful after watching you being playful.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_05", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_06", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_07", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_08", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_09", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_10", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_11", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_12", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_13", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_14", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_15", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_16", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_17", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_18", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_19", "Warning: this text shouldn't come up")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_20", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_21", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_22", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_23", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_24", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_25", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_26", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_27", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_28", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_29", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_30", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_31", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_32", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_33", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_34", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_35", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_36", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_37", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_38", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_39", "Warning: this text shouldn't come up") ADD_TEXT( 0, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_INCREASE_DES IRE_FROM_PLAYER_40", "Warning: this text shouldn't come up") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_MOOD_01", " Your Creature is sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_MOOD_02", " Your Creature is dissatisfied.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_MOOD_03", " Your Creature is lonely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CURRENT_MOOD_04", " Your Creature is happy and content.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_01", "Your Creature is quite low on energy - give him something to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_02", "Your Creature is extremely low on energy - give him something to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_03", "Your Creature has been injured. You should heal him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_04", "Your Creature has been seriously hurt - you must heal him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_05", "Your Creature is getting tired - let him rest.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_06", "Your Creature is getting extremely tired - you must let him rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_07", "Your Creature is rather dehydrated - he needs something to drink.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_PHYSICAL_STATE_08", "Your Creature is very dehydrated - he must have something to drink.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_NORMAL _ACTION_01", "Your Creature has learned how to build things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_NORMAL _ACTION_02", "Your Creature has learned that he can take food from the field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_NORMAL _ACTION_03", "Your Creature has been watching you and has learned how to use the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_NORMAL _ACTION_04", "Your Creature has been watching the Villagers and has learned how to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_NORMAL _ACTION_05", "Your Creature has learned how to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_NORMAL _ACTION_06", "Your Creature has learned how to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_NORMAL_ACTION_01", "Your Creature is learning how to build things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_NORMAL_ACTION_02", "Your Creature is learning that he can take food from the f ield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_NORMAL_ACTION_03", "Your Creature is learning how to use the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_NORMAL_ACTION_04", "Your Creature is learning how to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_NORMAL_ACTION_05", "Your Creature is learning how to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_NORMAL_ACTION_06", "Your Creature is learning how to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_HASNT_LEARN_ NORMAL_ACTION_01", "Your Creature doesnt know how to build things. Get him to wat ch the Villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_HASNT_LEARN_ NORMAL_ACTION_02", "Your Creature doesnt know that he can take food from the fiel d. Get him to watch the Villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_HASNT_LEARN_ NORMAL_ACTION_03", "Your Creature doesnt know how to use the Totem. Get him to wa tch you moving the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_HASNT_LEARN_ NORMAL_ACTION_04", "Your Creature doesnt know how to use the Village Store. Get h im to watch the Villagers using the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_HASNT_LEARN_ NORMAL_ACTION_05", "Your Creature doesnt know how to fish. Get him to watch the V illagers fishing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_HASNT_LEARN_ NORMAL_ACTION_06", "Your Creature doesnt know how to dance. Get him to watch the Villagers dancing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_N ORMAL_ACTION_YET_01", "Your Creature isn't experienced enough yet to learn how t o build things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_N ORMAL_ACTION_YET_02", "Your Creature isn't experienced enough yet to learn that he can take food from the field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_N ORMAL_ACTION_YET_03", "Your Creature isn't experienced enough yet to learn how t o use the Totem.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_N ORMAL_ACTION_YET_04", "Your Creature isn't experienced enough yet to learn how t o use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_N ORMAL_ACTION_YET_05", "Your Creature isn't experienced enough yet to learn how t o fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_N ORMAL_ACTION_YET_06", "Your Creature isn't experienced enough yet to learn how t o dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_M AGIC_ACTION_YET_01", "Your Creature isn't experienced enough yet to learn Miracl es.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_CANT_LEARN_M AGIC_ACTION_YET_02", "Your Creature isn't experienced enough yet to learn Miracl e Gestures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_01", "Your Creature has learned how to use the Miraculous (NONE)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_02", "Your Creature has learned how to cast a Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_03", "Your Creature has learned how to cast a Fireball with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_04", "Your Creature has learned how to cast a Fireball with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_05", "Your Creature has learned to cast a Lightning Bolt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_06", "Your Creature has learned to cast a Lightning Bolt with a Gesture." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_07", "Your Creature has learned to cast a Lightning Bolt with a Gesture." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_08", "Your Creature has learned how to create a Miraculous Explosion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_09", "Your Creature has learned how to create a Miraculous Explosion with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_10", "Your Creature has learned how to cast the Healing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_11", "Your Creature has learned how to cast the Healing Miracle with a Ge sture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_12", "Your Creature has learned how to create a Miraculous Teleport.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_13", "Your Creature has learned how to create a Forest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_14", "Your Creature has learned how to create Miraculous Food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_15", "Your Creature has learned how to create Miraculous Food with a Gest ure.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_16", "Your Creature has learned how to create Miraculous Food with a Gest ure.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_17", "Your Creature has learned how to create a Wind Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_18", "Your Creature has learned how to create a Rain Storm Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_19", "Your Creature has learned how to create a Lightning Storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_
ACTION_20", "Your Creature has learned how to create a Tornado.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_21", "Your Creature has learned how to create a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_22", "Your Creature has learned how to create a Physical Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_23", "Your Creature has learned how to create Miraculous Wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_24", "Your Creature has learned how to create Miraculous Water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_25", "Your Creature has learned how to create Miraculous Water with a Ges ture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_26", "Your Creature has learned how to create a Miraculous flock of birds .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_27", "Your Creature has learned how to create a Miraculous flock of anima ls.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_28", "Your Creature has learned how to cast a Freezing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_29", "Your Creature has learned how to create a Shrinking Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_30", "Your Creature has learned how to cast a Growing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_31", "Your Creature has learned how to cast a Weakening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_32", "Your Creature has learned how to cast a Strengthening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_33", "Your Creature has learned how to cast a Fattening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_34", "Your Creature has learned how to cast a Miracle to make other Creat ures thin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_35", "Your Creature has learned how to cast a Miracle to make other Creat ures invisible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_36", "Your Creature has learned how to cast a Miracle to make other Creat ures nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_37", "Your Creature has learned how to cast a Miracle to make other Creat ures angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_38", "Your Creature has learned how to cast a Miracle to make other Creat ures hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_39", "Your Creature has learned how to cast a Miracle to make other Creat ures frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_40", "Your Creature has learned how to cast a Miracle to make other Creat ures tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_41", "Your Creature has learned how to cast a Miracle to make other Creat ures ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_42", "Your Creature has learned how to cast a Miracle to make other Creat ures thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_43", "Your Creature has learned how to cast a Miracle to make other Creat ures itchy.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_44", "Your Creature has learned how to cast an Anti-Spell Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_LEARN_MAGIC_ ACTION_45", "Your Creature has learned how to cast a Speed-Up Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_01", "Warning: this text shouldn't come up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_02", "Your Creature has nearly learned how to cast a Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_03", "Your Creature has nearly learned how to cast a Fireball wit h a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_04", "Your Creature has nearly learned how to cast a Fireball wit h a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_05", "Your Creature has nearly learned to cast a Lightning Bolt." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_06", "Your Creature has nearly learned to cast a Lightning Bolt w ith a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_07", "Your Creature has nearly learned to cast a Lightning Bolt w ith a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_08", "Your Creature has nearly learned how to create a Miraculous explosion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_09", "Your Creature has nearly learned how to create a bigger Mir aculous explosion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_10", "Your Creature has nearly learned how to create a Miraculous soccer ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_11", "Warning: this text shouldn't come up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_12", "Your Creature has nearly learned how to create a firework." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_13", "Your Creature has nearly learned how to cast the Healing Mi racle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_14", "Your Creature has nearly learned how to cast the Healing Mi racle with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_15", "Your Creature has nearly learned how to create a Miraculous Teleport.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_16", "Your Creature has nearly learned how to create a Forest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_17", "Your Creature has nearly learned how to create a priest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_18", "Your Creature has nearly learned how to create Miraculous F ood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_19", "Your Creature has nearly learned how to create a Wind Mirac le.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_20", "Your Creature has nearly learned how to create a Rain Storm Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN
T_MAGIC_ACTION_21", "Your Creature has nearly learned how to create a Lightning Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_22", "Your Creature has nearly learned how to create a Tornado.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_23", "Your Creature has nearly learned how to create a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_24", "Your Creature has nearly learned how to create a Shield Ges ture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_25", "Your Creature has nearly learned how to create a Physical S hield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_26", "Your Creature has nearly learned how to create Miraculous W ood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_27", "Your Creature has nearly learned how to cast a Miraculous S keleton Army.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_28", "Warning: this text shouldn't come up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_29", "Your Creature has nearly learned how to cast a Freezing Mir acle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_30", "Your Creature has nearly learned how to create a Shrinking Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_31", "Your Creature has nearly learned how to cast a Growing Mira cle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_32", "Your Creature has nearly learned how to cast a Weakening Mi racle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_33", "Your Creature has nearly learned how to cast a Strengthenin g Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_34", "Your Creature has nearly learned how to cast a Fattening Mi racle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_35", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures thin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_36", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures invisible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_37", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_38", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_39", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_40", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_41", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN
T_MAGIC_ACTION_42", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_43", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_44", "Your Creature has nearly learned how to cast a Miracle to m ake other Creatures itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_45", "Your Creature has nearly learned how to cast the Anti-Spell Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_LESSON_NEARLY_LEARN T_MAGIC_ACTION_46", "Your Creature has nearly learned how to cast the Speed Mira cle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_01", "Your Creature has only just been re-born. He can't learn anything com plicated yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_02", "Your Creature is just learning to be Leashed. He can't learn anything complicated yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_03", "He cannot learn this yet - he is only just learning how to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_04", "It is too early for him to learn this. Remember he's very young.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_05", "You can't teach him that yet. He's only just learning to be toilet-tr ained.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_06", "Dont try and teach him anything too complicated to begin with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_07", "Your Creature is still immature. He can't learn anything complicated yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_08", "It's too early to teach him that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_09", "He can't learn this yet. Try again later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_10", "Your Creature is maturing, but he still isn't ready to learn that yet .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_11", "Your Creature is just beginning to learn about friendship with other Creatures. He's too young to know that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_12", "Your Creature isn't quite ready for that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_13", "Your Creature is just beginning to learn how to cast Miracles, but he can't do that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_14", "Your Creature isn't quite ready for that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_15", "Your Creature isn't quite ready for that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_16", "Your Creature isn't quite ready for that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_17", "Your Creature isn't quite ready for that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_18", "Your Creature isn't quite ready for that yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_19", "Your Creature is almost fully mature, but he isn't ready to learn tha t.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_CANNOT_LEARN_LESSON _YET_20", "Your Creature is now fully mature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_01", "Your Creature is now fully mature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_02", "You need to give your Creature something to eat to move to the next stage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_03", "You must punish your Creature to move on. Click on him with the Action Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_04", "You must Leash your Creature, and pull him around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_05", "Attach your Creature to that sparkly tree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_06", "Introduce your Creature to the big Creature Guide.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_07", "Your Creature needs to befriend the Guide.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_08", "You just need to give your Creature a bit of time before he wil l move to the next development phase.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_09", "Teach your Creature some more Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_10", "Your Creature needs to impress the Aztec Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_11", "Your Creature needs to fight before he can move to the next sta ge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_12", "Your Creature needs to help the Aztec Village before he can mov e to the next stage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_13", "Try experimenting with the Leash of Compassion and the Leash of Aggression.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHOW_CREATURE_DEVELOPMEN T_CRITERIA_14", "Your Creature is now fully mature, although there are lots of s ubtle things still to teach him") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_01", "L et's click on the Creature so we can stroke him. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_02", "C lick on the Creature and stroke him some more. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_03", "C lick the Action Button on the Leash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_INTERIM_REMINDER_04", "Now c lick the Action Button on the Creature to attach the Leash to him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_05", "C lick the Action Button on the ground to get him to move faster.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_06", "C lick the Action Button on the cow to get the Creature to interact with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_07", "Y ou can Leash your Creature to objects in the world.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_08", "W ith the Leash attached to your Creature, double-click on the tree. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_09", "I suggest you go and get the Creature some food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERIM_REMINDER_10", "G ive him the food by keeping your hand in front of him and holding the Action But ton. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_01" , "Your Creature is going to eat this.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_02" , "Your Creature is going to attack this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_03" , "Your Creature is trying to help this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_04" , "Your Creature is trying to impress this little person.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_05" , "Your Creature is trying to run away from this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_06" , "Your Creature is going to examine this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_07" , "Your Creature is going to poop on this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_08" , "Your Creature is going to fight this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_09" , "Your Creature is going to pick this up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_10" , "Your Creature is going to sleep by this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_11" , "Your Creature is going to rest by this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_OBJECT_12" , "Your Creature is going towards this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_GOING_TO_POS_01", " Your Creature is trying to get over here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_01", "Your Creature has been frozen by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_02", "Your Creature has been shrunk by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_03", "Your Creature has been turned into a giant by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_04", "Your Creature has been weakened by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_05", "Your Creature has been strengthened by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_06", "Your Creature has been fattened by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_07", "Your Creature has been made skinny by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_08", "Your Creature has been rendered invisible by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_09", "Your Creature has been made nice by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_10", "Your Creature has been made angry by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_11", "Your Creature has been made hungry by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_12", "Your Creature has been made frightened by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_13", "Your Creature has been exhausted by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_14", "Your Creature has been made ill by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_15", "Your Creature has been made thirsty by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_16", "Your Creature has been made itchy by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_01", "The Miracle has worn off. Your Creature is no longer frozen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_02", "The Miracle has worn off. Your Creature is no longer tiny.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_03", "The Miracle has worn off. Your Creature is no longer huge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_04", "The Miracle has worn off. Your Creature is no longer puny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_05", "The Miracle has worn off. Your Creature is no longer strong.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_06", "The Miracle has worn off. Your Creature is no longer so fat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_07", "The Miracle has worn off. Your Creature is no longer so skinny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_08", "The Miracle has worn off. Your Creature is no longer invisible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_09", "The Miracle has worn off. Your Creature is no longer so nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_10", "The Miracle has worn off. Your Creature is no longer so nasty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_11", "The Miracle has worn off. Your Creature is no longer so hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_12", "The Miracle has worn off. Your Creature is no longer so frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_13", "The Miracle has worn off. Your Creature is no longer so tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_14", "The Miracle has worn off. Your Creature is no longer so ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_15", "The Miracle has worn off. Your Creature is no longer so thirsty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_16", "The Miracle has worn off. Your Creature is no longer so itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MENTAL_PROBLEM_01", "Your Creature has lost the object he was looking for.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TOWN_ATTITUDE_TO_CREATURE_01 ", "The Villagers haven't seen this Creature before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TOWN_ATTITUDE_TO_CREATURE_02 ", "The Villagers are bored of the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TOWN_ATTITUDE_TO_CREATURE_03 ", "The Villagers are very curious about this Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TOWN_ATTITUDE_TO_CREATURE_04 ", "The Villagers are frightened of the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TOWN_ATTITUDE_TO_CREATURE_05 ", "The Villagers are grateful towards the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_01", "Clic k the Action Button to Leash the Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_02", "Doub le-click to make him run. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_03", "Keep your hand over the Creature to find out what he is thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_04", "Clic k the Action Button again to unLeash him. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_05", "Your Creature needs more rocks to build his home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_06", "Clic king the Action Button on an object will get the Creature to pick it up. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_07", "Drop rocks near the Creature's home to help him build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_08", "Clic king the Action Button by the Creatures feet tells him to drop the object hes hold ing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_09", "Stro king the Creature while he's holding an object will make him eat that object.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_10", "Slap
ping or stroking the Creature determines whether he can or cant do something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_11", "Clic king the Action Button on the water will tell your Creature to drink from the se a. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_TUTORIAL_12", "Clic king by large trees or rocks will make the Creature relieve his bowels (if he ne eds to).") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _01", "Your Creature doesnt want to fight because he is hurt enough already.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _02", "Your Creature wasn't able to work-out how to get to his destination.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _03", "Your Creature wasn't able to get to his destination because it is blocked .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _04", "Your Creature wasn't able to get to his destination because it is inacces sible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _05", "This Creature has refused to fight you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _06", "This Creature has refused to play with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _07", "This Creature has refused your Creature's offer of friendship.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _08", "You pulled your Creature away from what he was trying to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FAILURE_EXPLANATION _09", "Your Creature lost the object he was looking for.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_01", "Your Creature likes this music a lot. In his view it rocks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_02", "This music reminds your Creature of unhappy times. It makes him sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_03", "This music frightens your Creature. It reminds of being abused.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_04", "Your Creature has been knocked-out. He will recover after a while.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_05", "You've shown your Creature how much you like him. He likes you more now .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_06", "You've shown your Creature just how little you think of him. Don't be s urprised if this frightens him, or makes him angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_STACK ED_07", "Your Creature has been transported home, for his own safety.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MISCELLANEOUS_UNSTA CKED_01", "Your Creature is doing something interesting off-screen!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_01 ", "Your Creature messed up the throw; he is still a bit of a beginner.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_02 ", "Your Creature messed up that Miracle; he is still inexperienced in it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_03 ", "Your Creature didnt manage to catch a fish. He's only learning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_04 ", "Your Creature wasn't able to persuade the Villagers to dance with him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_05 ", "Your Creature failed to make a fire. He's only learning after all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_06 ", "Your Creature failed to impress the Villagers, but he is still learning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_MESSED_UP_ACTION_07 ", "Your Creature failed to raise the Totem this time; he may not be strong enou gh yet, and he is still learning.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_01", "extr emely") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_02", "very very") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_03", "high ly") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_04", "very ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_05", "quit e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_06", "rath er") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_07", "slig htly") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_08", "not" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_09", "hard ly ever") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ATTITUDE_10", "very rarely") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_01", "totally evil ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_02", "nasty") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_03", "black-hearte d") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_04", "on the side of good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_05", "decent and t rue") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_06", "kind and nic e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ALIGNMENT_07", "angelic") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_MUCH_01", "no") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_MUCH_02", "very little") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_MUCH_03", "some") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_MUCH_04", "quite a lot o f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_MUCH_05", "loads of") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_WARM_01", "very cold") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_WARM_02", "quite cold") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_WARM_03", "comfortable") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_WARM_04", "quite warm") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_WARM_05", "very hot") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_ILL_01", "completely hea lthy") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_ILL_02", "very healthy") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_ILL_03", "quite healthy" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_ILL_04", "ill") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_HOW_ILL_05", "extremely ill" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ROOM_CHALLENGE_TITLE", "Chal lenge Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CHALLENGE_LIST_NUMBER_OF_D ISCOVERED_CHALLENGES", "Discovered: $I Challenges.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CHALLENGE_LIST_NUMBER_OF_C OMPLETED_CHALLENGES", "Completed: $I Challenges.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CHALLENGE_LIST_NUMBER_OF_D ISCOVERED_CHALLENGE", "Discovered: One Challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CHALLENGE_LIST_NUMBER_OF_C
OMPLETED_CHALLENGE", "Completed; One Challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_TITLE", "Creature Cave") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_TITLE", "C reature Attributes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NAME", "Na me: $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_AGE", "Age : $I years") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_HEALTH", " Health: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_ALIGNMENT" , "Alignment: $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_ENERGY", " Energy: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_STRENGTH", "Strength: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_FATNESS", "Fatness: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_EXHAUSTION ", "Exhaustion: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_DEHYDRATIO N", "Dehydration: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_ITCHINESS" , "Itchiness: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_AMOUNTOFPO O", "Amount Of Poop: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFPE OPLEKILLED", "People Killed: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFAN IMALSKILLED", "Animals Killed: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFCR EATURESKILLED", "Creatures Defeated: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFBA TTLESFOUGHT", "Battles Fought: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFBA TTLESWON", "Battles Won: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFPO OS", "Poos: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_NUMBEROFMU SHROOMSEATEN", "Mushrooms Eaten: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_DEVELOPMEN T_STAGE", "Stage: $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_WARMTH", " Warmth: $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_ILLNESS", "Illness: $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREATURE_SCROLL_SPELLS_REC EIVED", "Miracle Currently Applied to Me: $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_ACTIONS_LEARNT_SCROLL_TITL E", "Creature Actions learned") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_MAGIC_SCROLL_TITLE", "Crea ture Miracle Abilities") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_TITLE", "Crea ture Mind") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_DUMMY_TEXT", "Creature Agg ression") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_MAGICPLINTHS_TEXT", "Creat ure Miracles") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKESPLINTHS_TEXT", "Creat
ure Likes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_GREEDY", "I'm $s greedy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_LETHARGIC", "I 'm $s tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_ANGRY", "I'm $ s violent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_COMPASSIONATE" , "I'm $s compassionate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_TERRIFIED", "I 'm $s frightened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_PLAYFUL", "I'm $s playful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_ATTITUDE_TO_PL AYER", "I think my god is $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_HOW_MUCH_ATTEN TION_PLAYER_HAS_GIVEN_ME", "My deity has paid me $s attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_PERCEIVED_PLAY ER_DESIRE", "I think my deity's dominant desire is $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_ATTITUDE_TO_CR EATURE_START", "What I think about Creature $s:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_ATTITUDE_TO_CR EATURE_END", "He is $s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_ATTITUDE_TO_CR EATURE_HOW_WELL_I_KNOW_HIM", "This Creature has paid me $s attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_BELIEFS_ABOUT_ TOWNS", "Villages known about: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_BELIEFS_ABOUT_ CREATURES", "Creatures known about: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_BELIEFS_ABOUT_ CITADELS", "Temples known about: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_BELIEFS_ABOUT_ FLOCKS", "Flocks known about: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_BELIEFS_ABOUT_ FORESTS", "Forests known about: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_INNATE_KINDNES S", "Natural Kindness: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_INNATE_AGGRESS ION", "Natural Aggression: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_INNATE_LETHARG Y", "Natural Lethargy: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_INNATE_FRIENDL INESS", "Natural Friendliness: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_INNATE_COMMUNI CATIVENESS", "Natural Communicativeness: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERSONALITY_INNATE_EXTROVE RSION", "Natural Outgoingness: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_EAT", "I like to eat $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_ATTACK", "I w ant to attack $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_BEFRIEND", "I like to befriend $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_PLAYWITH", "I like to play with $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_IMPRESS", "I like to impress $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_FEARS", "I fe ar $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_LIKES_SCROLL_COMPASSION",
"I am compassionate to $s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_GAMEOPTIONS_TITLE", "Game Options Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_SAVEGAME_TITLE", "Save Gam e Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_UNIVERSE_TITLE", "Future R oom") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_WORLD_TITLE", "World Room" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CREDITS_TITLE", "Library") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_EXIT_TITLE", "Exit") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_TOTAL_POPULATION", "People living in the world: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERCENT_OF_POPULATION_BELI EVE_IN_YOU", "Percentage that believe in you: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_PERCENT_OF_POPULATION_THAT _ARE_MALE", "Percentage that are male: $I%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_DEATHS_IN_YOUR_R EGION", "Deaths in your region: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_BIRTHS_IN_YOUR_R EGION", "Births in your region: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_BUILDINGS_BUILT" , "Buildings in your region: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_WONDERS_BUILT", "Wonders in your region: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_DISCIPLES", "Dis ciples in your realm: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_BUILDERS", "Buil ders: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_BREEDERS", "Bree ders: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_FISHERMEN", "Fis hermen: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_FARMERS", "Farme rs: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_FORESTERS", "For esters: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_PROTECTORS", "Pr otectors: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_MISSIONARIES", " Missionaries: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_CRAFTSMEN", "Cra ftsmen: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_NUMBER_OF_TRADERS", "Trade rs: $I") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_01", "Celtic Power" ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_02", "African Power ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_03", "Aztec Power") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_04", "Japanese Powe r") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_05", "American Indi an Power") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_06", "Egyptian Powe r") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_07", "Greek Power") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_08", "Norse Power") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_TRIBEPOWER_09", "Tibetan Power ")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FOLLOW_US_LAGGING_01", "Over h ere. Keep going!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FOLLOW_US_LAGGING_02", "We're in this direction!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FOLLOW_US_LAGGING_03", "Come o n. Nearly there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FOLLOW_US_LAGGING_04", "This way .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FOLLOW_US_LAGGING_05", "Please stay with us, Holy One. You're lagging behind.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FOLLOW_US_OVERTAKING_01", "Hey! Wait for us! Stop!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FOLLOW_US_OVERTAKING_02" , "Woah there. Wait for the mortals.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FOLLOW_US_OVERTAKING_03", "Wai t! You're going too fast!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FOLLOW_US_VILLAGERS_AHEAD_01", " This way!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FOLLOW_US_VILLAGERS_AHEAD_02", " The Village is this way!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FOLLOW_US_VILLAGERS_AHEAD_03", "Keep following, Mighty One!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FOLLOW_US_VILLAGERS_AHEAD_04", " We're over here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MISSIONARIES_05", "How d are they leave? After all we've done for them?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_06", "What have we done for them, exactly? Perhaps we should help them out. It might be nic e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_11", "Great. Cattle to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_12", "A sheep. Love ly. Sheep have many uses. And the voyage is long.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_13", "Great! Someon e to scrub the decks! Get inside!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_15", "Oh my god. Yo u killed Kenneth!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_16", "Thank you, hi ghness. We won't forget you, you know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_17", "I jus t hate goodbyes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MISSIONARIES_18", "I jus t hate good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_21", "Thanks for al l this meat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_22", "Can we have s ome more wood please?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_24", "That's good g rain. Please can we have more?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_26", "Thank you for this wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_27", "We're gratefu l for the grain, Holy One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_37", "A tre e is no good. These people require prepared wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_38", "The M issionaries have given up waiting for you, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_42", "You killed my shipmate! Outrageous!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MISSIONARIES_43", "You k
illed all the explorers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MISSIONARIES_44", "But I can't get their stupid song out of my brain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_45", "It'd be lovel y to have you along, but we need a man to steer the big heavy rudder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_46", "Great! Anothe r sailor. Just what we need!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_47", "Go inside and pick out a uniform, mate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_48", "Some more com pany is nice but we need to get the boat finished.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_49", "This young la dy will keep us all in check during the voyage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_50", "Go inside. Yo u have your own cabin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_51", "Hurrah! Anoth er shipmate!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_52", "A pig. Yeah, we'll have that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_53", "We need more meat, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_01", "O Holy One, I kneel before you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_02", "My brother, suffering a fever, has left his sick-bed and become lost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_03", "He is so we ak I'm frightened he'll die.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_04", "If you find him and bring him home, I'll give you one of the three Gate Stones. It's in my house.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_05", "Hey, I gotta plan. Why don't we trash the house? We can get the Gate Stone that way." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_06", "I hea rtily object! That's just malicious.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_07", "That' s kind of the whole point.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_08", "The s iblings are dead. You gotta trash the house and get the Gate Stone now, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_09", "Way I see it, we need that Gate Stone. Wreck the house and grab it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_10", "A Gat e Stone! Let's give it to the woman at the Gate!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_14", "We offer th anks, O mighty spirit. Here. The Gate Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_16", "The l ost one must be at deaths door. This is dreadful!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_17", "Maybe weve got better things to do. You thought of that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_21", "There you a re. I've been so worried!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_22", "You'v e saved the brother but there's no-one to cure him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_23", "A lif e saved and a worshipper on our side forever. You've made me happy, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_24", "No wa y. You gave in there, my friend. I detest weakness. And niceness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_29", "By the gods ! He's dead! Oh my poor brother!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_BROTHER_30", "My Sister? De
ad? How?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_BROTHER_31", "Ahhhh. Uh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_37", "Hey! There's the sick guy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_38", "My house! H ere, take the Gate Stone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_39", "You've got the Gate Stone. Now please find my brother!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_40", "All r ight. Let's take the Gate Stone back to the pedestal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_41", "Thank you f or your benevolence. Here is the Gate Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_BROTHER_42", "You are so cruel. Take the Gate Stone. Have it. But leave me in peace.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_43", "We've finished off both of them. Now let's smash up her house to get the Gate Stone!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_44", "Wow. A world of pain. I like it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_45", "Now l et's smash up the house with a rock to get that Gate Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_46", "Aah. How appalling. Life is sacred you know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_47", "Yeah! You drowned the sick dude. Stylish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_48", "The s ick dude's dead. Let's show the body to his sister. Ha!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_BROTHER_49", "No pa in, no gain. Let's kill him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_53", "No, c lick on the door.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_54", "The L ost Brother is in some trees through the pass.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_55", "Leade r, you haven't used your zoom ability much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_56", "You'l l need it to find the lost brother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_BROTHER_57", "Here' s a quick reminder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_RETRIEVE_01", " There's someone who might need your attention, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_06", "Hi, man. Nea t stone circle, huh? It's a bummer that some are missing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_07", "Soun ds like we can help, there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGINGSTONES_08", "What ? Help this deluded sack of burnt-out neurons?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_09", "Some thing is happening.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_10", "The stones are singing together again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_17", "You wrecked my house. Bad karma, guru.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGINGSTONES_18", "Ha. The hippy would be turning in his grave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGINGSTONES_19", "If h is body was in a grave. Not being pecked by vultures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_20", "Thes e are the right stones, but they're in the wrong order.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_21", "Hmm.
That doesn't sound right to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_22", "This sounds pretty inharmonious to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_23", "Are you sure you've found the right stones?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_24", "Hmm. This doesn't seem right. Some of the stones are wrong. Listen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGINGSTONES_25", "You killed him. How dreadful of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_26", "Wow. Now thi s is a good vibe. Amazing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_27", "The Stones h ave to play a scale. That's what we need.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SINGINGSTONES_28", "Tap a stone to hear its note. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_01", "OK. Le t's get our projectile skills up to scratch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_02", "What d o you suggest? I presume it involves killing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_03", "No, no t at all. I was going to propose, er, we, um ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_04", "I know , let's see if we can hit that pillar over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_05", "It's a test of our godly powers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_06", "And no body gets hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_07", "How ni ce. And I guess we use this everlasting pile of stones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_08", "Hmm. H andy, that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_09", "You hi t it. Marvelous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_12", "Neat, Boss. You're really gonna do damage with this skill later!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_17", "You're doing well but you have to knock the rock clean off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_18", "You ru le at rock throwing, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_19", "Great shot! The house didn't stand a chance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_20", "Please watch where you're throwing things. You could have someone's eye out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_YOUTHROWING_21", "Hey, I saw tha t. You missed the pillar by miles!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_YOUTHROWING_22", "Ooh. Now that was close.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOUTHROWING_23", "Look. A Silver Reward Scroll. Let's see what it means.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOUTHROWING_24", "Yeah, Silver ones ain't as vital as the Gold ones, but we can still check them out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_01", "As I see it, there ain't no need for me to bow before you, son.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_02", "I ain't seen diddly from you which impresses me one itty bit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_03", "Gods have huge Crea tures. That's what my momma always told me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_04", "And until I see a b ig enough one, you don't mean nothing to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_05", "Ah. Don't l
eave him as a lost soul. Show him your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HERMIT_06", "Tchoh. Let him die alone. Its what he wants. The hick.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HERMIT_07", "You dont hav e to justify yourself to him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HERMIT_08", "Come on. Yo uve got better things to destroy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_09", "Call that a Creatur e? I could swat him flat!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_10", "Ha! Not the largest beast in the land, is he?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_11", "No! Not my cotton-p icking hut! It's my only possession! Leave me alone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HERMIT_12", "Let's kill him anyway. Go on, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_13", "But you mus tn't! Please!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HERMIT_14", "The Hermit is destroying our Village Store supplies!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_15", "Well, you d id flatten his hut. What do you expect?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_16", "You killed him! You uncaring, horrid, mean god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_17", "Yes. Now that is on e worthy Creature. I'll get worshipping!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_20", "That durned critter ain't no bigger than the last time I seed him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_21", "I done seen a firef ly a-heading under that there rock at break of dawn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_22", "Now being as your C reature's so mighty, I be a-wondering whether he can move that rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_23", "And see what the fi ery little critter's doing under there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_24", "Great! A Mi racle Seed! Well, done, Mighty One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_25", "Them fireflies done turn theirselves into Miracle Seeds at dawn, I reckon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_26", "This is int eresting news. We should watch out for fireflies and see where they hide at dawn .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_27", "Golly. A Mi racle Seed. How did that get there?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HERMIT_28", "The firefli es hide and turn themselves into Miracle Seeds at dawn. Duh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HERMIT_29", "Oh. Of cour se. Now that is worth knowing, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_HERMIT_30", "Who's your Daddy? W ho's your Daddy now? Oh yeah. Look at that!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_PIED_PIPER_01", "Oh no! Some o f my poor children are lost! They'll need rescuing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_PIED_PIPER_02", "A stranger ha s been seen putting the children into trances.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_PIED_PIPER_03", "He has them i mprisoned in a secret place!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_PIED_PIPER_04", "This stranger is to blame. It's got to be him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_PIED_PIPER_05", "But if he sho uld die before we find the children, they could be lost forever. Oh, my babies!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_07", "You kil
led the piper! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_10", "Thats on e crche leader we dont have to worry about!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_11", "This is just too appalling for words.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_12", "Youve kn ocked away the rock. Here come the little brats.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_13", "Oh this is enchanting!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_14", "{TE sad ]Humph.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_15", "Nice bi t of assassination there, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_16", "And no children hurt. Wonderful!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_17", "Scratch one piper.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_18", "But wha t about the children? You havent saved them!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_19", "The pip ers lured thirty children to their deaths. Hes going on vacation now. My kinda guy .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_20", "This is a complete disaster. Thirty little mites! Gone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_21", "So many children are missing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_25", "We must act. Tiny lives are at stake.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_26", "Tiny li ves? Come on, who cares? Anyway, lets move out! I've always wanted to say that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_PIED_PIPER_31", "Please spare the creche! You'll hurt the children!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_32", "Good th ing the creche woman's dead. She'd give you an earful for that!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_33", "Prod me. I don' t care. I won't believe in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_PIED_PIPER_34", "Hurrah! Saved b y our god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_35", "Thanks for lett ing me go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_36", "I've released t he children.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_37", "From now on I'l l be a proper, normal Villager.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_38", "Spreading belie f of you and trying to forget how bad I've been.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_39", "Ha! I'm nowhere near my cave. And you set me free!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_40", "Hey, wo w. I was going to suggest that! Yummy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_41", "That's extreme bad taste if you ask me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_42", "Arrgghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_43", "Ah! You got me! Let me live! Don't eat me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_44", "If you spare me and take me to my cave I'll release the children!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_45", "I only wanted a family. But the Village women said I was too ugly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_46", "Oh boo
hoo. Let's turn him into a Creature snack.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_47", "But if we take him to the cave, we'll save the little ones!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_48", "Ah. You've got me again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_49", "Help! I'm havin g a panic attack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_50", "You can't keep me tied up for long. I'm an expert at slipping away.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_51", "Get away from m e you big monster!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_52", "Your Creature w on't catch me. I'm too fast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PIED_PIPER_53", "Tie him up Boss. He's getting on my nerves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PIED_PIPER_54", "He's ri ght. And he won't get away when he's Leashed to our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_55", "I know you're o ut there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_56", "Leave me alone! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_57", "I'm not coming out!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_58", "Go away.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_59", "Wait all you li ke. I'm staying in here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_60", "I'm staying put . So there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_61", "You can't hurt me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_62", "I'm invulnerabl e to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_63", "I feel no pain. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PIED_PIPER_64", "Do your worst. I won't be hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_02", "By the great go ds, I have been asleep!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_03", "I was just coun ting my sheep when I dozed off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_04", "Please find my straying sheep. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_FLOCK_05", "Well, t hey were going to be slaughtered anyway. I say we waste the wandering mutton.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_FLOCK_06", "But if we find and return them, well have a dyed-in-the-wool follower.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_FLOCK_07", "Wow. Th e saintly one made a joke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_12", "All my sheep ar e back! Thank you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_13", "Behold! A sheep . You may use him as your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_FLOCK_18", "I never liked him anyway. He gave me the creeps.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_FLOCK_19", "I thoug ht nothing gave you the creeps.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_FLOCK_20", "You do, you big creep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_21", "Ooh. You found another sheep. I forgot there was more than five.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_22", "Good gracious. Another sheep. Superb work.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_23", "You've found an other sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_24", "Another sheep. Well I never. This gets better and better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_26", "Thank you. Look s like you've returned my flock!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_27", "I can't offer m uch, but take this with my thanks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_28", "Many thanks, hi gher power. Keep them coming, please.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_29", "Oh dear. One of my sheep has died. Sheep happens, I suppose.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_30", "Too many sheep have died for me to make a living. I'm going to quit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_31", "You're a powerf ul being, Holy One, but you're not the best shepherd ever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LOST_FLOCK_32", "Oh drat. Anothe r dead sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_01", " This ogre seems to be guarding something. A reward, perhaps?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_02", " Look! Here it is. You know I reckon we could fight our way up to it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_03", " We shouldn't resort to combat with the poor thing. Hmm. He looks hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_04", " Well he's eaten that. Is he getting drowsy? Or is it me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_05", " That big oaf's as thick as a rock! He's gone right to sleep. Duh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_06", " Uh oh. You've got him mighty riled. Prepare for battle, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_07", " You beat him! Now let's get the reward and scram!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_08", " Hold on, Leader. Pull back from the fight and try again when we've recovered som e strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 1", "The big Creature! He's pointing at something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 2", "That Village. You know I think he wants us to be its god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 3", "How do you know?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 4", "Educated guess. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 5", "Educated? Okay. Anyway, so how do we do it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 6", "To gain a settlement we must impress the people there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 7", "We can use Miracles, powerful physical acts or our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 8", "If the people are impressed enough.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_0 9", "Or scared enough.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 0", "The Village will be ours!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 1", "And all settlements work this way?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1
2", "Of course.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 3", "The Aztecs will worship you now. Cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_14", "I am tired. Let me rest before we continue.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 5", "You have not investigated many Silver Reward Scrolls, Leader. Try a few - i t'll be worth it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 6", "It is unwise to neglect your followers. I see the Village is short of food. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 7", "You shouldn't neglect your Creature. He's rather hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MEET_THE_AZTEC_VILLAGE_1 8", "The Aztec Village still needs to be further impressed. Use the Creature to help you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_01", " What's all the fuss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_02", "A frea k wave has just struck! My husband and four others are drowning! Please help the m!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_03", " Er, let's see. Who do we know who's tall enough to wade out to them? ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_04", " Don't muck around. Let's get our Creature out there as fast as possible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_05", "Oh, I' m so grateful. We'll get some extra worshipping done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_06", " Huh. Yeah, you're grateful now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_07", "You sa ved some people, but others still drowned. Call yourself a god? I'm going home." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_08", "At tim es like this I wish we had a choice of gods to worship.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_09", " I feel gutted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_10", " Gutted! Ha! Fishermen. Gutted. Get it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_11", " Give it a rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DROWNINGFISHERMEN_12", " I like it, Boss. One less human to deal with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_13", "I saw that! It was murder!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_14", "At lea st some survived. We're a little thankful for that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_15", "You ki lled those that didn't drown. I'm shocked beyond words. Almost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DROWNINGFISHERMEN_16", "We'll remember that. Such acts do not go un-noticed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DROWNINGFISHERMEN_17", "My siste r asked for your help and you killed her!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_01", "We are a spiritu al tribe, with ancient customs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_02", "If you place any thing on this altar, its life-force is added to our stored prayer power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_03", "As a gesture of my belief, I offer my firstborn son to the altar.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SACRIFICE_04", "Now that 's what I call a gesture of belief!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SACRIFICE_05", "But huma n sacrifice is wrong! Why not sacrifice something else? Like a plant.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_06", "That's a powerfu l sacrifice. A whole heap of prayer power has been stored from it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_07", "Hmm. That didn't produce much prayer power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_08", "We are awaiting a sacrifice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SACRIFICE_09", "These pe ople await a sacrifice from you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_10", "The power from t hat sacrifice will remain stored until you need it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_11", "Yes. Feel the po wer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_12", "You allowed my s on to live. I bow to your will.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SACRIFICE_13", "These pe ople look like they're doing something interesting, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_14", "My wife! You do work in mysterious ways, don't you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_15", "Ah, so you thoug ht my wife'd make a better sacrifice. Interesting,") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SACRIFICE_16", "You killed my husband! But he was a good priest!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SACRIFICE_17", "It's what he w ould have wanted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_18", "Er, you were sup posed to sacrifice him on the altar. Such a waste.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_19", "Excellent. I kne w sacrificing my lad would provide a huge power-boost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_20", "Greetings, almig hty presence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SACRIFICE_21", "As a gesture of gratitude from our people, we have a gift for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_01 ", "What's this? Some trick? Some new Miracle?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_02 ", "It looks like a portal of some kind.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_03 ", "It looks like a trap to me. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_04 ", "Look. It's sucking stuff in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_05 ", "Try throwing something into it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_06 ", "I bet you anything it'll come out wherever this Vortex leads to.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_07 ", "You really aren't afraid of this thing, are you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_08 ", "I say we throw things through and then go through it ourselves. Our Creature will follow. Try clicking the Action Button on the Scroll.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_09 ", "What the hell. Do we want to live forever?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_10 ", "Well actually") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PLAGUE_01", "What's got into him?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PLAGUE_02", "We've been poisoned ! We can't work, we can't pray and we can't worship you. Please help us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PLAGUE_03", "This is rid
iculous. If they give us power, we can act.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_04", "The people are all sick, though. Let's try to help them. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PLAGUE_05", "No. The str ong will survive. That's nature. Nice and evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PLAGUE_06", "Call yourself a gre ater power? You did nothing and now we're almost wiped out! The survivors won't forget this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PLAGUE_07", "Godly being, stop h ealing and find the source of the sickness!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PLAGUE_08", "Praise be to you, g odliness! We're going to make it! Although we've suffered, our faith and your ge nius have endured!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_09", "You healed one. That's good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_10", "You're heal ing more now, Leader. Excellent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_11", "The poison' s source is the Village Store. We can heal them now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_12", "Lovely. The poison's source is gone and the people you heal will survive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PLAGUE_13", "And those s urvivors can get a little worship done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_14", "Ugh. That f ood looks rancid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_16", "Take people from your other Village. Everyone here has died.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_17", "But you'll need to cure this Plague, though, Leader. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PLAGUE_18", "There aren' t many people here, Boss. Take some from your other Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_03", "{TE afra id]These folk are stealing our cattle! Something must be done!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_04", "The mara uding band have retreated. We've given them a good pasting!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_05", "Argh! Th ese godless thieves are attacking the Village Store. I say kill every last one o f them!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_06", "Now they 're attacking the crche! If I wasn't so good I'd go down there and pull out their innards!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_07", "They too k losses in that last raid. If they've got sense they'll leave us alone now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_08", "It was g lorious to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_09", "Oh thank you, in visible one. We will worship harder for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_10", "We humbly offer you this. You know, just to say thanks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_11", "Sweet. T he marauders are all dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_12", "Please help us, massive one. We'll reward you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_13", "This foo d should keep the Marauders quiet for a while.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_14", "The man who asked for your help needs to speak with you, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_15", "No don't kill them. They're just hungry. That's all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_04", "You kille
d the woman, Boss. Now that is a cool, calculated action. I approve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_05", "You disgraceful , murdering overfiend. No true god would act like that. I'm repulsed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_06", "Oh this i s priceless. They can't take a bit of evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_07", "If I wasn 't stuck inside your head, I'd leave and become a ghost or something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_08", "What a stunning performance. I'm so, so grateful. And the kids will be pleased, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_09", "Huh. Am I wasting my time pushing the evil point of view? Are you gonna listen to me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_10", "That was rather cold-hearted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_11", "Ooh, this girl is feisty. I like it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_12", "Oh shut u p and take your telling off like a man, demon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_13", "Who rattl ed your cage, you do-gooding nimrod?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_14", "Er, lordly one. You gave it a good effort. Thank you for trying.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_16", "Look! Loo k down there! Children are in trouble in the water!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_17", "We're not too good at this sort of thing. Remember the fisherman we failed to save?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_18", "Great! I get to see more people drown. Pass the popcorn!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_19", "We should be able to save them. We saved the fishermen before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_20", "Let's get the Creature over there to scoop them out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_21", "You mean, let's get him over there for a salty snack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_22", "My children hav e gone swimming, and they have not returned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_23", "I worry for the ir safety, and Im too tired to find them. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_BAYWATCH_24", "Were having too mu ch fun, were not going anywhere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_BAYWATCH_25", "All right Im going home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_BAYWATCH_26", "Quick, run! Its mo m!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_27", "Thank you for b ringing back my loved ones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_28", "Ill find where t he others got to, Im sure theyll be somewhere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_29", "So you couldn't find my loved ones. Ill have to search for myself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_30", "Shell be s earching for a long long time. Ha!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_31", "Thatll tea ch the kids a lesson.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_32", "How savag e! Killing such innocents!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BAYWATCH_33", "A whole f amily slaughtered. Nice going.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_34", "Oh how te rrible. Orphans.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_BAYWATCH_35", "Aaahhh!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BAYWATCH_36", "This woma n's children have not returned from swimming.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ALLYTALK2_01", "You, my fellow god, are a genius. Your skills are winning over all those who stand befor e you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_13", "Mighty one. I need to herd my cattle to your home Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_14", "But I have inj ured my ankle and cannot walk that far.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_15", "But as my beas ts are afraid of your Creature I had an idea.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_16", "You could get him to shepherd the cattle to the pen near your Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_17", "Please try and chase as many into the pen as possible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_18", "Thank you, lor dly one. You got the herd here safely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_19", "Here's an offe ring to show my gratitude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_20", "You got most o f the cattle here safely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_21", "Well, some cow s made it, Mighty One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_22", "None of the co ws made it. I shall look elsewhere for my herding requirements in future.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_23", "A billion than ks. All the cattle got to the pen safely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_24", "Take this Mira culous cow as an offering from me to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_25", "A hundred than ks. You managed to get most of the cattle here safely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_26", "Thanks, Holy O ne. A few cows did make it, in the end.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_27", "Lordly spirit, none of my herd survived. I sense a famine coming.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_28", "Here. Take thi s special beast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_COW_29", "We might have to eat it otherwise.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_01", "Ther e's something going on in this hut.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_02", "I have an ancient riddle for you. Solve it and great power will be yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_10", "This looks promising. I wonder what we'll be getting?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_11", "Look . It's a zebra. What do we want with that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_12", "If w e want to swap to the Zebra, summon our Creature and click on him. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_13", "Yeah , yeah. Do we really want a Zebra, though?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_14", "A ra re beast indeed. I'm all for it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_15", "Knock on m y house and I'll remind you of the clues.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_16", "Exce llent. Something's happening.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_17", "Let' s get the next clue from that woman!!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_18", "This
is getting interesting!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_19", "We'r e getting closer! There can't be much more to this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_25", "The woman's saying nothing until her house is all fixed up again. Huh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_26", "Place in t he ring a cunning hunter.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_27", "And a bush of fire if you want to.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_28", "A lump you r Creature leaves behind.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_29", "And protec t with magic hand and mind.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_30", "You need t o place a cunning hunter into the ring of life.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_31", "Now add to the ring of life, the Burning Bush.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_32", "Next a lum p of your Creature's waste products must be placed into the ring.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_33", "Finally, p rotect the objects you placed into the ring with a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_34", "You may fi nd one drinking fresh water after dark.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_35", "You will f ind it between the snow and the sea.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_36", "I have a l egend for you. Solve it and you'll gain great power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_37", "Place in t he ring something which howls at night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_38", "Something hot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_39", "Something unique to your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_40", "Then all m ust be protected.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_LOST_TREASURE_41", "You need t o place all the ingredients in the ring of life at the same time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_42", "Some thing's happening!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_43", "The wolf's escaped.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LOST_TREASURE_44", "Well that's pretty unique. I suppose.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LOST_TREASURE_45", "The object's no longer hot, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_01", "Khazar sen t me. I can help you build your settlement up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_02", "People are sleeping outdoors as they don't have enough buildings to live in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_03", "This is th e Workshop. I make Scaffolding here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_04", "It allows you to decide where new buildings should be constructed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_05", "If you can supply me with enough wood, I can build a Scaffold so that you can plan more ho uses.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_06", "Yo u must put more wood into the Workshop to get a Scaffold built.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_07", "Give me a little time and I'll turn the wood into Scaffolds.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_08", "It looks like your Scaffolding is ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_09", "We just need to move it to an area where we want it built.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_10", "Wh en you're happy with its location and angle, click the Action Button.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_11", "Oh , this is such a worthwhile cause, planning homes to be built for the homeless." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_12", "Th ere is another way to solve this homeless problem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_13", "Oh yes?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_14", "Ye ah. Kill 'em.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_15", "Th ere are still homeless people in the Village. You need to build more houses.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_16", "Your Villa ge now truly has more room for people. Building more will encourage growth.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_17", "This is a Village I want to be part of.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_18", "In my own Village I held the knowledge of the forest Miracle. Follow me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LAND_2_WORKSHOP_19", "Constant w orship is needed to maintain it, but the wood it provides is a blessing to the p eople.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_NOTIFIER _01", " Hey! What is this guy doing?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_NOTIFIER _02", "The man in the workshop wants some wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_NOTIFIER _03", "We're just waiting for the man to create a Scaffold.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_NOTIFIER _04", "We need to place a Scaffold down on the map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LAND_2_WORKSHOP_NOTIFIER _05", "Hey the man, he wants to talk to us some more!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_01", "Wait up! What the heck is this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_02", "Outrageo us! He's built an idol to worship. Punish him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_IDOL_03", "This cou ld start a new religion. We really should remove this idol.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_04", "Yeah, de stroy it and the people! Ungrateful peasants!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_05", "Ha, you destroyed the idol, and its maker. That rocks!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_06", "We still gotta get rid of the idol. It'll attract people!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_IDOL_09", "It's rat her sad that we lost a follower. And he lost his life.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_10", "So you d idn't feel our idol-maker was worth punishing? Never mind. You're the boss, I su ppose.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_IDOL_11", "The idol has caught fire. It seems to be working!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FIRE_IDOL_12", "Please don't kil l me. I'll bow down before you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FIRE_IDOL_13", "Please spare us! We'll worship you loads!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_IDOL_17", "Oh dear.
You've killed a worshipper.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_IDOL_18", "Horrific . You've killed lots of worshippers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_IDOL_19", "We gotta keep the fire going for longer than that, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_IDOL_20", "Leader, battering the idol isn't working. There has to be another way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SINGING_STONES2_01", "Holy one , these five stones are meant to bring people back from the dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SINGING_STONES2_02", "Please m ake them work. My poor child, you see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_03", "We need the stones from around this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_04", "Al l the stones are in place. Now we need to activate them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_05", "Ah a. The same note but an octave apart!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SINGING_STONES2_06", "Eternal thanks, godly spirit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SINGING_STONES2_07", "Where's my mother? I want my mother!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONES2_08", "Wo ah. Powerful stuff. Pity the kid's not in the circle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_09", "Th ose two stones are permanently set now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONES2_10", "I wonder what'll happen if we activate them all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONES2_11", "Wa y to go. You killed her. Eee-vil!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_12", "Yo u killed the little one. After healing her, too! Drat!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_13", "Mo ve the child back into the circle to heal him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONES2_14", "He y! We've been granted some food! Go stones!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SINGING_STONES2_22", "Wow. An honest-to-god Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONES2_23", "Eh ? Nothing. Nothing at all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_24", "Hm m. The pair is right, the stones are set, but no Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_25", "A Chimp. Let's have it. We must.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONES2_26", "Ho w?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONES2_27", "Br ing your Creature here and click the Chimp to swap bodies. $m2 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_SINGING_STONE_CURSE_01", "What h ave you done? We've all Miraculously become children again! Boo hoo!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_SINGING_STONE_CURSE_02", "We're only kids. We'll need help until we get old enough to survive alone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SINGING_STONE_CURSE_03", "Warning. The game may not be synchronized on your machine. \nContinue?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SINGING_STONE_CURSE_04", "Resume last online game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_ALLYTALK3_01", "You must prov ide me with more help. The foe is stronger than even I thought.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_15", "Put me dow n! The people need me for their eternal youthfulness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_16", "It's all o
ver. I'm off. I don't care what happens to the people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPIRITUALHEALER_17", "We ll, Leader, you stopped those nasty sacrifices.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_18", "I take thi s life to feed the life of the many!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_19", "While my h eart beats you will all never age!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_20", "Kill me an d you kill them all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_21", "Banish me and they die.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SPIRITUALHEALER_22", "Argh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPIRITUALHEALER_23", "Oh , I don't think I want to see this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRITUALHEALER_24", "I do. Let me have a look.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_01", "Excuse me pow erful being. I need your help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_02", "Children have been stealing my cattle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_03", "Please, you m ust act to stop them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDYFARMER_04", "Kill someone. The rich farmer dude?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDYFARMER_05", "Think of the poor hungry children.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDYFARMER_06", "I am. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDYFARMER_07", "The f armer's dead. Outrageous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_08", "Oi! Them's my cows!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_09", "Stop it you l ittle thieves!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_10", "Come back wit h my cattle you swines!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDYFARMER_11", "Way t o go, Boss. You killed all the children.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDYFARMER_12", "You s aved a cow. The Farmer will be pleased.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_13", "All my cows a re gone. You're no god of mine!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDYFARMER_14", "Bit o f killing. Nice one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDYFARMER_15", "Someo ne is praying to you here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_16", "I wanted you to stop them stealing the cows, not kill them all!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_17", "Sending synch ronized map file") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GREEDYFARMER_18", "NOT USED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDYFARMER_19", "We sh ould punish someone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDYFARMER_20", "But t hose children are hungry!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_GREEDYFARMER_21", "I'm scared. I 'm not stealing cows any more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_GREEDYFARMER_22", "Well I'm stil l going to. I'm hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_GREEDYFARMER_23", "He's dead! We
should stop this. It's gone too far.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_GREEDYFARMER_24", "Let's get bac k to the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_ALLYTALK4_01", "While you swe ep across the land, gaining souls, I fight ever more desperate battles. I need y our help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_01", "Greetings. We are simple travelling folk and wish to start a circus.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_02", "If you give us ani mals to train we will be able to entertain all the Villages in this area.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_03", "Put wild beasts in to this pen and we will set free our friends over here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_04", "That animal's dead . It's useless! Get out of here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_05", "What do you call t hat? We don't want it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_06", "That's a healthy b east. We'll give you a slave for it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_07", "Wow. That's a rare animal. It's worth two slaves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_08", "We've got all the animals we need, now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_09", "Hey! Stop stealing our beasts or there'll be trouble.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_10", "Hey! Don't steal o ur slaves or there'll be trouble.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SLAVERS_11", "Neat. You killed a slaver. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SLAVERS_12", "Good grief . You killed all the slave traders.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SLAVERS_13", "You've fre ed the slaves. They're joining us as worshippers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SLAVERS_14", "You've mur dered all the slaves. Dreadful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SLAVERS_15", "The Slaver s have gone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SLAVERS_16", "Hmm. TA st rokebeard]Those slavers are up to something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SLAVERS_17", "The Slaver s have kidnapped all the women from the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SLAVERS_18", "The Slaver s are attacking the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_19", "That animal's dead . I'm not paying for it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_20", "Very well. So be i t. It's war, then!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SLAVERS_21", "Oh dear. T he slavers are killing people in that Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SLAVERS_22", "They've un leashed their animals on the people as well! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_23", "Some of our Villag ers are missing and I believe those strangers are responsible, mighty Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_24", "Hey. You're our mi llionth customer. Have all our slaves free!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_25", "We'll get this cir cus together in no time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_26", "We saw that! Steal one more thing from us and we'll take action.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SLAVERS_27", "We've got plenty o f this species, Holy One. So no payment, I'm afraid.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_01", "Lethys, my ally. You have failed me. I, Nemesis, have arrived to take control.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_02", "But I will not let them threaten my destiny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_03", "I will be the only god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_04", "Khazar. Yo u have defied me for the last time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_KHAZAR_DIES_05", "Nemesis. No ! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_KHAZAR_DIES_06", "I'm losing my") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KHAZAR_DIES_07", "I can' t believe it. Khazar wiped out like a bug! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_08", "Creature, you have something for me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KHAZAR_DIES_09", "Oh no! Khazar's Creature! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_10", "Lethys, us e your Creature to bring the Creed to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KHAZAR_DIES_11", "He's t aken the Creed from Khazar's Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KHAZAR_DIES_12", "So thi s is what the Guide meant!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_13", "I will be the only god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_14", "Did you th ink you could hide the Creed from me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_KHAZAR_DIES_15", "Lethys, re trieve the Creed for me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_KHAZAR_DIES_16", "As always, I will do as you command. I'll send my Creature for it now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KHAZAR_DIES_17", "He's g ot an element of the Creed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KHAZAR_DIES_18", "Does t his mean all is lost? I fear it does!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KHAZAR_DIES_19", "That m ust have been the Creed the Guide was talking about!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KHAZAR_DIES_20", "And we lost it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KHAZAR_DIES_21", "Maybe we haven't lost it forever, Demon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KHAZAR_DIES_22", "I hope you're right, Beardy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KIDNAPPED_01", "The Crea ture! Get him on a Leash quickly!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KIDNAPPED_02", "Look! He 's heading for the Vortex! He's mesmerized!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KIDNAPPED_03", "No!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KIDNAPPED_04", "NO! He's gone through! And so has Lethys!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KIDNAPPED_05", "Lethys h as taken our Creature! What are we going to do?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KIDNAPPED_06", "We're go ing to get him back. Let's go through!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KIDNAPPED_07", "Yes! No! Let's think about this. It could be a trap.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KIDNAPPED_08", "No! Ther e ain't time to think! The Vortex is closing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KIDNAPPED_09", "But we d
on't know what's on the other side!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KIDNAPPED_10", "Our Crea ture is on the other side! That's all we need to know. Let's go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_KIDNAPPED_11", "You are truly a powerful god but you failed to defeat me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_KIDNAPPED_12", " Let's see ho w powerful you are without your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KIDNAPPED_13", "The Leas h isn't working.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_MATCH_08", "Hard tackle. Not a foul, though, I say.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_MATCH_09", "Looks like a Norse sub is coming on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_MATCH_10", "Ha! T he sub got injured before he could take to the field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_MATCH_11", "The C elts are sending on a sub.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_MATCH_33", "Hey B oss, there's a crowd forming over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX2_01 ", "We've got to get our Creature back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX2_02 ", "Yeah. The poor guy. I really miss him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX2_03 ", "We've no choice. We must follow him through the Vortex.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX2_04 ", "Look! The Vortex has opened again!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX2_05 ", "I see! Lethys' Temple was hiding a Vortex. Let's go through!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GET_VORTEX3_01", "Look! We can get a Vortex and leave!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GET_VORTEX3_02", "I can' t wait to get out of this place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GET_VORTEX3_03", "Yes. I t's haunted. I can't stand it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_01", "Yet agai n you're too strong for me! I beg for mercy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_02", "Please s pare me. I have only one Village left. I will give you Khazar's Creature's Creed .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_03", "I'll giv e you the part of the Creed I took from Khazar's Creature if you'll let me survi ve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_04", "And wait ! I know a land where you can find another Creed element!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_05", "It's whe re you started. And the Creed lies within the body of the Creature you befriende d.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_06", "I'll ope n a Vortex to take you there. But spare me. Let me go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_LETHYS_SPEAKS2_07", "No! With out followers I cannot exist!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LETHYS_SPEAKS2_08", "Yea h, Boss. What do you want to do?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_CREED1_01", "Good. We needed that. Now, kill him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_CREED1_02", "Spare him. He's too weak to do any damage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_LETHYS_VILLAGE_01", "How could you? You're evil-minded, in my opinion. ")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_LETHYS_VILLAGE_02", "Ha ha ha.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_01", "Hey. Fire! Over there!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_02", "It's a meteor. Thank goodness it missed the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_03", "Heads up! There's more incoming!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_04", "They' re heading towards the Village! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_05", "We've got to protect the people!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_07", "They' ve stopped. Let's clean the place up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_12", "Phew. It's really over this time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_13", "You k ept the Village safe! ]Wonderful! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_14", "Well, most people survived, but there were casualties.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_15", "Hey. It's been carnage. Way to go, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_16", "You p rotected the buildings, Leader. Super.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_17", "A few buildings got damaged, I'm afraid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_18", "Whew. The Village took a serious pounding there, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRE_ON_HIGH_19", "Oh I say. Well caught.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_01", "Our bat tle gets ever more fierce.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_02", "And you are proving a worthy opponent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_03", "But you are too evil. People will always respond to good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_04", "You may be a god but ruling by fear is never right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_05", "You wil l never truly have the spirit of the people on your side.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_06", "But you r goodness is your weakness. People demand strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_07", "They un derstand force. They know pain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_08", "You wil l never have true believers without fear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS_09", "So do y our worst and do your best. You can't win.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_LEADEROFTHEPACK_01", "These are my animals. I know great hardships lie ahead, but they must come to no harm. Pro tect them for me, please.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEADEROFTHEPACK_02", "Le t's keep a close eye on them. This man is important.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEADEROFTHEPACK_03", "Ha ng on. We're important. He's just a human with some scabby beasts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEADEROFTHEPACK_04", "So you're saying we shouldn't keep an eye on them?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEADEROFTHEPACK_05", "Ex actly. We've got the battle for all eternity to fight and he's worried about som e flea-bitten")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEADEROFTHEPACK_06", "He wouldn't ask, though, unless it was important.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_MIRROR_FIGHT_01", " Your Creature has proved itself many times. But can it beat its true self?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_MIRROR_FIGHT_02", " This is your Creature if you'd been the god you should have been.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_MIRROR_FIGHT_03", " Watch and weep as it shows its superior strength and intellect.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_MIRROR_FIGHT_04 ", "We'll give it a pummelling!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_MIRROR_FIGHT_05 ", "Er, yes. I hope so.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_MIRROR_FIGHT_06 ", "We're losing. Stop and let our Creature heal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_MIRROR_FIGHT_07 ", "Come on! Crush him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_MIRROR_FIGHT_08 ", "We did it! Did you see that? Oh yeah! The crowd goes wild!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_BROWN_BEAR_01", "Ugh. Th ere's a frightful stench coming from the forest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_SWAP_TO_BROWN_BEAR_02", "Could y ou check it out, big one. It's sickening.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_03", "Sickening, is it? I don't believe you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_04", "Hmm. Yes it really is rancid. I wonder what's causing it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_06", "Aha! So that's what's been causing this smell!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_07", "The brown bear. So they do do it in the woods!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_12", "We really should clean up this mess. Someone could step in it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_13", "The owner of that house will be a little distraught.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_14", "Ugh. I can still smell something. There must be several more around. Let's clea r them up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SWAP_TO_BROWN_BEAR_15", "The smell is almost gone. There's one more out there, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_RUNS_AMOK_01", "But I am stronger than you will ever be.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_RUNS_AMOK_02", "And now he obeys only me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_03", "He's out of control! Oh this is terrible!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_04", "We've got to prevent him from doing too much damage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_05", "We've got to get him back, too. He's ours!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_06", "Restrain him first!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_07", "That's it. We must keep him harmless until this wears off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_08", "The Creature did some damage when he was out of our control.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_09", "I know. Let's get it cleaned up. As if we haven't got better things to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_10", "Cleanliness is next to godliness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_RUNS_AMOK_11",
"Doh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_RUNS_AMOK_12", "You are close to your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_CREATURE_RUNS_AMOK_13", "Aft er all this time, you think you know him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS2_01", "My dre am was to be the only god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS2_02", "To hav e the whole of Eden worship me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS2_03", "But yo u stand in opposition.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS2_04", "So thi s is a fight to the death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_01", "Retreat, Ichor. The Village is falling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_02", "You have failed me many times, Ichor. There can only be one more chance for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_03", "Neme sis is giving up the fight for the final Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_04", "Look . His Creature's retreated to defend the mountain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_05", "But we'll have to deal with that lethal black cloud before we can get our Creature c lose enough to attack.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_06", "We'l l have to find a way of moving the cloud to let our Creature get past it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_07", "The fight's brewing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_08", "We'r e winning! I don't believe it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_09", "We l ost. Incredible disgust oozes form my every pore.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_10", "Ugh. We can try again when our Creature has recovered somewhat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_11", "We w on! Nemesis' Creature is beaten! Victory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_12", "Yep. Was there any doubt? It was down to me, after all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_THE_BIG_FIGHT_13", "You fail ed me for the last time, beast. My revenge will not be denied.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THE_BIG_FIGHT_16", "Hey, Boss. We're strong enough. Fight past Nemesis' Creature to get to that Mountain .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_02", "Good. Creatures always let you down. I despise them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_03", "I have one Temple left. Will you sacrifice your Creature for it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_04", "You ha ve the three parts of the Creed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_05", "To use this, the greatest of Miracles, you must send him up the Mountain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_06", "To his death.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_SPEAKS3_07", "Is vic tory really worth that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEMESIS_SPEAKS3_08", "Do we do it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEMESIS_SPEAKS3_09", "Do we?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SWAP_TO_APE_02", "Oooh 'Ello.
Pleased to meet you. I can make the old young.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SWAP_TO_APE_03", "Bring me an old Villager and I'll wind back the years. Oh yes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_APE_04", "I don' t like this old bat at all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SWAP_TO_APE_05", "I say we try her out. It might hurt people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SWAP_TO_APE_08", "Oops. I've c reated a Creature. Sorry. What a faux pas.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_APE_09", "But it 's a special Creature. We can swap our Creature to it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SWAP_TO_APE_10", "Yeah? I suppose we bring our boy over and click on it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_APE_11", "Precis ely. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SWAP_TO_APE_12", "You ki lled her. Don't feel bad. I'd have done the same. Ha ha ha.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SWAP_TO_APE_13", "Oh whe n will the horror ever end? Don't answer that, evil one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SWAP_TO_APE_14", "Oh come on! Leave my hut alone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SWAP_TO_APE_15", "They're not old enough. Hardly worth the bother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SWAP_TO_APE_16", "Phew. All th is work has made me feel dizzy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SWAP_TO_APE_17", "We sho uld bring her a kid, Boss. See what happens.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_01", "Oi! Please don 't pick me up!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_02", "Great. I'd jus t got dry, too.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_03", "Please don't t hrow me!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_04", "Aaaaaarrrrrrrg gggggghhhh!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_05", "You didn't kil l me!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_06", "Ow!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_07", "Me leg!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_08", "Me arm!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_09", "Oh hell!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_10", "Noooo!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_11", "Ouch!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_12", "Ooyah!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_13", "Me head.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_14", "Me eye.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_15", "You big bully. Try it again and you're dead.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_16", "Get off, get o ff me!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_17", "Leave it! I'm not worth it!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_18", "The smell isn' t my fault!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_19", "Let go of me!" ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_20", "Ugh. I don't w ant to go through that again. I need a bath.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_21", "Go on, Do your worst!")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_22", throw me around, eh?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_23", take anything you throw at me.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_24", scare me!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_25", d. D'you think I care?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_26", e about. I dare you!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_27", harm me. Well, not seriously.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_28", m on fire!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_29", he flames!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_30", ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_31", now?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_32", .") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_33", st you can do?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_34", y doesn't hurt.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_35", r felt better.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_36", hurt, do you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_37", I can help you with?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_38", kick out of that?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_39", I'm chucked?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_40", did sting.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_41", 's cold.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_42", ast cut these nails?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_43", d this hand lately?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_44", ueeze.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_45", mouse from here.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_46", coming on.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_47", o fly. C'mon.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_48", thing like fresh air.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_49", ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_50", got vertigo.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_51", icing me is the only way I can die.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_52",
"Think you can "Come on. I can "Ha! You don't "Throw me aroun "Go on. Chuck m "Ha! You can't "Fire! Fire! I' "Water! Douse t "Ahh. Relief!") "Oof. Can I go "I felt nothing "Is that the be "Ha! That reall "Huh. I've neve "You reckon I'm "Anything else "Did you get a "Does this mean "Aah, now that "Argh. You hand "When did you l "Have you washe "Ha! The big sq "I can see your "I feel a throw "Teach me how t "Ah. There's no "Don't drop me. "Careful. I've "Clever. Sacrif "Please don't d
o it. Throw me around some more.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_THROW_BLOKE_53", "Argh! As I die , my power is yours!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_AZTEC_VILLAGE_01", "You're getting the idea.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_AZTEC_VILLAGE_02", "Indeed. The people are swaying to your belief.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_AZTEC_VILLAGE_03", "That's it! You did it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_AZTEC_VILLAGE_04", "This Village is ours! Congratulations.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_AZTEC_VILLAGE_05", "What a smart bit of work.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_01", "At l ast. The people have finished our Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_02", "It's beautiful and it will be extremely useful later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_03", "This is the entrance. Click the Action Button on it to take you inside. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_04", "When you're in it, you can hit Escape to leave the Temple at any time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_05", "This is the Question Mark. Click the Action Button on it to pick it up. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_06", "When you have it, click the Action Button on an object to get information about it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_07", "If y ou get lost, you can tap the Temple key twice to return to the Temple from anywh ere. $m17") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_09", "The people have been working their hearts out in here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_10", "Ther e's a lot to learn here. And even more through each of these doors.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_11", "Righ t now the most important room is the Save Game Room.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_12", "By t he way, this is a signpost. Click the Action Button to it to access its info. $m 2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CITADEL_GUIDE_13", "Pres s the Escape key to leave the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_01", "One more! Come on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_02", "You haven't picked it up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_03", "Put it here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_04", "Giv e it to him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_05", "Giv e it to her.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_06", "Pla ce it here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_07", "Fir e off a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_08", "Mak e them suffer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_09", "Hea l them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_10", "Mor e food!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e wood!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, e this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, troy it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, fire to this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, this out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, haven't got them all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, He's dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, She's dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, haven't done it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, failed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, didn't do it right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, it again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, it again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 're doing this wrong.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e on. Get it right!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, That's not right!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ve got a new Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, got ourselves a new Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ! We need that!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ellent. Just what we wanted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, at. More food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ber. Nice one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e wood! How sweet!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, d. We're honored.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ling. That's nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ling. I'm so pleased.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e people. This is good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, e righteous dudes to punish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, nks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, nk you so much.")
"HELP_TEXT_RANDOM_ADVISOR_11", "Mor "HELP_TEXT_RANDOM_ADVISOR_12", "Tak "HELP_TEXT_RANDOM_ADVISOR_13", "Des "HELP_TEXT_RANDOM_ADVISOR_14", "Set "HELP_TEXT_RANDOM_ADVISOR_15", "Put "HELP_TEXT_RANDOM_ADVISOR_16", "You "HELP_TEXT_RANDOM_ADVISOR_17", "Oh, "HELP_TEXT_RANDOM_ADVISOR_18", "Oh. "HELP_TEXT_RANDOM_ADVISOR_19", "You "HELP_TEXT_RANDOM_ADVISOR_20", "You "HELP_TEXT_RANDOM_ADVISOR_21", "You "HELP_TEXT_RANDOM_ADVISOR_22", "Try "HELP_TEXT_RANDOM_ADVISOR_23", "Try "HELP_TEXT_RANDOM_ADVISOR_24", "You "HELP_TEXT_RANDOM_ADVISOR_25", "Com "HELP_TEXT_RANDOM_ADVISOR_26", "No. "HELP_TEXT_RANDOM_ADVISOR_27", "We' "HELP_TEXT_RANDOM_ADVISOR_28", "We "HELP_TEXT_RANDOM_ADVISOR_29", "Yes "HELP_TEXT_RANDOM_ADVISOR_30", "Exc "HELP_TEXT_RANDOM_ADVISOR_31", "Gre "HELP_TEXT_RANDOM_ADVISOR_32", "Tim "HELP_TEXT_RANDOM_ADVISOR_33", "Som "HELP_TEXT_RANDOM_ADVISOR_34", "Woo "HELP_TEXT_RANDOM_ADVISOR_35", "Hea "HELP_TEXT_RANDOM_ADVISOR_36", "Hea "HELP_TEXT_RANDOM_ADVISOR_37", "Mor "HELP_TEXT_RANDOM_ADVISOR_38", "Mor "HELP_TEXT_RANDOM_ADVISOR_39", "Tha "HELP_TEXT_RANDOM_ADVISOR_40", "Tha
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_41", r Village Store is low on food. Nice one, if it's deliberate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_42", r Village Store is running out of wood. Be good - deal with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_43", ple are happy because the Village Store is full of food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_44", ray. You've got loads of wood in the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_45", at news, Boss. Belief in you is increasing. Treat 'em mean.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_46", dear. Fewer of your people are believing in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_47", aster! Another god is about to take over your Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_48", htmare. Your people are about to be lost to another god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_49", r Village is under attack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_50", eone's attacking the Village. Time to get violent, pal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_51", Village is close to being destroyed. I feel terrible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_52", Village is nearly ruined. It's your fault. Act to save it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_53", Village has sustained some damage. It's not nice to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_54", Village is getting a kicking. Open a can of whup-ass, friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_55", 're about to take over a new Village. I could kiss you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_56", 've nearly taken a new Village. More subjects to harm. All right!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_57", ck your Village's desire flag. People need stuff. Badly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_58", e to see you're letting the people's desires go unheeded.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_59", 're a top god. Look - the people desire nothing but you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_60", ty. Nobody desires anything. Everyone's content. Bah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_61", 've gained a new Miracle. Check it out maestro.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_62", ew Miracle has been granted. I hope we can kill people with it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_63", r people desire something. Be good and give it to them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_64", r people have a desire. Tough for them but life goes on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_65", 're a powerful god, right? Your people want for nothing, OK?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_66", l why not let them build you a Wonder? It'll be cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_67", ll be embarrassing. But you'll get a special ability out of it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_68", tribe reckon they need rest. I vote we ignore them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_69", e your people rest. They really do need it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_70", mortals claim they're hungry. If you're a wuss you'll feed them.")
"You "You "Peo "Hoo "Gre "Oh "Dis "Nig "You "Som "The "The "The "The "You "You "Che "Nic "You "Sof "You "A n "You "You "You "Wel "It' "The "Giv "The
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_71", "Fee d your people. Unlike us they'll die without a tasty meal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_72", "How dumb is this? People are dying at the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_73", "You r people are dying through over-worship. Stop this at once!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_74", "You can't charge a Miracle without any tribes people. Hello.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_75", "You need people to charge your Miracles, I'm afraid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_76", "You 're about to lose a charged Miracle, 'cuz people aren't worshipping.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_77", "A M iracle's about to get uncharged as people aren't worshipping.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_78", "If you want to charge loads of Miracles, get loads of people on it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RANDOM_ADVISOR_79", "You must assign more worshippers to keep so many Miracles charged.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_01", "We've gotta get these people on our side.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_02", "We'd better get this settlement believing in us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_03", "Let's go for these Villagers' hearts and minds!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_04", "I say we drum up some faith from these people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_05", "We got to take this place, Boss. I can't stand the waiting.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_06", "Let's move in and enlighten these poor people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_07", "I want this Village! Now!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_08", "Let's convert this settlement to our lovely religion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_09", "Hit these people hard, Boss. Grab 'em by the souls and throats.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKE_OVER_TOWN_RANDOM_AD VISOR_10", "I advocate the taking over of this Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_01", "We did it! These people are now firm believers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_02", "Good work! They got the faith all right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_03", "We're now the official god of this place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_04", "Great! Our power is growing all the time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_05", "We've bent their weak minds to our will.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_06", "More devotees have joined our cause! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_07", "More worshippers have joined us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_08", "Another Village falls under our godly powers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_09", "We've taken another settlement. More believers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_10", "Ha ha! More wonderful, worshipping humans.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_11", "Lovely. This Village will follow us anywhere.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_12", "The ranks of the believing have swelled.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_13", "There's another Village we can call our own!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_14", "We've saved a Village full of souls! Praise be!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_15", "A Village of zealots has joined our cause.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_16", "A Village has decided to worship you. Congratulations.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_17", "A Village has just converted to worshipping you. Good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TAKEN_OVER_TOWN_RANDOM_A DVISOR_18", "You now have a new Village of believers. Great!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_01", "Y ou don't get it, do you? You can't interact with things outside your influence." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_02", "E ven a god has limits. You can't do things outside your range of influence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_03", "Y ou know you can make your influence bigger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_04", "Y es, just make more buildings or construct a Wonder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_05", "Y ou can't use Miracles outside your influence. No way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_06", "M iracles only work in your influence. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_07", "Y ou know your Creature can cast Miracles anywhere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_08", "M y spiritual detectors are picking up Miracles being used nearby.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_09", "T hose aren't spiritual detectors. They're ears.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_10", "Y ou can impress people in Villages in lots of ways.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_11", "Y eah. Try sending your Creature over.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_12", "O r the odd Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_13", "Y ou know, once you've powered up a gesture, you can cancel it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INFLUENCE_ADVICE_14", "Y ou just do a quick squiggle back and forth. Try it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ALIGNMENT_CHANGE_01", "H ey - your alignment just changed. You're now more good than before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ALIGNMENT_CHANGE_02", "C ool. Your alignment's just changed. You're now even more evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOU_ARE_GOOD_01", "Hey you're good. No I mean you really are good. As in not nasty.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOU_ARE_GOOD_02", "Stop it! You're being too good. I hate that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOU_ARE_EVIL_01", "You'r e being evil! Are you doing this to spite me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOU_ARE_EVIL_02", "Evil. I like that in a god. So I approve of your actions, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_01", "We' re gonna kill you, bury you, dig you up and kill you again!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_02", "Eat righteous Creature Armageddon!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_03", "We'
re gonna stomp your Village to mush!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_04", "Hey ! Come and see how well we're doin'!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_05", "Cal l yourself a tribe? You're evolutionary rejects, all of you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_06", "You are SO going to be in pain when we get there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_07", "We' re doing so well I've even got time to taunt you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_08", "Pai n, hurt, death. Four letter words, my friend. Apart from death.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_09", "Ven geance is mine, you nimrod!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_EA_10", "You reckon you can take our Creature? Come on then!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_01", "Rem ember we have right on our side.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_02", "Goo d guys hit hardest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_03", "We' re gonna crush you to jelly. Oh. Goodness me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_04", "Pre pare to be in considerable discomfort.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_05", "Get ready for some extreme unpleasantness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_06", "We cannot lose. Look at the size of our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_07", "Giv e up now. There doesn't have to be bloodshed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_08", "You 'll never win. You haven't got a beard!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_09", "We' re going to kick your bottom extremely hard. Repeatedly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_10", "I s hould very much like to give you a bloody nose, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_11", "You r so-called 'friends' cannot help you now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_12", "You r Creature is a pitiful specimen. Just like you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_13", "You 're not very good at this game, are you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_14", "Nee d some Creature Training lessons?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_15", "Don 't look behind you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_16", "Sto p all the chat and get on with it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_17", "She ep have more followers than you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_18", "My Disciples have more followers that you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_19", "You know what? My Creature'll eat yours for breakfast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_20", "Soo n, all that you own will be mine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_TAUNTS_GA_21", "I'm going to turn your followers to the other side.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KILLING_GA_01", "What a senseless waste of human life!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KILLING_GA_02", "That wa
s a sickening act of violence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, led them. I can't believe it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, any way to run a religion?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, please stop murdering people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, se you think he deserved that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, imagine that was fair?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, really need to die? Hmm?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, waste of a good worshipper.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, se your godly powers. I don't care.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, n't watch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, tragic.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, carnage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, !") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, Just, just don't.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, life tossed away in vain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, believe it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, hey say power corrupts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, s disgraceful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, nclude me in this wanton carnage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, re this. For the record.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, up!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, tta hurt when they hit the dirt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ove.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ng's always good fun.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, one plebe!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, st is toast!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, in the hot place, mortal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, m and grill 'em.")
"HELP_TEXT_KILLING_GA_03", "You kil "HELP_TEXT_KILLING_GA_04", "Is this "HELP_TEXT_KILLING_GA_05", "Please, "HELP_TEXT_KILLING_GA_06", "I suppo "HELP_TEXT_KILLING_GA_07", "Do you "HELP_TEXT_KILLING_GA_08", "Did she "HELP_TEXT_KILLING_GA_09", "What a "HELP_TEXT_KILLING_GA_10", "OK. Abu "HELP_TEXT_KILLING_GA_11", "Oh I ca "HELP_TEXT_KILLING_GA_12", "This is "HELP_TEXT_KILLING_GA_13", "I hate "HELP_TEXT_KILLING_GA_14", "Stop it "HELP_TEXT_KILLING_GA_15", "Don't. "HELP_TEXT_KILLING_GA_16", "Another "HELP_TEXT_KILLING_GA_17", "I don't "HELP_TEXT_KILLING_GA_18", "Horrid. "HELP_TEXT_KILLING_GA_19", "Well, t "HELP_TEXT_KILLING_GA_20", "That wa "HELP_TEXT_KILLING_GA_21", "Don't i "HELP_TEXT_KILLING_GA_22", "I deplo "HELP_TEXT_KILLING_GA_23", "Oh grow "HELP_TEXT_KILLING_EA_01", "It's go "HELP_TEXT_KILLING_EA_02", "That's "HELP_TEXT_KILLING_EA_03", "Smart m "HELP_TEXT_KILLING_EA_04", "A killi "HELP_TEXT_KILLING_EA_05", "Ha!") "HELP_TEXT_KILLING_EA_06", "Scratch "HELP_TEXT_KILLING_EA_07", "His gho "HELP_TEXT_KILLING_EA_08", "See ya "HELP_TEXT_KILLING_EA_09", "Kill 'e
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_10", "Tasty!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_11", "Ah, the smell of blood!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_12", "She is history!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_13", "Bye, la dy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_14", "Come on . Let's do another!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_15", "Yes!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_16", "That is sweet!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_17", "Nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KILLING_EA_18", "No pain , no gain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_01", "N o, please!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_02", "S pare me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_03", "I didn't do it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_04", "P ut me down!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_05", "H elp! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_06", "I 'll do anything!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_07", "D on't kill me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_08", "W ait! I worship you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_09", "N o!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_PICKED_UP_10", "L eave me alone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_01", "Unhand me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_02", "Get off, you beast!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_03", "Hands off, buster!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_04", "Take your filthy hands off me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_05", "Get off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_06", "Leave me alone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_PICKED_UP_07", "Oooh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_LANDING_01", "Oof . My arm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_LANDING_02", "Ah, my leg!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_LANDING_03", "Ow, my foot!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_LANDING_04", "Ah, my toe!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_LANDING_05", "Ugh , my epiglottis")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MALE_VILLAGER_LANDING_06", "Ow, me septum!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_LANDING_01", "M y leg!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_LANDING_02", "A h!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_LANDING_03", "E eek!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_LANDING_04", "O of!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_LANDING_05", "U rk!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FEMALE_VILLAGER_LANDING_06", "S wine!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOU_DESTROYED_SOMETHING_ 01", "You wrecked that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOU_DESTROYED_SOMETHING_ 02", "We've trashed it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOU_DESTROYED_SOMETHING_ 03", "Look at that damage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_YOU_DESTROYED_SOMETHING_ 04", "You can be proud of that carnage!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_YOU_DESTROYED_SOMETHING_ 05", "Goodness. That's totally smashed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_01", "Goodne ss me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_02", "What a n odd decision!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_03", "Hey!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_04", "Steady on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_05", "That's not like you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_06", "Are yo u sure about that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_07", "This i s not a good idea.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_08", "You're supposed to be on my side!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_09", "Have y ou had a bump on the head?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_10", "But yo u're supposed to be a good ruler!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_11", "Are yo u doing this to shock me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_12", "You're getting bad habits!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_OPPOSITE_GA_13", "This i s most irregular!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_OPPOSITE_EA_01", "Hey quit with the good stuff!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_OPPOSITE_EA_02", "Cut it out! You're evil, remember.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_OPPOSITE_EA_03", "You go ing soft, wise-guy?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_OPPOSITE_EA_04", "What's up?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_OPPOSITE_EA_05", "Evil n ot good enough for ya?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_OPPOSITE_EA_06", "Come o
n - we're meant to be bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, go good on me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, do this. We're supposed to be buddies!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, bout me? I want evil!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, bad thing. C'mon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, got into you? Religion?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, the bad guys, remember!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 01", "Excellent behavior.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 02", "I approve!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 03", "Lovely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 04", "This is Marvelous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 05", "You should be sainted!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 06", "Oh what joy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 07", "Delightful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 08", "Hurrah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 09", "Superb.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 10", "I am most pleased.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 11", "Splendiferous!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, 12", "Fantastic!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 01", "Darn that's nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 02", "Way to go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 03", "Evil. I like it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 04", "Oh yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 05", "Works for me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 06", "You the man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 07", "Yeah Boss. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 08", "Cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 09", "Hotter than my bed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 10", "Ah, yeah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 11", "Kick righteous butt!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT,
"HELP_TEXT_OPPOSITE_EA_07", "Don't "HELP_TEXT_OPPOSITE_EA_08", "Don't "HELP_TEXT_OPPOSITE_EA_09", "What a "HELP_TEXT_OPPOSITE_EA_10", "Do the "HELP_TEXT_OPPOSITE_EA_11", "What's "HELP_TEXT_OPPOSITE_EA_12", "We're "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_GA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_ "HELP_TEXT_INCREASING_ALIGNMENT_EA_
12", "In the evil zone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INCREASING_ALIGNMENT_EA_ 13", "Bad to the core.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_01", "Ou r people are coming under attack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_02", "Th e tribe is being attacked!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_03", "Pe ople are being killed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_04", "Ou r Creature is under attack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_05", "Th e Village is coming under attack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_06", "So meone's damaging the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_07", "We 're being assaulted. Do something!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_08", "A Creature is attacking us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_09", "Th ere's a god raining death down upon us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_10", "Th e Village is getting destroyed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_11", "Th e area is under attack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_12", "Th ere's some combat you should know about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_GA_13", "Pe ople have more faith in you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 01", "Your Creature is storming in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 02", "You're attacking with mighty vengeance!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 03", "You're killing people!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 04", "We're doing well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 05", "This is a battle we're going to win!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 06", "We've got the upper hand") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 07", "We're really doing very well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_GA_ 08", "You're winning this war.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 01", "Yay! Way to go, battlewise!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 02", "We're just too good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 03", "Oh man. We're hot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 04", "There's no stopping us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 05", "That is what I like to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 06", "You want some? And you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 07", "Darn we're good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_
08", "Who da god? You da god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_WINNING_EA_ 09", "Nice. We're winning over mortals.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 1", "You're losing this war.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 2", "I say. The battle's going against us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 3", "There's a battle that's not going your way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 4", "You're not doing so well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 5", "We're losing followers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 6", "Your people are losing their faith in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 7", "Your followers are giving up worshipping you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 8", "We're getting our, er, bottoms kicked.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_GA_0 9", "This foe is a tad strong, I feel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 1", "Argh! We're not doing so good!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 2", "Looks like we're taking a beating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 3", "We're losing dudes, here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 4", "Woah. We might come second here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 5", "I am not a happy bit of conscience.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 6", "We gotta stop the rot, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 7", "Things look rather bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 8", "We're being assaulted by negative vibes!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_LOSING_EA_0 9", "We're getting toasted here, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_01", "We 're getting attacked, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_02", "We 're coming under fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_03", "Ta ke cover! Attack in progress!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_04", "Fi re in the hole!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_05", "We 're getting trashed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_06", "Th e Village is getting mashed up bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_07", "Ou r people are getting wasted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_08", "So meone's icing our tribe.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_09", "We 're taking damage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_10", "We 're getting beat up good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BATTLE_ALERT_EA_11", "Oh
this is bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, 're getting kicked here, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, r people are going down like flies.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, r Creature's in a battle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, r Creature's attacking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, r Creature's really going for it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, tremely not good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ere's a humdinger of a fight going on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, r Creature's in a killing rage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, other Creature's fighting our boy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, got them that time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, sorted them real good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, took a shoeing, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, lost a lotta guys, there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, rained hell down on 'em.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, r Creature's doing the business!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, Village Store is nearly out of food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e running low on food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e run out of food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e running out of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e low on wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e run out of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e got no more wood!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, er, our people are ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, tribe requires healing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, e got a lot of hurt folks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, eed more people!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, population is extremely low.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, on't have enough tribes people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, eed the people to procreate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT,
"HELP_TEXT_BATTLE_ALERT_EA_12", "We "HELP_TEXT_BATTLE_ALERT_EA_13", "Ou "HELP_TEXT_BATTLE_ALERT_EA_14", "Ou "HELP_TEXT_BATTLE_ALERT_EA_15", "Ou "HELP_TEXT_BATTLE_ALERT_EA_16", "Ou "HELP_TEXT_BATTLE_ALERT_EA_17", "Ex "HELP_TEXT_BATTLE_ALERT_EA_18", "Th "HELP_TEXT_BATTLE_ALERT_EA_19", "Ou "HELP_TEXT_BATTLE_ALERT_EA_20", "An "HELP_TEXT_BATTLE_ALERT_EA_21", "We "HELP_TEXT_BATTLE_ALERT_EA_22", "We "HELP_TEXT_BATTLE_ALERT_EA_23", "We "HELP_TEXT_BATTLE_ALERT_EA_24", "We "HELP_TEXT_BATTLE_ALERT_EA_25", "We "HELP_TEXT_BATTLE_ALERT_EA_26", "Ou "HELP_TEXT_TOWN_ALERT_GA_01", "The "HELP_TEXT_TOWN_ALERT_GA_02", "We'r "HELP_TEXT_TOWN_ALERT_GA_03", "We'v "HELP_TEXT_TOWN_ALERT_GA_04", "We'r "HELP_TEXT_TOWN_ALERT_GA_05", "We'r "HELP_TEXT_TOWN_ALERT_GA_06", "We'v "HELP_TEXT_TOWN_ALERT_GA_07", "We'v "HELP_TEXT_TOWN_ALERT_GA_08", "Lead "HELP_TEXT_TOWN_ALERT_GA_09", "The "HELP_TEXT_TOWN_ALERT_GA_10", "We'v "HELP_TEXT_TOWN_ALERT_GA_11", "We n "HELP_TEXT_TOWN_ALERT_GA_12", "Our "HELP_TEXT_TOWN_ALERT_GA_13", "We d "HELP_TEXT_TOWN_ALERT_GA_14", "We n "HELP_TEXT_TOWN_ALERT_GA_15", "We h
ave too many people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, people are unhappy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, tribe is disillusioned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, followers are annoyed with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, le are losing faith in you, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, h is dwindling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, her Village needs your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, of your tribes require your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, to the rest of your realm, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, t neglect your people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, t neglect the others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, t forget the others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, other people need you too, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, , the food's running out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, Village Store's lookin' bare.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, e outta food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, in't got much wood left.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, eed more wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, wood supply's nearly out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, e got no more wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, people are suffering. Ha ha.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, thing's wrong with your minions.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, population's getting low.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, population is dropping.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, eed more people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, otta get more Villagers, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, le are losin' faith big time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, ain't got so many believers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, h in you is fallin' like a stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, gotta act fast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT,
"HELP_TEXT_TOWN_ALERT_GA_16", "The "HELP_TEXT_TOWN_ALERT_GA_17", "Your "HELP_TEXT_TOWN_ALERT_GA_18", "Our "HELP_TEXT_TOWN_ALERT_GA_19", "Peop "HELP_TEXT_TOWN_ALERT_GA_20", "Fait "HELP_TEXT_TOWN_ALERT_GA_21", "Anot "HELP_TEXT_TOWN_ALERT_GA_22", "More "HELP_TEXT_TOWN_ALERT_GA_23", "See "HELP_TEXT_TOWN_ALERT_GA_24", "Don' "HELP_TEXT_TOWN_ALERT_GA_25", "Don' "HELP_TEXT_TOWN_ALERT_GA_26", "Don' "HELP_TEXT_TOWN_ALERT_GA_27", "The "HELP_TEXT_TOWN_ALERT_EA_01", "Boss "HELP_TEXT_TOWN_ALERT_EA_02", "The "HELP_TEXT_TOWN_ALERT_EA_03", "We'r "HELP_TEXT_TOWN_ALERT_EA_04", "We a "HELP_TEXT_TOWN_ALERT_EA_05", "We n "HELP_TEXT_TOWN_ALERT_EA_06", "The "HELP_TEXT_TOWN_ALERT_EA_07", "We'v "HELP_TEXT_TOWN_ALERT_EA_08", "The "HELP_TEXT_TOWN_ALERT_EA_09", "Some "HELP_TEXT_TOWN_ALERT_EA_10", "The "HELP_TEXT_TOWN_ALERT_EA_11", "The "HELP_TEXT_TOWN_ALERT_EA_12", "We n "HELP_TEXT_TOWN_ALERT_EA_13", "We g "HELP_TEXT_TOWN_ALERT_EA_14", "Peop "HELP_TEXT_TOWN_ALERT_EA_15", "You "HELP_TEXT_TOWN_ALERT_EA_16", "Fait "HELP_TEXT_TOWN_ALERT_EA_17", "You "HELP_TEXT_TOWN_ALERT_EA_18", "You'
re gonna need some more believers, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TOWN_ALERT_EA_19", "Don' t forget your other people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TOWN_ALERT_EA_20", "The other Villagers need you too, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_AUDIO_CD_INSERTED_01", " So you wanna hear your own music, huh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_AUDIO_CD_INSERTED_02", " What's the matter? Our in-game music not good enough?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_AUDIO_CD_INSERTED_03", " Don't mind him. But watch out for your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_AUDIO_CD_INSERTED_04", " He'll always associate this music with what you do to him when it's playing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_AUDIO_CD_INSERTED_05", " Creatures are sensitive to music, you see. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_AUDIO_CD_INSERTED_06", " Good gracious. Pumpin' choonz.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_SWAP_CONFIRM_01 ", "Are you sure you want a new Creature? Click the Action Button on the Creatur e you want if you are. Click your own Creature to cancel. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_SWAP_CONFIRM_02 ", "Do you definitely want a new Creature? Click the Action Button on the Creatu re you want to swap to if you do. Click your own Creature to cancel.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_SWAP_CONFIRM_03 ", "Are you sure you want this Creature? Click the Action Button on the Creature you want to swap to if you are. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_01", "The Sea") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_02", "The Beach Temple Pu zzle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_03", "The Ogre") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_04", "The Sculptor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_05", "The Madness") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_06", "The Savior") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_08", "The Heavenly Fire") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_10", "The Nomads") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_11", "The Greedy Farmer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_12", "The Idol") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_15", "The Lost Brother") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_16", "The Riddles") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_17", "The Attackers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_18", "The Explorers Again ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_19", "The Miracle Stones" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_20", "The Pied Piper") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_21", "The Plague") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_23", "The Sacrifice") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_24", "The Shaolin") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_26", "The Rejuvenator") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_27", "Swap To Cow") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_28", "Swap To Horse") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_29", "Swap To Leopard") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_30", "Stanley The Wolf") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_31", "Swap To Turtle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_32", "Swap To Wolf") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_33", "The Hermit") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_34", "The Lost Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_35", "The Explorers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_36", "The Slavers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_37", "The Shield")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_38", "Throwing Stones") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_43", "Choose Your Creatur e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_44", "The Singing Stones" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_54", "The Workshop") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_65", "Swap To Chimp") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_85", "The Singing Stones III") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_90", "Swap To Brown Bear" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_101", "Khazar's Fireball Challenge") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_102", "Khazar's Shield Ch allenge") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_103", "The Fish Puzzle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_104", "Chimp Posse") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_105", "The Creature's Lea rning") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_106", "The Immersion Mush rooms") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_107", "The Heartbroken Ma n") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_108", "Undead Village") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_109", "The Totem Puzzle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_110", "The Defending Ogre s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_111", "The Treacherous Pa th") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_112", "The Workshop") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_113", "The Magic Dragon") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_114", "Worship Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TITLE_115", "Impress Village") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_03", "Hurry! Th ere are still children in the sea!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_05", "The Ogre' s guarding something. We should investigate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_06", "We need t o get a carveable stone for the sculptor from the Hermit's Quarry over here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_07", "Your Crea ture is still out of control!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_08", "My gosh! There are still people to save!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_10", "We need t o protect the Village! Nemesis is attacking!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_12", "Those hun gry children are stealing the farmer's cattle Shall we get involved?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_13", "Villagers are worshipping the idol and not us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_16", "Remember, we should ask the woman in this hut about her riddles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_17", "Cattle ar e missing and those Marauders are responsible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_18", "This is t he boat the Missionaries arrived in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_19", "We need t o make two matching stone sing to heal the boy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_20", "The sick people aren't getting any better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_24", "This woma
n is giving people the power of youth.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_25", these cows back to the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_30", shepherd keeps losing his sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_31", it still needs to be impressed by your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_32", erd seems to think we have returned all his sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_33", still sheep missing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_34", are going missing. Perhaps the Slavers are involved.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_35", o do something about that Shield, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_36", u can hit that pillar with these handily-placed stones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_37", tor's still carving the Gate Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_38", tor's finished the Gate Stone. We must return it to the Gate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_39", nock the rock off the top? Eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_40", nt to swap your Creature with one from this person?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_41", urn one of these huts with the Fireball Miracle seeds.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_42", o throw stones at Khazar's Shield") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_43", en stolen from the Village Store. The Marauders are to blame.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_44", ve been taken from the Village. Those outrageous Marauders did it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_45", stones missing. Maybe we should find them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_46", ething'll happen if we match up more stones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_47", e the Slavers animals, we might get our people back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_48", rs are taking revenge on the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_49", lp this person catch all the fish, by scaring them into the net.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_50", like these chimps have lost a toy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_51", needs help in feeding Stanley, his blind wolf.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_52", e here are complaining about the stench.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_53", 's at the end of the ravine we followed the Villagers through!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_54", o choose a Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_55", k for whatever that Ogre was hiding.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_56", mps seem to be friendly towards our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_57", o cast a Shield over the hut on this island.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_96",
"Let's get "This poor "That Herm "The sheph "There are "Villagers "We have t "See if yo "The sculp "The sculp "Can you k "Do you wa "Try and b "We need t "Food's be "People ha "There are "Maybe som "If we giv "The Slave "Try to he "It looks "This man "The peopl "The Stone "We need t "Let's loo "These Chi "We need t "We need t
o find the strongest mushroom and put it in the hippy's cauldron.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_97", "They need a new sailor before they can set sail.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_98", "Look unde r the rock where the Hermit saw the fireflies.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_99", "The Hermi t is in a bad mood with you, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_100", "Find Kei ko in the Aztec Village and reunite her with Adam.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_101", "Break Ne mesis' curse to get the Creed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_102", "Raise al l the Totems to get the Guardian Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_103", "Defeat t he Ogre to get the Guardian Stone we need.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_104", "Help the sister reach her brother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_106", "We shoul d follow this guru carefully, Leader") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_107", "We shoul d investigate the huge Creature in this valley.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_108", "The Guid e has something to tell you and your Creature. Bring him closer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_109", "Now walk your Creature over to the tree over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_110", "Remember , you click the Action Button on a Scroll to activate it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_111", "We need to drop the carveable stone next to the sculptor.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_112", "You need to take over this Village by impressing it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_113", "You need to build the worship site. Create some Disciples.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_114", "We still need to heal the sick in this Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REMINDER_115", "The peop le here are awaiting a sacrifice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REMINDER_116", "The peop le here want to see more sacrificing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_117", "Create m elodies on these stones to awaken the spirits of the ancients.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REMINDER_118", "Few peop le know the melodies. But who knows? We may meet them, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_119", "These br ave followers are in need of healing, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_120", "Light th e pyre and the caped crusaders can get on with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REMINDER_121", "Let's li sten at the blowholes to follow their valiant progress.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_01", "This is a t ree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FOLLOWER_01", "This is one of your followers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NON_FOLLOWER_01", "Thi s is someone who doesn't worship you. The scum.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BARREL_01", "It's a ba rrel. A good source of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ROCK_01", "You got a r ock. Impressive, huh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_THING_01", "You don't
need to know what this is. Seriously.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_THING_02", "This is of no interest to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FOOD_01", "Food. Just like mother used to make.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WOOD_01", "This is woo d. Build stuff with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MUSHROOM_01", "It's a mushroom. Tasty, too, I'd say.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_METEORITE_01", "A mete orite. These have special significance to the people of Eden.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_YOUR_CREATURE_01", "Yo ur Creature. Lovely, isn't he?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHEST_01", "Chest. Can contain all sorts of stuff.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREED_01", "Part of th e Creed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WATERFALL_01", "Waterf all. Huh") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_01", "Abodes are where people choose to live. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CITADEL_01", "The Temp le is the Center of your worship power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_01", "Fields are where tribes people plant crops.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FISH_FARM_OLD_01", "Fi sh farm. Gimme something evil to comment on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_01", "Vill age Center. This shows the available Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_02", "You can set the number of Villagers to worship at the Worship Site here, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_03", "The Village Center has a statue of the Creature belonging to its god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_04", "If t here's no statue, the Village is neutral.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORKSHOP_01", "Worksho p. Produces Scaffolds which you use the Action Button to place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_GRAVEYARD", "Graveyard . Villagers lay their dead to rest here. Those not buried get mourned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CRECHE_01", "Creche. C hildren go here instead of following their mamas around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_STORAGE_PIT_01", "Vill age Store. The Village's food and wood is held here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WONDER_01", "Wonder. H appy people build these, which will always benefit their god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FOOTBALL_PITCH", "Pitc h. If one has been built, and no one is worshipping, a soccer game will start.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FARM_01", "Farm. Villa gers tend these and they supply food to the Village Store when full.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ALTAR_01", "Altar. Liv ing things placed on here are sacrificed to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ALTAR_02", "You always get benefits from sacrifice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ALTAR_03", "Virgins an d children are good. Animals at a pinch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LION_01", "Lion. A dan gerous wild animal. Oooh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TIGER_01", "Tiger. Fie rce, lethal and cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WOLF_01", "Wolf. A cun
ning predator. Grr.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LEOPARD_01", "Leopard. This'll rip people apart. Oh yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TURTLE_01", "A turtle. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CROW_01", "A crow. A h arbinger of doom. I hope.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_DOVE_01", "A sweet dov e. Ahh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SWALLOW_01", "Swallow. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_PIGEON_01", "Pigeon. H armless and rather nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SEAGULL_01", "Seagull. Not the scariest bird ever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHEEP_01", "Sheep. Goo d for eating. Or maybe he's lost?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_COW", "Cow. Plenty of meat here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_HORSE_01", "Horse. Cli p clop, clippety clsorry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_PIG_01", "Pig.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MORE_FIRE_01", "And it 's on fire. You can use this to start other blazes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MORE_FOOD_01", "It mak es a good food resource.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_REQUESTER_BOXES_01", "Yes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_REQUESTER_BOXES_02", "No.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_REQUESTER_BOXES_03", "Cancel") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_REQUESTER_BOXES_04", "OK") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FOOD_REWARD_01", "We've got some food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_WOOD_REWARD_01", "Wood. Nice going.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FOREST_REWARD_01", "A fo rest. Delightful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_STORM_REWARD_01", "Ha! W e got a Storm!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_STORM_GESTURE1_REWARD_01 ", "This improves our Storm Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_STORM_GESTURE2_REWARD_01 ", "The Storm Miracle is even better!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_STORM_GESTURE3_REWARD_01 ", "We've got the most powerful Storm possible.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TELEPORT_REWARD_01", "Th at's good. We've got a Teleport.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPIRITUAL_SHIELD_REWARD_ 01", "Lovely. A Spiritual Shield to use.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PHYSICAL_SHIELD_REWARD_0 1", "Oh, this Physical Shield is very cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HEAL_REWARD_01", "Great! We can heal people with this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HEAL_MANY_REWARD_01", "M arvelous. We can heal lots of people with this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIREBALL_REWARD_01", "Co ol. A Fireball. Just what we want.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIREBALL_GESTURE1_REWARD _01", "Our Fireball's just got bigger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIREBALL_GESTURE2_REWARD _01", "We got a better Fireball with this Gesture.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_01", ng Bolt. A nifty item, I feel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_02", htning Bolt just got better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_03", ot the most powerful Lightning Bolt now, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_04", The Mega-Blast. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_05", a-Blast just got more powerful!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_06", can drop a handful of water!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_07", impress people. A vast flock of winged creatures!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_08", of wolves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_09", ature's got a Freeze Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_10", ature's got the knack of casting invisibility.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_11", ature has a Shrink Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_12", ature has an Enlarge Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_13", ature can irritate things using the Holy Flies of Ephesus.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_14", ature can make others loving. Hmm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_15", ature can make others Aggressive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_REWARD_16", ature has the power of great strength to cast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_17", ature can cast Weakness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_18", Miracle to cast. Excellent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_19", create Wood with this Miracle. Great!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_20", a Creature fattening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_21", racle will make any Creature thin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_22", make any Creature hungry with this reward, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_23", this on a Creature will make him very scared. Wooh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_24", this reward on a Creature will make him tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_25", racle will make any Creature its cast on ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_26", is on a Creature to give him great thirst.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_27", is Miracle on a Creature to make him all itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_28", een granted a small increase in our belief level.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_29", ained a medium-sized belief increase.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_30", A big increase in our belief!")
"Lightni "The Lig "We've g "Wow-ee. "The Meg "Aha. We "This'll "A pack "Our Cre "Our Cre "Our Cre "Our Cre "Our Cre "Our Cre "Our Cre "Our Cre "Our Cre "A Food "We can "This is "This Mi "You can "Casting "Casting "This Mi "Cast th "Cast th "We've b "We've g "Lovely.
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_31", "A Singi ng Stone. Ooh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_32", "An idol . Isn't it charming?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_33", "A Weepi ng Stone. How very tragic.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_34", "A secti on of Scaffolding. How useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_35", "A Water Miracle to cast. How very thoughtful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_36", "A large flock of animals will congregate with this Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_37", "A Mirac le to summon a pack of wolves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_38", "I say. A toy ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_39", "Ah. How sweet. A cuddly thing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_40", "A die. Or is it a dice? No it's a die.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_SELECT", "Move") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_APPLY", "Action") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_HELP", "Help") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_MOVELEFT", "Move Left") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_MOVERIGHT", "Move Right ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_MOVEFORWARD", "Move For wards") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_MOVEBACKWARD", "Move Ba ckwards") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMIN", "Zoom In") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMOUT", "Zoom Out") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMON", "Zoom On") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_TILTUP", "Tilt Up") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_TILTDOWN", "Tilt Down") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ROTATELEFT", "Rotate Le ft") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ROTATERIGHT", "Rotate R ight") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_TILTROTATEON", "Tilt/Ro tate On") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_TILTROTATEAROUNDMOUSE", "Tilt/Rotate Around Mouse On") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_CITADEL", "Zoom To Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_CREATURE", "Zoom To Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_REALM", "Zoom To Realm ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_INSIDECITADEL", "Zoom To Inside Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_CREATUREROOM", " Zoom To Creature Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_CHALLENGEROOM", "Zoom To Challenge Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_SAVEGAMEROOM", " Zoom To Save Game Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_OPTIONSROOM", "Z oom To Options Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_MULTIPLAYERROOM"
, "Zoom To Library") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_LEASH", "Leash/UnLeash Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_TALK", "Talk") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_SHOWVILLAGERNAME", "Sho w Villager Names") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_LEFTMOUSEBUTTON", "LMB" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_RIGHTMOUSEBUTTON", "RMB ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_MIDDLEMOUSEBUTTON", "MM B") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_WHEEL_UP", "Wheel Up") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_WHEEL_DOWN", "Wheel Dow n") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_KEY_REQUEST", "Assign w hich key to") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_SHOWVILLAGERDETAILS", " Show Villager Details") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_CHALLENGE_ROOM", "Chall enge Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_CREATURE_CAVE", "Creatu re Lair") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_CREDITS_ROOM", "Library ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_EXIT", "Exit") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_MULTIPLAYER_ROOM", "Fut ure Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_OPTIONS_ROOM", "Options Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CITADEL_SAVE_LOAD_GAME_ROOM", " Save/Load Game Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 01", "There's a Silver Reward Scroll down here, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 02", "Your attention is required here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 03", "Hey. There's a job for you. Wanna do it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 04", "Look. Something for you to do here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 05", "We got ourselves a task down here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 06", "Your godly attention is required here, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 07", "A Silver Reward Scroll. Let's see what it's all about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 08", "We've got something to do. Let's see what it is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 09", "Whew! As if you ain't busy enough, here's something for you to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 10", "Really. A god's work is never done. Here's something else to claim your at tention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIFIC_CHALLENGE_START _11", "Boss, something enormous is happening in the pass.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIFIC_CHALLENGE_START _12", "Hey. Sable the Creature Trainer is trying to attract our attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIFIC_CHALLENGE_START _13", "The Guide wishes to attract our attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_
14", "There's a Gold Story Scroll down here, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_CHALLENGE_START_ 15", "A Gold Story Scroll. Let's see what it's all about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SPELL_ICON_01", "A Mir acle Icon. Click on it to charge the Miracle. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_SPELL_ICON_01", " A Village Miracle Icon. Click on it to charge that Miracle. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_STORM_SPELL_01", "Stor m Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_STORM_SPELL_02", "Use the Action Button to draw a circle for the Storm's size, push and release to cas t it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NATURE_SPELL_01", "Nat ure Miracle. This creates a forest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NATURE_SPELL_02", "Use the Action Button to set the forest's size and location and cast it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NATURE_SPELL_03", "To cancel the Miracle, pick up the Nature Miracle seed in the Center of the forest. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIRE_SPELL_01", "Fire Miracle. This creates a Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIRE_SPELL_02", "Aim w ith the Hand and use the Action Button to cast it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FOOD_SPELL_01", "Food Miracle. Creates edible stuff.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FOOD_SPELL_02", "Hold the Action Button to place the food. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHIELD_SPELL_01", "Spi ritual Shield. This creates a Shield impervious to Miracles. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHIELD_SPELL_02", "Use the Action Button to draw the Shield circle and location and cast it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHIELD_SPELL_03", "To cancel the Miracle, pick up the Shield Miracle seed in the Center of the Shield. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_PHYSICAL_SHIELD_SPELL_ 01", "Physical Shield. This creates a Shield impervious to projectiles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_PHYSICAL_SHIELD_SPELL_ 02", "Use the Action Button to draw the Shield circle and location and cast it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_PHYSICAL_SHIELD_SPELL_ 03", "To cancel the Miracle, pick up the Shield Miracle seed in the Center of th e Shield. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LIGHTNING_BOLT_SPELL_0 1", "Lightning Miracle. This creates a bolt of energy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LIGHTNING_BOLT_SPELL_0 2", "Aim with the Hand and use the Action Button to cast it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_HEAL_SPELL_01", "Heal Miracle. Charge this by holding the Action Button. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_HEAL_SPELL_02", "Use t he Action Button to click on a person to heal. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WOOD_SPELL_01", "Creat e Wood Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WOOD_SPELL_02", "Use t he Action Button to click and hold on a place to drop the new wood. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BEAM_EXPLOSION_SPELL_0 1", "Beam Explosion Miracle. This creates a massive blast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BEAM_EXPLOSION_SPELL_0 2", "Aim with the Hand and use the Action Button to cast it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TELEPORT_SPELL_01", "T eleport Miracle.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TELEPORT_SPELL_02", "U se the Action Button to place down two Teleport sites.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TELEPORT_SPELL_03", "V illagers and Creatures will use it to shorten their journeys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TELEPORT_SPELL_04", "Y ou can pick up and replace Teleport sites, or cancel them by picking them up and shaking your hand. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TELEPORT_SPELL_05", "T eleports require permanent worshippers, and drain your power continually.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TELEPORT_SPELL_06", "T hey do last indefinitely, however. Which is nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WATER_SPELL_01", "Wate r Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WATER_SPELL_02", "Use the Action Button to cast it wherever the Hand is. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FLOCK_FLYING_SPELL_01" , "Flying Flock Miracle. A large flock of creatures will swarm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FLOCK_FLYING_SPELL_02" , "The Action Button will also let the beasts fly! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FLOCK_GROUND_SPELL_01" , "Pack of Wolves Miracle. An impressive bunch of animals.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FLOCK_GROUND_SPELL_02" , "Click the Action Button to place them. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_FREEZE_ SPELL_01", "Freeze Miracle. This freezes the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_FREEZE_ SPELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_SMALL_S PELL_01", "Shrink Miracle. This shrinks the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_SMALL_S PELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_BIG_SPE LL_01", "Enlarge Miracle. This grows the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_BIG_SPE LL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_WEAK_SP ELL_01", "Weaken Miracle. This weakens the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_WEAK_SP ELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_STRONG_ SPELL_01", "Strengthen Miracle. This strengthens the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_STRONG_ SPELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_INVISIB LE_SPELL_01", "Invisibility Miracle. This vanishes the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_INVISIB LE_SPELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_COMPASS ION_SPELL_01", "Compassion Miracle. This makes the target Creature become friend ly and loving.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_COMPASS ION_SPELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_ANGRY_S PELL_01", "Anger Miracle. This infuriates the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_ANGRY_S PELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_ITCHY_S PELL_01", "Itchy Miracle. This irritates the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_ITCHY_S PELL_02", "Cast by clicking on the target Creature. $m2")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_ANTI_SP ELL_01", "Anti-Miracle. This makes the Creature immune to Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_ANTI_SP ELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_FAST_SP ELL_01", "Speed Spell. This makes the Creature much faster.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CREATURE_SPELL_FAST_SP ELL_02", "Cast by clicking on the target Creature. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_HOUSEWIF E_FEMALE_01", "A housewife. Backbone of society.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_FORESTER _MALE_01", "A forester. He cuts down trees for wood and slings it into the Villa ge Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_FISHERMA N_MALE_01", "Fisherman. The catches go into the Village Store") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_FARMER_M ALE_01", "Farmer. The crops he grows go into the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_SHEPHERD _MALE_01", "Shepherd.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_LEADER_M ALE_01", "A tribal Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_TRADER_M ALE_01", "A trader. He exchanges goods between the settlements.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_PIED_PIP ER_01", "This isn't just a normal tribesperson.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_SHAOLIN_ 01", "Ooh. The Shaolin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_HEALER_0 1", "Hey, it's that upstart Healer dude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_MARAUDER _01", "A nasty bandit. Oh, I dislike him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_RAGGED_D UDE_01", "This guy is such a space cadet, Boss. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_OGRE_01" , "The Ogre. He has his eye on you. That was a joke, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_CREATURE _MIRROR_01", "The anti-Creature. I got goosebumps on my scaly skin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_NOMAD_01 ", "A wandering nomad. Ah, it's such a romantic life. Not that I'd know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_AZTEC_LE ADER_01", "Hey, say hi to this Aztec Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_HERMIT_0 1", "The Hermit. I'd make a good hermit. Except I don't smell like a canal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_ENGINEER _01", "This guy's a workshop engineer. And not the cool half of a conscience, li ke me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_SHEPHERD _01", "A shepherd. I'd like to be a shepherd. Of lost thoughts. Ah, me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_INFO_BANDITS_ 01", "Bandits. Yeah, I like 'em. Sue me. If you wanna sue the inside of your own brain!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_CELT IC_01", "A Celtic Worship Site. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_AFRI CAN_01", "Yeah, an African Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_AZTE C_01", "This is an Aztec Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_JAPA NESE_01", "A Japanese Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_INDI
AN_01", "An Indian Worship Site. What of it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_EGYP TIAN_01", "Ooh. An Egyptian Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_GREE K_01", "A Greek Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_NORS E_01", "Whaddaya know? A Norse Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WORSHIP_SITE_INFO_TIBE TAN_01", "I say. A Tibetan Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_HUT_01", "A hut. How lovely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TENT_01", " A Village building. Oooh, I'm so interested.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_SHACK_X_01" , "A rather well-designed building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_SHACK_Y_01" , "A gorgeous structure. Well I think so.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOTEM_01", "A Totem. Use the Action Button to slide the Totem up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOTEM_02", "The higher it is set, the more worshippers you get.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOTEM_03", "See them at the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_STORAGE_PIT _01", "Village Store. It's like this, see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_STORAGE_PIT _02", "People put the food they gather and the wood they cut in the Village Stor e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_STORAGE_PIT _03", "And it gets distributed to everyone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_STORAGE_PIT _04", "You can drop food and wood into the Village Store yourself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_STORAGE_PIT _05", "Although why would you want to help those scum?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_CRECHE_01", "Creche. The little ones stay here in the day, out of harm's way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_01 ", "Get a Workshop and you can place Scaffolding.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_02 ", "Workshops require wood, which your people and you can put there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_03 ", "When they have enough, they'll make Scaffolding, which appears outside the W orkshop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_04 ", "Click the Action Button to pick up the Scaffolding.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_05 ", "And click it again to drop it when you like.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_06 ", "The people will then build their most desired structure there. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WORKSHOP_07 ", "You can place more than one Scaffolding unit next to each other, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WONDER_01", "A Wonder. It's cool, but it's not yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_WONDER_02", "So we don't know what its effects are. Sorry, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_GRAVEYARD_0 1", "Graveyard. Yeah. The tribe bury their dead here, and don't mourn them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _01", "Village Center. The Totem in the middle can be raised or lowered. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE
_02", "If it's at the top, all the people will go to the Worship Site to worship you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _03", "If it's at the bottom no-one will go and worship.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _04", "The flags around the Village Center indicate the desires of the people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _05", "The higher the flag, the greater the level of desire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _06", "When people desire nothing, they will build you a Wonder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _07", "The Miracle icons show which Miracles are available at your Village Cente r.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _08", "These are specific to each tribe. Click the Action Button on one to charg e and use it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _09", "Holding your hand over the Village Center for two seconds displays the le vel of belief in you as a number.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _10", "Also, the icon above the Village Center indicates the level of belief in you and any others who are vying for the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TOWN_CENTRE _11", "When a Village is yours, your Creature will appear as an icon above the V illage Center.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TEMPLE_X_01 ", "This building is of great cultural importance. Or it might not be.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ABODE_INFO_TEMPLE_Y_01 ", "The tribes people really love this building. Dunno why.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CELTIC_WONDER_01", "Th is Celtic Wonder is a Henge. It increases the power of all resource-based Miracl es.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_AZTEC_WONDER_01", "The Aztec Sun Temple Wonder increases the power of all aggressive Miracles. Right o n!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_JAPANESE_WONDER_01", " This Japanese Temple Wonder increases the effectiveness of food and any heal Mir acles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_INDIAN_WONDER_01", "Th e Indian Wonder. More people will be born and their worship power is greater.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EGYPTIAN_WONDER_01", " The Egyptian Wonder. The cost of all wood buildings in the Village is reduced.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_GREEK_WONDER_01", "The Greek Acropolis Wonder. The Villagers are tougher and will build more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NORSE_WONDER_01", "The Norse Temple Wonder increases the amount of fish farm food and the strength of weather Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TIBETAN_WONDER_01", "T he Tibetan Temple Wonder. Shields are stronger and the desires of the Village is decreased.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_01", "A tree . Lovely, isn't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_02", "Oh. A tree. Cool, if you like trees.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_03", "A tree .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_04", "Tree." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_05", "A nice tree.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_06", "This i s just a tree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_07", "A tree .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_BUSH_01", "A bush. What can I tell you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_COPSE_01", " A copse. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_HEDGE_01", " Yeah it's a hedge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_SQUARE_2x2_ 01", "A field. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_SQUARE_2x2_ WITH_FENCE_01", "A field. This one has a fence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TREE_INFO_BURNT", "A b urnt tree. Looks better than a green one!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FISH_FARM_01", "A fish -farm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_AZTC_OLME CHEAD_01", "An Aztec Olmec Head. Scary.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_AZTC_STAT UE_01", "Aztec Statue type thing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_AZTC_SUNT EMPLE_01", "An Aztec Sun Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_AZTC_TEMP LE_01", "Temple of the Aztecs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_EGPT_NEED LE_01", "Egyptian Needle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_EGPT_PYRA MID_01", "Pyramid. It's just a big pointy building, really.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_EGPT_WELL _01", "Egyptian well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_GREK_ACRO POLIS_01", "Acropolis Now. Ha ha.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_TIBT_LARG E_PILLER_01", "Large Tibetan Pillar.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_TIBT_TEMP LE_01", "A Tibetan Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_MINE_ENTR ANCE_01", "A Mine Entrance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_MAGIC_MUS HROOM_01", "A special mushroom.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_TOADSTOOL _01", "A toadstool. Not left by a toad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_ARK_01", "This is an Ark.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_ARK_DRY_D OCK_01", "The Ark in construction.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_ARK_WRECK _01", "A smashed up Ark. Ya gotta laugh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FEATURE_INFO_WHALE_01" , "A whale. Magnificent and spectacular.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_FOOD_POT_01", "A container of food. Very good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_WOOD_POT_01", "A container of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_STORAGE_PIT_F OOD_PILE_01", "Food in the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_WOOD_PILE_01" , "A pile of wood.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_FOOD_PILE_01" , "A pile of food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_MAGIC_WOOD_01 ", "A little pile of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_MAGIC_FOOD_01 ", "A small pile of food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_HAND_WOOD_01" , "A little pile of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_HAND_FOOD_01" , "A small pile of food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_TREE_BRANCH_E VERGREEN_IN_HAND_01", "A tree branch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_TREE_BRANCH_H ARDWOOD_IN_HAND_01", "A tree branch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_TREE_FRUIT_IN _HAND_01", "Some fruit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_TREE_LOGS_IN_ HAND_01", "Logs. That's all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_WHEAT_IN_HAND _01", "Wheat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POT_INFO_FISH_01", "Fi sh") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_EGP T_BARREL_01", "Barrel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_EGP T_CART_01", "Woah! An Egyptian Cart.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_EGP T_POT_A_01", "A pot, in fact.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_EGP T_POT_B_01", "Pot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_MAG IC_FOOD_01", "Food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_LUM P_OF_POO_01", "Lump of poop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_WAT ER_JUG_01", "Water jug.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_ARR OW_01", "Arrow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_BAL L_01", "Ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_CAR T_01", "A cart, it seems.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_FOO D_POT_01", "Food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_WOO D_POT_01", "Yes, wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_PIL E_FOOD_01", "A pile of food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_PIL E_WOOD_01", "A pile of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_MAG IC_WOOD_01", "A pile of wood, cast by a Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_CRO P_01", "Crops.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_SCA FFOLD_01", "A piece of Scaffolding.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_MAG IC_MUSHROOM_01", "A mushroom.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_TOA DSTOOL_01", "A toadstool.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_CRE ATURE_SWAP_ORB_01_01", "Click on a new special Creature to swap.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_CRE ATURE_SWAP_ORB_02_01", "If he's near your current Creature they'll swap.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_CRE ED_01", "A piece of the Creed. Vital, this is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_OBJECT_INFO_ARK _01", "An Ark, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WALL_SECTION_INFO_BASI C_01", "A section of wall.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_CEL T_FENCE_SHORT_01", "Look. A short Celtic fence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_CEL T_FENCE_TALL_01", "Tall fence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_ROC K_01", "A rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_DEA D_TREE_01", "Dead tree. Yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_PHY SICAL_SHIELD_01", "A Physical Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_SIN GING_STONE__01", "A Singing Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_SIN GING_STONE_BASE_01", "A Singing Stone might fit here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_BON FIRE_01", "Bonfire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_CRE ATURE_CAGE_01", "A Creature Cage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_IDO L_01", "An idol. And it's not you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_VOR TEX_01", "A Vortex to another land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_TEL EPORT_01", "A Teleport site. Your people will like these. You need two, though." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_WEE PING_STONE_01", "This stone is crying.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_BOU LDER_01", "A rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_ALT AR_01", "An Altar for sacrifice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_APE _01", "An ape in stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_COW _01", "A carven cow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOBILE_STATIC_INFO_TIG ER_01", "A chiselled tiger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BIG_FOREST_01", "It's a big, deep, scary forest. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_LION", "Li on. A dangerous wild animal. Ugh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_TIGER", "T iger. Fierce, lethal and cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_WOLF", "Wo lf.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_LEOPARD", "Leopard.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_SHEEP", "S heep. Good for eating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_TORTOISE",
"Turtle. Bless it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_COW", "Cow .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_HORSE", "H orse. A useful animal, the horse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_PIG", "Pig . Imagine it with a couple of fried eggs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_ZEBRA", "Z ebra. It's a stripey horse with big ideas.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_CROW", "Cr ow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_DOVE", "Do ve. Ahh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_SWALLOW", "Swallow. Scabby, useless bird.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_PIGEON", " Pigeon. Harmless and nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_SEAGULL", "Seagull. Not the scariest bird ever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_BAT", "Bat . Forget vampires. This is just a bat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_MANDRILL", "Mandrill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_RHINO", "R hino.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_GORILLA", "Gorilla.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_CITADEL_DO VE", "These doves hang around a good Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ANIMAL_INFO_CITADEL_BA T", "Bats hang out at cool, evil Temples. Pooing on people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ GENERAL_01", "Solid ground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ DEEP_WATER_01", "This water's deep. You could drown.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SHALLOW_WATER_01", "Ah. Nice, shallow water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ RIVER_MUD_01", "River mud. It sucks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ WET_EARTH_01", "Wet earth. Smelly, too, I imagine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ EARTH_01", "Earth.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SAND_01", "Sand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ GRAVEL_01", "Gravel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ ROCKS_01", "Rocks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SMALL_LOOSE_01", "Kinda loose rocks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ LARGE_ROCKS_01", "Big rocks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SOLID_ROCK_01", "Solid rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ WET_SOLID_ROCK_01", "Slippery, wet rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ UNSTABLE_SOLID_ROCK_01", "Rock. Nice and dangerous") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_
GRASS_01", "Grass.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ WET_GRASS_01", "Wet grass.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ DRY_GRASS_01", "Dry grass. A sprinkler would be good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ RUSHES_01", "Rushes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ FERNS_01", "Ferns. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ CORN_01", "Corn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SCRUB_01", "Scrub.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ HEATHER_01", "Heather.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ FOREST_UNDERGROWTH_01", "Undergrowth.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SNOW_01", "Snow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ PACK_ICE_01", "Ice. Cold enough for ya?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SOLID_ICE_01", "Solid Ice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ SNOWY_MOUNTAIN_TOPS_01", "Snow. We don't get that where I come from.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ PAVEMENT_01", "Well-trodden land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ WET_PAVEMENT_01", "Path. And it's wet. Don't break your neck!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ CRYSTAL_01", "Crystal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_TYPE_ METAL_01", "Metal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TERRAIN_MATERIAL_JUNGL E_FLOOR_01", "Jungle Floor.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHOW_NEEDS_INFO_HUNGER _01", "This shows how hungry someone is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHOW_NEEDS_INFO_LIFE_0 1", "Shows how close they are to death.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NORMAL_BALL_01", "A ba ll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NORMAL_ARROW_01", "An arrow. It'll have your eye out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FOOTBALL_INFO_FOOTBALL _PITCH_01", "A soccer field. Come on Rovers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOTEM_STATUE_INFO_ONE_ 01", "Totem Statue. If you own the Village, your Creature will be shown here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOTEM_STATUE_INFO_ONE_ 02", "If the Village is neutral, a hand will be shown.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_01", "N o. I don't care what this is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_02", "Y ou can't be interested in this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_03", "A h, stop wasting my time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_04", "H aven't you got better things to do than examine this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_05", "T his is a leftover from some other game, I reckon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_06", "I
gnore this. It's not worth mentioning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_07", "Y ou're a god - work this out for yourself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_08", "W ell what do you think this is?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_09", "D on't bother me with such trivia.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_10", "L eave me alone, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_11", "I dunno what this is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_12", "C ome on. Get on with the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_13", "M aybe this is something we'll put in the sequel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_NOT_INTERESTED_14", "L eave it and get on with things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_NONBELIEVER_E XTRA_01", "This person doesn't believe in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_NONBELIEVER_E XTRA_02", "This isn't a worshipper.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_NONBELIEVER_E XTRA_03", "This isn't a worshipper of yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_NONBELIEVER_E XTRA_04", "This person doesn't follow you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_NONBELIEVER_E XTRA_05", "Hey! A non-believer!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_BELI EF_01", "The level of belief in you: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_FOOD _01", "The desire for food here: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_WOOD _01", "The need for wood here: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_REST _01", "The desire for rest and recreation: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_PROT ECTION_01", "The need for protection: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_HOME _01", "The longing to build homes: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_CIVI C_01", "The desire to build civic structure: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_EXPA ND_01", "The desire to expand the population: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_REPA IR_01", "The will to repair the Village: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_WOND ER_01", "The desire to build you a Wonder: $p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_IN_DANC E_01", "This person's having a bit of a dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_DYING_0 1", "This poor soul's dying") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_DROWNIN G_01", "This person is drowning, Boss. Neat, huh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_BEING_E ATEN_01", "Hey! Someone being eaten.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_BUILDIN G_01", "This peasant is building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOTO_WO RSHIP_SITE_WITH_SUPPLIES_01", "This person's taking supplies to the Worship Site .")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FORESTE R_01", "This person's doing some forestry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FISHING _01", "This person's fishing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOTO_WO RSHIP_SITE_01", "This believer's going to the Worship Site to worship you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FARMER_ 01", "This person's getting on with farming.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FOOTBAL L_01", "This person's playing soccer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_WORSHIP PING_CREATURE_01", "This human's worshipping a Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SHEPHER D_01", "This human's doing some shepherding") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_HOUSEWI FE_01", "This woman's doing housewife stuff.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_HOUSEWI FE_GIVING_BIRTH_01", "This lady's popping out a sprog.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_HAVING_ SEX_01", "I say. Some, er, jigging about going on here. Avert your eyes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_MOURN_D EAD_PERSON_01", "This person's mourning a dead one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_NOTHING _TO_DO_01", "This person's got nothing to do. Outrageous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_WORSHIP PING_01", "This person's worshipping.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_POISONE D_01", "This person's poisoned!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SCARED_ 01", "This person is scared.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_DEAD_01 ", "This person is dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_PLAYING _GAME_01", "Huh. This person is playing a game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SUPPLY_ STORAGE_PIT_01", "This person is making a delivery to the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GET_FOO D_STORAGE_PIT_01", "This person is getting food from the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GET_WOO D_STORAGE_PIT_01", "This person is getting wood from the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GET_STO RAGE_PIT_01", "This person is getting resources from the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOING_H OME_01", "This person is going home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOING_T O_STORAGE_PIT_01", "This person is going to the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOING_T O_WORSHIP_SITE_01", "This person is carrying food to the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FOLLOW_ MUM_01", "This child is following its mother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_IN_CREC HE_01", "This child is in the creche.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GO_TO_W ORKSHOP_01", "This person is going to the Workshop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_PUTTING _OUT_FIRE_01", "This person is trying to put out a fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_ON_FIRE _01", "This person is feeling the heat!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SLEEPIN G_OUTSIDE_01", "This person's sleeping rough. Housing must be in short supply.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_REWARD_01", "Hey. You' ve got yourself a reward here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FIREBALL_01 ", "A Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FIREBALL_PU _ONE_01", "More Fireball power. Sweet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FIREBALL_PU _TWO_01", "The biggest Fireball assault of all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_LIGHTNING_B OLT_01", "A Lightning Bolt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_LIGHTNING_B OLT_PU_ONE_01", "A larger, more forked Lightning Bolt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_LIGHTNING_B OLT_PU_TWO_01", "The mother of all lightning! Yay!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_EXPLOSION_O NE_01", "An explosion. Not too big, is it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_EXPLOSION_O NE_PU_ONE_01", "One big ol' explosion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_EXPLOSION_O NE_PU_TWO_01", "A mighty blast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FIREWORK_01 ", "Ooh, lovely fireworks. Aaah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_HEAL_01", " Heal Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_HEAL_PU_ONE _01", "Bigger heal. If you want to be nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_TELEPORT_01 ", "A Teleport site. Two must be placed and people move between them instantly." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FOREST_01", "A forest. Put there Miraculously.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_PRIEST_01", "A priest. Bleeaagghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FOOD_01", " Food. Yummy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FOOD_PU_ONE _01", "Poisoned Food. Boss, this will cause a whole lot of sickness!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FOOD_PU_TWO _01", "Poisoned Food. Boss, this is food which will cause a whole lot of sicknes s!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_STORM_WIND_ 01", "A windy, scary Storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_STORM_WIND_ RAIN_01", "It's rainy and windy out there in that Storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_STORM_WIND_ RAIN_LIGHTNING_01", "Lightning, rain and gales. That's a big Storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_TORNADO_01" , "A Tornado. Destruction at its worst.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_SHIELD_01", "Shield. Spiritual, too, so solid objects can pass through.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_SHIELD_PU_O NE_01", "A bigger Spiritual Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_PHYSICAL_SH IELD_01", "A Physical Shield. Stops solid objects but Miracles can get through." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_WOOD_01", " Miraculously creates wood. Bless it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_WATER_01", "Miraculously creates a handful of water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_WATER_PU_ON
E_01", "Miraculously creates a bigger handful of water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FLOCK_FLYIN G_01", "A flock of flying creatures to impress people with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MAGIC_TYPE_FLOCK_GROUN D_01", "A pack of dangerous wolves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_BELI EF_DESCRIPTION_01", "Yeah, this flag shows the amount of belief these people hav e. Higher equals more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_FOOD _DESCRIPTION_01", "The height of this flag shows the desire for food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_WOOD _DESCRIPTION_01", "The higher this flag, the more the dudes want wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_REST _DESCRIPTION_01", "This flag shows the desire for people to rest and relax.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_PROT ECTION_DESCRIPTION_01", "When this flag is high, the people want protectin'.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_HOME _DESCRIPTION_01", "This flag displays the desire for people to build homes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_CIVI C_DESCRIPTION_01", "This flag shows how much the people want to build civic stuf f.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_EXPA ND_DESCRIPTION_01", "This flag indicates how much the population wants to grow b y having little ones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_REPA IR_DESCRIPTION_01", "When this flag is high, these guys want to get repairing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TOWN_CENTRE_STATS_WOND ER_DESCRIPTION_01", "This flag shows how much the populace wish to build, wait f or it, a Wonder!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_APE_CREATURE_01", "Bos s, this is your Ape.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_APE_CREATURE_02", "An Ape Creature. Are we scared yet?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_COW_CREATURE_01", "You r rather charming Cow, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_COW_CREATURE_02", "Som eone else's Cow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TIGER_CREATURE_01", "Y our Tiger. Don'tcha recognize him?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TIGER_CREATURE_02", "W ho's this Tiger, then?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LEOPARD_CREATURE_01", "Your scary Leopard. Growwwl!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LEOPARD_CREATURE_02", "Look at the nice Leopard.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WOLF_CREATURE_01", "Sa y hi to your Wolf, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WOLF_CREATURE_02", "He y. A Wolf. Say hi, Mr Wolf!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LION_CREATURE_01", "Th is is your Lion. He's delightful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LION_CREATURE_02", "A Lion. With a nice head. Lionhead. Get it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_HORSE_CREATURE_01", "Y our Horse. I'm a little hoarse myself. Aha. Ha.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_HORSE_CREATURE_02", "H orsey. Give us a ride, Horsey!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TORTOISE_CREATURE_01", "A lovely turtle, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TORTOISE_CREATURE_02",
"Hey! A turtle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ZEBRA_CREATURE_01", "Y a got a Zebra right here, right now. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_ZEBRA_CREATURE_02", "L ook at the nice Zebra, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BEAR_CREATURE_01", "Yo ur big, cuddly Bear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BEAR_CREATURE_02", "Th is is an interesting Bear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POLAR_BEAR_CREATURE_01 ", "Your Polar Bear. Looking far from the pole, I gotta say.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_POLAR_BEAR_CREATURE_02 ", "What the hey? A Polar Bear. Here, of all places!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHEEP_CREATURE_01", "Y our big woolly jumper. Ha ha, oh sorry. Your Sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SHEEP_CREATURE_02", "W ho's the owner of this sheep, then? Eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MANDRILL_CREATURE_01", "This is a Mandrill. Whatever that is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MANDRILL_CREATURE_02", "A Mandrill. It's a kind of ape, okay?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_RHINO_CREATURE_01", "Y es. A Rhino.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_RHINO_CREATURE_02", "A nd this Rhino's yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_GORILLA_CREATURE_01", "Your Gorilla, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_GORILLA_CREATURE_02", "Fancy some Gorilla warfare? Geddit?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHILD_01", "A child. C hildren are so nice, don't you think?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHILD_02", "A brat. Be t it's got a snotty nose, too. Although that's OK.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHILD_03", "A child wi th an innocent, trusting face.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHILD_04", "A pesky ki d. Teach him a lesson, Boss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHILD_05", "A child. W ho might one day grow up to be, er, an adult.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHILD_06", "A whippers napper. Give 'em a nudge, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VAGRANT_01", "This is a vagrant. No home, no prospects, no future. Ya gotta laugh at these guys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_NONE ", "This Villager is one of your disciples.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_FARM ER", "This is a farming disciple. What a life.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_FORE STER", "A foresting disciple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_FISH ERMAN", "This is a fishing disciple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_BUIL DER", "This is a building disciple working for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_BREE DER", "This is a breeding disciple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_PROT ECTION", "This is a protection disciple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_DISCIPLE_MISS IONARY", "This is a missionary.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BLANK_SCULPTOR_STONE",
"A stone, perfect for carving on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_HELP_ORB_01", "You can get rid of this Question Mark by shaking your hand from side to side. Cool, huh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_01", "When you click the Action Button to pick things up, you can still move around as normal, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_02", "Oh yes. P icking things up. You can throw them as well. Drop them by shaking your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_03", "Yeah. It' s sweet. When something's in your hand, hold down the Action Button. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_04", "And move the Hand to give it velocity. Release the button and that thing'll fly, man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_05", "Boss, you haven't picked anything up yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_06", "As a god, you should. It's very useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_07", "To do it, click the Action Button on the object and tug the Hand back to grab it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_08", "It's an a cquired skill. We can't do it because we're not real, sadly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_09", "A Storm M iracle. Cast it by holding the Action Button and drawing a circle. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_10", "Nature Mi racle. The Action Button places a forest where you click. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_11", "Fireball. Hold the Action Button and move the Hand. Release to throw the Fireball. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_12", "Food. Hol d the Action Button to drop the food. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_13", "Spiritual Shield. Click and hold the Action Button and move the Hand to set its size. $m2 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_14", "Then rele ase the button to cast the Miracle. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_15", "Physical Shield. Click and hold the Action Button and move to set its size. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_16", "Then rele ase the button to cast the lovely Miracle. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_17", "Lightning . Oh yeah. Hold the Action Button on your target to fire off a good one. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_18", "Heal. Cli ck the Action Button on a person to heal them nicely. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_19", "Wood. Hol d the Action Button on the ground and, yep, wood appears. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_20", "Water. Ho ld the Action Button on the ground and, yep, water flows. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_21", "This is a blast! Aim and click the Action Button and watch the fireworks! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_22", "Teleport. Click the Action Button to place the two Teleports. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_23", "And do th e same in a different place for the other Teleport. Voila! A high-speed link for your people! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_24", "You've go t a rock. Hold the Action Button, move the Hand and release to hurl it and cause damage! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_25", "A tree in the Hand is worth wood in the Village Store. Drop it there with the Action Butt on, if you like. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_26", "Food.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_27", "Wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_28", "Handball! You should get booked, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_29", "Place Sca ffolding to show people where to build. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_30", "Who is th is? ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_31", "This pers on should be grateful for your attention, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_32", "Right in the palm of your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_33", "Yes, it's nice to examine your subjects occasionally.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_34", "Makes you feel like King Kong, don't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_35", "Here's a follower.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_36", "You grabb ed a lion. I wish I could do that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_37", "What a ni ce tiger you're holding.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_38", "Careful. You're holding a wolf, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_39", "You have in your hand an irritated leopard.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_40", "You gonna use that sheep as a tissue, Boss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_41", "Grasp the turtle firmly. They hate being dropped.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_42", "Cow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_43", "Hey!. A P alm Pony. Oh dear. I'm not very good at jokes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_44", "Whatcha g ot there? A bacon sandwich?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_45", "What's th is stripey horse called again? Oh yes. Zebra.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_46", "Yo. Mandr ill here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_HAND_47", "The charm ing Rhino.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_HAND_48", "Gorilla i n the house.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_01_TEXT_01", "You're so evil you'd sell your own grandmother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_01_TEXT_02", "I already did.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_01_TEXT_03", "You can't have. Being someone's subconscious, we don't have relatives.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_01_TEXT_04", "I know. I sold them all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_02_TEXT_01", "I'm bored.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_02_TEXT_02", "When you're tired of Eden, man, you're tired of life.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_02_TEXT_03", "But I'm not alive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_02_TEXT_04", "I know. If you were, I'd have killed you ages ago.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_03_TEXT_01", "Hey! What's bearded, angry and covered in demon-sick?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_03_TEXT_02", "I don't know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_03_TEXT_03", "Come here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_03_TEXT_04", " Arrgghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_04_TEXT_01", "Even gods can be slow and dull sometimes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_04_TEXT_02", "Blasphemy! Our Leader is just, er, thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_04_TEXT_03", "He'd better be plotting evil. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_04_TEXT_04", "Wise one, he said that. Not me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_05_TEXT_01", "Are we gonna figure in the sequel?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_05_TEXT_02", "Shush. You're spoiling the atmosphere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_06_TEXT_01", "How much money are you on, good guy?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_06_TEXT_02", "I am a subconscious spirit. I don't need money.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_06_TEXT_03", "That's sweet. I just got a pay rise.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_06_TEXT_04", "Really? How much are you on? I demand at least as much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_07_TEXT_01", "Mr Evil, do you ever wonder what being good is like?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_07_TEXT_02", "Well, yes. Sometimes I long to be kind. To see smiles and love.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_07_TEXT_03", "To hold a small baby or pet a little kitten.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_07_TEXT_04", "That's beautiful. Do you really think that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_07_TEXT_05", "Hell no. I was just playing with ya!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_08_TEXT_01", "Things are slow at the moment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_08_TEXT_02", "You wanna go watch TV?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_08_TEXT_03", "Yes. The religious channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_08_TEXT_04", "You got it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_01", "Heaven, old pal. What's it like?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_02", "It's a giant room filled with people fighting.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_03", "I gotta go! Take me there ! Oh boy! Oh boy! Oh yeah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_04", "Ha. I got you there, demon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_05", "What?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_06", "Heaven's actually lovely and calm and peaceful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_09_TEXT_07", "Dammit!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_10_TEXT_01", "And did those feet, in ancient times.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_10_TEXT_02", "Quit it! I'm trying to rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_10_TEXT_03", "Oh yes. You don't like hymns, do you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_10_TEXT_04", "I do! I got a CD of speed-thrash hymns in my car!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_10_TEXT_05", "In your what?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_11_TEXT_01", "Boss, while you're doing nothing, Can I say somethin'?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_11_TEXT_02", "As part of your conscience I think you're doing a great job.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_11_TEXT_03", "You only need one advisor. And it's gotta be me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_11_TEXT_04", "Let's ditch the beardy. Whaddaya say?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_12_TEXT_01", "Permit me to say this, Leader. You are being bone idle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_12_TEXT_02", "Unless you act, we shall both leave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_12_TEXT_03", "Hey, bro. We can't leave. We're part of the conscience.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_12_TEXT_04", "Without us, the Boss is nothing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_12_TEXT_05", "Drat. You're right. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_13_TEXT_01", "Jeez, our Boss is inactive. Let's rock from side to side.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_13_TEXT_02", "Maybe we can tip over the monitor!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_13_TEXT_03", "No, you red fool. We're part of the conscience. We're inside our god's head!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_13_TEXT_04", "Okay. Let's rock and tip over the Boss's mind!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_13_TEXT_05", "Hmm. You are the weirdest demon I've ever shared a skull with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_14_TEXT_01", "Hey Boss! We're bored out of your mind here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_14_TEXT_02", "Yes. I'd like to apply to become someone else's conscience.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_15_TEXT_01", "What's that smell?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_15_TEXT_02", "What?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_15_TEXT_03", "It's coming from your hemisphere!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_15_TEXT_04", "Er") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_15_TEXT_05", "Have you been cooking earwax again?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_15_TEXT_06", "What am I supposed to do? Eat it raw?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_16_TEXT_01", "Eternity feels like a long time, don't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_16_TEXT_02", "Are you bored, by any chance?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_16_TEXT_03", "Yeah. How about I torture you to pass the time?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_16_TEXT_04", "If you do, I'll be forced to forgive you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_16_TEXT_05", "Oh that takes the fun out of it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_16_TEXT_06", "Absolutely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_17_TEXT_01", "You wanna hear an impression? OK. Who's this;") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_17_TEXT_02", "I suggest we be really nice to everyone, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_17_TEXT_03", "I give up. Who is it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_17_TEXT_04", "It's you, you big doofus!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_17_TEXT_05", "It's nothing like me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_01", "I spy with my little eye, something beginning with B") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_02", "Brain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_03", "Yes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_04", "OK. I spy with my evil eye, something beginning with S") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_05", "Skull.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_06", "Yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_07", "I spy with my little") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_08", "Shuddup! Sorry. I just can't take it any more. Skull, brain, brain skull.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_18_TEXT_09", "You're right. We should get out more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_19_TEXT_01", "All right. Who's this an impression of?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_19_TEXT_02", "I'm so evil I'd eat my own family.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_19_TEXT_03", "Hey! That's me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_19_TEXT_04", "Oh well done. Now who's this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_19_TEXT_05", "Play it again, Sam.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_19_TEXT_06", "Sounds like me as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_20_TEXT_01", "Kyle. I'm going to kick your ass. Sweet") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_20_TEXT_02", "Oh that's superb. Do it again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_20_TEXT_03", "No. My mother always says I shouldn't abuse my god-given talent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_20_TEXT_04", "I don't know who you're doing, but it sounds fun.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_21_TEXT_01", "Sorry. We can't come to the phone. Please leave a message after the tone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_21_TEXT_02", "What are you doing, demon?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_21_TEXT_03", "Ssh. I'm making a little cash on the side. Ansafone messages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_21_TEXT_04", "We're out. Please leave a message.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_22_TEXT_01", "Quick game of hide and seek, Demon?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_22_TEXT_02", "You're on! One two three.. Four") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_22_TEXT_03", "Coming, ready or not! And remember, the nasal passage is out of bounds!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_01", "Knock knock?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_02", "Who's there?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_03", "Lord.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_04", "Lord who?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_05", "Lord of misrule, the arch-demon of Hades, the king of hell and the slayer of me n!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_06", "I don't get it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_23_TEXT_07", "Yeah, it's not a joke actually. More of a statement.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_24_TEXT_01", "Last night I dreamt the Boss took you off in the 70th minute, Demon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_24_TEXT_02", "And brought on a sub-conscious. Get it? A SUB-conscious!!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_24_TEXT_03", "This is left-hemisphere humor. Ah, okay.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_25_TEXT_01", "I got real cold last night. You hogged all the skull.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_25_TEXT_02", "Well you left one of the eyes open. I couldn't sleep!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_25_TEXT_03", "Garbage! You were snoring fit to bust that eardrum!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BANTER_SET_25_TEXT_04", "At least I didn't warm my feet on the sinuses.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BANTER_SET_25_TEXT_05", "I told you. I was cold already!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_01", "An enemy is looking a lot more powerful than you. Sorry to spoil yo ur day.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_02", "A foe is stealing your resources. Give them one almighty slap, will ya, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_03", "An enemy is attacking one of your charming Villages!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_04", "Two enemies are ganging up on you. The dirty, low-down, scumsucking swine. Heh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_05", "How shall I put this, Leader? You're, erm, not very good at this ga me. Sorry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_06", "One enemy's Creature is a whole lot bigger than yours, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_07", "A foe's Creature is developing faster than yours. It's a tragedy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_08", "An enemy is trying to influence your Village. Whack him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_09", "One of your enemies is extremely close to taking your Village. You must hurry!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_10", "Your Creature's getting close to enemy land. Leash him up, will ya, Boss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_11", "One of your Villages has very high desires. This isn't good news, L eader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_12", "There's a heap of worship goin' on in an enemy's Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_13", "I fear bad, nameless things are about to occur.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_14", "Boss, look at the time. You're up too late. Us evil guys need to ge t some shuteye.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_15", "Stop for a moment and look at that spectacular sunrise. Gorgeous, i sn't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_16", "Night's falling. Beware. The foul are abroad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_17", "A foe is looking rather weedy. I suggest an attack. In a good way, obviously.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_18", "Quit the yacking and get on with the game, numbbrain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_19", "An enemy has destroyed one of your buildings. I say turn the other cheek. Wait! No I don't!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_20", "The opposition is throwing rocks at you. Get a Physical Shield goin '. Then kick their butt!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_21", " An enemy Creature has challenged yours to a fight. Kick him in. Oh I don't mean it. Yes I do. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_22", "Peer out the window. There's a full moon tonight. I wish it was blo od-red, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_23", "I detect Miracles being used near you. Watch out, brave Leader!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_24", "An enemy is watching you like a big, spooky, watching type guy. Hey , I'm evil - I don't do metaphors.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MULTIPLAYER_BANTER_SET_0 1_TEXT_25", "An enemy is leaving the game. What a big scared, clucking great chi cken! Cluck! Cluck!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_FIREBALL_PU_ONE_01" , "You got a multi-Fireball there, Boss. Throw it like a rock, by holding the Ac tion Button and releasing at the right time. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_FIREBALL_PU_TWO_01" , "The biggest Fireball assault of all, in your hand right now! Hurl it like a F ireball by holding the Action Button and releasing. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_LIGHTNING_BOLT_PU_O NE_01", "A larger, more forked Lightning Bolt. Hold down the Action Button to ca st.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_LIGHTNING_BOLT_PU_T WO_01", "The mother of all lightning! Go electricity! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_EXPLOSION_ONE_PU_ON E_01", "You're holding an enormous explosion. Click the Action Button where you want to cause the blast.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_HEAL_PU_ONE_01", "B igger heal to cast. Action Button on an area to heal lots! Click where you want to heal. $m2")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_STORM_WIND_RAIN_01" , "It's rainy and windy out with the Storm in your hand. Hold the Action Button, draw a circle to use it! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_STORM_WIND_RAIN_LIG HTNING_01", "Lightning, rain and gales. That's a big Storm you're holding. Hold the Action Button and draw a circle to use it. $m2 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_SHIELD_PU_ONE_01", "A bigger Spiritual Shield. Stronger, too. Hold the Action Button and draw a cir cle to place it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_POO_01", "Urgh! You 've just picked up poop!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_POO_02", "Thanks, B oss. Someone could've stepped in that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_POO_03", "Now wash your hands, you grubby god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_POO_04", "Do you pi ck up bum-eggs at home? No? Well don't do it here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_POO_05", "Ugh. You touched a log. Unclean!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_FUNGUS_01", "That's gross. But not as gross as something I just thought of!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_ON_FIRE_01", "This is alight! Careful! You can set fire to other things with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_ON_FIRE_02", "Good thing your hand is fireproof, Boss. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_MAGIC_MUSHROOM_01", "Special Mushroom.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_01", "We leave signposts around when there's information we want to give you." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_02", "But we don't want to bother you. Click the Action Button to access them. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_01", "Scrolls like this give you important information.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_02", "You gotta pay attention to these Scrolls. Click the Action Button to view them. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_03", "Use the Action Button on these vital Scrolls to view them. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_04", "Scrolls contain stuff you need to know, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_05", "Click the Action Button on this Scroll and you'll learn something. $ m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_06", "Scrolls dot the landscape. Use 'em, Boss, and you'll go far.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_07", "Us consciences put these Scrolls down. We're rather proud of their i nfo-bearing capacity.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_08", "I spend a lotta time doin' these Scrolls, Boss. So click on them! $m 2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_09", "Scrolls will aid you in your quest. Gosh, I sounded like a fantasy g ame character then.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_QUESTION_SCROLL_HIGHLIGH T_NEW_10", "Yeah, Boss. Use the Scrolls, be evil and you can't go far wrong. Oka y? See ya.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_FREE
ZE_01", "Freeze Miracle. This freezes the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_SMAL L_01", "Shrink Miracle. This makes the target Creature smaller.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_BIG_ 01", "Enlarge Miracle. This grows the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_WEAK _01", "Weaken Miracle. This reduces the strength of the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_STRO NG_01", "Strengthen Miracle. This makes the target Creature stronger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_INVI SIBLE_01", "Invisibility Miracle. This vanishes the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_COMP ASSION_01", "Compassion Miracle. This makes the target Creature become friendly and loving.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_ANGR Y_01", "Anger Miracle. This infuriates the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_ITCH Y_01", "Itchy Miracle. This irritates the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_01", "You' ve learned that clicking the Action Button and pulling on something picks it up. Well done you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_02", "You' ve learned to do Gestures on the ground. Neat, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_03", "You know, Boss, you can rotate by holding the sides of the screen and moving the Han d. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_04", "You know, Boss, you can pitch up and down by holding the top or bottom of the screen and moving the Hand. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_05", "You can zoom in or out by holding both mouse buttons and moving back or forth. You k now that, don't you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_06", "You know you can double-click on the land to go straight there. It's great. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_07", "Hey. You can zoom to the Temple from anywhere by hitting the Space Bar twice. Whatev er that is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_08", "Boss , you can check stuff out by hitting F1 over things, or using the Question Mark at the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_09", "Yaho o! We've got a new Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_10", "Okay . We got a Wonder. More power for us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_11", "Lead er, we'll get more influence if we make our Village bigger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_12", "If y ou want jobs done quicker, drop people by specific tasks and see what they do!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_13", "Tapp ing rocks can break them in half, you know. It's a lovely, absorbing pastime.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_14", "Boss , get the Action Button over a Miracle at the Village Center and pick it up! Com e on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_15", "Use the Action Button to slide the Totem up or down and alter the number of worshipp ers at the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_16", "You can't click outside your influence. Apologies for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_17", "You can't pick stuff up outside your influence, Boss.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_18", "The Village is low on food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_19", "The Village is getting low on wood. You might not care, Boss. I don't.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_20", "Lead er, your worshippers are getting tired. This is rather sad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_21", "Ha! Boss, people are croaking during worship. Ya might wanna act on this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_22", "You can't throw things outside your influence. Sorry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_23", "You can't do Miracles outside your influence, dummy. Sorry. Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_24", "You can't tap outside your influence, Leader; I've tried. No I haven't. Sorry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_25", "Your Village is losing faith in you, Boss. This is bad news.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_26", "Ooh, your Village's faith in you is increasing! Super-duper!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_27", "Some one's takin' an unhealthy interest in your Village, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_28", "Your poor people are unhappy. Welcome to the world, guys!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_29", "Your populace are very happy. And so am I!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_30", "Your Village is burning down, Boss. Come on. See the funny side.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_31", "You' ve charged too many Miracles. The power's running out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_INTERFACE_32", "A Mi racle has not been maintained and is now uncharged.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_INTERFACE_33", "Mira cles are running low on charged power, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_LEAVE_THROUGH_VO RTEX_01", "Click the Action Button on the Scroll and we can go through the Vorte x.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_LEAVE_THROUGH_VO RTEX_02", "Action Button the Scroll and we'll get through the waiting Vortex.$m2 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_LEAVE_THROUGH_VO RTEX_03", "Let's go, Boss. Hit the Scroll and we're out of here. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_WELCOME", " Welcome. You 're currently playing Black & White as %s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_STARTGAME", "Start a New Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONTINUEGAME", "Continue Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOADOLDGAME", "Load Old Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_JOINGONLINE", "Join Onli ne Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CHANGEPLAYER", "Change P layer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_OPTIONS", "Options") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_QUIT", "Quit Black & Whi te") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SELECT_A_PLAYER", "Pleas e Select A Player From The List") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLAYERSYMBOL", "Player S ymbol") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CREATURETATOO", "Creatur
e Tattoo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Name") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Position") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, rm") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, nd") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Hand") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, e New Player") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, layer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Sound Options") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, tions") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, me") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ume") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Graphic Detail") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, d Hand") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ions") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, p") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, um ToolTips") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "Intelligent ToolTips") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ips") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Help") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, xt Speed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE,
"HELP_TEXT_DIALOG_CREATURENAME", "Creature "HELP_TEXT_DIALOG_TATOOPOSITION", "Tattoo "HELP_TEXT_DIALOG_TATOOBACK", "Back") "HELP_TEXT_DIALOG_TATOOHEAD", "Head") "HELP_TEXT_DIALOG_TATOOCHEST", "Chest") "HELP_TEXT_DIALOG_TATOOBUM", "Butt") "HELP_TEXT_DIALOG_TATOOLEFTARM", "Left Arm "HELP_TEXT_DIALOG_TATOORIGHTARM", "Right A "HELP_TEXT_DIALOG_TATOOLEFTHAND", "Left Ha "HELP_TEXT_DIALOG_TATOORIGHTHAND", "Right "HELP_TEXT_DIALOG_CREATENEWPLAYER", "Creat "HELP_TEXT_DIALOG_DELETEPLAYER", "Delete P "HELP_TEXT_DIALOG_EDITTATOO", "Edit Tattoo "HELP_TEXT_DIALOG_SOUNDANDVIDEOCONTROL", " "HELP_TEXT_DIALOG_VIDEOCONTROL", "Video Op "HELP_TEXT_DIALOG_MASTERVOLUME", "SFX Volu "HELP_TEXT_DIALOG_MUSICVOLUME", "Music Vol "HELP_TEXT_DIALOG_VIDEODETAIL", "Level Of "HELP_TEXT_DIALOG_LEFTHANDED", "Left Hande "HELP_TEXT_DIALOG_HELPCONTROLS", "Help Opt "HELP_TEXT_DIALOG_NOHELP", "No Help") "HELP_TEXT_DIALOG_LOWHELP", "Low Help") "HELP_TEXT_DIALOG_MIDDLEHELP", "Medium Hel "HELP_TEXT_DIALOG_HIGHHELP", "High Help") "HELP_TEXT_DIALOG_ALLHELP", "All Help") "HELP_TEXT_DIALOG_NOTEXT", "No Text") "HELP_TEXT_DIALOG_STORYTEXT", "Story Text" "HELP_TEXT_DIALOG_ALLTEXT", "All Text") "HELP_TEXT_DIALOG_NOTOOLTIPS", "No ToolTip "HELP_TEXT_DIALOG_MINIMUMTOOLTIPS", "Minim "HELP_TEXT_DIALOG_INTELLIGENTNOTOOLTIPS", "HELP_TEXT_DIALOG_ALLTOOLTIPS", "All ToolT "HELP_TEXT_DIALOG_CREATUREHELP", "Creature "HELP_TEXT_DIALOG_HELPTEXTSPEED", "Help Te "HELP_TEXT_DIALOG_CONTROLOPTIONS", "Contro
ls") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_BACK", "Back") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONTROLTITLE", "Double c lick to redefine an action:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOADDEFAULTS", "Load Def aults") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_KEYREMINDER", "Define a key for ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLEASETYPENAME", "Please type your name in the box below:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLAYER", "Player") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SYMBOL", "Symbol") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AERYOUSUREDELETE", "Are you sure you want to delete player %s?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_NAMEANDPASSWORD", "Pleas e Specify Your Login Name & Password") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOGINNAME", "Login Name" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PASSWORD", "Password") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOGIN", "Login") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_REGISTER", "Register") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONNECTIONLIST", "Connec tion List") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_USELOBBY", "Use Lobby") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_BYPASSLOGIN", "Bypass Lo gin") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_FULLCHECKSUM", "Full Che cksum") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SAVEPACKETS", "Save Pack ets") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_REPLAYPACKETS", "Replay Packets") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PACKETINFO", "Packet Inf o") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_REGISTRATIONNAME", "Regi stration Name") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOGINPASSWORD", "Passwor d") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOBBYSERVER", "Lobby Ser ver") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLAYERALREADYEXISTS", "P layer already exists.\nPlease try a different name.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_INVALIDPLAYERNAME", "Not a valid player name.\nPlease try a different name.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ENTERLOGINNAME", "Please enter a login name before logging in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ENTERPASSWORD", "Please enter a password before logging in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_WEBLAUNCH", "Now launchi ng your web browser to enable you to register.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONNECTING", "Connecting" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AUTHENTICATING", "Authen ticating") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONNECTIONESTABLISHED", "Connection established.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AUTHENTICATINGOK", "Auth enticatingOK") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AUTHENTICATINGERROR", "A uthenticatingERROR")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOGGINGON", "Logging on") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ERRORHASOCCURED", "An er ror has occurred!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DISCONNECTED", "Disconne cted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PASSWORDEXPIRED", "Your password has expired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_YOUARENOTREGISTERED", "Y ou are not registered. Please visit the Black & White registration pages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_INVALIDDETAILS", "Invali d details. Please try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOGINFAILED", "Login fai led:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ERRORCODEWAS", "Error co de was:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOBBYRETURNEDERROR", "Lo bby returned an error.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_COULDNOTREACHLOBBYSERVER ", "Could not reach lobby server.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONNECTED", "") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DEFAULT", "(default)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_NOCONNECTIONSAVAILABLE", "No connections available.\nPlease install an internet connection or LAN.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONNECTIONSUCCESSFULL", "Connection successfully established.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLAYERS", "players") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SUPERPACKETS", "superpac kets") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PREVIOUSGAMEWENTOUTOFSYN C", "Previous game went out of sync on game turn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_NOTENOUGHINFO", "Please supply name, password and lobby server.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DIALUPERROR", "Dialup er ror!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CONNECT", "Connect") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DISCONNECT", "Disconnect ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_REFRESH", "Refresh") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_JOIN", "Join") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_TYPEMESSAGE", "Type mess age") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LEAVECHANNEL", "Leave ch annel") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOBBYSTARTGAME", "Start Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ROOM", "Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ROOMPASSWORD", "Room pas sword") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ENTERREALM", "Enter real m") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOBBYSAVEPACKETS", "Save Packets") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLEASEENTERROOMNAME", "P lease enter room name.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_FAILEDTOJOIN", "Failed t o join. Error:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ONLAN", "on LAN") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ONLOBBY", "connected to lobby") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_INTERNALSYNCRONOUS", "In
ternal synchronous") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_USER", "user") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_WARNINGVERSIONMISMATCH", "Warning! Version mismatch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HASJOINEDCHANNEL", "has joined channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HASLEFTCHANNEL", "has le ft channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_TATOODRAG", "Drag the sy mbols onto or off your Creature to tattoo him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LEFT", "Right") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_RIGHT", "Left") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LANSTRING", "Local Area Network") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PROFILEPLAYER", "player" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AREYOUSUREQUIT", "Are yo u sure you want to quit this game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AUTOSAVE", "AutoSave") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_00", "Minimum Det ail") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_01", "Low Detail" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_02", "Medium Deta il") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_03", "High Detail ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_04", "Maximum Det ail") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_05", "Custom Deta il") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_DETAIL_06", "SUPER Detai l!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_VIDEOCHANGE", "The video detail setting which you have chosen will only take effect next time you start Black & White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AREYOUSURESTART", "Are y ou sure you want to start a completely new game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CHOOSEINET", "Choose an Internet connection from the list and then click Login.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOGINHELP", "Click Login to start the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ENTERDETAILS", "Enter yo ur Black & White registration details below:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_GAMELIST", "Game List") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CHATROOM", "Chat Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_PLAYERLIST", "Players") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_01", "Click on this list to choose which game to join.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_02", "This area sho ws messages between players.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_03", "This area sho ws which players are in the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_04", "Click here to join the selected game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_05", "Click here to refresh the list of internet games") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_06", "Create a new game by typing a name here and clicking JOIN.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_07", "Type the game
's password here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_08", "Type a messag e here and the press RETURN to send it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_09", "Click here to start the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_10", "Type a name h ere to select a realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_HELP_11", "Click here to go back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_GLOBALLOBBY", "* GLOBAL *") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LEAVE_GAME", "Leave Game ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_INCOMPATIBLE_VERSION_01" , "Can't Load\nThe Saved Game is from a different version of Black & White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SOUNDS_OFF_01", "You cur rently have all sounds disabled.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CDPLAYER", "CD Player Co ntrols") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CDPLAYERPOLL", "Poll the CD for track changes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SAVECOMPLETE_01", "Save Complete") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_SAVECOMPLETE_02", "Savin g") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOADCOMPLETE_01", "Loadi ng Complete") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_LOADCOMPLETE_02", "Loadi ng") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_QUIT_QUESTION", "Are you sure you wish to quit\nBlack & White?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_RESTART", "Black & White will restart now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_RESTART_WARNING", "This will cause Black & White to restart. \nAre you sure?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_AREYOUSURENEWGAME", "Are you sure you want to start a new game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_WEATHER_INFO", "Weather Information from:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_TELEPORT_01", "Instant Journey (Teleport)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FOREST_01", "S eeds of Existence (Miracle Forest)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FOOD_01", "Hor n of Plenty (Miracle Food)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_STORM_01", "St orm of Ages (Storm)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_SHIELD_01", "S anctuary (Spiritual Shield)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_PHYSICAL_SHIEL D_01", "Armor of Faith (Physical Shield)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_WOOD_01", "Str ucture Elemental (Miracle Wood)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_WATER_01", "Sh ower of Life (Miracle Shower)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FLOCK_FLYING_0 1", "Sky Full (Miracle Flock)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FLOCK_GROUND_0 1", "Beasts of Earth (Miracle Pack)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_HEAL_01", "Wel
lness (Miracle Heal)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_LIGHTNING_01", "Forked Fire (Lightning)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_FIREBALL_01", "Sphere Aflame (Fireball)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_BEAM_EXPLOSION _01", "Blast Extremis (Explosion)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_POWERUP_01", " Increase") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_POWERUP_02", " Extreme") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_ANNOUNCER_VOICE_POWERUP_03", " Maximus (Maximum)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_01", "T hank you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_02", "T hank you for registering Black & White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_03", "I f you chose to receive update notifications") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_04", "y ou will be informed when anything new") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_05", "r elated to Black & White is released.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_06", "N ow take your Creature onto the World Wide Web.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_07", "E njoy Black & White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_08", "M any thanks from") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_09", "T he Black & White Team.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_10", "A lert.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_11", "Y ou have already registered Black & White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_12", "P erhaps you hit the Refresh or Back Button of your browser.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_13", "T itle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_14", "F irst Name") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_15", "L ast Name") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_16", "G ender") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_17", "M ale") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_18", "F emale") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_19", "D ate of Birth (dd/mm/yyyy)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_20", "A ddress Line 1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_21", "A ddress Line 2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_22", "A ddress Line 3") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_23", "P ostcode") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_24", "C
ountry") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_25", "T elephone") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_26", "E -mail Address") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_27", "R egistration Name") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_28", "P assword") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_29", "R e-enter Password") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_30", "P assword Hint") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_31", "R eceive updates about Black & White") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_32", "T he field") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_33", "i s missing and must be completed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_34", "P lease enter a correct e-mail address.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_35", "F ield") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_36", "O nly A-Z, a-z and 0-9 are allowed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_37", "T he length must be between 3 and 15 characters.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_38", "T hat Username already exists. Please choose another.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_39", "T he Username length must be between 3 and 15 characters.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_40", "P assword and re-entered Password do not match.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_41", "P lease use the format dd/mm/yyyy") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ADMIN_REGISTRATION_TEXT_42", "L ogin failure. Wrong Username or Password.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_LAND_0 1", "Boss, you gotta zoom out. $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_LAND_0 2", "Stop staring at ants, Leader. Zoom out using the wheel. $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_LAND_0 3", "Whatcha looking at, Boss? Try zooming out! $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_LAND_0 4", "Use the mouse wheel to zoom out if you like, godly one. $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_LAND_0 5", "What's with the close-up? Zoom out, Boss. $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_LAND_0 6", "I've heard of micro-managing but really. Why not zoom out? $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_SKY_01 ", "Yeah, the sky's very pretty. But hold the Move Button on the top or bottom o f the screen to look down. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_SKY_02 ", "The Move Button held on the top or bottom of the screen pitches your view do wn. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_SKY_03 ", "Hold the Move Button on the top or bottom of the screen to look down, Boss. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_SKY_04 ", "You can hold the Move Button on the top or bottom of the screen to alter you
r view angle. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_SKY_05 ", "Look down by holding the Move Button on the top or bottom of the screen. $m1 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_LOOK_AT_SKY_06 ", "You can look down by holding the Move Button on the top or bottom of the scr een. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_NEAR_INCLUSION _DISTANCE_01", "Jeez. I guess you're near the limit of your powers this far out. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_NEAR_INCLUSION _DISTANCE_02", "Your power is weak at the edge of your influence here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_NEAR_INCLUSION _DISTANCE_03", "You got no power in that direction, Boss. More's the pity.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_NEAR_INCLUSION _DISTANCE_04", "You can't go there as it's outside your influence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERFACE_NEAR_INCLUSION _DISTANCE_05", "Your power only extends so far, Boss. And this is the limit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERFACE_NEAR_INCLUSION _DISTANCE_06", "This is the edge of your powers of influence. Sorry, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_01", "Oh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_02", "Ahem. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_03", "<coug h>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_04", "<splu tter>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_05", "<coug h>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_06", "Excus e me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_07", "Sorry .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_08", "Point taken.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_09", "Well, really!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_10", "If yo u'd rather I was silent!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_11", "How r ude!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_12", "Pardo n me for breathing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_13", "I und erstand. You want no interruption. Fine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_14", "Oi!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_15", "Ahem. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_16", "<coug h>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_17", "<splu tter>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_18", "Shees h.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_19", "Ah, w hatever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_20", "Yeah, yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_21", "Oh, r ight.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_22", "Jeez, Boss. You're so rude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_23", "Come on! Lemme finish!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_24", "OK. Y ou're sick of hearing me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_25", "Hey. You can't turn off your conscience that easily.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_26", "Yep. I can take a hint as well as the next conscience.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 01", "Oh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 02", "Ahem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 03", "<cough>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 04", "<splutter>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 05", "<cough>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 06", "Excuse me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 07", "Sorry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 08", "Point taken.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 09", "Well, really!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 10", "If you'd rather I was silent!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 11", "How rude!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 12", "Pardon me for breathing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 13", "I understand. You want no interruption. Fine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 14", "Oi!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 15", "Ahem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 16", "<cough>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 17", "<splutter>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 18", "Sheesh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 19", "Ah, whatever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 20", "Yeah, yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 21", "Oh, right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 22", "Jeez, Boss. You're so rude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 23", "Come on! Lemme finish!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 24", "OK. You're sick of hearing me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ 25", "Hey. You can't turn off your conscience that easily.")
ADD_TEXT( 1, 26", "Yep. I ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ) ADD_TEXT( 1, ") ADD_TEXT( 1, ADD_TEXT( 1, ) ADD_TEXT( 1, tivity") ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ADD_TEXT( 1, ") ADD_TEXT( 1, ADD_TEXT( 1,
HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_INTERRUPTION_IN_CITADEL_ can take a hint as well as the next conscience.") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_01", "Pick Up") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_02", "Throw") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_03", "Zoom In") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_04", "Pitch") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_05", "Rotate") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_06", "Double-click") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_07", "Continue") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_08", "Tap") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_09", "Gesture") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_10", "Query") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_11", "Enter") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_12", "Move") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_13", "Grab") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_14", "Catch") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_15", "Cast") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_16", "Leash") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_17", "Activate") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_18", "Scroll") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_19", "Interact") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_20", "Stop") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_21", "Give") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_22", "Need: %3.0f%%") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_23", "Block") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_24", "Attack") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_25", "Zoom Out") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_26", "Fight") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_27", "Sacrifice") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_28", "Supply") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_29", "Toggle Creatures" HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_30", "Toggle Challenges HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_31", "Toggle Temples") HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_32", "Toggle Influence" HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_33", "Toggle Miracle Ac HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_34", "HELP_TEXT_TOOLTIP_35", "HELP_TEXT_TOOLTIP_36", "HELP_TEXT_TOOLTIP_37", "HELP_TEXT_TOOLTIP_38", "HELP_TEXT_TOOLTIP_39", "HELP_TEXT_TOOLTIP_40", "HELP_TEXT_TOOLTIP_41", "HELP_TEXT_TOOLTIP_42", "HELP_TEXT_TOOLTIP_43", "HELP_TEXT_TOOLTIP_44", "HELP_TEXT_TOOLTIP_45", "HELP_TEXT_TOOLTIP_46", "HELP_TEXT_TOOLTIP_47", "HELP_TEXT_TOOLTIP_48", "HELP_TEXT_TOOLTIP_49", "HELP_TEXT_TOOLTIP_50", "HELP_TEXT_TOOLTIP_51", "Challenge Room") "Creature Room") "Save Game Room") "Library") "Exit Temple") "Options Room") "Future Room") "World Room") "Save ") "Load") "Delete") "Replay") "Reminder") "Maneuver") "Focus Creature") "Detach Leash") "Attach Leash") "Combine Scaffolds
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, iracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, racle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, le") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, iracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ture Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, iracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, re Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, iracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, re Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Increase") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, racle Increase") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, racle Extreme") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, le Increase") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, rease") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ease") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, acle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eme") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, rease") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, reme") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, on")
"HELP_TEXT_TOOLTIP_54", "Forest Miracle") "HELP_TEXT_TOOLTIP_55", "Storm Miracle") "HELP_TEXT_TOOLTIP_56", "Spiritual Shield "HELP_TEXT_TOOLTIP_57", "Physical Shield M "HELP_TEXT_TOOLTIP_58", "Heal Miracle") "HELP_TEXT_TOOLTIP_59", "Fireball Miracle" "HELP_TEXT_TOOLTIP_60", "Lightning Bolt Mi "HELP_TEXT_TOOLTIP_61", " Mega-Blast Mirac "HELP_TEXT_TOOLTIP_62", "Water Miracle") "HELP_TEXT_TOOLTIP_63", "Winged Creatures "HELP_TEXT_TOOLTIP_64", "Wolves Miracle") "HELP_TEXT_TOOLTIP_65", "Freeze Creature M "HELP_TEXT_TOOLTIP_66", "Invisibility Crea "HELP_TEXT_TOOLTIP_67", "Shrink Creature M "HELP_TEXT_TOOLTIP_68", "Enlarge Creature "HELP_TEXT_TOOLTIP_69", "Holy Flies Creatu "HELP_TEXT_TOOLTIP_70", "Loving Creature M "HELP_TEXT_TOOLTIP_71", "Aggressive Creatu "HELP_TEXT_TOOLTIP_72", "Strength Creature "HELP_TEXT_TOOLTIP_73", "Weakness Creature "HELP_TEXT_TOOLTIP_74", "Fireball Miracle "HELP_TEXT_TOOLTIP_75", "Lightning Bolt Mi "HELP_TEXT_TOOLTIP_76", "Lightning Bolt Mi "HELP_TEXT_TOOLTIP_77", " Mega-Blast Mirac "HELP_TEXT_TOOLTIP_78", "Water Miracle Inc "HELP_TEXT_TOOLTIP_79", "Heal Miracle Incr "HELP_TEXT_TOOLTIP_80", "Poisoned Food Mir "HELP_TEXT_TOOLTIP_81", "Food Miracle Extr "HELP_TEXT_TOOLTIP_82", "Storm Miracle") "HELP_TEXT_TOOLTIP_83", "Storm Miracle Inc "HELP_TEXT_TOOLTIP_84", "Storm Miracle Ext "HELP_TEXT_TOOLTIP_85", "Teleport Miracle" "HELP_TEXT_TOOLTIP_86", "Leash Of Aggressi
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, on") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Extreme") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, : %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, sire: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, sire: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, .0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Desire: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ire: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, e: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, .0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ded") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, d") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE,
"HELP_TEXT_TOOLTIP_87", "Leash Of Compassi "HELP_TEXT_TOOLTIP_88", "Leash Of Learning "HELP_TEXT_TOOLTIP_89", "Enter Temple") "HELP_TEXT_TOOLTIP_90", "%3.0f Belief Left "HELP_TEXT_TOOLTIP_91", "Fireball Miracle "HELP_TEXT_TOOLTIP_92", "Food Desire: %3.0 "HELP_TEXT_TOOLTIP_93", "Wood Desire: %3.0 "HELP_TEXT_TOOLTIP_94", "Play Desire: %3.0 "HELP_TEXT_TOOLTIP_95", "Protection Desire "HELP_TEXT_TOOLTIP_96", "Mercy Desire: %3. "HELP_TEXT_TOOLTIP_97", "Expansion Desire: "HELP_TEXT_TOOLTIP_98", "Civic Building De "HELP_TEXT_TOOLTIP_99", "Supply Worship De "HELP_TEXT_TOOLTIP_100", "Children Desire: "HELP_TEXT_TOOLTIP_101", "Build Desire: %3 "HELP_TEXT_TOOLTIP_102", "Rain Desire: %3. "HELP_TEXT_TOOLTIP_103", "Sun Desire: %3.0 "HELP_TEXT_TOOLTIP_104", "Repair Desire: % "HELP_TEXT_TOOLTIP_105", "Supply Workshop "HELP_TEXT_TOOLTIP_106", "Build Wonder Des "HELP_TEXT_TOOLTIP_107", "Relaxation Desir "HELP_TEXT_TOOLTIP_108", "Sleep Desire: %3 "HELP_TEXT_TOOLTIP_109", "Tattoo Creature" "HELP_TEXT_TOOLTIP_110", "%3.0f Belief Nee "HELP_TEXT_TOOLTIP_111", "Got %3.0f Belief "HELP_TEXT_TOOLTIP_112", "Scroll") "HELP_TEXT_TOOLTIP_113", "World Statistics "HELP_TEXT_TOOLTIP_114", "Save Game Stats" "HELP_TEXT_TOOLTIP_115", "Challenge Stats" "HELP_TEXT_TOOLTIP_116", "Zoom In (%s)") "HELP_TEXT_TOOLTIP_117", "Scaffold Value % "HELP_TEXT_TOOLTIP_118", "Temple Health: %
3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 3.0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ng: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eted: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ed: %3.0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, me") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 3.0f Wood: %3.0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 3.0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 0f%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, r") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, 3.0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, %3.0f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, t")
"HELP_TEXT_TOOLTIP_119", "Prayer Energy: % "HELP_TEXT_TOOLTIP_120", "Amount: %3.0f") "HELP_TEXT_TOOLTIP_121", "People Worshippi "HELP_TEXT_TOOLTIP_122", "Miracle Charge: "HELP_TEXT_TOOLTIP_123", "HELP_TEXT_TOOLTIP_124", "HELP_TEXT_TOOLTIP_125", "HELP_TEXT_TOOLTIP_126", "HELP_TEXT_TOOLTIP_127", "HELP_TEXT_TOOLTIP_128", "HELP_TEXT_TOOLTIP_129", "Tilt/Rotate") "Drop") "Plant") "Build") "Cast Circle") "Signpost") "Production Compl
"HELP_TEXT_TOOLTIP_130", "Building Complet "HELP_TEXT_TOOLTIP_131", "Repeat Previous "HELP_TEXT_TOOLTIP_132", "Mega-Blast Extre "HELP_TEXT_TOOLTIP_133", "Tap To Break") "HELP_TEXT_TOOLTIP_134", "Tap To Open") "HELP_TEXT_TOOLTIP_135", "Stored - Food: % "HELP_TEXT_TOOLTIP_136", "Zoom") "HELP_TEXT_TOOLTIP_137", "Wood Required: % "HELP_TEXT_TOOLTIP_138", "Population: %3.0 "HELP_TEXT_TOOLTIP_139", "Food Amount: %3. "HELP_TEXT_TOOLTIP_140", "Wood Amount: %3. "HELP_TEXT_TOOLTIP_141", "Rest Desire: %3. "HELP_TEXT_TOOLTIP_142", "HELP_TEXT_TOOLTIP_143", "HELP_TEXT_TOOLTIP_144", "HELP_TEXT_TOOLTIP_145", "HELP_TEXT_TOOLTIP_146", "HELP_TEXT_TOOLTIP_147", "HELP_TEXT_TOOLTIP_148", "HELP_TEXT_TOOLTIP_149", "HELP_TEXT_TOOLTIP_150", "HELP_TEXT_TOOLTIP_151", "HELP_TEXT_TOOLTIP_152", "HELP_TEXT_TOOLTIP_153", "HELP_TEXT_TOOLTIP_154", "HELP_TEXT_TOOLTIP_155", "HELP_TEXT_TOOLTIP_156", "Abode") "Totem") "Village Store") "Creche") "Workshop") "Wonder") "Graveyard") "Village Center") "Soccer Field") "Miracle Dispense "Field") "Soccer Field") "Quick Load") "Quick Save") "Energy Needed: %
"HELP_TEXT_TOOLTIP_157", "Previous Land") "HELP_TEXT_TOOLTIP_158", "Next Land") "HELP_TEXT_TOOLTIP_159", "Auto Save Land: "HELP_TEXT_TOOLTIP_160", "Auto Save On Exi
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_161", "Anti Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_162", "Fast Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_163", "Swap Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_164", "Fight Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_165", "Score Board") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_166", "Cancel Challenge ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_167", "Cancel Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_168", "Spare") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_169", "Spare") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOOLTIP_170", "Spare") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_01", "This is your Creature's new home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_02", "He's small at the moment but look after him and one day he'll be big and powerful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_03", "He isn't comfortable in his new home yet. In fact he's a little frighten ed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_04", "You can stroke him to reassure him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_05", "Hold down the Action Button over the Creature to zoom in on him.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_06", "Now stroke him by holding the Action Button and moving your hand over hi m gently. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_07", "Excellent. See how he likes that? He feels much better now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_08", "Hey, remember he's only little.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_09", "I'll leave you two alone for a while. I'll return later to teach you mor e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_INITIA L_10", "Stroking tells him you approve of him and it makes him happy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_EAT_01", "Your Creature is getting hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_EAT_02", "I suggest you find him something to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_EAT_03", "Choose carefully though - some things are better for him than other s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_04", "Give him food by putting your hand in front of him and then hol ding the Action Button. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_EAT_05", "Try feeding him some more. I'll be back later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_06", "He seemed to like that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_07", "He didn't like that. Should we make him eat it, Boss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_08", "Hey. What about some meat? Pork chops? He'd love them!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_09", "Now that sounds tasty. Corn from the fields.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_10", "What about some beef steak? Meat-eaters are more aggressive, af ter all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_11", "Ooh. That would be deeply evil. Yeah.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_12", "Eating people? Yep. That's evil, all right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_EAT_13", "Why not take some grain from the Village Store to feed the Crea ture?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_PLAY_01", "Your Creature is getting bored, Mighty Spirit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_PLAY_02", "Look at him. He wants to play.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_PLAY_03", "Not only can he throw, but he can also catch. Throw something near him to get him to catch it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_PLAY_04", "I urge you to play a little game of catch with your Creature, godl y one. It will bond you both.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_POO_01", "Er, Mighty One? Your Creature needs to relieve himself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEARN_ TO_POO_02", "He feels much better now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_POO_03", "This really is the business.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_POO_04", "Can we stop talking about bowels now? I feel queasy all of a su dden.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_POO_05", "Even gods and Creatures must recall the words of the ancients." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ARN_TO_POO_06", "Happiness is regular bowel movement.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 01", "Hey! Mighty one! Watch out for these people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 02", "They're getting too close to your Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 03", "The people are upsetting your Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 04", "He's getting angry now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 05", "You can alter his mood by stroking or slapping him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 06", "Hold the Action Button over your Creature to zoom in. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 07", "Then stroke or slap your Creature as you choose.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 08", "You'll actually affect his personality.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 09", "Now you've slapped your Creature, he won't get angry quite so much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 10", "By rewarding him, you've encouraged him to get angry more often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ANGRY_ 11", "Remember, punishment and reward is the path to having the Creature you wan t.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_01", "I think your Creature is thirsty, powerful one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_02", "The thing is, there's nothing to drink around here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_03", "Look! There's some water over there for him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_04", "You'll need to get your Creature to leave his Home.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_05", "And you use the Leash to do this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_06", "Attach the Leash by tapping the Action Button on him. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_07", "Come on! Attach the Leash to your Creature, and take him to the water. $ m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_08", "Well done! Now drag him to the water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_THIRST Y_09", "He's quenched his thirst, and is satisfied now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_TH IRSTY_10", "The Leash is useful, but I'm not keen on restricting our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_TH IRSTY_11", "Still, even good gods have to restrain and guide their flock sometim es.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ASH_TO_OBJECT_01", "Your Creature is a free agent. He does what he wants, Leader .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ASH_TO_OBJECT_02", "Yeah, this cheeses me off, especially when there's something specific we want him to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_03", "You can attach the Leash to an object, to keep your Creature in an area.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_04", "Once you have your Creature on a Leash, double-click the Action Button on an object to Leash him to it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_05", "Look! I have Leashed your Creature to this tree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_06", "Now try it yourself. Try and attach the Leash to me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_07", "Well done. Truly I knew a powerful god such as you would learn f ast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_08", "You can attach the Leash to an object, to keep your Creature in an area.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_09", "You notice there are three separate Leashes. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_10", "The Rope is the normal Leash of Learning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_11", "This is the Leash of Aggression. It encourages your Creature to get angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_12", "This is the Leash of Compassion. It encourages your Creature to be kind and loving.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_13", "Now I can teach you no more. Look after your Creature, Holy One. Goodbye. I wish you both well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_OBJECT_14", "Don't worry if you unleash him. He'll return to his pen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUIDE _01", "Mighty one! The mists are clearing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUIDE _02", "Flee! Run for your lives! A giant monster's coming!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_03", "What? What giant monster? Garbage!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME
ET_GUIDE_04", "I think he means that one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_05", "Ah. Okay, we're dead. We're all dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_06", "What is it? Where's it from?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_07", "It doesn't seem to be aggressive, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_08", "If it is, we're all dead. Even us spirits. Dead. You too, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_09", "Look at him. He's beautiful") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_10", "Listen to me. I think we're in trouble here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_11", "I do hope they'll be friends.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_12", "What? Oh yes. I knew it! I knew it would be all right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_13", "Another Creature. Is it true? Are you real?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_14", "Can you hear that? This giant is communicating. It's telepathic!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_15", "I have been alone for aeons. I thought I would die without ever seeing another god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_16", "Or another Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_17", "I once belonged to Nemesis, the most powerful of gods. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_18", "But his power kept growing, and soon I wasn't bold enough for him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_19", "So I was cast out. Banished here. And I've been alone ever since.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_20", "Until now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_21", "In return for your friendship, and that of your Creature, I will teach you both.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_22", "He's so young. There's much for him to learn. I will be his Guide.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_23", "This being is astonishing. But what a sad tale.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_24", "You will both learn the ways of the gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_25", "When you are ready for the first lesson, meet me at the Village through this pass.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUIDE _26", "Holy One! There's a huge Creature in the valley beyond!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUIDE _27", "We're all terrified!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_28", "Good grief. We must explore this valley. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_29", "Look at the size of that!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_30", "You have a Creature. Bring him to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_31", "No way. He'll eat him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME
ET_GUIDE_32", "But this giant looks friendly. Let's bring our Creature over with the Leash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_MEET_GUI DE_33", "I have much to tell you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_FR IENDS_WITH_GUIDE_01", "Yeah. Imagine how good he must be at fighting.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_FR IENDS_WITH_GUIDE_02", "That's all that matters to you, isn't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_FR IENDS_WITH_GUIDE_03", "Maybe. Anyway, what's he doing now?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_FR IENDS_WITH_GUIDE_04", "The Guide has shrunk himself down. How clever!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_FR IENDS_WITH_GUIDE_05", "Oh. This is really delightful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_FR IENDS_WITH_GUIDE_06", "I'm quite overcome with emotion. Excuse me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_01", "The Guide wishes to speak to your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_02", "Yeah, better get our Creature over there pronto.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_03", "The Guide has something to tell our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_04", "I say we get him there to find out what.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_05", "The Guide wants to teach our Creature something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_06", "Well, let's get them together.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_07", "The Guide has some information.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_08", "Bring our Creature to him to find out what it is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_09", "Bring our Creature to the big guy. I smell combat!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GE NERAL_10", "The Guide has something vital to say. Let's bring our Creature to hi m.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EX PLORE_WITH_GUIDE_01", "This Creature has much to teach ours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EX PLORE_WITH_GUIDE_02", "He has the wisdom of ages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EXPLORE_ WITH_GUIDE_03", "That Temple over there belongs to my master.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EXPLORE_ WITH_GUIDE_04", "Or the god who used to be my master.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EXPLORE_ WITH_GUIDE_05", "As his strength and influence grew, he needed me to match his p ower.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EXPLORE_ WITH_GUIDE_06", "But I wasn't bold enough and he cast me aside.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EXPLORE_ WITH_GUIDE_07", "Since then, loneliness and failure are my only companions.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EX PLORE_WITH_GUIDE_08", "This is a terrible tale. He's been deserted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EX PLORE_WITH_GUIDE_09", "Creatures are the most magical beings, but they require l ove and respect.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_EX PLORE_WITH_GUIDE_10", "Pah. They're tools in the hands of the almightiest gods. You're too soft, beardy.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_SPELLS_01", "The Spiritual Guide has summoned your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_SPELLS_02", "If you give him a Miracle Seed, he will cast that Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_SPELLS_03", "Give him a Fireball Seed and watch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_SPELLS_04", "Ooh. Power. Fireballs are right up my alley. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_SPELLS_05", "I wish they were. There are good, non-violent Miracles as well, too, aren't there?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_SPELLS_06", "Give him a Healing Seed. And observe the result.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_01", "Creatures impress people, my friend. It's what we do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_02", "If you impress them enough, they will worship you. It is the way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_03", "If you impress them, you please your god, too. I learned this the hard way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_04", "Impress them by doing powerful, clever things in front of the m.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_05", "Like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_06", "Now it's your turn, friend. Impress this Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_07", "If you do this properly, there is more exciting knowledge to be learned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_08", "Leash your Creature, then attach him to the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_09", "While he's Leashed, he will try to impress the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_10", "You have taken over your first Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_11", "Soon I will teach you the things I feel you wish to learn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_12", "Now you are ready for the lesson.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_13", "This is the Aztec Village. I will teach you the first secret here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_14", "These people do not yet believe in you as a god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_15", "To grow in power you and your Creature can impress them until they believe in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_16", "Look at the Village Store. They are short of food. You can gi ve them food, or use Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_17", "This is a Food Miracle you can cast once.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_18", "You can pick up such one-shot Miracles with the Action Button . $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_19", "And activate them by tapping them with the same button. Like this.$m2")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_20", "Things like this really impress the Villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_21", "If your Creature is on the Rope Leash he'll learn this Miracl e as you cast it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_22", "Now you try. Tap on the Miracle and click the Action Button o n the Aztec Village Store. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_23", "You picked up the Miracle instead of tapping it. Drop it and try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_24", "Well done. Now click the Action Button over the Village Store .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_25", "Hmm. Try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_26", "Good. Not only have you fed them, but now they believe in you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_27", "I have created more Food Miracles for you to Practice with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_IM PRESSES_TOWN_28", "I need sleep. Wake me when the Village believes in you, and y ou are ready to continue your education.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_ANGER_01", "The Guide has another lesson to teach. All this learning makes my head hurt, frankly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_ANGER_02", "Being a Creature is fun, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_ANGER_03", "I didn't know our friend was capable of fun.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_ANGER_04", "Oh, quit it. Fun and evil go hand in hand. Everyone know s that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_ANGER_05", "And there's more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_ANGER_06", "Now you try it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_ANGER_07", "Well done, my friend. You have learned well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_01", "Now, you must learn how to fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_02", "Don't worry. I won't harm you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_FIGHT_03", "I see. Choose which part of the Creature you want to hit by clicking the Move Button on it. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_FIGHT_04", "Oh yes. Click on the ground to sidestep, and click on yo ur Creature to block. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_FIGHT_05", "And click on the Miracle icons to cast a Miracle during the fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_06", "That was an important lesson, friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_07", "I'm sorry I had to do that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_08", "But it was for your own good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE
ACHES_FIGHT_09", "You show great potential. But work on your technique.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_10", "I have a secret for you. But I warn you, this knowledge is dan gerous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_TO_HELP_TOWN_01", "The Guide has summoned your Creature. The teachin g continues. Goody.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_TO_HELP_TOWN_02", "Look. These people are weak from hunger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_TO_HELP_TOWN_03", "We can help them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_TO_HELP_TOWN_04", "Now it's your turn. Help the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_TO_HELP_TOWN_05", "Well done. You have proved to be an excellent pupil and a good friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 01", "Your Creature already has his own personality.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 02", "But you can alter and shape it by hey what's going on?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 03", "Put me down! Please!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 04", "Aiee!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 05", "Punish your Creature to stop him doing things like that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 06", "Hold down the Action Button over the Creature to zoom in on him. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 07", "Now slap him by moving your hand quickly from side to side across him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 08", "Thanks. He won't try that again in a hurry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 09", "Oh, you want to encourage him to do things like that, do you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 10", "Well, it's up to you. I will return when your Creature is behaving a bit b etter.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_P_N_R_ 11", "I'll come back soon to explain more about your wondrous, slightly headstro ng beast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ INTRO_01", "This is the Leash of Learning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ INTRO_02", "Please click on it.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ INTRO_03", "Good! Now click on your Creature.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ INTRO_04", "Now you've got some direct control of the little beast!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ INTRO_05", "Please click on it and I'll show you how to use it with your Creatur e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ INTRO_06", "It's time to take him for a walk.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PULL_01", "You can pull the Creature about with the Leash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PULL_02", "You see that tree over there?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PULL_03", "Try pulling your Creature towards it. Click the Action Button on the ground to hurry him up.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PULL_04", "Excellent! Well done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LE ASH_PICKUP_01", "The Trainer wants to see you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_02", "Did you know that you can use a Leash to make your Creature interac t with objects?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_03", "Try getting him to pick up that cow over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_04", "Move your hand with the Leash over the cow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_05", "Then click the Action Button. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_06", "Well done. You see! The Leash is very useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_07", "Why not take him for a walk? It'll do him good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ PICKUP_08", "You can drop the Leash by shaking your hand left and right quickly. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_01", "There's more to learn about Leashes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_02", "I didn't tell you that you can attach the Leash to objects.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_03", "Try Leashing the Creature to this tree!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_04", "With the Leash attached to your hand, move it over the tree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_05", "Double-click the Action Button to attach the Leash.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_06", "Good. The Leash is very useful. Your Creature is tied to the tree now. He'll interact with whatever he's Leashed to, as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_07", "There are two other Leashes for you here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_08", "This is the Leash of Aggression.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_09", "It encourages your Creature to get angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_10", "This is the fluffy Leash of Compassion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_11", "It makes your Creature behave nicely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_12", "Why not experiment with these Leashes? They're powerful tools.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_13", "I'll bid you farewell. You now know as much about Creatures as I do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_14", "One thing remains. Legends tell of an ancient Creature somewhere on this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_HOUSE_15", "I've heard him but I've never seen him. He hides from us humans. But he has great knowledge, I think.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_VILLAGER_01", "You can attach the Leash to a moving object.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_VILLAGER_02", "Try it now - attach the Leash to me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_VILLAGER_03", "Well done.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ TO_VILLAGER_04", "If you Leash your Creature to one of these Villagers, he will follow them, and learn from them!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_01", "You have learned how to use the rope Leash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_02", "Now it is time to learn about the other two Leashes!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_03", "The fluffy Leash of Compassion makes your Creature behave ni cely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_04", "The spiky Leash of Aggression makes him act badly!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_05", "You see that guy over there?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_06", "Choose one of the Leashes, and direct your Creature to him, and see what happens.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_07", "Good. Now move your Creature over to that guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_08", "That's it! I can break the curse now!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_09", "Well that's good. You know how to use your Creature now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_10", "I have nothing more to teach you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_LEASH_ GOOD_AND_EVIL_11", "He's all yours. Now it's up to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_STAGE_F ULLY_MATURE_01", "Your Creature is now mature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_STAGE_F ULLY_MATURE_02", "But there is always more to teach him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_CLICK_H OLD_01", "Holy One, you're clicking and letting go too quickly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_CREATURE_DEVELOPMENT_CLICK_H OLD_02", "I humbly suggest you click and hold the mouse button for longer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_05", "Look at them. Just look at them. These are Miraculous Creatures indeed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_06", "They certainly are. But not quite as big as I expected.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_07", "Not yet, maybe. But they can become the most powerful Creatures in the world." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_08", "Now that I'd like to see. We must have one. Which should we choose?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_09", "Any. They're all special.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_10", "If rather small at the moment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_11", "Shh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_12", "We could have the cow. A strong and noble beast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_13", "What? Not the fierce, lethal tiger? Click the Action Button on him! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_14", "Hmm. How about the ape. Intelligent and quick to learn?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_15", "I'm up for the tiger. Look at those claws. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_16", "We've chosen a Creature.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEWEST_GET_CREATURE_19", "I sense that battering the Gates won't work, esteemed one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_21", "Go od. You have two of the Gate Stones. But the third could be a problem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_22", "Th e Villagers say the final one was destroyed aeons ago. All is not lost, though." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_23", "Th e Village sculptor can carve a new Gate Stone for you. You should see him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_26", "Ex cellent. You've found a Gate Stone. You'll need to search for another, now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_28", "Th e stone isn't carved. Perhaps the sculptor can help?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_29", "Th e Gate Stones are together. Pass through and claim your Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_TITLE", "Did you know...?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_01", "At the Village Center , you raise and lower the Totem to alter the number of worshippers that go to th e Worship Site.\nTapping the Village Center will exchange your worshippers with fresh ones from the Village.\n\nYou need to look after your worshippers, as will they get hungry and tired. Lower the Totem at the Village Center to relieve the m of their worshipping duties.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_02", "Placing a man or woma n next to someone of the opposite sex turns them into a Disciple Breeder whose o nly goal is to breed and produce children.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_03", "If you drop a person by a job, they'll become a Disciple and do that job indefinitely until you stop them by picking them up and shaking your hand to release them.\n\nYou can create as many Disciples as you like in any Villages you own.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_04", "You can boost your pr ayer power by sacrificing any living thing at an altar at the Temple of Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_06", "If you drop resources near workers, it'll save them a trip and speed up the building process.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_07", "If you have a graveya rd, the tribes people won't mourn when people die, and will get on with their li ves instead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_08", "If you keep Village d esires low your people will eventually start to build a monument called a Wonder . This will provide benefits for your tribe, including increased happiness and a larger zone of influence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_10", "If you see a house wi th smoke coming out of it, it is occupied. To eject the occupants, tap the house . You will also see yellow people symbols, which show how many people are in the house, and green people symbols, which show any free spaces.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_11", "That there are Miracl es hidden all over Eden. Keep your eyes peeled.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_12", "If you give your Crea ture a Miracle Seed he'll instantly cast it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_13", "This is your Creature 's home. He feels safe here and when he rests he'll grow in size faster.\n\nYou can place interesting things in the Pen for your Creature. And inside the Temple is a Creature Cave full of useful statistics about him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_14", "If your Creature pick s up rocks the exercise will make him stronger.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_15", "You can repeat a Mira cle if you draw this Gesture on the ground.$g1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_16", "You can cast all the Miracles using the Gesture system. You invoke them with this Gesture. $g1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_17", "You can power up Mira
cles by drawing the appropriate Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_18", "You can use the mouse wheel to zoom in and out. Clicking and holding the mouse wheel lets you rotate around a central point. Double-clicking on your destination is often the quickes t way to get around. Alternatively you can move using the keyboard. The Control tab on the Options Menu shows you the keys to do this. $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_20", "Shake your hand when you've got the Leash and you'll release it.\n\nYou can Leash your Creature to an y object by double-clicking the Action Button on that object.\n\nPressing this k ey attaches the Leash to your Creature. $m26") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_21", "If you drop a chargin g Miracle back on the Miracles Hand you'll regain the power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_22", "The Space Bar is a sh ortcut key to place your camera in a safe position, press it again to return you to the Temple. Pressing it again, will return to your original position. $m17") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_23", "There's a shortcut ke y to go inside the Temple: $m20") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_24", "Children stay safely in the creche until they reach adulthood. A creche in a settlement encourages p eople to have more children.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_26", "Silver Reward Scrolls are not vital so you don't have to do them, if you don't want to. But there are often rewards available if you complete them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_27", "Every time you activa te a Gold Story Scroll you start the next chapter of the story of Black and Whit e. How quickly you progress depends on how often you choose to activate them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_29", "Different tribes will present you with different Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_31", "Signposts always cont ain useful information about the world. Once you've read them their knowledge wi ll appear in the Library inside your Temple. You can Scroll through some of thes e Info signs to read all the text. Hold the Action Button on the text and move u p or down. Try now.\n\n\n\n\n\n\n\nThat's right! $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_33", "Shield Miracles take damage when attacked, and they also use a constant supply of prayer energy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_34", "If you make your Wors hip Site look more interesting then you'll get more power. Planting trees, dropp ing rocks and placing mushrooms all please the people.\nThe Worshippers' needs a re reflected in the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_35", "You can give your sto red Miracle energy to other gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_37", "The Workshop lets you choose what to build and where to place it. When wood is put into a Workshop th e craftsmen there turn it into Scaffolds. The Scaffolds are placed in the yard, where you may pick them up.\nMove your hand with a Scaffold over the Village to see what you could build. If you join Scaffolds together in the yard you can con struct different buildings. Pile a Scaffold on top on another to join them. You can tap joined Scaffolds to dismantle them again.\nBuilding structures will also increase the size of your influence. And if you place a person next to the work shop they will keep collecting wood from the Village Store to put in the Worksho p, so that Scaffolds are produced.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_39", "If buildings are not lived in, they will deteriorate over time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_41", "The Creature Pen is w here you'll find your Creature's Leashes. You can use different Leashes to direc tly influence your Creatures mood. There is the Leash of Learning, which makes yo ur Creature mimic your own action. The Leash of Aggression, which will make him angry and the Leash of Compassion which will calm him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_42", "You can relocate peop le from one Village to another by dropping them near a house with space for them
. You can also move people to and from Villages not controlled by you using this method.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_43", "Inside the Temple the re are many rooms.\n\nFor example in the Challenge room you can see a reminder o f any of the Gold or Silver Challenges.\nAnd in the Save game room you can save and load your progress.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_44", "You can hold the Acti on Button down to pick up increasing amounts of food or wood from a pile. You ca n also drop trees and wooden objects into the Village Store, as well as food fro m the fields, or fish form the sea.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_46", "You know that you can hold the mouse button down to pick up more food from a field. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_47", "You can plant forests by picking a tree up and placing it upright in the ground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_48", "You can plant forests by picking a tree up and placing it upright in the ground. If you place a tree in a Village it becomes a scenic addition and will please your people. Foresters will not cut these down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_50", "You can put out fires using the Water or Storm Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_51", "Some Miracles cost wo rshipper power to maintain. Shields always cost power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_52", "Disciples can be canc elled by dropping them when no icon is visible or by shaking them in your hand u ntil they are released.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_53", "Prayer power can be s tored by sacrificing any living thing, which you place on an altar. Each living thing provides a different amount of stored power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_54", "Wood supplies can be added to the workshop by dropping trees directly into it. You can add wood to th e Village Store in the same way, remember.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_55", "You can water your fi elds to improve the speed the crops grow. The Water Miracle will water your land superbly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_56", "For a limited time yo u may use your hand outside your influence. The further you venture outside your influence the quicker the energy drains from your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_58", "Fireflies can be seen at night. They hide under rocks during the day, and become rewards if you find them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_60", "You can tap on a Mira cle Seed to break it. This places it in your hand ready for casting.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_67", "You can press the fol lowing key to show you the names of the tribes people. This can make tracking th eir movements easier. $m27") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_68", "A wealth of info and statistics on your Creature can be found in your Temple's Creature Room. You can get to it by pressing the following key. $m21") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_69", "You may define any of the keyboard shortcuts in the game at the Options Room in the Temple. You can g et to it by pressing the following key. $m24") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_70", "You can move around u sing the cursor keys as well as the mouse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_74", "If you press F1 when your hand is over something information concerning it will be displayed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_75", "Fields are where your people plant crops, which are then harvested and carried to the Village Store t o add to the food pile. You can harvest crops yourself, as can your Creature. Yo u can also make dedicated farmer disciples by placing Villagers in the fields.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_76", "Fish Farms can provid
e food for your Village. A fisherman will deliver his catch to the Village Store when it's big enough.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_77", "Villagers are impress ed by the actions of gods, especially when they fulfil the people's desires by g iving them Wood and Food, do impressive things like throwing objects around, use Creatures in their Village and cast Miracles.\nYou will see the belief-in") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_78", "The Celtic Wonder inc reases the power of all resource-based Miracles such as Wood or Food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_79", "The Aztec Wonder incr eases the power of all aggressive Miracles such as Fireballs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_80", "The Japanese Wonder i ncreases the power of all healing Miracles and reduces the appetite for food in all your Villages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_81", "The Indian Wonder inc reases the Village's birth-rate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_82", "The Egyptian Wonder r educes the wood cost of all the buildings in your Villages. It also makes Creatu re Miracles more powerful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_83", "The Greek Wonder make s all the Villagers in your settlements more hardy and tougher.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_84", "The Norse Wonder incr eases the yield from Fish Farms and increases the strength of weather Miracles." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_85", "The Tibetan Wonder de creases the desires of all the people of the tribe. It also increases the streng th of Shield Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_86", "A tree dropped onto a damaged building will be turned into timber outside it. The Villagers will use this timber to repair the building. Dropping the tree doesn't repair the buildin g in itself, but queues it for repair later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_87", "This is the Village C enter. Placing your hand over it will show you how much belief is needed before the Village is yours. As you do impressive things in the Village, you will see n umbers come up over the Villagers - this is the amount of belief you have gained for your actions.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_88", "You can place bookmar ks anywhere on the land to enable you to go to specific locations. Pressing CTRL and a number key sets a bookmark at the position of the Hand. Press the number key to go directly there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_89", "Bookmarks can be set on any object or person capable of movement. If you do this, press SHIFT and the assigned number to follow that object or person. Pressing CTRL TAB or SHIFT TAB cycles through the bookmarks. Pressing Backspace returns you to your position b efore your last move to a Bookmark. Pressing CTRL and SHIFT and the number delet es that Bookmark. You can set up to eight on the land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_90", "A Miracle Dispenser g ives out one-shot Miraculous Wonders when it's fully charged.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_91", "Raising and lowering a Village Center Totem is used for getting people to worship you at the Worship Site for Miracles.\nThe higher the Totem is raised the greater percentage of the Village are sent to worship.\n The more worshippers the more power.\nDisciples are only called to worship after everyone else is.\nThe Miracles on a Village Ce nter mirror the ones available at the Worship Site, you may select and deselect Miracles for charging from here too.\nHolding the Hand over the Village Center d isplays belief information\nHolding the Hand over the Miracles on the Village Ce nter displays charging information.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_92", "Each tribe has its ow n Worship Site constructed by the Village of the race.\nEach Village has Miracle s at its Village Center which are also in its Worship Site.\nWorshippers need fo od and rest, which can be seen on the needs flags\nWorshippers will swap with le
ss tired worshippers from the Village if they are available.\nYou must use the A ction Button to activate a Miracle for charging.\nCharging rings come towards th e hand until the Miracle is fully charged. It then appears in your hand.\n The m ore Miracles charging the more strain on the worshippers.\nCertain Miracles like the Shield require worshippers to maintain them.\nWorshippers can die chanting. \nIn the middle of a Worship Site is a chant store.\nIf no Miracles are charging the worshippers will chant into the chant store for later use.\nOne-shot Miracl es may be added to the chant store. You can also give your charged Miracle energ y to other gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_93", "You can throw in diff erent ways. A long smooth throw sends the missile low along the ground, and a qu ick hand move and release will throw the object higher. Moving the Hand after yo u release gives you aftertouch. You can alter the direction and velocity of the object depending on the direction you move the mouse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_94", "The Workshop is used to decide which buildings you create. Drop wood onto it and, when theres enough, a Scaffold will be produced. The flag outside shows the amount of wood needed to create a Scaffold, and when production is underway the chimney will smoke.\n Ho lding your hand over the workshop will display the production percentage.\nWhen Scaffolds are produced a horn sounds and they appear by the Workshop. Theres room for three here. Scaffolds can be combined by placing one on another. How many y ou combine affects the building you will create. You can uncombine Scaffolds by tapping them.\nPlace your chosen combination of Scaffolds on the landscape. If t heres room youll see a blueprint of the building. You can cancel a blueprint by pi cking up the Scaffold before building work commences.\n ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_95", "By combining up to se ven Scaffolds you can create the following structures:\nOne Scaffold makes a sma ll house.\nTwo Scaffolds make a bigger house.\nThree Scaffolds make a civic buil ding.\nFour Scaffolds make a field.\nFive Scaffolds make a new Village Center (w hich youll need to create a new Village)\nSix Scaffolds make a soccer field.\nSev en Scaffolds make a wonder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_96", "There are several Dis ciples you can create.\nFarmer - place a Villager in a field.\nForester - place a Villager by a tree.\nFisherman - place a Villager by the shore.\nBuilder - pla ce a Villager by an unfinished or damaged building.\nMissionary - place a Villag er in a Village you don't control to impress the people there.\nCraftsman - plac e a Villager at a Workshop to ferry wood to it.\nTrader - place a Villager by a Village Store in a Village you don't control to get them to supply that Village with resources to impress them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_97", "You can create someth ing special called an artifact by placing any object in your Village. At sunset the Villagers will dance around it. After many such moonlit dances the object wi ll become an artifact. Artifacts are very impressive to non-believers when place d in another Village's Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_98", "Placing a Teleport si te at the Village Store and your Worship Site, a forest or fields will speed up the Villagers' journeys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_99", "You can use Water Mir acles to expand forests and provide more wood to cut.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_100", "Your Creature is the best way of getting a Village to believe. The bigger and more impressive he is he more impressed people will be. Use the Leash of Compassion to impress with go od acts and the Leash of Aggression to impress with evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_101", "Throwing objects or casting Miracles over a non-believing Village will only impress the people for a while. The best approach to impressing is a varied one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_102", "You can give other n on-believing Villages Scaffolds from your Workshop. The people there will be imp ressed by this act.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_103", "Building any structu re near a non-believing Village will impress the people there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_104", "If any Village's peo ple are all at their Worship Site and their Village Store or Village Center is a ttacked they will return from it immediately.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_105", "If a Village has no people to impress it can be taken over by placing followers into it or destroyin g it utterly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_106", "Your people will wor ship you more if you empty their Village Store, wait until their desires grow hu ge and then provide the resources they need.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_107", "Gesture power-ups ca n be gained through villages and rewards.\nGestures save the player from clickin g the Miracle icon in order to charge it at the Worship Site - they must have Pr ayer Power - people worshipping\nMiracle selection is activated by a spiral gest ure- displayed as an icon in the bottom right corner of the screen\nLeash select ion is activated by a Gesture- displayed as an icon in the bottom right corner\n Creature Miracles are accessed via a anti-clockwise spiral displayed as an icon in the bottom right corner.\nGesture shortcuts available are shown underneath th e relevant Miracle leash icon\nAvailable power -ups are displayed as icons once the Miracle is in your hand\nTo repeat the last Miracle - use the arrow icon tha t appears once Miracle has been cast or cancelled\nOnce a Miracle has been power ed up - it can be powered down - shown as a gesture icon in the corner once Mira cle has been powered up\nPower-ups need to be charged in the same way as a Mirac le, by more chants.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_108", "A faded hand \ cross over the hand indicates the player is outside of influence with no virtual infl uence charge remaining\nYou can interact with anything within your influence - w hen outside your influence you can interact with nothing apart from your Creatur e\nMiracles can only be cast inside the player's influence OR when charged by vi rtual influence\nA colored circle relating to your player color represents your influence\nYour Creature is not affected by influence - he can interact regardle ss of influence\nYou can do the following with your Creature when outside his in fluence: move \ leash to objects \ command to interact \ interact (ALL players c an do this - regardless of creature ownership)\nOccupied buildings expand your i nfluence - if unoccupied, no influence is gained\nYour influence is dilapidated by buildings becoming unoccupied \destroyed\nYou have a virtual influence charge that allows you to pick up outside your influence - this decreases in power - t he further you are from your influence edge, the quicker the virtual influence f ades. This can also be maintained in order to last longer - it is maintained via worship\nIf a town is taken over, the influence for that town instantly becomes yours - if the town is lost, the influence is also lost\nCo-op play means allie d players share influences\n") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_109", "You can restrict the area in which your Creature can move when he's on the Leash. First you attach t he Leash to an object, then click the Action Button anywhere on the Leash to pic k it up. Pull to stretch the Leash to the length you want it to be. Then click t he Action Button on the ground to set this length. To cancel the Leash's new len gth detach one end of it with the Action Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_110", "The Impressive Top T en.\nTo impress a settlement you have the impress the people in it. Here's how;\ n\n1. Send in your Creature, using the Leash of Aggression or the Leash of Compa ssion.\n2. Supply their Village Store with whatever they need most.\n3. Throw th ings over the heads of the Villagers.\n4. Make Disciple Missionaries by placing people next to the foe's Village Center.\n5. Help them with Shield Miracles.\n6. Aid them during emergencies like attack or fire.\n7. Present them with gifts li ke Scaffolds, wood or food.\n8. Use the secret of the Artifacts.\n9. Give your V illagers to the Village.\n10. Build a structure near the enemy settlement.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_111", "If you want your Cre ature to eat something, rub his tummy when you give it to him. He'll eat it even
if he's not hungry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_112", "You can use a Worksh op to create Scaffolds to use as blueprints for other Workshops which you can th en place in other Villages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_01", "Tree Puzzle. Th e idea is to make the nine trees the same species. Pick up any of the trees to s wap its species and that of any adjacent trees. You can change any tree as many times as you want.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_02", "Bombardment act ion for 2 players. Use the ramps to your advantage as you try to take over enemy villages from afar.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_03", "The Beach Templ e Puzzle. You must move the Temple to the column furthest from the sea piece by piece. There are four Temple pieces and you may only place a piece on an empty s pike or on a wider piece.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_04", "The Totem Puzzl e. You must raise and lower the totems until they are all fully raised. Changing the height of one may change the height of up to five of the others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_05", "Guide Stanley t he wolf to his food, the sheep, by ringing the bell in the direction you want hi m to travel. He keeps going in that direction until something stops him. You can reset the puzzle by clicking on the corner bell.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_06", "The Second Tote m Puzzle. Raise and lower the totems until they are all fully raised. Changing t he height of one will change the height of others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_07", "This is the Til t Puzzle. Guide the lion to the sheep by clicking on the four directional totems . The lion will continue until he hits something solid. There is a reset totem i f you really get stuck.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_08", "The Trickier Ti lt Puzzle. Guide the lion to the sheep by clicking on the four directional totem s. The lion will continue until he hits something solid. There is a reset totem if you really get stuck.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_09", "Rescue Thomas. Get Thomas to the exit, avoiding the wolf by clicking on the ground in a directi on you wish Thomas to go. Thomas will only move one square at a time, but the wo lf will move two, unless he reaches a barrier. The wolf will always head towards Thomas, if he can. You may click on Thomas to miss a turn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_10", "3 player map de signed to test your godly powers. Try to take over the neutral villages and buil d up your holy powerbase. Then destroy the other deities!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_RULES_11", "Tactical 4 play er action. You've got to be quick and clever in this mighty battle for belief.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_01", "Let me intro duce myself. I am the Puzzle Master.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_02", "Of course, I know who you are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_03", "So I offer y ou a challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_04", "Test your di vine wisdom against my puzzles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_05", "There are tw o pairs of puzzles. Finish each pair and a surprise awaits.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_06", "When you com plete both pairs you will receive a final challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_07", "You can leav e and return to the puzzles whenever you like. Good luck!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_08", "The signpost s provide the rules and instructions you need.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_09", "Congratulati
ons. Now you may try the Second Tree Puzzle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_10", "You have com pleted both Tree Puzzles. You are awarded a flock of flying creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_11", "These will i mpress any tribesfolk. I, of course, am too intelligent to be awed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_12", "Well done. B ut can you beat the Second Sheep Puzzle?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_13", "Your prize f or completing both Sheep Puzzles is a Pack of Wolves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_14", "It might be nice to use them to impress the people of this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_15", "You are now ready for the final challenge. The Monument.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PUZZLE_MASTER_16", "Success! The Monument is now complete, and will heal any being who finds themselves near it. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PLAYERTHANKS", "and special than ks to $s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WIN_GAME_01", "You have lost th e game. Click YES to watch the other players, NO to quit the Multiplayer Game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WIN_GAME_02", "You have lost th e game. The winner was %s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WIN_GAME_03", "%s is out of the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WIN_GAME_04", "Congratulations! You've won the game!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WIN_GAME_05", "Game winner: %s" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WIN_GAME_06", "All the players lost. It's a draw.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_WOOD_01", "Roo t And Branch") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _FREEZE", "Move No More") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _SMALL", "Reduction") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _BIG", "Expansion") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _WEAK", "Steal Strength") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _STRONG", "Grant Strength") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _INVISIBLE", "Seen No More") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _COMPASSION", "Feel Emotion") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _ANGRY", "Rage Incandescent") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _ITCHY", "Scratch One") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_TELEPORT", "In stant Journey ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_BEAM_EXPLOSION ", "Earth Rip") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_04", "You k illed the brother, but his sister doesn't know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_05", "The L ost Brother is by some trees. Reunite him with his sister.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_06", "The s ister's dead. She won't need the contents of her house now.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_07", "We ne ed to find another Gate Stone. Perhaps the Villagers can help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_08", "Didn' t we see the Villagers dancing around a Stone a while ago?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_09", "We sh ould speak to the sculptor about the Gate Stones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_13", "Let's find the stones to put in the stone Circle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_14", "We've found all the stones but the order is wrong.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_15", "We've found enough stones but some really don't sound right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_22", "We mu st find the person behind this child-stealing business.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_37", "The t ribe has been struck down by poison. Do something!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_38", "You g ot rid of the poison but the people need to be healed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_39", "Perha ps you should stop healing and find out the cause of the illness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_52", "Place all the stones from around the landscape, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_53", "Activ ate the stones with the child in the center. Pairs will harmonize.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_61", "They' re going to sacrifice that boy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_73", "We mu st use our Creature to herd the cows back to the pen at our Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_94", "Let's tap the stones to make the tune the woman's whistling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_104", "Why don't we jump through the Vortex?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_106", "The Cap of Death. The Shaolin wants a mushroom. Let's get one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_107", "I be lieve the Shaolin Monk wants the stone head that's crying.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_108", "Fall en star. It's a meteorite! And the Shaolin needs it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_109", "A li ving being! It's the final thing the Shaolin requires. Let's find one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REMINDER_137", "Hey! That's not right. Throwing people at us! Well, we'd better catch them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_01", "Yes." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_02", "Yep." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_03", "Good. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_04", "Yes." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_05", "Yes." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_06", "That' s it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_07", "Yes." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_08", "Bette r.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_YES_09", "Yes." )
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, r.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, r.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, rry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, . No.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, tter.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, s!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, at's right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, yes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, cellent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, rvelous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, per.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, yes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, deed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, indeed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, vely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, gnificent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT,
"HELP_TEXT_ROTATION_YES_10", "Very "HELP_TEXT_ROTATION_YES_11", "Yes." "HELP_TEXT_ROTATION_YES_12", "Yes." "HELP_TEXT_ROTATION_YES_13", "Yes." "HELP_TEXT_ROTATION_YES_14", "Yes." "HELP_TEXT_ROTATION_YES_15", "Yes." "HELP_TEXT_ROTATION_NO_01", "HELP_TEXT_ROTATION_NO_02", "HELP_TEXT_ROTATION_NO_03", "HELP_TEXT_ROTATION_NO_04", "HELP_TEXT_ROTATION_NO_05", "No.") "No.") "Nope") "No.") "Oh dea
"HELP_TEXT_ROTATION_NO_06", "No.") "HELP_TEXT_ROTATION_NO_07", "Oh dea "HELP_TEXT_ROTATION_NO_08", "HELP_TEXT_ROTATION_NO_09", "HELP_TEXT_ROTATION_NO_10", "HELP_TEXT_ROTATION_NO_11", "HELP_TEXT_ROTATION_NO_12", "No.") "No.") "No.") "No.") "No, so
"HELP_TEXT_ROTATION_NO_13", "No.") "HELP_TEXT_ROTATION_NO_14", "No. No "HELP_TEXT_ROTATION_NO_15", "No.") "HELP_TEXT_ROTATION_BETTER_01", "Be "HELP_TEXT_ROTATION_BETTER_02", "Ye "HELP_TEXT_ROTATION_BETTER_03", "Th "HELP_TEXT_ROTATION_BETTER_04", "Oh "HELP_TEXT_ROTATION_BETTER_05", "Ye "HELP_TEXT_ROTATION_BETTER_06", "Ex "HELP_TEXT_ROTATION_BETTER_07", "Ma "HELP_TEXT_ROTATION_BETTER_08", "Su "HELP_TEXT_ROTATION_BETTER_09", "Oh "HELP_TEXT_ROTATION_BETTER_10", "In "HELP_TEXT_ROTATION_BETTER_11", "Oh "HELP_TEXT_ROTATION_BETTER_12", "Ye "HELP_TEXT_ROTATION_BETTER_13", "Lo "HELP_TEXT_ROTATION_BETTER_14", "Ma "HELP_TEXT_ROTATION_BETTER_15", "Yo
ur Creature isn't big enough to handle that object.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_DONE_01", "You' ve got it. Very well done!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ROTATION_DONE_02", "That 's the ticket. You've done it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_CITADEL_TOWNS _01", "Temple Villages Enabled/Disabled") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_NEUTRAL_TOWNS _01", "Neutral Villages Enabled/Disabled") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_GUARANTEED_PL AYERS_01", "Number Of Guaranteed Players In Game: %u") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_CREATURE_ALLO WED_01", "Load Creatures Into The Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_ROCKS_ALLOWED _01", "Rocks Enabled/Disabled") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_TREES_ALLOWED _01", "Trees Enabled/Disabled") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_FIELDS_ALLOWE D_01", "Fields Enabled/Disabled") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_FISH_ALLOWED_ 01", "Fish Farms Enabled/Disabled") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELLSELECTIO N_01", "Miracle Selection:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_01", "S torm Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_02", "N ature Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_03", "F ire Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_04", "F ood Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_05", "S hield Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_06", "P hysical Shield Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_07", "L ightning Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_08", "H eal Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_09", "W ood Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_10", "W ater Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELL_11", "A rmageddon Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_SPELLSELECTIO N_02", "One-shot Miracle Selection:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_CREATURE_RETRIEVE_01 ", "Hey! This dusty, chisel-wielding fellow must be the sculptor the Gatekeeper told us about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_02", "Holy one, I hear you're looking for a Gate Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_03", "I am a sculptor. If you provide me with the right rock I'll carve one for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_04", "You' ll find the rock I need in the Old Hermit's Quarry. Please bring it here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_05", "Oh t hat's excellent. Exactly the right kind of rock to work with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_06", "Than k you. Come back later and I'll have it finished.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_07", "Hey! I haven't finished working on carving the Gate Stone yet!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_08", "Than k you. Now, if you don't mind. I've got carving to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_09", "I've finished! It's ready to be placed with the others by the Gate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_10", "Hmm. Actually this rock isn't right for carving. Try another.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_CREATURE_RETRIEVE_11 ", "Oh dear. That's one very lost sculptor.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_CREATURE_RETRIEVE_12 ", "Good riddance. Sculpting is for wusses.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_13", "Hmm. My sculpting cousin's vanished. I'd better finish his work.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_14", "Hey! That was my cousin! Now I've got to complete his sculpture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_15", "My s culpting cousin has disappeared. I'd better finish his carving.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_16", "Oi! You killed my cousin! I suppose I've got to finish his work now. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_CREATURE_RETRIEVE_17 ", "Here's the stone you need!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_CREATURE_RETRIEVE_18", "I'm definitely the best sculptor in the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_01", "Incredible! The tribe built all this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_02", "And to think, it's a monument to you as a god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_03", "And us as your conscience, don't forget.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_04", "The workmanship is amazing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_05", "And what a symbol of overwhelming evil!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_06", "No it isn't. Now look. This here must be a map of the whole land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_07", "DON'T CALL THIS LINEI wonder what the buttons around it do?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_08", "DON'T CALL THIS LINEThey turn on and off features you can display. Obviously.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_09", "Check out all the writing on the Scroll, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_10", "It's showing lots of information about your followers and your Villages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_11", "What about all these doors?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_12", "Each leads to a room. The rooms are extremely useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_13", "Let's try some.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_14", "Hey! This one's locked at the moment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_15", "Don't panic. It'll open later, when you can use it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_16", "The Challenge Room.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_17", "In here you can see all the Challenges you've started.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_18", "You can get information on each Challenge by clicking on its picture.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_19", "Also, if a Challenge is unfinished, press the button underneath the picture to get a reminder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_20", "The Scroll on the wall gives a list of all the Challenges you've started.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_21", "This is the Room where you save and load the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_22", "Let's save the game now, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_23", "Click on a picture to zoom into it, followed by the yellow arrow pointing at th e empty frame.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_24", "Then type in a save game name. A picture of your land will appear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_25", "The details of your saved games are shown on this Scroll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_26", "To load a game, click on the arrow heading outwards from any frame with a pictu re.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_27", "And click on the red button with a cross on it to delete a game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_28", "These people brought us to life. Geniuses, each and every one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_29", "Yeah, right. Use the Move Button to drag the Scroll of names up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_30", "The Creature Cave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_31", "The Scrolls display different attributes about your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_32", "This Scroll shows what he's learned to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_33", "Fill his brain with evil!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_34", "This shows the Miracles our Creature can cast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_35", "Wow. Havoc wreaking time!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_36", "This Scroll shows our Creature's state of mind.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_37", "His likes and dislikes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_38", "More general information such as his age and height. Bless him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_39", "Hey Boss. You can change or add tattoos on the Creature by clicking on him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_40", "The Save Game Scroll. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_41", "Challenge Room Scroll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_42", "These two dummies show how aggressive and defensive your Creature is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_43", "Aggressive. It's the way forward, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_44", "These pedestals hold the Miracles your Creature is best at.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_45", "Yeah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_46", "These pedestals show what your Creature likes to eat, attack, befriend and play with.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_47", "Come in and have a look any time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_01 ", "A land of innocence has no need for gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_02 ", "Until fate intervenes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_03", " Hey wait! Stop!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_04", "Ke ep away from the water! We can't swim, remember!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_05", "He lp! Someone help us! We call to the heavens!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_06", " Help our child! Please! Hear us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_07 ", "When people pray a god is always born.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_08 ", "Able to change eternity.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_09 ", "That god is you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_10 ", "Are you a blessing or a curse?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_11 ", "Good or evil?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_12 ", "Be what you will. You are destiny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 1", "A place of innocence has no need for gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 2", "Until fate intervenes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 3", "A prayer is heard.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 4", "And you are called to be a god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 5", "What will you be?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 6", "A blessing or a curse?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 7", "Good or evil?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_DEFINITELY_NEWEST_INTRO2_0 8", "The world will be what you make it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 13", "Greetings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 14", "We're your conscience.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 15", "We're your conscience.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 16", "Good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 17", "And Evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 18", "Yin and Yang.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DEFINITELY_NEWEST_INTRO_ 19", "Black and White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LEVEL_01", "L ow") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LEVEL_02", "M edium")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LEVEL_03", "H igh") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LABEL_01", "S et up Landscape Options") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LABEL_02", "S et Up Village Miracle Options") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LABEL_03", "V illage Spacing (%s)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LABEL_04", "T emple Spacing (%s)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LABEL_05", "L evel Hilliness (%s)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_LABEL_06", "E nter Landscape Seed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_01", "Pl ayer's Starting Village (next to Temple)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_02", "An y unused player slots will be filled by the computer player.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_03", "Ne utral Villages to take over") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_04", "Lo ad Creature into the game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_05", "Ro cks around Villages") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_06", "Tr ees on the map") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_07", "Fi elds on the map") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_08", "Fi sh Farms on the map") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_09", "Sp acing between Temples") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_10", "Sp acing between neutral Villages") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_11", "Th e hilliness of a level") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_12", "On e-shot Miracles to select") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MULTIPLAYER_SETUP_HELP_13", "Vi llage Miracles to select") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX1_QU EST_REMINDER_01", "There's a Gold Story Scroll ya gotta click on, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHAOLIN_QUEST_REMINDER_0 2", "Excuse me, but doesn't the Shaolin still require your attention?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LEAVE_THROUGH_VORTEX3_QU EST_REMINDER_02", "The Vortex is waiting for us, Leader. I say we go through it now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRST_METEORITE_QUEST_RE MINDER_02", "We still have a meteorite search to conduct, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_METEORITE_OGRE_QUEST_REM INDER_02", "Come on, Boss. There's a fight with the ogre we got to finish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_METEORITE_NOMAD_QUEST_RE MINDER_02", "The Nomad still wants us to hunt meteorites, you know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RETAKE_AZTEC_VILLAGE_QUE ST_REMINDER_02", "We really should take over the Aztec Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_01", "I feel all inside out. Ugh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_02", "Y eah, what a buzz.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_03", "L
ook! Someone's approaching.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_04", "I gree t you as one god to another. I am Khazar.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_05", "It was I who provided the Vortex to save you from Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_06", "I need your help. In return, I will help you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_07", "My ver y existence is threatened by Lethys, another god from the snowy realm and an all y of Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_08", "But yo u and I together can turn the tide of this war.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_09", "There is much to do, though. Firstly you need to build up a Village and look after you r worshippers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_10", "I'll t ake you back to your Village and place down Scaffolds for you from my Village's workshop.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_11", "These create blueprints which indicate to your people what to build and where you want it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_12", "Here i s some food, wood and water for your tribe to help you start.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_13", "I will give you my finest builder. This is a Disciple who'll work single-mindedly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_14", "You ca n create your own Disciples by placing people at the locations of the jobs you w ish them to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_16", "My Cre ature will stay a while to help and watch over your Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_17", "I must leave to defend my realm, but I shall return when I can.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_19", "You ar e keen to learn the secret of casting Miracles. I appreciate your enthusiasm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_20", "You ar e ready to learn the secret of using Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_21", "Come w ith me. I have a set up an area where you can learn more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_22", "Here y ou can learn about defense.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_23", "And he re you can learn to attack.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_24", "Activa te the Scroll of your choice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_28", "K hazar has provided us with so much. He's a true ally.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_29", "H e's desperate. That's what he is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_30", "L et's get our Village built.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_ENTRY_31", "Y eah, and we got to get Disciples working there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_ENTRY_32", "Please come with me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_01" , "I have given you an expert builder of Worship Sites.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_02" , "I shall return once you have finished building the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_03" , "This building is of great importance.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_04" , "Your Worship site is built. Now let me teach you how to create Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_05" , "Your people will worship you at the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_06" , "To send them there you must raise the Totem at the Village Center.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_07" , "The higher you raise the Totem the more Villagers will go to worship you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_08" , "Now come and look at your followers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_09" , "They are dancing, worshipping you. This gives you power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_10" , "These are the Miracles that your people offer you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_11" , "The Miracles of Grain, Wood and Water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_12" , "To activate one, grab the Miracle with the Action Button and it will be charg ed by your worshippers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_13" , "You'll see the energy rings flowing into your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_14" , "When the Miracle is charged it appears in your hand and you are ready to cast the Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_15" , "Remember worshipping comes at a cost, the needs of your worshippers can be se en on these flags.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_16" , "So it's good to satisfy these needs and keep your Villagers in good health.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLES_17" , "I'll leave you now to experiment with Miracles, and expand your influence by growing your Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLE S_18", "Oh boy, oh boy, oh boy, are we going to cause some havoc now!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_LEARN_MIRACLE S_19", "Havoc? No, but it will be good to cast lots of lovely Miracles when we n eed them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_NEXTKHAZAR_13 ", "NOT USED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_NEW_LAND_2_LETHYS_REACTION_01 ", "I am Lethys. Leave my territory.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_NEW_LAND_2_LETHYS_REACTION_02 ", "You dare to trespass in my realm?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_NEW_LAND_2_LETHYS_REACTION_03 ", "Stay away. No-one crosses Lethys' ground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_NEW_LAND_2_LETHYS_REACTION_04 ", "This is my land. Leave!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_NEW_LAND_2_LETHYS_REACTION_05 ", "Do not stray over my territory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_NEW_LAND_2_LETHYS_REACTION_06 ", "This ground is mine. Do not go near.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_KHAZAR_REACTION_01 ", "Welcome to my realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_KHAZAR_REACTION_02 ", "This is my land. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_KHAZAR_REACTION_03 ", "My strength is being sapped by Lethys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_KHAZAR_REACTION_04 ", "I'm fighting for the land you see below you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_KHAZAR_REACTION_05
", "Help me, friend. You must help me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_KHAZAR_REACTION_06 ", "Help me save this land from Lethys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_NOTIFIER_01", "Here's one of Khazar's lessons. It's the Shield. We've got to try it, Leader." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_NOTIFIER_02", "We gotta have a go at this Fireballing. Boss. We gotta!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_NOTIFIER_03", "Khazar's left us a Miracle Challenge, to expand our knowledge!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_NOTIFIER_04", "Khazar has something important to tell us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_NOTIFIER_05", "Look. One of Khazar's Scrolls. Let's click on it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_01", "Beh old three huts. We shall use these as our targets.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_02", "Tap the Fireball Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_03", "NOT USED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_04", "Now throw it at a hut like you'd throw a rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_05", "Her e are some Fireball Miracle seeds.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_06", "Nice aiming, Boss. You damaged all three huts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_07", "Fire spreads, you see. A Village can be torched in minutes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_08", "Pretty nifty. Two of the three huts are damaged.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_09", "Oh yeah! Not too shabby! You hit one of the huts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_FIREBALL_10", "Hmm. None of the huts got toasted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_11", "I h ave given the knowledge of the Fireball Miracle to your Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_12", "Hav e some more practice. Here are more Fireballs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_13", "Try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_14", "My Fireball Challenge is complete.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_15", "NOT USED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_16", "Her e are some fireballs to use.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_17", "Use these fireballs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_FIREBALL_18", "Fro m now on your people can worship for this Miracle at your Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_01", "NOT U SED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_SHIELD_02", " Tap the Shield Miracle and wait.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_SHIELD_03", " NOT USED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_LAND_2_SHIELD_04", " Hold the Action Button and draw a circle on the ground to place the Shield. $m2" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_05", "The S
hield is ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_06", "From now on your people can worship for this Miracle at your Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_LAND_2_SHIELD_07", " Hey! You've cast the Miracle! Marvelous!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_08", "The h ut survived my onslaught. Well done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_09", "I hav e given the knowledge of the Physical Shield Miracle to your Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_10", "You f ailed to Shield the hut. It is destroyed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_11", "It is no disaster this time. However you will need Practice further.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_12", "I giv e you more Seeds to practice with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_13", "You w ere unsuccessful. Try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_14", "Try r ecasting the Shield Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_15", "Diffe rent sized objects do different levels of damage to a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_16", "It'll disappear after taking excessive damage as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_17", "Soon you will need to protect your Villagers and their buildings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_18", "The P hysical Shield protects against objects which are not of a spiritual nature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_19", "When you have the Miracle, this is how you cast a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_20", "Now t hrow these rocks at the hut and watch the Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_21", "See? The hut is protected. But a strong enough attacking will destroy the Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_22", "Now y ou can try. Shield the hut and I will attack it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_23", "Draw a circle with the Action Button pressed to mark the position and size of the Shi eld. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_24", "The S hield deflects the rocks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_25", "Don't worry. You may return and improve your skills later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_NEW_LAND_2_SHIELD_26", "NOT U SED") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_01", "We really should get round to picking one of the Creatures, you kno w.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_02", "The Creature is hungry. And remember he likes some things more than others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_03", "Your Creature still wants to play with you. Playing catch with a ro ck is a nice game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_04", "You must get round to Leashing the Creature. Find the Leash by the Creature's pen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_05", "You really should take the Creature to the Guide waiting by the tre e if his education is to continue.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE
MINDER_06", "The Creature is getting so thirsty. Take him to the water's edge, I beg.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_07", "That cow by the tree. The trainer's waiting for your Creature to pi ck it up and bring it to her.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_08", " The Creature really needs to, er, go. Walk him away from the pen a nd let the poor chap get on with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_09", "Come along. It's now time to attach the Creature to the house by th e trainer. Then we can learn a load more!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_10", "Leash the Creature to a person. We should get on with all this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_RE MINDER_11", "Other Leashes are available. You're overdue to try out one. Let's d o it right now!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_01", "James") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_02", "John") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_03", "Peter") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_04", "Pete") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_05", "Matthew") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_06", "Mark") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_07", "Simon") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_08", "Paul") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_09", "Timothy") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_10", "Tim") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_11", "Jon") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_12", "Andrew") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_13", "Andy") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_14", "Jamie") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_15", "Will") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_16", "William") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_17", "Oliver") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_18", "Ollie") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_19", "Richard") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_20", "Rich") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_21", "Dan") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_22", "Ben") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_23", "Neil") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_24", "Rob") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_25", "Robert") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_26", "Russell") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_27", "Jeremy") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_28", "Jez") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_29", "Gary") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_30", "Mike") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_31", "Chris") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_32", "Christoph er") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_33", "Dave") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_34", "David") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_35", "Aaron") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_36", "Wayne") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_37", "Ian") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_38", "Phil") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_39", "Julian") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_40", "Ed") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_41", "Tom") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_42", "Charlie") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_SPOOKY_NAMES_43", "Jack")
ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ) ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ) ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ) ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT( ADD_TEXT(
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS, HELP_TEXT_NARRATOR_NEMESIS,
"HELP_TEXT_SPOOKY_NAMES_44", "HELP_TEXT_SPOOKY_NAMES_45", "HELP_TEXT_SPOOKY_NAMES_46", "HELP_TEXT_SPOOKY_NAMES_47", "HELP_TEXT_SPOOKY_NAMES_48", "HELP_TEXT_SPOOKY_NAMES_49", "HELP_TEXT_SPOOKY_NAMES_50", "HELP_TEXT_SPOOKY_NAMES_51", "HELP_TEXT_SPOOKY_NAMES_52", "HELP_TEXT_SPOOKY_NAMES_53", "HELP_TEXT_SPOOKY_NAMES_54", "HELP_TEXT_SPOOKY_NAMES_55", "HELP_TEXT_SPOOKY_NAMES_56", "HELP_TEXT_SPOOKY_NAMES_57", "HELP_TEXT_SPOOKY_NAMES_58", "HELP_TEXT_SPOOKY_NAMES_59", "HELP_TEXT_SPOOKY_NAMES_60", "HELP_TEXT_SPOOKY_NAMES_61", "HELP_TEXT_SPOOKY_NAMES_62", "HELP_TEXT_SPOOKY_NAMES_63", "HELP_TEXT_SPOOKY_NAMES_64", "HELP_TEXT_SPOOKY_NAMES_65", "HELP_TEXT_SPOOKY_NAMES_66", "HELP_TEXT_SPOOKY_NAMES_67", "HELP_TEXT_SPOOKY_NAMES_68", "HELP_TEXT_SPOOKY_NAMES_69", "HELP_TEXT_SPOOKY_NAMES_70", "HELP_TEXT_SPOOKY_NAMES_71", "HELP_TEXT_SPOOKY_NAMES_72", "HELP_TEXT_SPOOKY_NAMES_73", "HELP_TEXT_SPOOKY_NAMES_74", "HELP_TEXT_SPOOKY_NAMES_75", "HELP_TEXT_SPOOKY_NAMES_76", "HELP_TEXT_SPOOKY_NAMES_77", "HELP_TEXT_SPOOKY_NAMES_78", "HELP_TEXT_SPOOKY_NAMES_79", "HELP_TEXT_SPOOKY_NAMES_80",
"Steven") "Steve") "Liam") "Jason") "Nick") "Nicholas" "Thomas") "Darren") "Kevin") "Lee") "Terry") "Adrian") "Dominic") "Alex") "Matt") "Nathan") "Adam") "Alan") "Graham") "Angus") "Abdul") "Achmed") "Mohammed" "Habib") "Gareth") "Jo") "Joe") "Janice") "Claire") "Sophie") "Vicky") "Mel") "Rachel") "Emma") "Gemma") "Alison") "Caroline"
"HELP_TEXT_SPOOKY_NAMES_81", "Jade") "HELP_TEXT_SPOOKY_NAMES_82", "Kylie") "HELP_TEXT_SPOOKY_NAMES_83", "Lucy") "HELP_TEXT_SPOOKY_NAMES_84", "Sam") "HELP_TEXT_SPOOKY_NAMES_85", "Debbie") "HELP_TEXT_SPOOKY_NAMES_86", "Jasmine") "HELP_TEXT_SPOOKY_NAMES_87", "Lisa") "HELP_TEXT_SPOOKY_NAMES_88", "Louise") "HELP_TEXT_SPOOKY_NAMES_89", "Emily") "HELP_TEXT_SPOOKY_NAMES_90", "Amanda") "HELP_TEXT_SPOOKY_NAMES_91", "Lizzie") "HELP_TEXT_SPOOKY_NAMES_92", "Daisy") "HELP_TEXT_SPOOKY_NAMES_93", "Katie") "HELP_TEXT_SPOOKY_NAMES_94", "Sarah") "HELP_TEXT_SPOOKY_NAMES_95", "Cat") "HELP_TEXT_SPOOKY_NAMES_96", "Amy") "HELP_TEXT_SPOOKY_NAMES_97", "Naomi") "HELP_TEXT_SPOOKY_NAMES_98", "Helen") "HELP_TEXT_SPOOKY_NAMES_99", "Karen") "HELP_TEXT_SPOOKY_NAMES_100", "Rebecca"
) ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_FISHING_PUZZLE_01", "I want to b e a fisherman like my dad, instead of a turtle farmer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_FISHING_PUZZLE_02", "My dad said I'd never be any good. Maybe he's right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_FISHING_PUZZLE_03", "When you ta p the water, the fish will swim away from your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_FISHING_PUZZLE_04", "When they a re all in the net, I'll be able to catch them and make my old man proud.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_05", "Oh no. You've killed the fisherman. I despair.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_FISHING_PUZZLE_06", "Yahoo! I ca ught the lot. My father will be so impressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_07", "Hey , Boss. If anyone's a good fishermen around here it's you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_08", "Wel l, yes, but he's happy and that's what counts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_09", "We don't need recognition for our fishing abilities, do we?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_10", "Heh . From fisherman hero to corpse in one easy move. Neat, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_11", "Oh boy. You caught them all. Sweet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_12", "Let 's go see the fisherm... Oh. We killed him. I forgot. Heh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FISHING_PUZZLE_13", "Sti ll, we rock at fishing. Any fish-gods out there better watch out!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_FISHING_PUZZLE_14", "Here. Have my favorite turtle as thanks for all your help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_01", "Come, little one. The most important lesson of all awaits.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_02", "It's the key to this world. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_03", "It's the very secret of godliness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_04", "And it's the way you'll triumph.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_05", "Follow me to the mountain. I will tell you everything there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_GUIDE_DIES_06", "Creature. S peak no more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_07", "Nemesis! My o ld master has returned!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_GUIDE_DIES_08", "Silence! Yo u have betrayed me enough.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_09", "Once Nemesis was my god but now he seeks only the ultimate power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_10", "It is the Cre ed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_11", "Find the thre e parts of the Creed which are aligned! This is the only defense against Nemesis .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_12", "Now run! Get away from here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_13", "Leave! You ca n't help me! Seek an ally to help you find the Creeds! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_14", "Please. Use t he Leash to bring your Creature to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_15", "I must tell y ou the secret of the Creed. It's the source of godly power.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_16", "Quickly. Come close, my friend, and listen well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_GUIDE_DIES_17", "Silence, Tr aitor! You must not pass on the secret of the Creeds!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_18", "Nemesis. He i s so determined to be the only god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_19", "He wants to d estroy all other gods and their Creatures. He wants ultimate power!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_GUIDE_DIES_20", "Silence! Yo u will die for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GUIDE_DIES_21", "Your Vi llage is being trashed by Nemesis' storm!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GUIDE_DIES_22", "We'd be tter use our Water Miracle to put out the flames.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GUIDE_DIES_23", "The ent ire place is getting wrecked!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_24", "But come only when you are ready. What I will tell you is forbidden knowledge, dangerous even to gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GUIDE_DIES_25", "Let's g et out of here Boss. There's nothing we can do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GUIDE_DIES_26", "Nemesis ' storm is attacking the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GUIDE_DIES_27", "We shou ld use our Water Miracle Seeds to put out the flames.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GUIDE_DIES_28", "We'd be tter start helping them rebuild this place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_29", "Why don't you try out what you've learned while I sleep?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_DIES_30", "I still need rest. We will talk later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_TRAINER_HAS_NO_CREATURES_01" , "I am so sorry. I don't have any special Creatures for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_GAME_PAUSED", "Game Paused") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_GAME_SLOWMO", "Slow Down Time") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_GAME_FASTMO", "Speed Up Time") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_KIDNAPPED_WOMEN_01", "A band of foreigners have taken some of our womenfolk!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_KIDNAPPED_WOMEN_02", "They kidna pped them when we were out hunting!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_KIDNAPPED_WOMEN_03", "We tried t o track them but they're long gone now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_KIDNAPPED_WOMEN_04", "Three wome n were taken. Please, holiest, look out for them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_01", "Black & Wh ite") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_02", "Designed a nd Created by Lionhead Studios Ltd.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_03", "Game Progr amming") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_04", "3D Program ming") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_05", "Internet, Library & Tools") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_06", "Art") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_07", "Animation" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_08", "Script & D ialogue") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_09", "Sound & Mu
sic") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_10", "Lead Instr umentalist") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_11", "Musicians" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_12", "Vocalists" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_13", "Voice Char acterization") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_14", "Scenario & Level Design") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_15", "Gameplay & Testing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_16", "PR") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_17", "Lionhead S tudios Ltd.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_18", "Office Man agement") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_19", "With Thank s To") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_20", "Special Th anks To") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_21", "Project Ma nagement") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_22", "Vocal samp les courtesy of Spectrasonics 'Symphony of Voices' CD-ROM collection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_23", "Asian samp les courtesy of Spectrasonics 'Heart of Asia'") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_24", "Didgeridoo courtesy of Peter Spoecker") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_01", "Ooo oh, we've got this notion") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_02", "Tha t we'd quite like to sail the ocean") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_03", "So we're buildin' a big boat to leave here for good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_04", "We' re not keen on sinkin'") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_05", "So we're all sittin' here a thinkin'") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_06", "Cuz we built it too big and we've run out of wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_07", "eid le eidle eee") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_08", "eid le eidle eee") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_09", "we simply can't leave til we get some more wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_10", "Ooo h, we're not keen on sinkin'") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_11", "so that's why we're sittin' thinkin'") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE1_12", "cuz we simply can't leave til we get some more wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_01", "Ooo oh, the boat is now finished") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_02", "But there's still somethin' on the wish-list") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_03", "To keep us all goin' through the wind and the rain.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_04", "The re's no food on the table") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_05", "And we can't sail unless we're able") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_06", "So we ain't goin' nowhere 'til we get some grain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_07", "eid le eidle eee") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_08", "eid le eidle eee") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_09", "we simply can't leave until we get some grain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_10", "The rrrre's no food on the table") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_11", "And we can't sail unless we're able") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE2_12", "So we ain't goin' nowhere 'til we get some grain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_01", "Ooo oh, We're not complainin'") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_02", "but there's still one more thing remaining") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_03", "Cuz bread is quite borin' if that's all you eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_04", "We need some flavor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_05", "So do us all a little favor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_06", "Cuz , we ain't goin' nowhere 'til we get some meat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_07", "eid le eidle eee") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_08", "eid le eidle eee") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_09", "we simply can't leave until we've got some meat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_10", "Soo ooo, Do us a favor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_11", "fin d somethin' with a little flavor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARY_SONG_VERSE3_12", "Cuz we're goin' nowhere 'til we've got some meat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_01", "Is land Climate") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_02", "St arting Time") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_03", "Mi racle Setup") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_04", "De fault") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_05", "De sert") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_06", "Po lar") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_07", "Ju ngle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_08", "Sn owy") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_09", "Mi dday")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_10", sk") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_11", dnight") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_12", wn") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_13", p list") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_14", lect a Map to play on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_15", wnload Map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_16", u have no Maps to select.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_17", u have not selected a Map!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_18", uld not build data connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_19", u already have this Map. Do you wish to overwrite it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_20", uld not build data connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_21", ndscape: Got thumbnail (GREEN) / Got Map (RED) / Not downloaded (WHITE)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_22", ere are no Maps available to select.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_23", wnloading master list - %u%% completed\n(%.2f k/sec).") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_24", wnloading thumbnail - %u%% completed\n(%.2f k/sec).") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_25", wnloading level - %u%% completed\n(%.2f k/sec).") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_26", le ID does not match.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_27", - %u players.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_28", neral Error.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_29", rver Error.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_30", space to download file.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_31", t connected to server.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_32", med out whilst waiting for response.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_33", compression error.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_34", ror whilst writing to file %s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_35", ck to previous menu -- May already exist.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_36", lect Map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_37", tup Random Landscape.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_38", wnloaded Levels.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_39", ndom Landscapes.")
"Du "Mi "Da "Ma "Se "Do "Yo "Yo "Co "Yo "Co "La "Th "Do "Do "Do "Fi "%s "Ge "Se "No "No "Ti "De "Er "Ba "Se "Se "Do "Ra
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_40", "Se tup Multiplayer Game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_41", "On line Landscapes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_42", "Co uld not start because the thumbnail for the Map was not present.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_43", "Th ere are too many people in the channel to start the game.\n(Map supports %u play ers)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_44", "Th ere are not enough people in the channel to start the game.\n(Map supports %u pl ayers)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_45", "At least one person in the channel does not have the selected Map. Game cannot sta rt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_46", "Ch annel operator has selected Map:%s, which you do not have.\nYou will not be able to participate in the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_47", "Ch annel operator has selected Map:%s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_MULTIPLAYER_MAP_48", "Mu ltiplayer Map downloads.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NONAME_SAVED_GAME_01", "No Name .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_01", "Hello. Have you noticed my mushrooms?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_02", "Only they h ave special properties.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_03", "The more th ey shake, the more powerful they are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_04", "And I'm aft er the best one to do a little experiment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_05", "Could you p lease find it and drop it in my cauldron?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MAGIC_MUSHROOM_06", "Many thanks , Holy One. I hope you got the right one or my experiment could be fatal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MAGIC_MUSHROOM_07", "Aha . We got the right mushroom. And there's a reward for us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MAGIC_MUSHROOM_08", "Oka y, okay. So we got the wrong mushroom. So sue us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DIALOG_NEW_LAND4_START_0 1", "What's happened here?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DIALOG_NEW_LAND4_START_0 2", "This can't be the same land we started in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DIALOG_NEW_LAND4_START_0 3", "Something's up, though. It looks possessed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DIALOG_NEW_LAND4_START_0 4", "Ugh. Let's get a Village started before I get too scared.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GOOD_LIVE_HERE_01", "Live here i n love.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GOOD_LIVE_HERE_02", "Live here i n peace.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_EVIL_LIVE_HERE_01", "Live here t o obey.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_EVIL_LIVE_HERE_02", "Live here i n my name.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_01", "Disciple F armer") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_02", "Disciple C raftsman")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_03", "Disciple F orester") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_04", "Disciple T rader") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_05", "Disciple B uilder") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_06", "Disciple F isherman") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_07", "Disciple B reeder") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_08", "Disciple M issionary") ADD_TEXT( 0, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DISCIPLE_GOOD_09", "Disciple S hepherd") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_01", "Disciple Farmer") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_02", "Disciple Craftsman") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_03", "Disciple Forester") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_04", "Disciple Trader") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_05", "Disciple Builder") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_06", "Disciple Fisherman") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_07", "Disciple Breeder") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_08", "Disciple Missionary") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_NEUTRAL_09", "Disciple Shepherd") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_01", "Disciple Far mer") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_02", "Disciple Cra ftsman") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_03", "Disciple For ester") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_04", "Disciple Tra der") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_05", "Disciple Bui lder") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_06", "Disciple Fis herman") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_07", "Disciple Bre eder") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_08", "Disciple Mis sionary") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DISCIPLE_EVIL_09", "Disciple She pherd") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_ATTACK_01", "We'r e being attacked!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_ATTACK_02", "We'r e under attack!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_ATTACK_03", "Help ! Attack!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_ATTACK_04", "Help ! We're under attack!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_ATTACK_05", "Help !")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ! Help us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ! Save us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, !") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, Fire!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, on fire!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ames!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, urning!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, Fire!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ) ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, Help us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ightning!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, elp! Lightning!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, elp!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ightning bolt!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, rgh!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, elp! Lighting strike!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ightning strike!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, iee!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ightning! Help us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ightning strike!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ster! Run!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, p Monster!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, p!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, p us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, onster's here!")
"HELP_TEXT_VILLAGER_VOICE_ATTACK_06", "Argh "HELP_TEXT_VILLAGER_VOICE_ATTACK_07", "Help "HELP_TEXT_VILLAGER_VOICE_ATTACK_08", "Help "HELP_TEXT_VILLAGER_VOICE_ATTACK_09", "Argh "HELP_TEXT_VILLAGER_VOICE_ATTACK_10", "Save "HELP_TEXT_VILLAGER_VOICE_FIRE_01", "Help! "HELP_TEXT_VILLAGER_VOICE_FIRE_02", "Fire!" "HELP_TEXT_VILLAGER_VOICE_FIRE_03", "We're "HELP_TEXT_VILLAGER_VOICE_FIRE_04", "Argh!" "HELP_TEXT_VILLAGER_VOICE_FIRE_05", "The fl "HELP_TEXT_VILLAGER_VOICE_FIRE_06", "It's b "HELP_TEXT_VILLAGER_VOICE_FIRE_07", "Help!" "HELP_TEXT_VILLAGER_VOICE_FIRE_08", "Fire! "HELP_TEXT_VILLAGER_VOICE_FIRE_09", "Aiee!" "HELP_TEXT_VILLAGER_VOICE_FIRE_10", "Fire! "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_01", "L "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_02", "H "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_03", "H "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_04", "L "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_05", "A "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_06", "H "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_07", "L "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_08", "A "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_09", "L "HELP_TEXT_VILLAGER_VOICE_LIGHTNING_10", "L "HELP_TEXT_VILLAGER_VOICE_MONSTER_01", "Mon "HELP_TEXT_VILLAGER_VOICE_MONSTER_02", "Hel "HELP_TEXT_VILLAGER_VOICE_MONSTER_03", "Hel "HELP_TEXT_VILLAGER_VOICE_MONSTER_04", "Hel "HELP_TEXT_VILLAGER_VOICE_MONSTER_05", "A m
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, h!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, e!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ideous monster!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, Save us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ster attack! Argh!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, !") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ! Help!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, Rock attack!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, us!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ! Please help!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ter!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ! No!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, w!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, r!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, h.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, !") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, believable!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, ipping heck!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Ahh. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Mmm. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Wow. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Ahh. Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Mmm. Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Wow. Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Ahh. Rain.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Mmm. Rain.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "Wow. Rain.")
"HELP_TEXT_VILLAGER_VOICE_MONSTER_06", "Arg "HELP_TEXT_VILLAGER_VOICE_MONSTER_07", "Aie "HELP_TEXT_VILLAGER_VOICE_MONSTER_08", "A h "HELP_TEXT_VILLAGER_VOICE_MONSTER_09", "No! "HELP_TEXT_VILLAGER_VOICE_MONSTER_10", "Mon "HELP_TEXT_VILLAGER_VOICE_ROCKS_01", "Rocks "HELP_TEXT_VILLAGER_VOICE_ROCKS_02", "Rocks "HELP_TEXT_VILLAGER_VOICE_ROCKS_03", "Argh! "HELP_TEXT_VILLAGER_VOICE_ROCKS_04", "Help! "HELP_TEXT_VILLAGER_VOICE_ROCKS_05", "Save "HELP_TEXT_VILLAGER_VOICE_ROCKS_06", "Argh! "HELP_TEXT_VILLAGER_VOICE_ROCKS_07", "Aiee! "HELP_TEXT_VILLAGER_VOICE_ROCKS_08", "Rocks "HELP_TEXT_VILLAGER_VOICE_ROCKS_09", "Disas "HELP_TEXT_VILLAGER_VOICE_ROCKS_10", "Rocks "HELP_TEXT_VILLAGER_VOICE_GOOD_AWE_01", "Wo "HELP_TEXT_VILLAGER_VOICE_GOOD_AWE_02", "Co "HELP_TEXT_VILLAGER_VOICE_GOOD_AWE_03", "Ah "HELP_TEXT_VILLAGER_VOICE_EVIL_AWE_01", "Oh "HELP_TEXT_VILLAGER_VOICE_EVIL_AWE_02", "Un "HELP_TEXT_VILLAGER_VOICE_EVIL_AWE_03", "Fl "HELP_TEXT_VILLAGER_VOICE_PLEASED_FOOD_01", "HELP_TEXT_VILLAGER_VOICE_PLEASED_FOOD_02", "HELP_TEXT_VILLAGER_VOICE_PLEASED_FOOD_03", "HELP_TEXT_VILLAGER_VOICE_PLEASED_WOOD_01", "HELP_TEXT_VILLAGER_VOICE_PLEASED_WOOD_02", "HELP_TEXT_VILLAGER_VOICE_PLEASED_WOOD_03", "HELP_TEXT_VILLAGER_VOICE_PLEASED_RAIN_01", "HELP_TEXT_VILLAGER_VOICE_PLEASED_RAIN_02", "HELP_TEXT_VILLAGER_VOICE_PLEASED_RAIN_03",
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_FOOD_0 1", "Huh. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_FOOD_0 2", "Tch. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_FOOD_0 3", "Cuh. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_WOOD_0 1", "Huh. Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_WOOD_0 2", "Tch. Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_WOOD_0 3", "Cuh. Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_RAIN_0 1", "Huh. Rain.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_RAIN_0 2", "Tch. Rain.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DISPLEASED_RAIN_0 3", "Cuh. Rain.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_WOOD_01", "Wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_WOOD_02", "We need wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_WOOD_03", "We must have wood.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_FOOD_01", "Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_FOOD_02", "We need food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_FOOD_03", "We must have food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_CHANTER_VOICE_DESIRE_FO OD_01", "We. Need. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_CHANTER_VOICE_DESIRE_FO OD_02", "Give. Us. Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_CHANTER_VOICE_DESIRE_FO OD_03", "Must Have Food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_BUILD_03", "We must build homes.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_OFFSPRING_ 01", "Offspring.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_OFFSPRING_ 02", "We need offspring.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_OFFSPRING_ 03", "We must have offspring.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_MERCY_01", "Mercy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_MERCY_02", "We need mercy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_MERCY_03", "We must have mercy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_EXPAND_01" , "More civic buildings.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_EXPAND_02" , "We need more civic buildings.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_EXPAND_03" , "We must have more civic buildings.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_PROTECTION _01", "Protection.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_PROTECTION _02", "We need protection.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_PROTECTION _03", "We must have protection.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_REBUILD_01 ", "Repair.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_REBUILD_02 ", "We need to repair") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_REBUILD_03 ", "We must repair.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_REST_01", "Rest.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_REST_02", "We need to rest.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_VILLAGER_VOICE_DESIRE_REST_03", "We must rest.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ FOOD_01", "Worshippers want food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ FOOD_02", "Worshippers need food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ FOOD_03", "Worshippers must have food.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ FOOD_04", "Worshippers need food now!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ 01", "Not enough Worshippers.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ 02", "We need more Worshippers.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ 03", "We're running out of prayer power!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_GUIDANCE_SAMPLE_NEEDWORSHIPPERS_ 04", "We can't continue without more Worshippers!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NEMESIS_CREATURE_NAME_01", "Ich or") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LETHYS_CREATURE_NAME_01", "Laet es") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_KHAZAR_CREATURE_NAME_01", "Khal en") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_GUIDE_CREATURE_NAME_01", "Guide ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_OGRE_NAME_01", "Grug") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_OGRE_NAME_02", "Sleg") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_OGRE_NAME_03", "Morg") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MIRROR_NAME_01", "Mirror") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CHIMP_NAME_01", "Rootle") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CHIMP_NAME_02", "Chugworth") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CHIMP_NAME_03", "Samson") ADD_TEXT( 0, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CHIMP_NAME_04", "Brinsley") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_INTRO_01", "Well, tha t wasn't a trap. But we'd better find our Creature here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_INTRO_02", "He's got to be around here somewhere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_INTRO_03", "Look!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_INTRO_04", "He's trap ped! He must be in agony.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_INTRO_05", "Lethys' C reature is torturing him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_INTRO_06", "Boy, is h e gonna pay for this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_INTRO_07", "It looks like these statues are holding him in place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_INTRO_08", "But where
are they drawing their energy from?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_INTRO_09", "Only the prayers of many Villages could be that strong.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_INTRO_10", "So you couldn' t bear to be without your Creature?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_INTRO_11", "Good. Now you can see him suffer!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_TAKE_OVER_TOWN_01", " Look! When we took control of that Village, one of the Pillars fell.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_TAKE_OVER_TOWN_02", " If we manage to keep control of it, I reckon it will stay down!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_TAKE_OVER_TOWN_03", " Disaster! We lost the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_TAKE_OVER_TOWN_04", " The pillar's back, keeping our Creature imprisoned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_TAKE_OVER_TOWN_05", " We've taken over the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_TAKE_OVER_TOWN_06", " Oh no. A Village has been lost!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_FREE_CREATURE_01", "H e's free! We've saved him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_FREE_CREATURE_02", "B oy, we had to fight for it, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_FREE_CREATURE_03", "Laetes , you were as pathetic as my supposed followers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_FREE_CREATURE_04", "Take y our punishment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_01", "Y our power is mighty and I have little strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_02", "S pare me and I will give you everything.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_03", "H ere. I give you the Creed from Khazar's Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_04", "A llow me to survive and I will guide you to yet another Creed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_05", "I t is in a land you once knew. Use this Vortex.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_06", "F ind the Creed there. It is yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_07", "B ut I beg. Please leave me with my last Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_08", "W ithout it I will be banished to the void.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_09", "Y ou have taken everything from me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_GIVES_CREED_10", "I am nothing now. A denizen of the great void.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_01", "Ah, I see a god. Greetings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_02", "I am a guru and a yogi.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_03", "I am off to medit ate and increase my powers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_04", "I have a secret p lace for this. Please don't follow me there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_MONK_05", "You know w hat? Let's follow him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_MONK_06", "But let's make sure he doesn't see us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_07", "Really. Fo
llowing yogis isn't my idea of godly behavior.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_08", "Your stealth surp rised me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_09", "You know the secr et of my special place of meditation.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_10", "If you will remai n quiet I will help you on this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_11", "Rest assured I'll appear when needed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_MONK_12", "Oh real sm art. He knows we're here now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_13", "Oh. He's s topped.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_MONK_14", "I'm not su rprised. You probably bust every bone in his body.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_15", "He saw us! I say we leave him and come back later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_16", "Gosh, he's quick. He gave us the slip there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_17", "You tried to foll ow me before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_18", "Please leave me w ith my secrets.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_19", "That is all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_MONK_20", "He saw us. Boss, we've got to try again. Rats.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_21", "What was t hat?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_22", "Leader, we 're not managing to impress anyone in this place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_23", "You followed me s o I'm going back home now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_MONK_24", "He's bound to be back at his Temple later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_25", "You followed me e arlier.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONK_26", "Please don't try it again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_FIREBALLS_01", "You r ally is dead. I have your Creature and you still dare to oppose me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_FIREBALLS_02", "I s ee some of your minions have strayed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_FIREBALLS_03", "Beh old my wrath!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_FIREBALLS_04", "Ha! Your stupid followers run to you like sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_LETHYS_FIREBALLS_05", "Oh no! They're heading towards the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_L3_LETHYS_FIREBALLS_06", "Thank you, Mighty One. You saved us all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_LETHYS_FIREBALLS_07", "You let 'em fry. That was a treat to see, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_L3_LETHYS_FIREBALLS_08", "Thank you. At least we all didn't die.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_LETHYS_FIREBALLS_09", "Well, you tried to save them. Pity you didn't help them all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_LETHYS_FIREBALLS_10", "Stop them! Put them out! Do something!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_LETHYS_FIREBALLS_MONK_HELPS_ 01", "Your people are mad with pain and fear.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_LETHYS_FIREBALLS_MONK_HELPS_ 02", "Let me help. It's the least I can do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_LETHYS_FIREBALLS_MONK_HELPS_ 03", "These Water Miracles will be of use. But hurry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_WOLVES_01", "You ma y have your few believers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L3_LETHYS_WOLVES_02", "But I can still command the beasts of the wilderness.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_LETHYS_WOLVES_03", "T he wolves have reached the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_LETHYS_WOLVES_04", "T he Villagers are switching allegiance!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_L3_LETHYS_WOLVES_05", "W ell done. You stopped the wolves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_L3_LETHYS_WOLVES_06", "T he people are pleased. But I didn't get to see gore so I ain't.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_LETHYS_WOLVES_MONK_HELPS_01" , "It seems you have need of me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_LETHYS_WOLVES_MONK_HELPS_02" , "The wolves are possessed. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_LETHYS_WOLVES_MONK_HELPS_03" , "But I think I can help you. I will try to destroy some of the wolves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONKS_WONDER_01", "It seems you require help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONKS_WONDER_02", "That last Village is causing you trouble.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONKS_WONDER_03", "So I have given your people the ability to build a Wonder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MONK, "HELP_TEXT_L3_MONKS_WONDER_04", "It will g ive you greater influence across this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_CREATURE_BREEDER_01", "Sorry. I don't have any special Creatures for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_CREATURE_BREEDER_02", "Hello. I have this special Creature for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_CREATURE_BREEDER_03", "Look. I h ave these wondrous Creatures you can choose from.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_04", "S o Boss, you can swap your Creature if you like.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_05", "Y es, but do we really want to switch to a new Creature after all the training we' ve done?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_06", "N ah, you got it wrong. Our Creature's mind will get transferred across.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_07", "S o it's just the body that's changing?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_08", "Y eah. You got it. Kinda like cosmetic surgery.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_09", "S wap your Creature with this one if you want.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_10", "Y ou'll need to bring our Creature, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_BREEDER_11", "G reat, Boss. If you want your old Creature back, just return here later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ROTATING_01", "You move the Hand to the side of the screen until the rotate arrow appears, lik e this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ROTATING_02", "You hold down the Move Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ROTATING_03", "Then you move the Hand in a circular motion to rotate around and see things fro
m a different angle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ROTATING_04", "Now you try looking around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ROTATING_05", "You can rotate either way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_PITCHING_01", "You move your hand to the top or bottom edge of the screen until the pitch arro w appears.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_PITCHING_02", "You hold down the Move Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_PITCHING_03", "Then you move the Hand to look up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_PITCHING_04", "Now you have a go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_GIVE_FOOD_01", "First you move the Hand over the food or wood. Like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_GIVE_FOOD_02", "You pick up by pressing the Action Button. The longer you hold, the more you p ick up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_GIVE_FOOD_03", "You can still drag while holding objects.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_GIVE_FOOD_04", "You press the Action Button while holding an object to drop it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_SHIELD_01", "You mo ve the Hand to where you wish to start the Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_SHIELD_02", "Then y ou hold down the Action Button and trace the perimeter of the Shield. Like this. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_SHIELD_03", "Make s ure you join up with the start position.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_SHIELD_04", "And th e Shield appears.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_FIREBALL_01", "You hold the Action Button down. Like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_FIREBALL_02", "You then move the Hand to put momentum on the fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_FIREBALL_03", "You release the Action Button to cast the fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_FIREBALL_04", "Deva stating! Fire spreads and causes serious damage.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_TOOLTIP", "Dem o") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_DRAG_01", "How to move? Let's see. You move your hand in the direction you want to travel like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_DRAG_02", "The n you click and hold the Move Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_DRAG_03", "Aft er that you move the mouse towards you to drag forwards or push away to move bac kwards.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_DRAG_04", "You click, hold and pull again to cover more ground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ZOOM_02", "To zoom, you click and hold both the mouse buttons.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ZOOM_03", "You move the mouse towards you to zoom out. Like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ZOOM_04", "And you move the mouse away from you to zoom in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ZOOM_05", "Zoo ming, as you see, is extremely useful.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_ZOOM_06", "Or you can zoom using the mouse wheel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_WORSHIP_01", "You m ove the Hand over the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_WORSHIP_02", "Then you hold down the Action Button to grab the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_WORSHIP_03", "You m ove the Hand up and down to raise and lower the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_HAND_DEMO_WORSHIP_04", "I've raised the Totem so your followers will go to the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_USE_KEYBOARD_0 1", "You can also use the keyboard to rotate. $m15 $m7 $m8") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_USE_KEYBOARD_0 2", "You can also use the keyboard to pitch. $m15 $m9 $m10") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_USE_KEYBOARD_0 3", "You can also use the keyboard to move. $m7 $m8 $m9 $m10") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_USE_KEYBOARD_0 4", "You can also use the keyboard to zoom. $m6 $m9 $m10") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_SAVEGAME_ROOM_SAVE MESSAGE", "Save Game Message:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_CHALLENGE_ROOM_TIM E", "Time:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_CHALLENGE_ROOM_PER CENTCOMPLETE", "Percent Complete:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_SAVEGAME_ROOM_LOAD REQUEST", "Are you sure you want to load this game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_SAVEGAME_ROOM_SAVE REQUEST", "Are you sure you want to overwrite this game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_SAVEGAME_ROOM_DELE TEREQUEST", "Are you sure you want to delete this game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_01", "These are 'Tips of t he Day', they give you hints on playing Black & White.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_02", "You'll get more wood and food if you keep your crops and forests well watered.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_03", "Don't just use the T emple for saving and loading - there's a wealth of info about your Creature and Villagers in there as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_04", "You can tattoo your Creature if you go into his Creature Cave and click on him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_05", "Pressing the Temple key resets your viewpoint to one more pleasing. You can double-tap the Temple ke y to zoom to your Temple. Double-tap it again to return you to your previous pos ition.$m17") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_06", "Experiment with diff erent ways of throwing objects.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_07", "Disciples are very u seful as they will perform the task you assign them until their dying day.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_08", "You can break a rock in two by holding your hand over it and tapping the Action Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_09", "If you run out of tr ees you can put fences in the Village Stores.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_10", "Make things personal by pressing N and seeing your friends (or foes) in the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_11", "Your Village won't e xpand if there aren't enough buildings for the people to live in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_12", "The more belief in a Village, the bigger the Wonder when it's built. The bigger the Wonder, the more power you'll get.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_13", "Placing bookmarks is a useful way of moving around the land quickly.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_14", "Create Breeder Disci ples to enlarge your population. But be aware - women can only get pregnant once in nine months. A man can breed constantly throughout this time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_15", "Use the Teleport Mir acle to shorten your Villagers' journeys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_16", "You can complete Que sts and Challenges in many different ways.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_17", "Remember there is no right way in Black & White. It's up to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_18", "Throwing Villagers a round is great fun!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_19", "When inside the Temp le you can double-click on the small map to move directly into the game world.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_20", "If you place rocks a nd trees next to houses they will attract fireflies more readily.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_21", "You can save people a walk when on their way to worshipping by dropping them straight into the Worsh ip Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_22", "The more belief you have the bigger the Wonder you'll get.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_23", "If you click on your Creature during a fight he'll defend himself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_24", "During a Creature fi ght, click the Move Button on the opposing creature and he'll strike at that poi nt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_25", "Using the Action But ton on an opposing Creature during a fight creates a queue of moves for your Cre ature to perform.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_26", "Click the Move Butto n to the left or right of your Creature during a fight to make him sidestep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_27", "You can scare fish b y clicking the Move Button near them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_28", "Watch out for fires - they can spread quickly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_29", "If you click the Act ion Button on any house you can see how many people live in each house in the en tire Village. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_30", "Building structures near another Village is impressive to those in that Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_31", "Vary your people-imp ressing techniques, as Villagers easily get bored with the same approach.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_32", "People cannot be imp ressed while under a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_33", "Pressing the Show De tails key (S) gives useful information about what your Villagers are doing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_34", "Villages that are em pty believe in no one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_35", "Attacking Village Ce nters and Village Stores brings Villagers back from the Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TOTD_LAST", "You can save peopl e the walk when on their way to worshipping by dropping them straight into the W orship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FINAL_BEGINNING_01", "You save d our boy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FINAL_BEGINNING_02", "Thank yo u! Thank you for your mercy!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_03", "As part of you we'll guide you through this world.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FINAL_BEGINNING_04", "Our peop le will want to worship you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_FINAL_BEGINNING_05", "Please c ome with us to our Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_06", "I' ll show you how to follow them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FINAL_BEGINNING_09", "Your arriv al was foretold! The prophecy has come true!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FINAL_BEGINNING_10", "We can now finish the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_12", "Ye ah. When it's finished, this Temple will be the focus of our power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_13", "Bu t now it's time to learn how to look around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_15", "No w we've learned how to move and look, we can help the Villagers build the Temple .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_16", "Le t's take supplies of food and wood from the Village Store to the builders.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_18", "We 'll need these if we're gonna progress through this world.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_19", "Greeti ngs, Holy One. You've activated a Gold Story Scroll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_20", "My nam e is Sable. I am a trainer of Creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_21", "But yo u can't open the Gate unless you find the three Gate Stones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_22", "Each S tone you find must be placed on this pedestal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_23", "The Vi llagers were dancing around a Gate Stone when you arrived.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_28", "Go od. Now let's learn how to look up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_29", "A Gold Story Scroll looks like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_30", "Cl icking on Gold Story Scrolls with the Action Button will lead you through your Q uest in Eden.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_31", "Try lo oking for a Gold Story Scroll in the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_33", "He y, it's not finished.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_34", "We ll we could help them complete it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_35", "He re's the stone the people were dancing around! Pick it up by clicking the Action Button on it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_36", "No w we have a Temple, let's explore. I'm dying to know what these Signposts are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_37", "No , there's so much we gotta do. I say we hunt out the Gold Story Scrolls.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_38", "Creatu res can grow as tall as a mountain and can learn any of your godly powers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_39", "Once y ou place this Gate Stone on the pedestal, I will tell you of the other two.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_40", "Now re trieve the first Gate Stone, Holy One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_41", "So this is our Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_FINAL_BEGINNING_42", "We praise you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_43", "Fo
llow your new worshippers to the Village. You'll have to grab the landscape seve ral times.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_44", "Cl ick the Move Button on the side of the screen to bring up a rotate arrow. Hold t he button to rotate. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_45", "Tr y rotating now to see the Temple as it's being built.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_46", "No , try rotating first.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_47", "Yo u should try looking up and down first.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_48", "Wh y not help the people finish building the Temple first?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_49", "Th at's it. You've got the idea.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_50", "To pitch up and down, click and hold the top or bottom of the screen with the Move Button. $m1 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_51", "Yo u get the picture?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_60", "These mighty Gates have been closed for millennia.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_61", "But we knew one day a god would come.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_62", "One wi th the power to find and place the Gate Stones.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_FINAL_BEGINNING_63", "And on e who deserves a Creature from within.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_64", "Yo u can activate the Scroll or you can explore. It's up to you, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_67", "No , no. Try zooming.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_68", "Th at's it. You've done it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_69", "Uh oh. This don't look good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_70", "Al l this moving around is giving me a headache. I think we may need to practice a bit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FINAL_BEGINNING_71", "We can go to the Gods' Playground by pressing F2 on the keyboard at any time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_01", "Changing the Pl ayer Selection will cause the game to restart.\nDo you wish to do this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_02", "Entering the Mu ltiplayer Lobby will end the current Multiplayer game.\nDo you wish to do this?" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_03", "Exit Online Gam e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_04", "Advanced Option s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_05", "Sorry. You can' t edit your Player Profile in a Multiplayer Game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_06", "Advanced") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_07", "Player Profiles ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_08", "Starting Time") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_09", "Default") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_10", "Back to Previou s Menu") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_11", "Set up Random L
andscape") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FRONT_END_12", "Restart") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRST_REWARD_01", "Ooh. We've been given a chest. I wonder if there's anything in it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIRST_REWARD_02", "Yeah, click the Action Button on it to open it. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_FIRST_REWARD_03", "Now c lick on the contents to activate them. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPELL_DISPENSER_01", "Th is pedestal is a Miracle Dispenser. It charges up and generates one-shot Miracle s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPELL_DISPENSER_02", "Cl ick on the signpost for more info.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPELL_DISPENSER_03", "Ni ce. Another of those cool Miracle Dispensers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPELL_DISPENSER_04", "Mi racles appear in bubbles above the Dispenser pedestal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPELL_DISPENSER_05", "Cl ick the Action Button on a bubble to place it in your hand. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPELL_DISPENSER_06", "An d click and hold to activate the Miracle where you like. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_01", "Thank goodnes s it's you. You're the only one who can help me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_02", "My temple her e keeps getting flooded during heavy rain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_03", "The building consists of separate rings which you place over these columns.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_04", "Please, I beg you, move the sections up the beach to rebuild it on the furthest column, where it'll be safe.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_05", "But the templ e has to be moved correctly. The architect left an explanation on this signpost. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_06", "Thank you, Ho ly One. No more flooding for me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_07", "In return for this I will activate the temple's beneficial properties.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_08", "Any living be ing who comes to the temple will be healed. ") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_09", "My collection of clocks!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_10", "My soccer tro phies!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_11", "The Welsh dre sser's toppled!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_12", "Oh, my matchs tick galleon!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_13", "My ship in a bottle collection!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_14", "Oh, my hip re placement!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_15", "My CDs!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_16", "My house of c ards! That took four years!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_BEACH_PUZZLE_17", "You must have noticed my temple was at risk from the tides! Thank you for your actions!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BEACH_PUZZLE_18", "There 's someone is this little temple. He definitely wants something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BEACH_PUZZLE_19", "There is risk of flooding.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_NOTIFIER", "Boss, when you're ready, let's get ourselves to Nemesis' realm!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_01", "Wow! Here we are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_02", "You k now, you did the right thing by sparing Lethys, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_03", "Hey B oss! Here we are!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_04", "You f inished off Lethys! Wow!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_05", "Just look at the state of the place. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_06", "It's been utterly blasted. How cool is that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_07", "It's awful. It used to be green and pleasant.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_08", "What? We've never been here before!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_09", "We ha ve, actually. You remember these?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_10", "And I recall some of these buildings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_11", "And e ven our Temple. It's all rather damaged, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_12", "You'r e right. Still, the atmosphere's much better now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_13", "We ha ve to build up our Village and shelter the people from this terrible storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_14", "No, l eave them. It'll put hairs on their chests.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_15", "Bette r to explore and find out what's going down in this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_16", "Excel lent. The Workshop is built. Now let's concentrate on making a Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_17", "And w e mustn't leave our poor Villagers homeless in this weather.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_18", "You'l l need three combined Scaffolds to build it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_19", "Hey. Okay, we need a Village Store. But homes for the people? No way!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_INTRO_20", "Forge t them. We gotta get exploring. Somewhere there'll be an element of the Creed, a nd I want to find it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_01", "Holy One, I've had to use one of my healing potions to restore my own health.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_02", "I onl y have two left, and I need one of those to cure my brother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_03", "Pleas e watch over me on my journey.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_04", "I've had to use another potion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_05", "Pleas e try to ensure I come to no harm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_06", "Oh no ! I've got no potions left. I'm now going to see my brother on his death bed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_07", "If I get there at all, that is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_08", "Holy One, I must take this healing potion to my brother in the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_09", "But I
've got to travel along this treacherous path.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_10", "Pleas e watch over me. I'd be so grateful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_11", "Thank you for looking after me during my journey.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_12", "I can now heal my brother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_13", "Thanks for helping my sister. We promise to worship you forever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_14", "Please accept this special Wolf as a token of our gratitude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_15", "Ah, they shouldn't have!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_16", "The Wolf is neat but I'd have preferred it if we'd killed someone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_17", "No! M y brother's passed away!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_18", "I got here, but I have no more heal potions.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_19", "Oh this is too neat. Feel the suffering!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_20", "No! Her life's already ruined. Leave her!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_21", "You've done enough harm already. Oh unhappy day.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_22", "Oh yeah! The do-gooding healer woman is pushing up the daisies.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_23", "Her brother's finished.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_24", "I told you so! Look! Ha ha!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_25", "This is not funny. Cruelty is so unbecoming.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_BLIND_WOMAN_26", "I hav e one left, and my brother needs that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_BLIND_WOMAN_27", "Let's make it a job well done. Kill the woman.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BLIND_WOMAN_07", "Argh! The woman's heading straight for that pack of wolves!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BLIND_WOMAN_08", "We mus t save her, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BLIND_WOMAN_09", "Now th is is neat. The healing sister's walking into a forest fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_BLIND_WOMAN_10", "Get ov er there, Boss. This I gotta see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BLIND_WOMAN_11", "There' s a bizarre creature causing mayhem over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BLIND_WOMAN_12", "Our si ster with the healing potions is heading for him. We must act!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_BLIND_WOMAN_19", "Sheeps keep m e awake with baaings at night!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_01", "Your suc cess is great, Mighty One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_02", "You have almost restored our land to blessed normality.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_03", "But one more area remains tainted by Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_04", "One Vill age refused to bow to Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_05", "They saw
his might and were afraid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_06", "So Nemes is buried their Totems, their source of power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_07", "And curs ed their Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_08", "If you h elp them. I'm sure they'll be forever in your debt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_09", "And they know the location of the object you desire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_10", "They kno w where the Creed you seek can be found.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_11", " You found the second Creed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_12", " Yeah. Oh this is a great day!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_13", " Who is this strange fellow?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_14", "Please d on't harm me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_15", "I come, trembling with fear, before you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_16", "I'm from the Village nearby.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_17", "I ask th at you remove the curse on our land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_18", "A god vi sited us long ago.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_19", "He showe d us his power and his might.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_20", "It was a terrifying display.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_21", "You see, this land used to be beautiful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_22", "We lived in peace here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_23", "And we d idn't want for anything.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_24", "Then the gods themselves appeared with the concepts of good and evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_25", "At first , all was well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_26", "But then the one called Nemesis arrived and punished us for following you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_27", "We were forced to worship him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_28", "He broug ht forth fire from the heavens.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_29", "He gave us pillars of lightning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_30", "Our live s have become a living hell.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_31", "Even the sky turned the color of blood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_32", "But Neme sis got bored with us and left us alone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_33", "He wante d to continue his quest to be the only god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_34", "So he se t three Guardian Stones to control this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_35", "The firs
t lies under a Spiritual Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_36", "Even the wisest of our people don't know how to reach it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_37", "The seco nd Guardian Stone was entrusted to a vicious Ogre.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_38", "He's too strong for any mere mortal to beat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_39", "The thir d Stone was given to a lonely old man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_40", "Who wors hips only Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_41", "This is everything we know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_42", "Please h elp us in our plight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_43", "You have all of our support, Holy One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_44", "Hail, sp iritual leader!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_45", "I am the Village elder. I have tried to learn the secrets of the bell towers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_46", "But they are too much for my old brain. Perhaps you could solve the puzzle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_47", "The rewa rds are surely worth the effort. But you must first gain influence over them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_48", "Good luc k. I'll be praying for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_49", " What are we waiting for?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_50", " Let's solve the puzzle and destroy the Guardian Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_51", " Leader, let's start impressing the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_52", " If it means we get our hands on the Guardian Stone, I'm for it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_53", "My nei ghbor, Adam is a soul in torment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_54", "Keiko, his wife has been kidnapped and taken to the Aztec Village by Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_55", "Before he left he made sure she stays alive only while Adam's faith in him remains.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_56", "Please help them by rescuing Keiko and reuniting her with Adam.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_57", " Hey, Boss. Wasn't he the lonely guy with the Guardian Stone?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_58", " Let's kill him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_59", "You've k illed my soulmate!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_60", "Nemesis promised to protect her. He has failed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_61", "Take the Stone. I've got no faith left in anything.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_62", "My nei ghbor lies dead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_63", "You ar e as cruel as Nemesis. Are all gods like this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_64", " Boss, that guy's out of the way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_65", "
And the Stone isn't under Nemesis' influence any longer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_66", "Oh how c an I ever, ever thank you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_67", "We're together again! I can't believe it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_68", "You are a magnificent god! I have a reason to live!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_69", " Look! The newfound faith of this man has freed the Guardian Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_70", " Ha! Killing. It's the answer to everything. Eh, beardy?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_71", " Never underestimate death. And fear. And agony.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_72", " The sky! It's turning back to normal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_73", " You solved the puzzle and got the Guardian Stone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_74", " That part of Nemesis just got vapourized.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_75", " Where are the fireballs? They've stopped!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_76", " Hmm! I think I preferred it before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_77", "We owe y ou everything.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_78", "The Cree d lies in the body of the one you knew as the Guide.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_METEORITES_79", "We can t ell you where the Creed you need can be found.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_80", " Click the Scroll to try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_NEW_L4_METEORITES_81", "At las t! Someone to hear my prayers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_82", " Personally I liked it better before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_83", " Leader, we aren't getting anywhere trying to impress the people here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_84", " Oh. The fireballs have stopped!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_85", " For now, at least.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_86", " Oops. Here come the fireballs again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_METEORITES_87", " Some of those fiery orbs are getting close to our Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_PUZZLE_01", "That's the s ame problem I had!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_PUZZLE_02", "You'll get t he hang of it though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L4_PUZZLE_03", "To try again , activate the Scroll once more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_PUZZLE_04", "Huh. Looks like you messed it up, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_NEW_L4_OGRE_01", "I am Sleg, so n of Sleg.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_NEW_L4_OGRE_02", "And yes, I ha ve a Guardian Stone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_NEW_L4_OGRE_03", "If you want i t, you must be prepared to fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_NEW_L4_OGRE_04", "Many have tri
ed but I have never been defeated.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_NEW_L4_OGRE_05", "My name is Sl eg and I am undefeated.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_06", "Oh man . You told him, Boss. You kicked his butt!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_07", "The Gu ardian Stone is yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_08", "The li ghtning is stopping. See?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_09", "And it 's not raining! Huh. I hate rain. It cools me down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_10", "Oh no. That little ogre turned into a human when it died.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_11", "All th e people who were turned into gremlins have been killed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_12", "You've cured all the cursed Villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_13", "They'v e recovered fully.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_14", "All th ose little ogres have been dealt with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_15", "You ha ven't cured all the cursed Villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_16", "Our Vi llage is under attack from gremlins!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_OGRE_17", "The gr emlins are attacking our Village again!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_01", "That was big. It came from over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_02", "That was a mighty rumble. It came from here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_03", "Did you feel that rumble, Leader? What could cause that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_04", "It s eemed to come from over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_05", "Ooh. I got another rumble then. Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L4_VORTEX_06", "Ah yes. My adversary.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L4_VORTEX_07", "You have the second part of the Creed. But it is useless unless you have three parts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L4_VORTEX_08", "But I am still more powerful than you can possibly imagine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L4_VORTEX_09", "I have o pened a Vortex to my realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L4_VORTEX_10", "Come thr ough. I invite you. For only you and I remain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L4_VORTEX_11", "Come and face your destiny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_12", "Yeah . Time to take on Nemesis. I've been waiting for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_13", "If w e go through, there's no coming back. This is where we stand or fall.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_14", "Hey. You're right. Boss, are we ready for this? I mean we might die through there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_15", "We m ight. If we go through, we must be well prepared for what we face.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_16", "And we should send plenty of food, wood and followers into the Vortex as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_17", "Thes
e rumblings seems to be getting faster, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L4_VORTEX_18", "The rumbling's really fast now, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_INTRO_01", "Time to face the ultimate foe, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_INTRO_02", "But h ey - let's show no fear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_03", "I have be en watching your power grow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_04", "You are t he only foe left and I have enjoyed your successes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_05", "The stron ger you are, the more impressive it will be when I crush you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_06", "I gain no thing from defeating the weak. Only now are you worth beating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_07", "And all y our power, all your worshippers will be mine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_08", "That, my enemy, is the ultimate prize.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_09", "I have a surprise for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_10", "You'll fi nd your Creature is different since I cursed him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_11", "You'll fi nd he won't be of much use to you now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_12", "Bwa ha ha ha ha!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_INTRO_13", "Phew! Our Creature seems to be all right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_INTRO_14", "We'd better keep a close eye on him, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_15", "Once I de stroy you every living creature in Eden will worship me, Nemesis, the embodiment of good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_INTRO_16", "Once I de stroy you every living creature in Eden will worship me, Nemesis, the embodiment of evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE1_01", "How ca n this happen? You have stolen a town from me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE1_02", "I will deny you the Wonder, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE1_03", "Ex cellent! We've retaken the town!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE1_04", "Ha! Th at is how it should be!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_01", "We bow dow n to our new god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_02", "Nemesis fo rced us to build this Wonder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_03", "But now it will help you in your conquest of his realm!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_04", "There's a nomad in the woods near the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_05", "He told us of the special powers this Wonder has.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_06", "He said") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_07", "Silenc e! You will not have this wonder!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_08", "I woul d rather it were destroyed!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_09", "And as for you, underling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_10", "Your c hange of alliance disappoints me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_11", "You wi ll regret your fickle spirit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE2_12", "Arrgghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_13", "I WILL win this place back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE2_14", "We 're the best. We are! Way to go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE2_15", "Ha. Th at was too easy to be a Challenge!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_01", "Bo ss, I don't mean to worry you but some serious defenses are going up here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_02", "By the alm ighty powers, we will protect our town.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_03", "Nemesis, e ver generous, has granted us a Spiritual Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_04", "No one shall harm us or test our faith.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_05", "Th ese three are the source of the Shield. We gotta knock them out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_06", "Th eir strong belief in Nemesis won't make that easy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_07", "Ki ll them! Smash their stones. Yeah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_08", "Or we could just break their concentration.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_09", "Oh yeah. Break their concentration with a boulder in the face!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_10", "Argh! I'm giving up!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_11", "Arrgghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_12", "Ow! I give up!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_13", "Arrgghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_14", "I've had e nough. This is too dangerous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_VILLAGE3_15", "Arrgghh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_16", "Pe rfect. He survived. Let's move quickly before he recovers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_18", "I spy a dead guy") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_19", "He 's toast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_20", "Yo u iced him, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_21", "Yo u got him, but the guy ran off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_22", "He 'll be back sooner or later to reactivate the Shield, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_23", "On e of the rays has been reactivated!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_24", "We did it! The Shield's down and no one got killed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_25", "Sw eet, Boss. One dead Shield and a few human casualties. Couldn't have done better myself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_26", "Th
at's one of Nemesis' towns!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_27", "I can feel our power growing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_28", "Ne mesis must be pretty shook up. We can beat him, I know it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE3_29", "Your c unning does you credit. But this is my land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE3_30", "And th is town will be mine once more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE3_31", "Ha ! Maybe Nemesis isn't as powerful as he likes to think.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_VILLAGE3_32", "Welcom e back, my worshippers. Do not stray again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_01", "Y our power is plain to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_02", "I sense you are nearly a match for Nemesis himself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_03", "I have brought you to this place of healing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_04", "Y our mighty Creature can now shake off the poisoned curse of Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_05", "Y our Creature is better, but Nemesis' sickly curse could still be lingering.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_06", "Y our Creature is being drawn towards Nemesis' last Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_07", "Y our powers are strong enough to defeat him utterly!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_08", "B ut be careful. He is weaker but he is not beaten.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CREATURE_RESTORED_09", "W e will always be your servants. Return here should you need healing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE4_01", "Oh no. The people here are fanatically zealous about Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE4_02", "We 're not yet powerful enough to stand a chance!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE4_03", "Le ader! Nemesis has retaken one of our Villages!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE4_04", "Aw , shoot. Everything's lost unless we get it back. Come on, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_VILLAGE4_05", "Bo ss! We can conquer Nemesis' last town! We got the power. I can sense it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_01", "Unbelievable! We did it! Oh yeah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_02", "We have all his towns! He has no power! We've won!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_03", "Yo u are indeed a worthy opponent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_04", "Bu t stop celebrating. I am not finished yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_05", "Ca ll that a Creature?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_06", "It 's not worthy of the name.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_07", "TH IS is a Creature. And I will make him the opposite image of yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_08", "Yo ur weakness is clear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_09", "Yo u do not have what it takes!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_MIRROR_FIGHT_10",
"Boss. Come on. Give it another go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_END_SEQUENCE_01", "I can't believe it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_END_SEQUENCE_02", "Nemesis is gone, but I say we mustn't use the Creeds.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_END_SEQUENCE_03", "It would surely mean the death of our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_END_SEQUENCE_04", "But uniting the Creeds at the volcano will give us ultimate power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_END_SEQUENCE_05", "Surely that's worth losing our Creature for?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_END_SEQUENCE_06", "I think we should drag him up to the summit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_NEW_L5_END_SEQUENCE_07", " The world is yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_NEW_L5_END_SEQUENCE_08", " But remember. You are nothing without the belief of your people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BIG_VOICE, "HELP_TEXT_NEW_L5_END_SEQUENCE_09", " And people are nothing without belief in their gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_MISSIONARIES_01", "On no. It's those crazy missionaries again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_MISSIONARIES_02", "I never thought their stupid boat would have made it this far.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_MISSIONARIES_03", "Their faith in us is as strong as it ever was.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_MISSIONARIES_04", "Our be lief in you kept us going, Holy One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_MISSIONARIES_05", "We're travelled far and done much in your name.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_MISSIONARIES_06", "We als o picked up something you might find useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_MISSIONARIES_07", "We hum bly offer it to you by way of thanks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_MISSIONARIES_08", "It's a big white animal we found on an icy land we visited.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_MISSIONARIES_09", "What the heck is that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_MISSIONARIES_10", "It's beautiful. These people have travelled a long way, haven't they?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_MISSIONARIES_11", "Eventu ally we landed and started this settlement in your honor.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_JAP_TRAITOR_01", "There's something going on down here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_JAP_TRAITOR_02", "Someone seems to be hiding out in the forest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_JAP_TRAITOR_03", "Let's see what they're up to.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_JAP_TRAITOR_04", "I sense something special about this place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_JAP_TRAITOR_05", "Don't forget it. We should come back this way later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_06", "You are the true god. This is the time of salvation.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_07", "Your fl ame burns bright, but there are still shadows.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_08", "Let me help you to light up the whole world!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_09", "I'd lik e to tell you more of what I know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_10", "But fir
st I must rest and pray. Please return tomorrow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_11", "Your Cr eature is infected by a spiritual curse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_12", "Its pow er is greatest when the sun has set.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_13", "This Wo nder is giving the curse its power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_14", "While i t stands, it will drain your Creature's strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_15", "You mus t destroy it to restore strength to your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_16", "This Wo nder is changing the alignment of your Creature, making him the opposite of you. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_17", "It will change your Creature's soul to be like that of Nemesis and the different Creeds will never unite.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_18", "This Wo nder is shrinking your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_JAP_TRAITOR_19", "Act too late and your Creature will vanish to nothing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_01 ", "TE afraid OE confused]Where's our Creature going?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_02 ", "Where's he off to now?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_03 ", "What's wrong with our Creature?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_04 ", "Is this something to do with Nemesis' curse?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_05 ", "What's going on with him?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_06 ", "What's the matter with our poor Creature?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_LION_PUZZLE_01", "Please help me. My wolf, Stanley, is blind and I need to get him to the sheep so he can eat it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_LION_PUZZLE_02", "Each ti me a bell rings, the wolf heads in that direction.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_LION_PUZZLE_03", "You can help me get him to his food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_LION_PUZZLE_04", "Start ringing those bells, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_LION_PUZZLE_05", "Oh no! The wolf fellow is dead!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_LION_PUZZLE_06", "Thank y ou, Mighty One.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_LION_PUZZLE_07", "Please take this special Creature in gratitude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_LION_PUZZLE_08", "He must want to become our Creature. Let's have him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_LION_PUZZLE_09", "Hey! You completed the puzzle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_LION_PUZZLE_10", "It's sad that you murdered the man who asked you to do it in the first place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_FIRE_ON_HIGH_01", "Hey, there's some left. The attack seems to be ending, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_FIRE_ON_HIGH_02", "Yeah, more! These are cool. See if you can catch some, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_FIRE_ON_HIGH_03", "A second volley is on the way. Right over the Village Center.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_FIRE_ON_HIGH_04", "Another salvo! Heads down!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_FIRE_ON_HIGH_05", "Incoming! This is madness. Although it looks totally superb.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_01", "Holiest O ne, we worship and adore you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_02", "In your n ame we'll fight the dragon in this cave, once we've recovered from our last adve nture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_03", "If you'd be so good as to heal us, the dragon would stand no chance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_04", "Thank you , Holiest. We're nearly ready to take on the pesky dragon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_05", "Our plan is to fill the cave with smoke from this pyre.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_06", "The drago n will be unable to see and we'll storm in and dispatch him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_07", "There's o ne problem. We have no means of lighting the pyre.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_08", "Can you h elp us with this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_09", "Victory! We bring you the treasure we found inside the cave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_10", "Take this with our compliments.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_11", "We will l eave it here as a holy shrine to you. It might be useful, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_12", "Charge!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_13", "Run forwa rd very quickly!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_14", "For our g od and his consciences!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_15", "Tally-Ho! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_16", "At 'em, l ads!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_17", "Cough! Co ugh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_18", "Who's' th at?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_19", "Get off! That's me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_20", "Can you s ee him?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_21", "What's th at golden shining, oh Alan, why didn't you go before?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_22", "Go for hi s head, Barry!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_23", "Ralph's d ead!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_24", "Albert's copped it. Flee!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_25", "We've got the treasure, Scarper to the exit, lads!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_26", "Oh no. Ma urice is gone! Flee, my friends! Run for it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_L5_CRUSADERS_27", "Philip's twisted his ankle. Run away everybody!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_01", "Before I banish you to the void I will tell you how close you came to be
coming the ultimate god.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_02", "Had you sent both Creeds and your Creature to the volcano in my realm yo u would have triggered Eternity.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_03", "The power you'd have unleashed would have burned your worship into the m inds of every human.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_04", "When the three Creeds of the same alignment, be they black or white, mee t there, they fuse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_05", "And an Eternity of ultimate power as the only god is the result.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_06", "I cursed your Creature to change his alignment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_07", "To make him similar to me instead of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_08", "You have two of the Creeds and with the third inside your Creature,") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_09", "You would have had Eternity in your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_10", "But I have proved too powerful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_NEMESIS_EXPLAINS_CREE D_11", "I have stopped you, changed your Creature and now it is over.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_IMMERSION_MOUSE_01", "Wa it. Yes, I detect an Immersion TouchSense-compatible mouse!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_IMMERSION_MOUSE_02", "Gr eat news! That's going to enhance the entire game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_IMMERSION_MOUSE_03", "In deed it is. You're very lucky, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_IMMERSION_MOUSE_04", "Ye ah Boss. Enjoy it as much as I will.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_IMMERSION_MOUSE_05", "Minimum") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_IMMERSION_MOUSE_06", "Normal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_IMMERSION_MOUSE_07", "Maximum") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_THROWING_01", "Move your Hand over a rock.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_THROWING_02", "Press the Action Button until the rock is in your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_THROWING_03", "Hold down the Action Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_THROWING_04", "Put momentum on the throw by moving the Hand in the correct direction.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_THROWING_05", "Throw the rock by releasing the Action Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_DEMO_THROWING_06", "Try throwing a rock now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_11", "I'm refreshed and ready to start teaching your little Creature more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_12", "You will face many foes later, my friend. I shall teach you ho w to fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_13", "First, I will become your size to make things easier.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_14", "Be prepared to get bruised. Don't worry. In time these will he al.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_15", "Firstly, let's learn to attack.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_16", "Click on a part of my body, using the Action Button, to strike there.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_17", "Try attacking me now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_18", "A good hit. You can queue up multiple attacks as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_19", "Try queuing up several attacks on me now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_20", "That's right. Now you must learn to block attacks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_21", "Click the Action Button on your Creature to make him block.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_22", "Ah. Sorry about that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_23", "That's it. A good block, there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_24", "You'll stop blocking if you do another command.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_25", "Let us now concentrate on dodging.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_26", "Click the Action Button anywhere on the ground to move the Cre ature there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_27", "Try it now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_28", "Click the Action Button somewhere on the ground to make your C reature move there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_29", "That's it. You have learned well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_30", "Let us try some friendly combat to test these skills.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_FIGHT_31", "Well struck!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_FIGHT_32", "Ooh! That must have hurt!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GU IDE_TEACHES_FIGHT_33", "Go on. Hit him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_34", "If you click and hold the Action Button you add more power to the blow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_35", "This is the way to do more damage in any bout of combat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_36", "When you have moves or strikes queued up, a hit with the Move Button cancels the queue and strikes immediately.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_GUIDE_TE ACHES_FIGHT_37", "But come only when you feel ready. What I will speak of is for bidden knowledge, dangerous even to gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_DEVELOPMENT_STAGE_ME ET_GUIDE_34", "This must be the Creature that Sable spoke of. Let's investigate. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_11", " Ugh, how horrid. I think he's trying to speak.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_OGRE, "HELP_TEXT_CREATURE_GUARDIAN_12", "Me guar d here. Me big hungry. Me name Sleg.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_13", " He's guarding the pass. He's outside our influence so let's send our Creature to fight him.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_14", " A beach ball? We went through all that for a lousy beach ball?!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_GUARDIAN_15", " Hold on! A Miracle Dispenser just appeared near our Temple!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_01", "Look. A S ilver Reward Scroll. Let's investigate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_02", "One last thing. Zooming in and out is very useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_03", "Now you t ry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_NEW_ENUM_04", "Wow. There's a wh ole world through the Vortex. Come through!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_05", "There's a Silver Reward Scroll on the beach behind those huge Gates.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_06", "Look. A S ilver Reward Scroll. Let's investigate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_ENUM_07", "Yeah. Sil ver Reward Scrolls aren't as important as Gold Story Scrolls, but they're worth investigating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_ENUM_08", "We're dan cing. Oh yeah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_09", "This man must know what the meaning of this is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_ENUM_10", "It sounde d like our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_11", "I think w e need to get this Village built.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_ENUM_12", "Yeah, we gotta be strong for when we get our Creature back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_13", "This plac e will give us a foundation to fight from.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_14", "Well done ! You're unstoppable!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_15", "We've jus t GOT to break the curse Nemesis has put on this place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_ENUM_16", "But we'll need influence to get near those Totems.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_ENUM_17", "What was that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEW_L5_CREATURE_CURSE_07", " I have one more surprise for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_08 ", "Nemesis curse has harmed our Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_09 ", "Our Creature is suffering further from Nemesis' curse!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_10 ", "He's heading towards Nemesis himself!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_L5_CREATURE_CURSE_11 ", "The dark of night must be the key to this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEATH_IN_VILLAGE_01", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEATH_IN_VILLAGE_02", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEATH_IN_VILLAGE_03", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEATH_IN_VILLAGE_04", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_DEATH_IN_VILLAGE_05", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEATH_IN_VILLAGE_06", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEATH_IN_VILLAGE_07", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEATH_IN_VILLAGE_08", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEATH_IN_VILLAGE_09", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_DEATH_IN_VILLAGE_10", "Death") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_WORSHIP_DEATHS_01", "Ha!
Your worshippers are working and dying for you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WORSHIP_DEATHS_02", "Sav e them! You only have to lower your Village Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_01", "Welcome to m y island.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_02", "I am the Isl and Keeper and I will help you to master your controls.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_03", "The first th ing we will do is learn how to move and rotate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_04", "I am going t o walk around this mountain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_05", "Don't worry! I won't go too fast!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_06", "Try to keep up with me by grabbing the landscape and pulling it towards you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_07", "To do this, hold down the Move Button and pull the mouse towards you.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_08", "If you ever want to start this stage again, press the Space Bar.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_09", "To quit this Tutorial press the Escape key.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_10", "To leave the Gods' Playground press the Escape key again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_11", "Let's go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_12", "You are stra ying! Try and keep me in view!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_13", "Try and keep behind me, so you can see where I am going.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_14", "You're doing great! Keep it up!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_15", "Wow! You've got the hang of this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_16", "That's it! K eep following me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_17", "I'm not goin g too fast, am I?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TUTORIAL_LAND_18", "Hey Boss. Don't forget how to rotate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TUTORIAL_LAND_19", "Move your hand to the left of the screen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TUTORIAL_LAND_20", "Hold down the Move Button and move the Hand with a circular motion.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_21", "Well done! Y ou did great!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_22", "We're not th ere yet, though!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_23", "I'm going to go around this corner.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_24", "To rotate th e camera, move the mouse the left of the screen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_25", "The rotation arrows will appear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_26", "Hold the Mov e Button down, and move the mouse up and down.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_27", "Your view wi ll rotate as you do this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_28", "You can also use the rotate buttons on the keyboard.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_29", "Now you give it a go.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_30", "Move the Han d to the left of the screen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_31", "Good. That's it. Now click and hold the Move Button. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_32", "Try and foll ow me again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_33", "Well done! " ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_34", "Now for a li ttle challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_35", "Try followin g me again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_36", "This time, t hough, I will stop if you move too far away from me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_37", "I'll also st op if you go in front of me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_38", "Let's see if we can get round in under five minutes.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_39", "Remember, if you ever want to start this stage again, press the Space Bar.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_40", "Also, pressi ng the Escape key will quit the Tutorial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_41", "Let's go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_42", "Great! We di d it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_43", "Oh. Bad luck .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_44", "We were just a bit too slow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_45", "Let's try ag ain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_46", "Let's go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_47", "Let's move o n to the next lesson.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_48", "I will now t ell you about pitching the view.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_49", "I am going t o climb up this path.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_50", "Try to follo w me by pitching the view up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_51", "To pitch, yo u need to move the mouse to the top of the screen and press the Move Button. $m1 ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_52", "Then, move t he mouse up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_53", "You will not ice that the view tilts up and down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_54", "Try to keep me in view.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_55", "Ahh. Bad luc k.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_56", "We were just a bit too slow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_57", "Let's try ag ain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_58", "Let's go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_59", "You are stra ying! Try and keep me in view!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_60", "You seem to need a bit more practice!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_61", "Excellent! Y ou did well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_62", "Now try to k eep me in view as I walk down again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_63", "You need a l ittle more practice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_64", "Try to keep me in view this time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_65", "Well done! Y ou got the hang of it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_66", "Let's move o n to the next step!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_67", "Hello. Now w e will learn to use everything together.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_68", "I am going f or a walk around this path.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_69", "Try and foll ow me. You will need to use the skills you have learned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_70", "Lets go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_71", "You are stra ying! Try and keep close and try to keep me in view!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_72", "Try and keep behind me, so you can see where I am going.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_73", "Brilliant! Y ou did well!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_74", "It's time fo r the next lesson.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_75", "Now we'll le arn about zooming.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_76", "This is a us eful skill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_77", "To zoom, hol d both mouse buttons at the same time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_78", "While holdin g them, move the mouse forwards or back to zoom in and out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_79", "Try it now." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_80", "Hold down th e Action and Move Buttons on the mouse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_81", "Good. Keep t he buttons pressed and pull the mouse back to get the entire island in view.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_82", "Great! Now t ry zooming in. With the buttons held down, push the mouse forwards.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_83", "Well done!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_84", "You've certa inly got the hang of that!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_85", "Now its time to learn how to pick things up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_86", "Don't worry! Its very simple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_87", "These teddy bears look a bit lost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_88", "Pick them up by placing your hand over them and pressing the Action Button.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_89", "Keep the Act ion Button down, and move the mouse until the bear is in your hand.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_90", "Try putting them in this ditch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_91", "To release t hem, simply press the Action Button again.$m2")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_92", "Go on! Give it a try! See if you can get them all in the ditch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_93", "Great! You d id it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_94", "Time to move on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_95", "Now let me t ell you another way to move round.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_96", "Double-click ing the Move Button somewhere will quickly get you to that destination.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_97", "Let's use it to get to that island over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_98", "Double-click the Move Button on the island now.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_99", "Hey! You did n't double-click to get there!$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_100", "Try again, but remember to double-click on your destination.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_101", "Well done! It's a handy way of getting around, isnt it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_102", "Now use it to get back to the mainland.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_103", "Double-clic k the Move Button on the top of the mountain to return there.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_104", "Well, that' s the last thing I wanted to teach you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_105", "But you're welcome to stay here and practice these useful new skills.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_106", "When you're ready to leave, just press the Escape key to get back to Eden.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_107", "At the top of the screen the arrows will appear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_108", "You can als o use the keyboard. $m15 $m7 $m8") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_109", "You can use the keyboard as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_110", "You can use the keyboard as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_111", "You can use the keyboard as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_112", "Or use the mouse wheel.$m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_01", "Press the spa cebar to return to this start position.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_02", "Remember if y ou're lost, just press the spacebar and we can start again.$m17") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_03", "To return to the Temple just click on this Scroll using the Action Button.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_04", "Remember you can go back to the Temple by clicking on the Scroll at the starting point.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_05", "Take your tim e, there are only friends here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_06", "This bit is a little tricky.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_07", "There are ple nty of fun things hidden around my island.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_08", "Have a look o ver there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_09", "Ahh, you've f ound something.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_10", "Freezing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_11", "Very Cold.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_12", "Cold.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_13", "Chilly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_14", "Warm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_15", "Very Warm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_16", "Hot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_17", "Roasting Hot. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_18", "Here are some things to play with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_19", "You can have great fun with a ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_20", "These dice ar e fun.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_21", "Try for a dou ble six.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_22", "Toys! Lovely. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_23", "Set the pins up on some flat ground and have a game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_24", "Lets practice some throwing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_25", "Click and bri efly hold the Action Button to pick things up.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_26", "Click and hol d the Action Button to prepare to throw something.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_27", "Now, still wi th the Action Button held down, move the mouse forward and release the Action Bu tton when you want to throw it.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_28", "How you move the mouse after you release the mouse button affects how things roll.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_29", "Practice some more with different mouse speeds and directions.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_30", "You'll soon g et the hang of it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_31", "Practice thro wing rocks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_32", "Tap the rocks with the Action Button to break them if you need more.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_33", "Practice thro wing trees.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_34", "Use the Actio n Button to pull up a tree.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_35", "Lets try movi ng further a field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_36", "Double click the Move Button to zoom you to a location.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_37", "If you've got a mouse wheel you can use it to zoom and rotate, try it out.$m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_38", "Press and hol d the 'Control' and 'Shift' keys to zoom in quickly to a spot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_39", "Release the k eys and you'll return to your starting location.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_40", "Try pressing 'Control' and a Number key.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_41", "This places a marker on the landscape.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_42", "To return to the marker, simply press the Number key again.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_43", "Have a look a round this Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_44", "It's up to yo u whether you help them or not?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_45", "This dispense r gives you Fireball Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_JUST_IN_CASE_46", "You can never have too much Miracle-casting practice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_LOOK_AT _OBJECT", "This person is looking at something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_INSPECT _OBJECT", "This person is inspecting something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_LOOK_AT _FLYING_OBJECT", "This Villager is looking at that flying object.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOTO_FO OD_REACTION", "This person is going to the pile of food he has just seen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GOTO_WO OD_REACTION", "This person is going to the pile of wood he has just seen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FLEEING _AND_LOOK_AT_OBJECT", "This Villager is running away from something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_ARRIVES _AT_STORAGE_PIT_FOR_MATERIALS", "This Villager is getting building materials fro m the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_HOUSEWI FE_RETURN_HOME_WITH_FOOD", "This woman is returning home with some food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_MOURN_D EATH", "This person is in mourning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_WATCHIN G_FIGHT", "This Villager is watching the Creatures fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_HOMELES S_EAT_DINNER", "This homeless person is eating.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_INSPECT _CREATURE", "This person is looking at the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_FLEEING _FROM_CREATURE_REACTION", "This person is running away from the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_DECIDE_ WHAT_TO_DO", "This Villager is deciding what to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_EAT_OUT SIDE", "This Villager is eating outside.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SHEPHER D_TAKE_ANIMAL_FOR_SLAUGHTER", "This shepherd is taking an animal for slaughter." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_AFTER_T AP_ON_ABODE", "This Villager is wondering who tapped on their house.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SCRIPT_ WANDER_AROUND_POS", "This person is just wandering about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_CONTROL LED_BY_CREATURE", "This person is being controlled by the Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SEEN_DE AD_PERSON", "This person has seen a dead person.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_DISCIPL E_NOTHING_TO_DO", "This disciple has nothing to do at the moment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_ARTIFAC T_DANCE", "This Villager is dancing around an artifact.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GO_AND_ HIDE_IN_NEARBY_BUILDING", "This person is trying to hide in a nearby building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_LOOK_TO _SEE_IF_IT_IS_SAFE", "This Villager is checking to see if it is safe outside.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_SLEEP_O N_FLOOR", "This Villager is sleeping.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_GET_FOO D_AT_WORSHIPSITE", "This worshipper is getting some food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_AFTER_E MERGENCY", "This Villager is panicking after a Village emergency.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VILLAGER_STATE_CHILLIN G", "This Villager is just chillin'.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_01", "Water Mira cle Seed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_02", "Flying Flo ck Miracle Seed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_03", "Flock of A nimals Miracle Seed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_04", "A Fireball ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_05", "The Idol b uilder") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_06", "The hermit ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_07", "A hippy") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_08", "The priest ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_09", "Priestess" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_10", "Marauder") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_11", "Soccer pla yer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_12", "Engineer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_13", "Shepherd") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_14", "Nomad") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_15", "Aztec Lead er") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_16", "Creature T rainer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_17", "Sailor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_18", "Breeder") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_19", "Healer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_20", "sculptor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_21", "Crusader") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_22", "DELETE THI S") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_23", "Creature P en") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_24", "Building f ragment") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_25", "Miracle Di spenser") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_26", "Field") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_27", "Firefly") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_28", "Fight aren a") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_29", "Did You Kn ow Sign.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_30", "Silver Rew ard Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_31", "Gold Story Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_32", "Fish") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_33", "Gravestone ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_34", "Mine entra
nce") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_35", cave") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_36", r") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_37", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_38", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_39", ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_40", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_41", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_42", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_43", pedestal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_44", ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_45", n, Rook, Knight, Bishop, Queen, King") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_46", ld") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_47", wap orb") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_48", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_49", iracle seed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_50", the beach temple house.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_51", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_52", al and evil enhancing Leashes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_53", ster") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_54", er") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_55", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_56", ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_57", e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_58", g ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_59", in progress") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_60", ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_61", re") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_62", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_63", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_64", who is part of a puzzle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_65", who is part of a puzzle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_66", ue") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_67", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_68", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_69", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_70", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_71",
"Pied piper "Rock pilla "Mushroom") "Whale") "Phone box" "Pier") "Crater") "The Gate") "Gate stone "Gate stone "Chess: Paw "Old Scaffo "Creature s "Eyes") "One-time M "A piece of "Cauldron") "Good, norm "Leash adju "Rock/Bould "Toy ball") "Toy cuddly "Toy skittl "Toy bowlin "Sculpture "A lantern" "A small fi "A meteor") "A forest") "A Villager "An animal "Tribe stat "A dance") "Axe") "Bag") "Bench") "Bucket")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_72", "Chest") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_73", "Crook") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_74", "Fishing ro d") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_75", "Frame") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_76", "Hammer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_77", "Mallet") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_78", "Saw") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_79", "Scythe") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_80", "Spade") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_81", "Stool") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_82", "Table") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_83", "Washing li ne") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_84", "Well") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_85", "Flowers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_86", "Impressive thing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_87", "Slaver") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PLAGUE_19", "Hey. Lethys is doing something over that Village, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_20", "We should s top this plague from spreading.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PLAGUE_21", "Let's find the source of this sickness and heal the ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_16", "Help! We've been robbed of our food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_17", "It happened at n ight, when we were asleep!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_18", "Thieves! Let's show them who breaks the laws around here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_19", "There th ey are. Look. There's our food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_20", "Are you sure it's our food?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_21", "Hey! That's our food!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_22", "Right. This mean s all-out war!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_23", "Thanks for the f ood!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_24", "The Mara uders are killing all the men in the Village!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARAUDERS_25", "That's i t. You gotta kill 'em all!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARAUDERS_26", "All the men have been slain!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MARAUDERS_27", "Thank you for pr otecting us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MORE_SINGING_STONES_01", "These stones hold the spirits of the ancients. Each has its own voice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MORE_SINGING_STONES_02", "It is said that when a correct tune is played, special powers are unleashed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MORE_SINGING_STONES_03", "When t he stones are tapped the spirit sings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MORE_SINGING_STONES_04", "Few pe ople know the melodies. You may meet them, or discover the melodies for yourself .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MORE_SINGING_STONES_05", "Behold , the dead will rise again when placed within the ring.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MORE_SINGING_STONES_06", "Ah Now that's what I call music.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_EXTRA_LAND_5_01", "Its not ov er yet!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_EXTRA_LAND_5_02", "You have defeated me in this land but I have learned much from this struggle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_EXTRA_LAND_5_03", "I will ri se again from the ashes of this defeat stronger than you can possibly imagine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_EXTRA_LAND_5_04", "There are many, many lands in this world and they will soon follow in the way of Nemesis. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_05", "This is pointless! It could go on forever if dont stop it now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_06", "Remem ber, we can use the power of the creeds to destroy Nemesis forever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_07", "Fusin g the three creeds will confirm our superiority and leave no hiding place for hi m.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_08", "Three creeds? But weve only got two!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_09", "No th e third is within OUR creature, you fool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_10", "Of co urse, why didnt I think of that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_11", "Hmm." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_12", "You n eed to lead our creature into the volcano. The searing heat will do the rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_13", "But j ust a minute, doesnt that mean our creature might die?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_14", "Well, its up to you boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_15", "Do yo u want to risk our noble creature to rule as you see fit?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_16", "Or ju st let Nemesis spread his influence throughout the world again?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_17", "Well you cant make an omelette without breaking eggs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_18", "Hey! Its a tough choice, isnt it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_19", "Our c reature or our destiny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_20", "So is this it? Weve come this far to let him escape?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_21", "So is this is? Weve come this far to let him begin again?DELETE THIS LINE") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_22", "If we bring our creature here, hell know what to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_23", "Look! Whats he up to?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_24", "You c reature loves you more than he loves himself!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_25", "Our n oble friend, gone! But can you feel the difference?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_26", "I cant feel even a trace of Nemesis influence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_27", "Every thing is clear. Youre the one true God, now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_28", "Crike y! What was that?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_29", "Hang on, I recognize that smell.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_30", "Hes ba ck! He doesnt look too hot though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_5_31", "Maybe we can fix him up?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_01", "Did y ou want more practice at that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_02", "Click on this Scroll and it will take you the Gods Playground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_03", "The G ods Playground? Whats that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_04", "Its a place where Gods are free to do anything they want.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_05", "At th e Gods' Playground, you are free from judgement.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_06", "Click here to practice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_07", "Click here to practice what you have just learned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_08", "Do yo u need practice? Click here to go to the Gods Playground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_1_09", "Ive he ard theres lots of fun stuff to do at the Gods Playground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_LAND_4_01", "Click here to try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_LAND_4_02", "Lets give it another go! Click here to try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_REST_HERE_01", "Rest here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_REST_HERE_02", "Live here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_REST_HERE_03", "Villager rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REST_HERE_04", "There's a lot to learn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_01", "You have b ecome well established.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_02", "Our combin ed strength is becoming greater.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_03", "As you nea r Lethys it will become more essential to have your Miracle skills in top form." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_04", "For this y ou must experience the benefit of gestures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_05", "You can ch arge Miracles without having to return to your Temple to select them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_06", "To achieve this first you must select the Miracles you are going to charge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_07", "Move your hand in a spiral like this, to activate Miracle selection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_08", "Now select the Miracle of your choice. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_09", "Grain is s elected like this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_10", "You try it now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_11", "Superb. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_12", "You should practice your gestures. Let's go and impress this town over here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_13", "They look like they're in a bad way. No food or wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_14", "Why don't
you create some food for their Village Store, while I supply them with wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_15", "Excellent, we have filled the Village Store and the people are easily impressed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_16", "The town n eeds more impressing before it becomes yours. But I have matters to attend to an d shall return later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_17", "The town i s yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_18", "Time is no t kind, you need to gain influence in the direction of our common enemy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_19", "I strongly encourage you to gain this town.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_20", "Before I l eave to defend my realm I must tell you one more thing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_21", "Youll notic e you cannot do anything, even cast Miracles outside of your influence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_22", "However, t here is a way using the power of belief.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_23", "You can re ach outside the edge of your realm for short periods of time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_24", "But your i nfluence is soon lost until your hand is returned to your realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_25", "Well, it d oesn't matter if you can't do it now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_26", "Congratula tions.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_EXTRA_KHAZAR_27", "You are ex panding well. Lethys had better beware.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_KHAZAR_28", "You n eed to fill up the Village Store with food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_KHAZAR_29", "You n eed to impress this Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_01", "There are a dvanced techniques for using the Leash. Find them on this signpost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PICKUP_CREATURE_GUIDE_01 ", "It does look like they need help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_CREATURE_GUIDE_02 ", "Yes, we must see if there's anything we can do for them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_PICKUP_CREATURE_GUIDE_03", "Tr y queuing up a few attacks on me now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_CREATURE_GUIDE_04 ", "This is hopeless. Wait. What's this golden light?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_FOLLOW_US_01", "L et's move to the Temple by clicking and dragging Or double click the Move Button on it to go straight there.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_PICKUP_LEAVE_THROUGH_VORTEX1_01" , "God. There's a whole new world through there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_LEAVE_THROUGH_VOR TEX1_02", "That's it. I'm going through for a look.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PICKUP_LEAVE_THROUGH_VOR TEX1_03", "He's braver than I thought. He's gone through.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_LEAVE_THROUGH_VOR TEX1_04", "The Villager was right. There's a new land through there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_PICKUP_GREEDYFARMER_01", "I'm sc ared. I don't wanna do this any more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BOY, "HELP_TEXT_PICKUP_GREEDYFARMER_02", "Me nei ther. I'm off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_IDOLPYRE_01", "Oo h. By destroying the idol we've gained a more powerful Fireball Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_PICKUP_IDOLPYRE_02", "It
looks better than the normal Fireball, that's certain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_PICKUP_MISSIONARIES_01", "It looks like the men are getting ready to set sail.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INFO_LIFE", " L:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INFO_FOOD_IN_BELLY", " F: ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INFO_AGE", " A:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INFO_POISONED", " S:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INFO_PREGNANT", " P:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INVALID_STATE", "Contempl ating Life") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TO_POS", "Going Some where") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TO_OBJECT", "Going T o Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_ON_STRUCTURE", "Goin g Somewhere") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_IN_SCRIPT", "Actor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_IN_DANCE", "Dancing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FLEEING_FROM_OBJECT_REACT ION", "Fleeing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LOOKING_AT_OBJECT_REACTIO N", "Looking At Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOLLOWING_OBJECT_REACTION ", "Following Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INSPECT_OBJECT_REACTION", "Inspecting Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FLYING", "Flying") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LANDED", "Landing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LOOK_AT_FLYING_OBJECT_REA CTION", "Looking At Flying Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SET_DYING", "Dying") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DYING", "Dying") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DEAD", "Dead") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DROWNING", "Drowning") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DOWNED", "Being Attacked By Animal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_BEING_EATEN", "Being Eate n") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_FOOD_REACTION", "Get ting Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_FOOD_REACTION" , "Getting Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_WOOD_REACTION", "Get ting Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_WOOD_REACTION" , "Getting Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WAIT_FOR_ANIMATION", "Doi ng Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_IN_HAND", "Being Held") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_PICKUP_BALL_REACTION ", "Getting Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_PICKUP_BALL_RE ACTION", "Getting Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_IN_FLOCK", "Moving") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_ALONG_PATH", "Moving ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_ON_PATH", "Moving") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FLEEING_AND_LOOKING_AT_OB JECT_REACTION", "Fleeing From Something")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_STORAGE_PIT_FOR_DROP _OFF", "Going To Village Store For Drop Off") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_DROP_OFF", "Going To Village Store For Drop Off") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_STORAGE_PIT_FOR_FOOD ", "Going To Village Store For Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_FOOD", "Going To Village Store For Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_HOME_WITH_FOOD ", "Going Home For Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GO_HOME", "Going Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_HOME", "Going Hom e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_AT_HOME", "At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_BUILDING_MATERIALS", "Going To Village Store For Materials") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_BUILDING_SITE" , "Going To A Building Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_BUILDING", "Building") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_STORAGE_PIT_FOR_WORS HIP_SUPPLIES", "Going To Village Store For Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_WORSHIP_SUPPLIES", "Going To Village Store For Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_WORSHIP_SITE_WITH_SU PPLIES", "Going To Worship Site With Supplies") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TO_WORSHIP_SITE_WITH _SUPPLIES", "Going To Worship Site With Supplies") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_WORSHIP_SITE_W ITH_SUPPLIES", "Going To Worship Site With Supplies") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FORESTER_MOVE_TO_FOREST", "Going To Forest For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FORESTER_GOTO_FOREST", "G oing To Forest For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FORESTER_ARRIVES_AT_FORES T", "Going To Forest For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FORESTER_CHOPS_TREE", "Ch opping Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FORESTER_CHOPS_TREE_FOR_B UILDING", "Chopping Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FORESTER_FINISHED_FORESTE RING", "Chopping Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_BIG_FOREST", " Going To Forest For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_BIG_FOREST_FOR _BUILDING", "Going To Forest For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FISHERMAN_ARRIVES_AT_FISH ING", "Going Fishing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FISHING", "Fishing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WAIT_FOR_COUNTER", "Doing Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_WORSHIP_SITE_FOR_WOR SHIP", "Going To Worship Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_WORSHIP_SITE_F OR_WORSHIP", "Going To Worship Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WORSHIPPING_AT_WORSHIP_SI TE", "Worshipping") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_ALTAR_FOR_REST", "Go ing To Altar For Rest") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_ALTAR_FOR_REST ", "Going To Altar For Rest")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_AT_ALTAR_REST", "Resting At Altar") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_AT_ALTAR_FINISHED_REST", "Resting At Altar") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_RESTART_WORSHIPPING_AT_WO RSHIP_SITE", "Worshipping") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_RESTART_WORSHIPPING_CREAT URE", "Worshipping Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_RESTART_MEETING", "Meetin g") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FARMER_ARRIVES_AT_FARM", "Going To Farm") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FARMER_PLANTS_CROP", "Pla nting Crop") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FARMER_DIGS_UP_CROP", "Di gging Up Crop") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TO_FOOTBALL_PITCH_CO NSTRUCTION", "Move To Soccer Field Construction") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_WALK_TO_POSITION ", "Soccer Walk") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_WAIT_FOR_KICK_OF F", "Soccer Wait") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_ATTACKER", "Socc er Attacker") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_GOALIE", "Soccer Goalie") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_DEFENDER", "Socc er Defender") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_WON_GOAL", "Socc er Won Goal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_LOST_GOAL", "Soc cer Lost Goal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_START_MOVE_TO_PICK_UP_BAL L_FOR_DEAD_BALL", "Picking Up Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVED_AT_PICK_UP_BALL_F OR_DEAD_BALL", "Picking Up Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVED_AT_PUT_DOWN_BALL_ FOR_DEAD_BALL_START", "Carrying Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVED_AT_PUT_DOWN_BALL_ FOR_DEAD_BALL_END", "Carrying Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_MATCH_PAUSED", " Playing Football") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_WATCH_MATCH", "W atching Football") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_MEXICAN_WAVE", " Mexican Wave") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CREATED", "Created") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_IN_ABODE_TO_TRADE ", "Going To Abode To Trade") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_IN_ABODE_TO_PICK_ UP_EXCESS", "Going To Abode To Pick Up Excess") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MAKE_SCARED_STIFF", "Scar ed Stiff") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SCARED_STIFF", "Scared St iff") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WORSHIPPING_CREATURE", "W orshipping Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_LOOK_FOR_FLOCK", "Looking For Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_MOVE_FLOCK_TO_WA
TER", "Moving Flock To Water") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_MOVE_FLOCK_TO_FO OD", "Moving Flock To Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_MOVE_FLOCK_BACK" , "Moving Flock Back") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_DECIDE_WHAT_TO_D O_WITH_FLOCK", "Deciding What To Do With Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_WAIT_FOR_FLOCK", "Waiting For Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_SLAUGHTER_ANIMAL ", "Slaughtering Animal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_FETCH_STRAY", "F etching Stray") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_GOTO_FLOCK", "Go ing to Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_AT_HOME", "At H ome") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_GOTO_STORAGE_PI T", "Going To Village Store") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_ARRIVES_AT_STOR AGE_PIT", "Going To Village Store") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_PICKUP_FROM_STO RAGE_PIT", "Picking Up From Village Store") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_RETURN_HOME_WIT H_FOOD", "Returning Home With Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_MAKE_DINNER", " Making Dinner") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_SERVES_DINNER", "Serving Dinner") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_CLEARS_AWAY_DIN NER", "Clearing Away Dinner") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_DOES_HOUSEWORK" , "Doing Housework") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_GOSSIPS_AROUND_ STORAGE_PIT", "Gossiping Around Village Store") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_STARTS_GIVING_B IRTH", "Giving Birth") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_GIVING_BIRTH", "Giving Birth") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOUSEWIFE_GIVEN_BIRTH", " Giving Birth") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHILD_AT_CRECHE", "Going To Creche") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHILD_FOLLOWS_MOTHER", "F ollowing Mother") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHILD_BECOMES_ADULT", "Be coming An Adult") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SITS_DOWN_TO_DINNER", "Si tting Down To Dinner") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_EAT_FOOD", "Eating Food") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_EAT_FOOD_AT_HOME", "Eatin g Food At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_BED_AT_HOME", "Going to Bed At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SLEEPING_AT_HOME", "Sleep ing At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WAKE_UP_AT_HOME", "Waking Up At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_START_HAVING_SEX", " ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HAVING_SEX", " ")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_STOP_HAVING_SEX", " ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_START_HAVING_SEX_AT_HOME" , "At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HAVING_SEX_AT_HOME", "At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_STOP_HAVING_SEX_AT_HOME", "At Home") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WAIT_FOR_DINNER", "Waitin g For Dinner") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOMELESS_START", "Homeles s Start") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_VAGRANT_START", "Vagrant Start") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MORN_DEATH", "Mourning De ath") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PERFORM_INSPECTION_REACTI ON", "Inspecting Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_APPROACH_OBJECT_REACTION" , "Approaching Something") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INITIALISE_TELL_OTHERS_AB OUT_OBJECT", "Telling Others About Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TELL_OTHERS_ABOUT_INTERES TING_OBJECT", "Telling Others About Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_APPROACH_VILLAGER_TO_TALK _TO", "Approaching Villager To Talk To") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TELL_PARTICULAR_VILLAGER_ ABOUT_OBJECT", "Telling Villager About Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INITIALISE_LOOK_AROUND_FO R_VILLAGER_TO_TELL", "Looking Around For Villager To Tell") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LOOK_AROUND_FOR_VILLAGER_ TO_TELL", "Looking Around For Villager To Tell") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TOWARDS_OBJECT_TO_LO OK_AT", "Going Towards Object To Look At") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INITIALISE_IMPRESSED_REAC TION", "Being Impressed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PERFORM_IMPRESSED_REACTIO N", "Being Impressed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INITIALISE_FIGHT_REACTION ", "Watching Fight") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PERFORM_FIGHT_REACTION", "Watching Fight") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HOMELESS_EAT_DINNER", "Ea ting Dinner") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INSPECT_CREATURE_REACTION ", "Inspecting Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PERFORM_INSPECT_CREATURE_ REACTION", "Inspecting Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_APPROACH_CREATURE_REACTIO N", "Approaching Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INITIALISE_BEWILDERED_BY_ MAGIC_TREE_REACTION", "Being Bewildered") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PERFORM_BEWILDERED_BY_MAG IC_TREE_REACTION", "Being Bewildered") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TURN_TO_FACE_MAGIC_TREE", "Turning To Face Miraculous Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LOOK_AT_MAGIC_TREE", "Loo king At Miraculous Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DANCE_FOR_EDITING_PURPOSE S", "Dancing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TO_DANCE_POS", "Danc
ing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INITIALISE_RESPECT_CREATU RE_REACTION", "Respecting Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PERFORM_RESPECT_CREATURE_ REACTION", "Respecting Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FINISH_RESPECT_CREATURE_R EACTION", "Respecting Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_APPROACH_HAND_REACTION", "Approaching Hand") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FLEEING_FROM_CREATURE_REA CTION", "Fleeing From Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TURN_TO_FACE_CREATURE_REA CTION", "Turning To Face Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WATCH_FLYING_OBJECT_REACT ION", "Watching Flying Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_POINT_AT_FLYING_OBJECT_RE ACTION", "Pointing At Flying Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DECIDE_WHAT_TO_DO", "Deci ding What To Do") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INTERACT_DECIDE_WHAT_TO_D O", "Deciding What To Do") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_EAT_OUTSIDE", "Eating") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_ABODE_BURNING_REACTI ON", "Going to Burning Abode") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_ABODE_BURNING_ REACTION", "Going to Burning Abode") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_REPAIRS_ABODE", "Repairin g Abode") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_RUN_AWAY_FROM_OBJECT_REAC TION", "Running Away From Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_TOWARDS_CREATURE_REA CTION", "Moving Towards Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_AMAZED_BY_MAGIC_SHIELD_RE ACTION", "Amazed By Miraculous Shield") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_VILLAGER_GOSSIPS", "Gossi ping") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_ANIMA L", "Interacting With Animal") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_WORSH IP_SITE", "Interacting With Worship Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_ABODE ", "Interacting With Abode") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_FIELD ", "Interacting With Field") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_FISH_ FARM", "Interacting With Fish Farm") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_TREE" , "Interacting With Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_BALL" , "Interacting With Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_POT", "Interacting With Pot") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_FOOTB ALL", "Interact With Soccer") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_VILLA GER", "Interacting With Villager") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_MAGIC _LIVING", "Interacting With Miraculous Living Thing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CHECK_INTERACT_WITH_ROCK" , "Interacting With Rock")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_ROCK_FOR_WOOD" , "Arriving At Rock For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOT_WOOD_FROM_ROCK", "Got Wood From Rock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_REENTER_BUILDING_STATE", "Going To Building Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVE_AT_PUSH_OBJECT", " Going To Push Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TAKE_WOOD_FROM_TREE", "Ge tting Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TAKE_WOOD_FROM_POT", "Get ting Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TAKE_WOOD_FROM_TREE_FOR_B UILDING", "Getting Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TAKE_WOOD_FROM_POT_FOR_BU ILDING", "Getting Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_TAKE_ANIMAL_FOR_ SLAUGHTER", "Taking Animal For Slaughter") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_TAKES_CONTROL_OF _FLOCK", "Herding Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_RELEASES_CONTROL _OF_FLOCK", "Releasing Flock") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DANCE_BUT_NOT_WORSHIP", " Dancing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FAINTING_REACTION", "Fain ting") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_START_CONFUSED_REACTION", "Being Confused") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CONFUSED_REACTION", "Bein g Confused") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_AFTER_TAP_ON_ABODE", "Com ing Out Of House") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WEAK_ON_GROUND", "Being W eak On Ground") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SCRIPT_WANDER_AROUND_POSI TION", "Wandering Around Position") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SCRIPT_PLAY_ANIM", "Actor ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GO_TOWARDS_TELEPORT_REACT ION", "Going Towards Teleport") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_TELEPORT_REACTION", "Goin g Towards Teleport") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DANCE_WHILE_REACTING", "D ancing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CONTROLLED_BY_CREATURE", "Going To Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_POINT_AT_DEAD_PERSON", "P ointing At Dead Person") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GO_TOWARDS_DEAD_PERSON", "Going To Dead Person") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LOOK_AT_DEAD_PERSON", "Lo oking At Dead Person") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOURN_DEAD_PERSON", "Mour ning Dead Person") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_NOTHING_TO_DO", "Nothing To Do") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_WORKSHOP_FOR_D ROP_OFF", "Arriving At Workshop For Drop Off") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_WORKSHOP_MATERIALS", "Arriving At Village Store For Materials")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_SCAFFOLD_FOR_P ICKUP", "Arriving At Scaffold For Pickup") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_BUILDING_SITE_ WITH_SCAFFOLD", "Arriving At Building Site With Scaffold") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_SCAFFOLD_TO_BUILDING _SITE", "Going To Building Site With Scaffold") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHOW_POISONED", "Poisoned ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_HIDING_AT_WORSHIP_SITE", "Hiding At Worship Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CROWD_REACTION", "Standin g In Crowd") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_REACT_TO_FIRE", "Looking At Fire") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PUT_OUT_FIRE_BY_BEATING", "Putting Out Fire By Beating") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PUT_OUT_FIRE_WITH_WATER", "Putting Out Fire With Water") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GET_WATER_TO_PUT_OUT_FIRE ", "Getting Water To Put Out Fire") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ON_FIRE", "Being On Fire" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MOVE_AROUND_FIRE", "Movin g Around Fire") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_DISCIPLE_NOTHING_TO_DO", "Nothing To Do") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FOOTBALL_MOVE_TO_BALL", " Going To Ball") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_TRADER_PICK_UP", "Going To Village Store For Trader Pick Up") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARRIVES_AT_STORAGE_PIT_FO R_TRADER_DROP_OFF", "Going To Village Store For Trader Drop Off") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_BREEDER_DISCIPLE", "Breed er Disciple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_MISSIONARY_DISCIPLE", "Mi ssionary Disciple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_REACT_TO_BREEDER", "Going To Breeder") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SHEPHERD_CHECK_ANIMAL_FOR _SLAUGHTER", "Checking Animal For Slaughter") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INTERACT_DECIDE_WHAT_TO_D O_FOR_OTHER_VILLAGER", "Deciding What To Do") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_ARTIFACT_DANCE", "Dancing ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_FLEEING_FROM_PREDATOR_REA CTION", "Fleeing From Predator") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WAIT_FOR_WOOD", "Waiting For Wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_INSPECT_OBJECT", "Inspect ing Object") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GO_HOME_AND_CHANGE", "Goi ng Home To Change") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_WAIT_FOR_MATE", "Waiting For Mate") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GO_AND_HIDE_IN_NEARBY_BUI LDING", "Hiding In Nearby Building") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_LOOK_TO_SEE_IF_IT_IS_SAFE ", "Seeing If It Is Safe") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SLEEP_IN_TENT", "Going To Sleep On Floor")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PAUSE_FOR_A_SECOND", "Pau sing For A Second") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_PANIC_REACTION", "Panicki ng") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GET_FOOD_AT_WORSHIP_SITE" , "Getting Food At Worship Site") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GOTO_CONGREGATE_IN_TOWN_A FTER_EMERGENCY", "Going to Congregate After Emergency") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_CONGREGATE_IN_TOWN_AFTER_ EMERGENCY", "Congregating After Emergency") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SCRIPT_IN_CROWD", "Standi ng In Crowd") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_GO_AND_CHILLOUT_OUTSIDE_H OME", "Chilling Out") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SIT_AND_CHILLOUT", "Chill ing Out") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_STATE_SCRIPT_GO_AND_MOVE_ALONG_ PATH", "Going Somewhere") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_TITLE_CHOOSE_CONNECTION", "Choose a connection from the list below.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_STATUS_CC_STATUS_LIST", "C hoose a connection from this list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_STATUS_CC_STATUS_BACK", "P revious Menu.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_STATUS_CC_STATUS_CONTINUE" , "Use the selected connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_LAN_STRING", "Local Area N etwork.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_FG_TITLE", "Find Black & W hite games.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_FG_SEARCH_INTERNET", "Use the Internet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_FG_SEARCH_LAN", "Use your local network.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_TITLE_LOGIN_CONNECTION", " Login to Black & White online.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_LOGIN", "Login.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_USERNAME_LABEL", "User Nam e:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_PASSWORD_LABEL", "Password :") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_DOWNLOADING_MAP_LIST", "Do wnloading map list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_COULD_NOT_CONNECT_TO_MAP_S ERVER", "Could not connect to database for the map list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_ERROR_DOWNLOADING_MAPLIST" , "Error downloading map list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_ERROR_CHANNELHOSTLEFT", "T he channel host left the channel that you were in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_ERROR_ALREADY_IN_ROOM", "A person with this registration name was already in the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_TITLE", "Find/Create a game on the Internet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_TITLE_LAN", "Find a gam e on your Local Area Network.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_HELPBUTTON", "Join help channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_JOINGAME_BUTTON", "Join game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_CREATEGAME_BUTTON", "Cr
eate game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_GAME_LABEL", "Game name :") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_PASSWORD_LABEL", "Game password:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_CURRENTGAMES", "Current games.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_CS_PLAYERSINGAME", "Player s in game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_GS_COULD_NOT_CONNECT", "Co nnection Failed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_GS_DISCONNECTED", "Connect ion to GameSpy was lost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_GS_CONNECTING", "Connectin g to GameSpy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_STARTGAME", "Start Game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_PLAYING", " - PLAYING") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_WRONGVER", " (Wrong Versio n)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_NEEDS_PASSWORD", "(Needs P assword)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_ENTER_PASSWORD", "You need a password for this channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_WRONG_PASSWORD", "Invalid password for channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_PRIVMSG_RECEIVED", "(Priva te from %s) %s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_PRIVMSG_SENT", "(Private t o %s) %s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_LAN_CONNECTING", "Could no t connect to remote machine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_COULDNOTQUERYDATABASE", " ERROR: Could not query database.\nPlease check your Internet connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_NOTFOUNDINDATABASE", "ERR OR: Could not find map in database.\nPlease check your Internet connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_COULDNOTDOWNLOADMAP", "ER ROR: Could not download map from Internet.\nPlease check your Internet connectio n.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_COULDNOTDOWNLOADTHUMB", " ERROR: Could not download map thumbnail from Internet.\nPlease check your Intern et connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_WANTSTOJOIN", "%s wants t o join your team.\nDo you want to accept them?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_OTHERCOULDNOTDOWNLOAD", " %s could not download the map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_STILLDOWNLOADING", "%s is still downloading the selected map, the game cannot start.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_DENIEDJOIN", "%s won't le t you join their team.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_KICKEDYOU", "%s has kicke d you from the team.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_KICKEDYOUGAME", "%s has k icked you from the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_KICKFAILED", "Could not k ick %s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFER_INVITESYOU", "%s invites you to join his team.\nDo you accept?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DYK_EXPLAINED_01", "You can scroll through some of these Info signs to read all the text.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DYK_EXPLAINED_02", " Hol
d the Action Button on the text and move up or down. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DYK_EXPLAINED_03", "Any information you read on one of these is added to the Library in the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_WONT_ATTACK_OWN _TOWN_01", "The Creature won't attack our Villages, Boss. Even if we use the Lea sh of Aggression.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_LOW_ENERGY_01", "Our Creature hasn't got enough energy to cast that Miracle at the moment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_01", "Your Te mple is built. Excellent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_02", "You hav e gained land and influence from Lethys.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_03", "You exc eed my expectations.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_04", "Your su ccess is good news.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_05", "I share your victory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_06", "The pow er you wield grows!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_07", "Soon Le thys will be on his knees.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_08", "As you gain land, so you gain influence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_09", "We are heading for victory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_10", "Wait! T his is my territory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_11", "What ar e you doing? Stop!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_12", "Lethys is our foe!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_13", "We must not fight each other!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_14", "You are encroaching on my territory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_15", "Are you sure you know what you're doing?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_16", "Your be havior is inexplicable!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_17", "Surely you should be taking land from Lethys?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_18", "You too k land from me. I do not forgive such things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_19", "I see y ou're tougher than you appear.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_20", "Take pa rt of my realm and I will have revenge!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_21", "Ha! A s mall victory for you. Ultimately the war will be mine!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_22", "You are no match for me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_23", "Concede defeat! I have taken land from you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_24", "See how my power is greater than yours!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_25", "Weep, e nemy, as I take land and followers from you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_26", "You are doing well, ally.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_27", "Yes, I knew you'd be a wise choice to ally with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_28", "Very we ll done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_29", "I congr atulate you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_30", "Yes, yo u are powerful, for sure.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_31", "I am im pressed by your ability.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_32", "Help me !") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_33", "I am in trouble!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_34", "Come to my aid! Please!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_35", "I need assistance! Please help!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_36", "I am th e rightful owner of this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_37", "Give up . You will never win.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_38", "I have allies you would not dream of.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_L2_GOD_REACTION_39", "My powe r is greater than yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_40", "You mus t build more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_41", "More bu ildings are required.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_42", "Expand your Villages, ally.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_43", "Constru ct more buildings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_44", "Consoli date your position by building more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_45", "You nee d more buildings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_46", "Lethys' Villages are ripe to be taken over.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_47", "You mus t expand your realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_48", "Increas e your power by impressing Lethys' Villages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_49", "Take se ttlements from Lethys, ally.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_50", "You mus t convert Lethys' Villages, ally.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_L2_GOD_REACTION_51", "Conquer Lethys' realm by taking his Villages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_01", "Hey Boss! Pick up the phone!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_02", "Are you going to answer that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_03", "It' s for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_04", "Are you expecting a call?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_05", "You 've found a hidden holy script!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_06", "Let the prophet speak. But listen well - he talks quietly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_07", "Hey Boss! Today is a special day.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_08", "Yes . It's someone very important's birthday.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_09", "One of the Lionhead people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_10", "So many happy returns to them!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_11", "Hap py Christmas!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HIDDEN_SCRIPTS_12", "Bah , humbug!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_01", "Credits") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_02", "Help With Co ntrol") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_03", "Help With Cr eature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_04", "Help With Vi llage Life") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_05", "Help With Mi racles") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_06", "Did You Know ?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LIBRARY_ROOM_07", "Story Histor y") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_SAVEGAME_ROOM_SAVE COUNT", "Save Count: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ROOM_CITADEL_SAVEGAME_ROOM_LOAD COUNT", "Load Count: $I") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_01", "EMPTY") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_02", "Advanced") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_03", "Total") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_04", "Back") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_05", "Influence") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_06", "Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_07", "Graphic") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_08", "Numeric") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_09", "Total Lines O f Code Executed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_10", "Max Frame Rat e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_11", "Min Frame Rat e") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_12", "Total Polygon s Drawn") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_13", "Total Objects Created") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_14", "Time Played") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_15", "Script VM Ins tructions") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_16", "Total Number Of Statistics") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_17", "Distance Drag ged") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_18", "Time Looking At Sky") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_19", "Time Looking At Ground")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ce Actions") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Thrown") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Of Things Picked Up") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ht Attacks") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ht Blocks") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ht Steps") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, opulation") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, pulation") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, opulation Capacity") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, e Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, e Population") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Converted") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, faction Of Villagers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, gs") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, uildings") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, gs Built") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Built") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE,
"HELP_TEXT_PAUSE_STATS_20", "Gestures Done "HELP_TEXT_PAUSE_STATS_21", "Zoom Count") "HELP_TEXT_PAUSE_STATS_22", "Rotate Count" "HELP_TEXT_PAUSE_STATS_23", "Pitch Count") "HELP_TEXT_PAUSE_STATS_24", "Total Interfa "HELP_TEXT_PAUSE_STATS_25", "Total Objects "HELP_TEXT_PAUSE_STATS_26", "Total Number "HELP_TEXT_PAUSE_STATS_27", "Number Of Fig "HELP_TEXT_PAUSE_STATS_28", "Number Of Fig "HELP_TEXT_PAUSE_STATS_29", "Number Of Fig "HELP_TEXT_PAUSE_STATS_30", "Total Births" "HELP_TEXT_PAUSE_STATS_31", "Total Deaths" "HELP_TEXT_PAUSE_STATS_32", "Final Total P "HELP_TEXT_PAUSE_STATS_33", "Final Male Po "HELP_TEXT_PAUSE_STATS_34", "Final Female "HELP_TEXT_PAUSE_STATS_35", "Final Total P "HELP_TEXT_PAUSE_STATS_36", "Maximum Total "HELP_TEXT_PAUSE_STATS_37", "Maximum Male "HELP_TEXT_PAUSE_STATS_38", "Maximum Femal "HELP_TEXT_PAUSE_STATS_39", "Minimum Total "HELP_TEXT_PAUSE_STATS_40", "Minimum Male "HELP_TEXT_PAUSE_STATS_41", "Minimum Femal "HELP_TEXT_PAUSE_STATS_42", "Total People "HELP_TEXT_PAUSE_STATS_43", "Average Satis "HELP_TEXT_PAUSE_STATS_44", "Towns Owned") "HELP_TEXT_PAUSE_STATS_45", "Total Buildin "HELP_TEXT_PAUSE_STATS_46", "Total Abodes" "HELP_TEXT_PAUSE_STATS_47", "Total Civic B "HELP_TEXT_PAUSE_STATS_48", "Total Wonders "HELP_TEXT_PAUSE_STATS_49", "Total Buildin "HELP_TEXT_PAUSE_STATS_50", "Total Abodes "HELP_TEXT_PAUSE_STATS_51", "Total Civic B
uildings Built") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Built") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Farmers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Foresters") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Fishermen") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Builders") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Breeders") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Traders") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Missionaries") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ciple Craftsmen") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ten") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ive Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, racles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, e Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eballs Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Fireballs Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, gest Fireballs Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, htnings Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Lightnings Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, gest Lightnings Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, losions Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Explosions Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, gest Explosions Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ls Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Heals Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eport Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, acle Forests Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, acle Foods Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Miracle Foods Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, rms Cast")
"HELP_TEXT_PAUSE_STATS_52", "Total Wonders "HELP_TEXT_PAUSE_STATS_53", "Number Of Dis "HELP_TEXT_PAUSE_STATS_54", "Number Of Dis "HELP_TEXT_PAUSE_STATS_55", "Number Of Dis "HELP_TEXT_PAUSE_STATS_56", "Number Of Dis "HELP_TEXT_PAUSE_STATS_57", "Number Of Dis "HELP_TEXT_PAUSE_STATS_58", "Number Of Dis "HELP_TEXT_PAUSE_STATS_59", "Number Of Dis "HELP_TEXT_PAUSE_STATS_60", "Number Of Dis "HELP_TEXT_PAUSE_STATS_61", "Total Food Ea "HELP_TEXT_PAUSE_STATS_62", "Wood Used") "HELP_TEXT_PAUSE_STATS_63", "Total Aggress "HELP_TEXT_PAUSE_STATS_64", "Total Nice Mi "HELP_TEXT_PAUSE_STATS_65", "Total Creatur "HELP_TEXT_PAUSE_STATS_66", "Number Of Fir "HELP_TEXT_PAUSE_STATS_67", "Number Of Big "HELP_TEXT_PAUSE_STATS_68", "Number Of Big "HELP_TEXT_PAUSE_STATS_69", "Number Of Lig "HELP_TEXT_PAUSE_STATS_70", "Number Of Big "HELP_TEXT_PAUSE_STATS_71", "Number Of Big "HELP_TEXT_PAUSE_STATS_72", "Number Of Exp "HELP_TEXT_PAUSE_STATS_73", "Number Of Big "HELP_TEXT_PAUSE_STATS_74", "Number Of Big "HELP_TEXT_PAUSE_STATS_75", "Number Of Hea "HELP_TEXT_PAUSE_STATS_76", "Number Of Big "HELP_TEXT_PAUSE_STATS_77", "Number Of Tel "HELP_TEXT_PAUSE_STATS_78", "Number Of Mir "HELP_TEXT_PAUSE_STATS_79", "Number Of Mir "HELP_TEXT_PAUSE_STATS_80", "Number Of Big "HELP_TEXT_PAUSE_STATS_81", "Number Of Sto
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Storms Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, nados Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ritual Shields Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, sical Shields Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, acle Woods Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, acle Waters Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ger Miracle Waters Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ing Flock Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, und Flocks Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Freeze Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Small Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Big Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Weak Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Strong Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Fat Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Thin Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Invisible Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ature Compassion Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Angry Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Hungry Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Frightened Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Tired Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Ill Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Thirsty Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, eature Itchy Miracles Cast") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Used") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, Of Sacrifices") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, f Influence") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, ds Defeated") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE,
"HELP_TEXT_PAUSE_STATS_82", "Number Of Big "HELP_TEXT_PAUSE_STATS_83", "Number Of Tor "HELP_TEXT_PAUSE_STATS_84", "Number Of Spi "HELP_TEXT_PAUSE_STATS_85", "Number Of Phy "HELP_TEXT_PAUSE_STATS_86", "Number Of Mir "HELP_TEXT_PAUSE_STATS_87", "Number Of Mir "HELP_TEXT_PAUSE_STATS_88", "Number Of Big "HELP_TEXT_PAUSE_STATS_89", "Number Of Fly "HELP_TEXT_PAUSE_STATS_90", "Number Of Gro "HELP_TEXT_PAUSE_STATS_91", "Number Of Cre "HELP_TEXT_PAUSE_STATS_92", "Number Of Cre "HELP_TEXT_PAUSE_STATS_93", "Number Of Cre "HELP_TEXT_PAUSE_STATS_94", "Number Of Cre "HELP_TEXT_PAUSE_STATS_95", "Number Of Cre "HELP_TEXT_PAUSE_STATS_96", "Number Of Cre "HELP_TEXT_PAUSE_STATS_97", "Number Of Cre "HELP_TEXT_PAUSE_STATS_98", "Number Of Cre "HELP_TEXT_PAUSE_STATS_99", "Number Of Cre "HELP_TEXT_PAUSE_STATS_100", "Number Of Cr "HELP_TEXT_PAUSE_STATS_101", "Number Of Cr "HELP_TEXT_PAUSE_STATS_102", "Number Of Cr "HELP_TEXT_PAUSE_STATS_103", "Number Of Cr "HELP_TEXT_PAUSE_STATS_104", "Number Of Cr "HELP_TEXT_PAUSE_STATS_105", "Number Of Cr "HELP_TEXT_PAUSE_STATS_106", "Number Of Cr "HELP_TEXT_PAUSE_STATS_107", "Total Chants "HELP_TEXT_PAUSE_STATS_108", "Total Number "HELP_TEXT_PAUSE_STATS_109", "Credits") "HELP_TEXT_PAUSE_STATS_110", "Final Area O "HELP_TEXT_PAUSE_STATS_111", "Number Of Go "HELP_TEXT_PAUSE_STATS_112", "Alignment Ch
ange") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_113", "Total People Killed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_114", "Final Total Belief") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_115", "Max Total Be lief") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_116", "Min Total Be lief") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_117", "Number Of Ar tifacts") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_118", "Creature Gro wth") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_119", "Creature Ali gnment Change") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_120", "Buildings De stroyed") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_121", "Friends") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_122", "LAN") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_123", "Others") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_124", "Players") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_125", "Join") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_126", "Chat") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_127", "Landscape") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_128", "Clans") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_129", "Kick") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_130", "Invite") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_131", "Back") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_132", "Start") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_133", "Kick") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_134", "Invite") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_135", "Landscapes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_136", "Thumbnail") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_137", "Observers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_138", "Temporary") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_139", "Login") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_140", "None") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_141", "Hello") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_142", "OK") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_143", "CANCEL") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_144", "NO") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_145", "YES") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_146", "Options") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_147", "Players") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_148", "Advanced") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_149", "Controls") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_150", "Immersion") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_151", "Statistics") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PAUSE_STATS_152", "Options") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_113", "That's it. Now pull the mouse back. The view should rotate. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_114", "When the Ha nd has reached the bottom of the screen, move it to the right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_TUTORIAL_LAND_115", "By moving t he Hand in this circular manner you can look around!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TUTORIAL_LAND_116", "Are you su re you want to go to the Gods' Playground?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_EMAIL_01", "I've sent an e-mail .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_EMAIL_02", "You have received a
n e-mail.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_EMAIL_03", "From:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_EMAIL_04", "Subject:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_54", "They haven't got enough shipmates.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_01", "Waiting t o synchronize all network players.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FUTURE_ROOM_DIALOG_BOX", "Who k nows what the future holds?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MOUSE_ZOOM", "You can zo om in and out using the mouse wheel. $m4") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_113", "To burst the bubble of a one-shot Miracle when your Creature is Leashed, attach the Leash to the Mir acle itself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_NEXT_LEASH", "Next Leas h") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_PREVIOUS_LEASH", "Previ ous Leash") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CONNECTION_LOST", "Connection t o network game has been lost. Cannot continue.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CHOOSE_SKIRMISH_MAP", "Choose a map for skirmish game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_GAME_OVER", "Game Over") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NEXT_LINE", "Next Line") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PREVIOUS_LINE", "Previous Line" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MOST_RECENT_LINE", "Most Recent Line") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_PASSWORD_INCORRECT", "Password Incorrect") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_48", "This is the Library.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_NEW_TEMPLE_WELCOME_49", "The Scrolls contain a whole bunch of useful information.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_01", "Credits") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_02", "Controls H elp") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_03", "Creature H elp") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_04", "Village He lp") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_05", "Miracle He lp") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_06", "Did you Kn ow..?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_07", "Story Hist ory") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_08", "Actions le arned") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_09", "Miracle Ab ilities") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_10", "Creature M ind") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TEMPLE_SCROLLS_11", "General At tributes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_02", " (CURRENT )") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_03", " (HOST)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_04", "%0.1f cre dits.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_05", "%0.1f k/s ec.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_06", "%d lines ago.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_07", "%s's clan s:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_08", "%s could not download the map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_09", "%s has le ft game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_10", "%s, you a re in %s, landscape: %s (%d players).") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_11", "%s: Hey! I've sent you an e-mail about %s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_12", "\nChoose a game from the list on the left and then click the Join Game button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_13", "\nChoose a game from the list on the left and then click the Join Game button.\nAlternati vely, click Create Game below to create a new game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_14", "<none sel ected>") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_15", "A big voi ce said:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_16", "A boy sai d:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_17", "A man sai d:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_18", "A woman s aid:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_19", "A:%d L:%. 02f F:%.02f") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_20", "Are you s ure that you wish to start a new game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_21", "At least one person in the channel does not have the selected map. Game cannot start.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_22", "Back to G ame") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_23", "Bad Boy! %d%%") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_24", "Channel o perator has selected map:%s, which you do not have.\nYou will not be able to par ticipate in the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_25", "Channel o perator has selected map:%s.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_26", "Choose a map for skirmish game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_27", "Choose na me and password for new game on the internet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_28", "Clan %s i nfo:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_29", "Clan Desc ription:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_30", "Clan info :") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_31", "Clan Lead er:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_32", "Clan URL: ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_33", "Congratul ations!\nYou have won the game!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_34", ations!\nYour clan has won the game!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_35", ailed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_36", g to GameSpy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_37", n Failed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_38", n to GameSpy was lost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_39", n to network game has been lost. Cannot continue.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_40", connect to database for the map list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_41", connect to remote machine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_42", start because the thumbnail for the map was not present.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_43", annel") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_44", me") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_45", om") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_46", Stats") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_47", ames") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_48", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_49", any Clan.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_50", ng map list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_51", e for new path.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_52", name for group.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_53", nloading map list.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_54", r-packets exhausted.\nReverting to user input.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_55", me on your Local Network.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_56", k & White games.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_57", te a game on the Internet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_58", ing") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_59", ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_60", ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_61", istics") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_62", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_63", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_64", ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_65", %d%%")
"Congratul "Connect F "Connectin "Connectio "Connectio "Connectio "Could not "Could not "Could not "Create Ch "Create Ga "Create Ro "Creature "Current g "Damage") "Don't use "Downloadi "Enter nam "Enter new "Error dow "File supe "Find a ga "Find Blac "Find/Crea "Full logg "Game Name "Game Over "Game Stat "Go!") "God %d") "God %u") "Good Boy!
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_66", "Hello") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_67", "Hey! %s h as sent you an e-mail about %s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_68", "Hunger") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_69", "If you le ave the game now, you'll forfeit your clan's credits!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_70", "If you le ave the game now, you'll forfeit your credits!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_71", "Immersion Settings") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_72", "Incoming chat messages:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_73", "Invalid p assword for channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_74", "JOE NEUTR AL") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_75", "Join Chan nel") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_76", "Join game ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_77", "Join help channel") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_78", "Join thei r team") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_79", "Khazar sa id:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_80", "Land Info ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_81", "Latest Li ne") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_82", "Lethys sa id:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_83", "Lionhead Studios Ltd.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_84", "Load coun t: %i") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_85", "Loading.. .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_86", "Login to Black & White online.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_87", "Miracle S tatistics") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_88", "Main Menu ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_89", "Make Frie nds") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_90", "Make Not Friends") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_91", "Montezuma ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_92", "Multiplay er map downloads") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_93", "Multiplay er map downloads") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_94", "My player details:no:%u ishost:%u,channel:%u,pnuminteam:%u,teamop:%u,pregnum:%u") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_95", "Nemesis s aid:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_96", "Next") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_97", "Next Line
") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_98", "no captio n set") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_99", "No Reward ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_100", "NO TEXT" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_101", "none") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_102", "Norman") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_103", "NULL") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_104", "On the I nternet") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_105", "On your Local Network") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_106", "Online L andscapes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_107", "Other sc ores:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_108", "Pitch Co unt") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_109", "Player % s information:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_110", "Player D etails") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_111", "Player S tats") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_112", "Players in game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_113", "Prepare to die!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_114", "Previous Line") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_115", "Previous Menu") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_116", "Push Scr olling") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_117", "Querying other players for start...") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_118", "Reward") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_119", "Save cou nt: %i") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_120", "Saving.. .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_121", "Sending/ Receiving start data...") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_122", "Setup Mu ltiplayer Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_123", "Sorry, y ou can't edit your player profile in a multiplayer game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_124", "Tech Sta ts") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_125", "We are n ot connected to the internet...") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_126", "Text fro m bottom") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_127", "The chan nel host left the channel that you were in.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_128", "The Evil Conscience said:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_129", "The futu
re is still uncertain...") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_130", "The game could not be started because other people are still downloading the map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_131", "The Good Conscience said:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_132", "The host tried to start the game but you are still downloading the map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_133", "The Ogre said:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_134", "The Trai ner said:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_135", "This was said:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_136", "Time pla yed: %.2d:%.2d:%.2d") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_137", "Tirednes s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_138", "Town Sta ts") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_139", "Training Land") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_140", "Type Cha t Message Here and press Return.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_141", "Use the selected connection.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_142", "Use This Clan") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_143", "Use This Land") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_144", "Waiting for host to start transferring files...") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_145", "Waiting for start replies...") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_146", "Waiting to synchronize all machines") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_147", "Watch Ga me") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_148", "Welcome to this land!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_149", "Wrong Ve rsion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_150", "You've g ained:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_151", "You cann ot start the game as you have not selected a map.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_152", "You have lost the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_153", "You need a password for this channel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_154", "You were %s at this challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_155", "Your cla n has gained:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_156", "Your cla n has lost the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_158", "Age:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_159", "Alignmen t:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_160", "People K illed:")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_161", "Animals Killed:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_162", "Creature s Killed:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_163", "Battles Fought:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_164", "Battles Won:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_165", "Poops Do ne:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_166", "Mushroom s Eaten:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_167", "This wil l leave the current Skirmish game.\nDo you wish to do this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_168", "Starting a Skirmish game end the current game.\nDo you wish to do this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_169", "Start Sk irmish Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_170", "Leave Sk irmish Game") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_ADDITION_171", "Incorrec t password") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_EXTRA_TRAINER_01", "I challe nge you to open these gates.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_EXTRA_TRAINER_02", "Behind t hem are three wondrous Creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_EXTRA_TRAINER_03", "Every go d has a Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_EXTRA_TRAINER_04", "They can grow as tall as a mountain and can perform Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_TRAINER_05", "Are you sure you want this Creature? Click on him again if you are. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_EXTRA_TRAINER_06", "Click an d hold the Action Button, then move your hand to stroke him. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CANNOT_REDEFINE", "This key can not be redefined.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_COULD_NOT_CONNECT", "Could not connect to database. Your creature and/or statistics will not be updated.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIREBALL_CHALLENGE_EXTRA _01", "You still haven't managed to hit anything.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_FIREBALL_CHALLENGE_EXTRA _02", "Oh Boss. You didn't hit anything at all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_25", "Testing fo r Lionhead") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_26", "For Electr onic Arts") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_27", "Production for EA") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_28", "Testing fo r EA") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_29", "Marketing for EA") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_30", "Legal for EA") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_31", "Localisati on for EA") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_INGAME_CREDITS_32", "Special Ap pearances") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GODS_PLAYGROUND_01 ", "Yes, combining all these new skills will be vital if were to succeed.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_GODS_PLAYGROUND_02 ", "Theres a place called the Gods Playground where we can master all this stuff." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GODS_PLAYGROUND_03 ", "Absolutely. Itll give us a head start and itll be fun.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_GODS_PLAYGROUND_04 ", "Yeah, and we can leave the Gods Playground any time. Come on! Hit F2 to go th ere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_TRAINER_EXTRA_TEXT_01", "Mee t me back here. I'd like to tell you about the Leash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_TRAINER_EXTRA_TEXT_02", "If you click on a Leash when the Creature's attached to something you can adjust it s length. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_MISSIONARIES_EXTRA_01", "How are we going to sail the ship now we dont have a full crew ?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NO_CD", "Could not find the Bla ck & White CD. Please make sure that you have the CD in the drive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ZOOM_TO_VILLAGE_STORE", "Zoom t o Village Store") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_THANK_YOU_FOR_PLAYING", "Thank you for playing Black & White") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRAINER, "HELP_TEXT_NEWEST_GET_CREATURE_30", "Cl ick the Action Button on the Creature to attach the Leash to him.$m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_88", "Leash of A ggression") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_89", "Leash of C ompassion") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_90", "Rope Leash ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_91", "Chess") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_92", "Pawn") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_93", "Rook") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_94", "Knight") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_95", "Bishop") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_96", "Queen") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_97", "King") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_98", "Village Ce nter. The Totem in the middle can be raised or lowered. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_99", "If it's at the top, all the people will go to the Worship Site to worship you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_100", "If it's a t the bottom no-one will go and worship.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_101", "The Mirac le icons show which Miracles are available at your Village Center.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_102", "Holding y our hand over the Village Center for two seconds displays the level of belief in you as a number.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SYMBOL_EXTRA_01", "The changes you have made to your Creature's tattoos will only be visible to others when you start a new game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SYMBOL_EXTRA_02", "Your new pla yer symbol will only be visible to others when you start a new game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TUTORIAL_LAND_117", "Are you su re you want to leave the Gods' Playground?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_IMMERSION_MOUSE_EXTRA_01", "Imm ersion Mouse off except in Immersion challenges.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_IMMERSION_MOUSE_EXTRA_02", "Rec ommended Immersion Mouse Setting. Challenges plus key interface interaction.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_IMMERSION_MOUSE_EXTRA_03", "Imm ersion applied to many game surfaces plus challenges and key interface interacti
on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_01", "Look a t the Village Store. The flag shows that they need food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_02", "If you give them some, they'll think it's a Miracle and will believe in you more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_03", "Click on the Signpost to find out more about Desire flags.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_04", "At the Village Center you can see your symbol. When it reaches the stone hand there th e Village will believe in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_05", "Holdin g your hand over it shows how much belief the people have in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_06", "When I was Nemesis' Creature he often sent me into battle. I foresee the same for you. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_07", "An are na will appear every time there is a fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_08", "You sh ould know that your Creature will fight without help from you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GUIDE, "HELP_TEXT_GUIDE_EXTRA_LINES_09", "Bring your Creature to me and we will get to know each other.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_KHAZAR_EXTRA_LINES_01", "Good . You have built much. But there is more for you to construct.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_EVIL_ADVISOR_LINES _01", "Wow. We can create these now. Bet they'll impress non-believers!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_EXTRA_JOB_TITLES_01", "Addition al Programming") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_EXTRA_JOB_TITLES_02", "Addition al Art") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GOOD_ADVISOR_01", "Bring your Creature to the Guide. He wants to tell us something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_KHAZAR_EXTRA_LINES_02", "All your Gestures are summarized at the bottom right of the screen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KHAZAR, "HELP_TEXT_KHAZAR_EXTRA_LINES_03", "Make sure you have people worshipping at your Worship Site.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_EXTRA_LINES_01", "Kh azar, I know your Creature hides a part of the Creed inside him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_EXTRA_LINES_02", "I do not need it. I already have the power that three combined Creeds brings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_EXTRA_LINES_03", "An d I will use it to destroy you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NEMESIS, "HELP_TEXT_NEMESIS_EXTRA_LINES_04", "Le thys. Retrieve the Creed from Khazar's dead Creature. It must not fall into our enemy's hands.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREED_EXPLAINED_01", "I understand what the old Guide meant, now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREED_EXPLAINED_02", "Th e power of three Creeds must be combined.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREED_EXPLAINED_03", "Bu t Nemesis said he has three Creeds.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREED_EXPLAINED_04", "Ye s. But he's after the others to stop us getting them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREED_EXPLAINED_05", "We 've got to get them, then!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREED_EXPLAINED_06", "Ab solutely!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_EVIL_ADVISOR_LINES _02", "All we gotta do is destroy his Temple to eradicate all belief in Lethys! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GOOD_ADVISOR_02",
"There are two more pillars and two more Villages. It's clear to me we should t ake those Villages, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_114", "Wonders are special buildings which power up certain aspects of each tribe. They also increase your influence. This Wonder will cause more people to be born in the Village. And the ir worship power will also be boosted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DYK_115", "The Village Store co ntains wood and food. You can add either resource to the Store. The Villagers wi ll also gather them unless they are worshipping or they are assigned as a Discip le to another task. The surrounding flags indicate the level of need. The higher the flag is raised, the greater the need of your villagers. Place your hand ove r the flags to gain more information about each need.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LETHYS, "HELP_TEXT_EXTRA_LETHYS_01", "Quickly, m y Creature. Take that last Village back for me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GOOD_ADVISOR_03", "Our Creature's free but he's really hurt! Leash him and get him home. He needs rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_EVIL_ADVISOR_LINES _03", "It's good to have the big guy back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GOOD_ADVISOR_04", "Yes. We're complete again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GOOD_ADVISOR_05", "Lethys has gone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_EVIL_ADVISOR_LINES _04", "Serves him right. Now let's go through the Vortex to look for the other C reed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EXTRA_GOOD_ADVISOR_06", "Yes. If we're ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EXTRA_EVIL_ADVISOR_LINES _05", "Let's see if we can find the guy in the forest. He could have more info." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_END_OF_GAME_EXTRA_01", "You shou ld have defeated him. As it is, you have merely displaced him. Nemesis will be b ack!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_END_OF_GAME_EXTRA_02", "The only way he'll be destroyed is by combining three Creed elements in the white heat o f the volcano.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_03", " But where's the third part of the Creed?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_END_OF_GAME_EXTRA_04", "Your Cre ature has it. It's inside him. It always has been.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MAN, "HELP_TEXT_END_OF_GAME_EXTRA_05", "To trium ph you'll have to send your Creature to almost certain death in the volcano's fi ery heart.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_06", " We should send our Creature into the crater. It's the only way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_07", " Must we? We could let him survive and continue the fight against Nemesis.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_08", " It's up to you, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_09", " Yeah, Boss. The Creature or the world.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_10", " Do you sense it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_11", " There's nothing. We're the only god left.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_12", " We made the ultimate sacrifice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_13", " Nemesis has been destroyed. And now we're alone.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_14", " I hope it was worth it. It'll be different without our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_15", " Still, now we rule the world. I guess that's the end of the story.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_16", " Hurrah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_END_OF_GAME_EXTRA_17", " Hurrah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LAST_LINES_01", "Defeat another god to control this realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LAST_LINES_02", "Defeat two god s to control this realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LAST_LINES_03", "Defeat three g ods to control this realm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LAST_LINES_04", "Could not down load Clan Creature. Your current Creature and settings will be used instead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LAST_LINES_05", "There is no cu rrent Creature for your Clan. Your current Creature will be uploaded at the end of the game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LAST_LINES_06", "You need Direc tX 7 or greater to play Black & White") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LOSE_MULTIPLAYER_GAME_01", "You have lost the game. Click YES to watch the other players, NO to quit the Multip layer Game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_LOSE_SKIRMISH_GAME_01", "You ha ve lost the game. Click YES to watch the other players, NO to quit the Skirmish Game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_LION_01", "Rufus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_LION_02", "Rastus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_TURTLE_01", "Orrin") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_TURTLE_02", "Bertin") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_COW_01", "Madino") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_COW_02", "Marino") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_MANDRILL_01", "Yax") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_MANDRILL_02", "Yavis") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_MANDRILL_03", "Yuza") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_MANDRILL_04", "Yabor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_MANDRILL_05", "Yetta") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_MANDRILL_06", "Yello") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_TIGER_01", "Pashar") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_TIGER_02", "Cort") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_LEOPARD_01", "Pristax") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_LEOPARD_02", "Gawain") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_ZEBRA_01", "Flitter") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_ZEBRA_02", "Scatiris") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_WOLF_01", "Fang") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_WOLF_02", "Cisor") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_SHEEP_01", "Guddle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_SHEEP_02", "Balaam") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_RHINO_01", "Naxo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_RHINO_02", "Beltar") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_BEAR_01", "Nazzle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_BEAR_02", "Paluka") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_HORSE_01", "Arkle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_HORSE_02", "Shergar") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_APE_01", "Jango") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_APE_02", "Pemko") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_GORILLA_01", "Monty") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_GORILLA_02", "Buthnot") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_01", "Lukely")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_02", "Washoe") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_03", "Fingoe") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_04", "Bargo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHICKEN_01", "Tyke") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHICKEN_02", "Fliv") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CROCODILE_01", "Mercurio") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CROCODILE_02", "Snapp") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_POLAR_BEAR_01", "Kula") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_POLAR_BEAR_02", "Icena") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_OGRE_01", "Sleg") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_OGRE_02", "Blug") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_OGRE_03", "Flig") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_01", "Oh, sailing for ages with") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_02", "No food or wood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_03", "Yo, ho, looking for land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_04", "Spr eading the word and") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_05", "Jus t trying to be good") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_06", "Sai ling the seas, were looking for land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_07", "Oh dee odle oh") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_08", "Oh dee odle oh") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_09", "Sai ling the seas until we find some land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_10", "Oh, boldly we go where") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_11", "No ones been before") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_12", "Yo ho, looking for land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_13", "So hoist up the mainsail to") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_14", "War p factor four") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARY_SONG_15", "All being well, we'll soon find some land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_10", "You are lookin g at me, Madino the cow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_20", "For your infor mation, I am the best Creature on this island.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_30", "The best, that is, at bowling. And that is the Trial you face.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_40", "Bring your Cre ature to me and I'll play him. And beat him thoroughly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_50", "Aha! An oppone nt! Prepare to be thrashed at bowling, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_60", "This signpost will tell you how to play.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_70", "And I'll tell you that you ain't got a chance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_80", "If you're tire d of the humiliation, just click on the Scroll to leave with your tail between y our legs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_90", "Let's play! I'
ll let you go first. That's the kind of cow I am.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_150", "Hey. You can' t take the ball past the edge of the logo!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_160", "Please throw from within the Brotherhood logo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_CANCEL_01", "Are you sure you want to cancel this game? Click on the Scroll if you are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_CANCEL_02", "Oh, I s ee. I see. Running away? Bowls too much for you, eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOUR_GO_01", "It's y our go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOUR_GO_02", "Your t urn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOUR_GO_03", "Whenev er you're ready to go") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOUR_GO_04", "It's y our bowl.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOUR_GO_05", "Your t urn to bowl, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GO_01", "Good. I t's my go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GO_02", "Here I go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GO_03", "Watch m e bowl, friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GO_04", "Watch a nd learn from the master.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GO_05", "One pin -smasher coming up!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_GOOD_01", "Good shot!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_GOOD_02", "Hmm. Not bad.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_GOOD_03", "Oooh. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_GOOD_04", "Think you're hot, eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_GOOD_05", "OK. T hat's pretty good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GOOD_01", "Look at that. I rule!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GOOD_02", "Got ' em!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GOOD_03", "There goes anudder. An udder. Geddit?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GOOD_04", "Slamm ing!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_GOOD_05", "You a in't making upholstery outta me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_BAD_01", "Ha!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_BAD_02", "Oh dea r.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_BAD_03", "You mi ssed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_BAD_04", "Ain't your day, chum.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_YOU_BAD_05", "You ju st can't do it, can you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_BAD_01", "What t he?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_BAD_02", "Moo ho o.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_BAD_03", "I did that deliberately.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_BAD_04", "Hey, y ou put me off.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_BAD_05", "Spot t he deliberate mistake.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_WINNING_01", "Looks like I'm winning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_WINNING_02", "You've got it all to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_WINNING_03", "So, ho w's it feel to be a loser?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_WINNING_04", "Come o n. I'm not even trying, here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_WINNING_05", "You'd better start playing properly if you want to catch up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_LOSING_01", "This is impossible. I never lose!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_LOSING_02", "I must be sick. I should be winning.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_LOSING_03", "I got a lot on my mind. That's why I'm losing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_LOSING_04", "Are you cheating or what?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_LOSING_05", "Not fai r! I can't lose - I'm the champion!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_DRAWN_10", "It's a d raw! You actually have to beat me, so you lose!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_DRAWING_10", "If we continue to draw, it counts as my win!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_BLOCK_ALLEY_01", "Ah , don't try and cheat here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_BLOCK_ALLEY_02", "He y. That is NOT allowed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_BLOCK_ALLEY_03", "Wh at's with the cheating? Give it up, pal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_WON_01", "I'm th e cow. I AM the cow!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_WON_02", "All ri ght. I beat a god!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_WON_03", "Victor y to the bovine master!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_WON_04", "I OWN bowling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_WON_05", "Bow be fore the cow. C'mon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_LOST_10", "OK. Y ou won. But you ARE a god,") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_LOST_20", "You d id it! I'll give you my support at the Dojo. You deserve it, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_JUST_LOSING_01", "This ain't going as I planned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_JUST_LOSING_02", "My cow ancestors would be furious!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_JUST_LOSING_03", "What's wrong with me today? Stupid, stupid, stupid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_WELL _01", "Click on the ground and that's where he'll aim when he throws the bowling
ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_WELL _02", "Click on the ground where you want him to bowl, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_WELL _03", "I say. Splendid shot!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_WELL _04", "All right!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_WELL _05", "Oh, excellent!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_WELL _06", "We could win this! We really could!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_POOR _01", "Was that supposed to happen?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_POOR _02", "Oh dear. I'm sure we could do better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_POOR _03", "There's, ah, some room for improvement, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_POOR _04", "Perhaps we'll do better next time, eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_POOR _05", "Hey Boss. This is one game we haven't quite mastered yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COW_BOWLING_ADVISOR_POOR _06", "Tyke's got the right idea. Let's kick it and get out of here. Dumb cow bo wling.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_COW_BOWLING_DYK_01", "Madino's Bowling Trial. Pick up the marker by clicking on it once with the Action Button. Throw the marker by holding the Action Button, moving the hand, then releasing the Action Button. The marker will fly with the speed and momentum given to it b y your hand. The further you throw the marker, the harder the Creature will bowl . Your Creature will then throw the ball in the marker's direction, the idea bei ng to knock down the ten pins. There are four scoreboards. The one near the pins displays the number of pins each player has knocked down. The scoreboard to you r left shows your (or your Creature's) score. To the right is Madino's score. Th e small board shows the number of frames played, from 1 to 5. You get two balls per frame. If you get a Strike (shown by an X symbol) by knocking down all ten w ith the first ball you will be given bonus points on the next two balls. If you get a Spare (shown by a / symbol) by knocking down all the pins with the second ball you will be given bonus points on the next one ball. If you bowl a Strike o r Spare in the last round, you are awarded an extra ball. To win the Trial your Creature must beat Madino, using the Action Button to tell your Creature where t o aim. The maximum possible score is 150. After you complete the trial you can p lay against Madino yourself, when you bowl you cannot carry a ball outside the B rotherhood symbol on the ground.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_NO_CREATURE_10", "Greeti ngs, spirit. I have a Trial for your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_NO_CREATURE_20", "Bring him to me. I have something planned for him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_NO_CREATURE_30", "Let's get our boy over. We'll take this Ape to the cleaners. Whatever Trial he 's got in store for us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_NO_CREATURE_40", "Well, it's not the winning, it's the taking part. And the winning, actually. I f the truth be told.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_10", "Ah. A Creature loo king for admission to the Brotherhood. Welcome!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_20", "I challenge you to the sport of gods. The sport of kings. Marbles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_30", "All you must do is throw your six marbles as close as you can to the center of the ring.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_35", "Click the Action B
utton in the ring where you want the Creature to throw.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_40", "We take turns and the player whose score is highest after all the marbles have been thrown wins.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_50", "Should you beat me , you'll gain my support at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_60", "The full rules are here on this signpost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_65", "When you're ready, just pitch a marble by clicking the Action Button on the target to start the ga me. $m2") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_70", "I see that I'm fac ing a god. Let's see if you're as good as your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_80", "These are the scoreboards. Ours must be the one nearest our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_90", "You can't take a m arble past the edge of the logo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_100", "It's your throw!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_101", "Your throw!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_102", "It's now your go! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WINNING_01", "I'm ah ead! But it's early days yet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WINNING_02", "Come a long. Try and catch up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WINNING_03", "You're not as accurate as you look, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WINNING_04", "The ad vantage is mine, all mine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WINNING_05", "You ne ed more practice, I'm afraid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOSING_01", "You're in the lead. Impressive marbling, buddy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOSING_02", "I see I 'll have to raise my game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOSING_03", "You hav e learned well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOSING_04", "Perhaps you smell victory, my friend?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOSING_05", "You're starting to make me look bad here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_DRAWING_01", "It's a draw at the moment. And that's as good as a win for me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_APE_DRAWING_02", "Oh dear. I fear a draw won't count as a win. We'd better start improving.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_APE_DRAWING_03", "Huh. It's level-pegging. Come on, Boss. Teach the Ape a lesson!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WON_01", "Victory to me! Perhaps you'd like another game?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WON_02", "I win! Tru ly this is the sport of kings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WON_03", "Yes! I thi nk you'll find that I've won!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WON_04", "Hurrah! I remain undefeated. Play me again, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_WON_05", "Sorry, but it looks like I am just too good. You need more practice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOST_01", "Victory i s yours!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOST_02", "You deser
ved that. I have to say that you crushed me. But I'll inform the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOST_03", "You have my support at the Dojo. A classic victory.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOST_04", "You are b etter than most, my friend. Well played.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_APE_LOST_05", "You trium ph! You have won the Trial, but do you want another game, just for fun?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_GAME_DRAWN_01", "A draw! Well, I'm afraid you must win the game, not draw, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_GAME_DRAWN_02", "A draw counts as a win for me. I know it's not fair, but hey - I'm only a primate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_GAME_DRAWN_03", "The gam e is drawn. Not good enough. You need to win if you want my support.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_GAME_DRAWN_04", "A draw doesn't count. Sorry. Let's play again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_GAME_DRAWN_05", "You dre w with me. Not bad, but not good, either. You need to win to get my support at t he Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_WELL_01" , "This is a lovely game. And our Creature is good at it, too. Ah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_WELL_02" , "OK, so we're winning. Can't we do something else now? I'm bored.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_WELL_03" , "Yes. I scent the heady perfume of victory.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_WELL_04" , "I smell the stench of, of, you beardy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_WELL_05" , "I do believe we're going to win!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_POOR_01" , "Let's get outta here. Hit the Scroll to go and do something better, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_POOR_02" , "Oh, the shame. We can't even do marbles very well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_POOR_03" , "I am shocked. We could be doing evil somewhere, but here we are, playing marb les. Badly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_POOR_04" , "Let's quit and come back later, when we might do a little better. Click on th e Scroll to leave, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MARBLES_ADVISOR_POOR_05" , "That's it. I resign. I can't be a conscience of a god whose Creature can't pl ay marbles!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MARBLES_DYK_01", "You have six marbles and your Creature must throw them into or as close as possible to the ce ntral ring. Your Creature must throw from within the logo on the ground. You aim by clicking the Action Button where you want the Creature to throw the first ma rble. It may roll or bounce on from this position, though. For every marble in t he central ring you will receive 150 points. The next ring out earns you 70 poin ts. The third outer ring gives you 30 points and the fourth earns you 10 points. You may try to knock your opponent's marbles out of the rings or knock your own closer to the center. The winner has the most points at the end of the six thro ws. The maximum score is 900 points.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_NO_CREATURE_10", "A greater power brought you here. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_NO_CREATURE_20", "F eel it flow through you. Feel its strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_NO_CREATURE_30", "S ummon your Creature. I will engage him in combat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_NO_CREATURE_40", "H e will learn much. And when he can beat me, you will have won my Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_NO_CREATURE_50", "A
nd I will support his bid to join the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_10", "Greetings, Cr eature. I sense that you seek a combat Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_12", "My strength i s more than a match for most beings!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_14", "I have master ed the mysterious power which flows through all things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_16", "I've used thi s power in many battles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_20", "We shall figh t. You shall be my apprentice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_30", "Feel the powe r source flow through you. Use the source.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_40", "Strike me dow n and the Trial shall be yours. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_50", "Prepare to fi ght!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WINNING_01", "I sense your strength and speed are no match for me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WINNING_02", "You do not have the inner power yet. Keep trying.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WINNING_03", "Feel the source, apprentice. Let it guide you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WINNING_04", "Creature, you are not yet able to beat me. Practice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WINNING_05", "Open your mind to the strength and power. Then you will triumph.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOSING_01", " Yes. Feel the source. Feel it flow. You will be victorious.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOSING_02", " I have trained you well, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOSING_03", " The source is strong in this one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOSING_04", " I detect an upset in the source. You are growing in strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOSING_05", " You fight well, my young apprentice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WON_01", "You are no match for my power. Fight me again to learn more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WON_02", "You are young. The power will grow. Try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_WON_03", "Be not upset. Soon you will be able to compete with me and win.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOST_01", "Yo u have won. I cannot teach you more. You have my support at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOST_02", "Th is Trial is yours. Go into the world and use the source wisely, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_ZEDI_FIGHT_RHINO_LOST_03", "Ex cellent. Your triumph wins you my support. I bow before you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ZEDI_FIGHT_ADVISOR_TYKE_ 01", "Hey! Tyke's raced off. Maybe he can't handle the pressure of the fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ZEDI_FIGHT_ADVISOR_TYKE_ 02", "Maybe he's too sensitive. Bless him. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_10 ", "Ive been asleep. Gosh. Er, where are we?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_20 ", "Uugh! We've been summoned by people praying.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_30 ", "This must be a new land. Listen!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_40
", "What?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_50 ", "Thats just it. Silence. No other gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_60 ", "No other gods. We can do what the hell we like!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_70 ", "Call me a psychic but I dont think itll work like that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_80 ", "OK. Youre a sidekick.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_INTRODUCTION_90 ", "No, I said psychic") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_10", "Welcome . This is the Isle Of Creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_20", "My name is Rufus. You need not fear me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_21", "Please beckon your Creature closer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_22", "I have something I must tell him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_30", "I want you to learn about us, and the secrets of this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_40", "I once had a god, as you do now, Creature. But he was defeated in war.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_50", "With my god banished to the void, I was alone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_60", "Night b ecame day. Days turned to months.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_70", "Without a god, I couldn't impress anyone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_80", "So I de cided to end my life and join my master in the eternal void.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_90", "However , fate intervened.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_100", "I was rescued from the waters.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_110", "By Mer curio, an ancient and wise godless Creature. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_120", "From t hat moment onward, I was not alone.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_130", "And Me rcurio, having prevented my death, gave me a reason to live.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_140", "Over t ime we attracted others like ourselves.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_150", "Our nu mber grew as we found others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_160", "Some h ad lost their gods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_170", "Others had fled from maltreatment and pain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_180", "But al l of us were without followers and without faith.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_190", "All we had was trust and friendship.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_200", "Our fa ith in each other turned us into a Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_210", "But th ere were threats to our new way of life.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_215", "Howeve r, by keeping together we could fight off intruders.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_220", "And la
ter we created a way to avoid those who wished us harm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_230", "We all decided to set newcomers to the island a series of Trials.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_240", "If you wish to join the Brotherhood and meet Eve, you must successfully complete all t he Trials.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_250", "Each C reature will inform me of your progress, here at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_260", "If you need my help, you'll find me here. Visit me at any time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_LION_INTRODUCTION_270", "I like the sound of this Brotherhood. Forget the people, let's go for these Tri als!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_LION_INTRODUCTION_280", "No! No! Wait! We'll need the people if we're going to succeed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_FIND_APPRENTICE_10", "I am hearing good things about you, my young friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_FIND_APPRENTICE_20", "But remember that the people want you to find an Apprentice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_FIND_APPRENTICE_30", "They believe it is their own, but it is really a Trial to test your fatherly ability .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_FIND_APPRENTICE_40", "It w ill also show both the Brotherhood and Eve that you are worthy to join us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_FIND_APPRENTICE_50", "Trai ning this Apprentice shows us your skill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_FIND_APPRENTICE_60", "To s tart this Trial, one can be found in the precious Bao tree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_YOU_HAVE_APPRENTICE_10", " You have made an excellent start on the Isle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_YOU_HAVE_APPRENTICE_20", " Not only are the reports from others favorable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_YOU_HAVE_APPRENTICE_30", " But you have the youngster we wanted you to find, and are already tutoring him." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_YOU_HAVE_APPRENTICE_40", " This is a Trial, and Eve will be closely watching your progress.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_YOU_HAVE_APPRENTICE_50", " Training this Apprentice shows us your fatherly ability.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_YOU_HAVE_APPRENTICE_60", " And is a vital Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_10", "Hello. I've been expecting you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_20", "As you'll see, I am the quickest Creature on the Isle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_30", "Your Trial is to beat me in a race.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_40", "If you win, you' ll have my support at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_50", "You may be wonde ring how fast a Tortoise can be.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_70", "Well, you'll fin d there is more than one way to win a race!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_80", "The official rou te is marked, as you can see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_90", "But you only hav e to go through stone gates like these.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_100", "Apart from that , there are no rules.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_110", "But enough talk
. Let's race!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_120", "Go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_130", "You wish to rac e me again. Excellent!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_WINS_01", "Ha ! I win! For a Tortoise I'm pretty good, don't you think?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_WINS_02", "Vi ctory is mine. I thought it would be.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_WINS_03", "I won. Care for another humiliating attempt?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_WINS_04", "I don't take pleasure in that victory. Wait a minute. Yes I do. Hooray for me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_WINS_05", "Co me back when you want to race me again, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_LOSES_01", "I can't believe it. I must be having an off day.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_LOSES_02", "W hat happened? Did I lose or something?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_LOSES_03", "W ell, I suppose you deserved that. A bit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_LOSES_04", "Y ou won handsomely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TORTOISE, "HELP_TEXT_RACE_TORTOISE_LOSES_05", "I 'll tell Rufus you succeeded at this Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_41", "An Anti -Miracle Miracle. If you see what I mean.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_NEW_REWARD_42", "A Fast Miracle. How speedy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_ANTI _01_old", "Anti Miracle. This removes any Miracle cast on the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_FAST _01", "Fast Miracle. This speeds up the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _ANTI", "Miracle No more") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOMAN, "HELP_TEXT_SPELL_SEED_TYPE_CREATURE_SPELL _FAST", "Move Extreme") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_5", "Bring your Cr eature here and I'll tell you both about a Trial you can attempt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_10", "I care for t he sheep on the island. And that is what my Trial is about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_20", "They are on the plain over there and I challenge you to herd them for me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_30", "The sheep ar e shy, a bit like the lovely Eve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_40", "So he should be able to shepherd them to this pen here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_50", "It should te st him quite considerably.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_60", "Especially a s my colleague the Wolf will be making it harder for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_70", "He'll be att empting to move the sheep in another direction.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_90", "I congratula te you and your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_100", "I shall spr ead the news of your success at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SHEEP, "HELP_TEXT_SHEEP_TRIAL_110", "In fact, I' m off there right now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHEEP_TRIAL_120", "Hmm. One of the sheep is missing.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SHEEP_TRIAL_130", "The W olf may have taken it into the hills.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_10", "The Wol f has moved away from our Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_20", "You found me!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_30", "I'm making lif e trickier for your Creature by moving the odd sheep.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_40", "You wouldn't w ant the Trial to be too easy, would you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_50", "But as you've successfully tracked me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_60", "I will leave t he sheep alone for now. But I have another Trial for you later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_WOLF_TRIAL_70", "Let's h erd those sheep to the pen first. Then we can deal with the Wolf's Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_75", "Please bring y our Creature close to me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_80", "Hmm. You've he rded all the sheep into the pen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_90", "Now I shall se t you a task of my own.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_100", "I challenge y ou to a Trial of hide and seek!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_110", "I'll vanish a nd your Creature must look for me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_120", "If he can fin d me three times in a row then the Trial is won!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_130", "If you and yo ur Creature don't find my hiding place within five minutes you lose.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_140", "Remember, you need to find my hiding place three times in a row.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_150", "You'll have f ive minutes to find me each time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_170", "Golly. The Wolf is invisible. But, Leader, I think we might be able to track him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_180", "If you lose his tracks, listen carefully and we should hear him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_185", "Let's hunt the Wolf again, either by following his tracks or listening out for him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_190", "No! How did y ou do that?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_200", "Stop doing th at!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_210", "Our Cr eature is getting close to the Wolf!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_WOLF_TRIAL_220", "Old Wo lfie is close. I can hear the big lump chuckling to himself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_230", "Drat, pish and tosh. Our Creature failed to find the Wolf in time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_240", "I supp ose we could click the Wolf's Scroll to try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_250", "You found me! I'm impressed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_260", "But can you f ind me a second time?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_265", "You found me again! Well done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_270", "Your Creature is good at this. If you find me one more time you win.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_275", "Yet again you discovered me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_280", "That's three in a row too. You have won and I applaud you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_290", "Of course, th is means I'll be endorsing you at the Dojo. Congratulations, Comrade.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BEAR, "HELP_TEXT_GREEDY_HERMIT_10", "I've got a Trial for you! You must help me escape from the Blind Hermit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_20", "Don't eve n think about it. He's my bear and I'm training him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_30", "If I catc h your Creature skulking around here, I'll zap him. Now leave me alone, you hear ?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_40", "I may be blind but I can hear real well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_50", "I'll hear any Creature trying to sneak around here. You betcha I will.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_60", "And what' s more, my hounds will be guarding the path leading up here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_70", "You'll ne ver make it past 'em and up onto the hill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_80", "I may be visually impaired but them dogs see better than I ever could.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_90", "And if th eir eyes fail them they can smell things near them. You don't got a chance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BEAR, "HELP_TEXT_GREEDY_HERMIT_100", "You made i t! Now smash the building I'm leashed to.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BEAR, "HELP_TEXT_GREEDY_HERMIT_110", "I'm free f rom the Hermit! This means you win the Trial!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BEAR, "HELP_TEXT_GREEDY_HERMIT_120", "The Brothe rhood will hear of this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_130", "I got ya ! I can hear that Creature sneaking around!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_140", "I know y ou're there. My trusty guard dog smelt you and warned me!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_150", "Ha! I kn ow you're out there. My trusty guard dog heard you mooching around!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HERMIT, "HELP_TEXT_GREEDY_HERMIT_160", "Hey! I c an hear that durn Creature sneaking around!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_170", "Hey . Maybe we should wait and sneak up in the dead of night when the Hermit's aslee p.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_180", "We' ll never get to the Bear while those horrid dogs can see us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_185", "May be we could use an Invisibility Miracle to get past the dogs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_190", "Our Creature went too close to the dog. Fiddlesticks!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_200", "It must have smelt his, er, distinctive odor. We mustn't let him get too close.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_210", "Ah, rats! The Hermit keeps waking up to stoke the fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_220", "He can hear our Creature moving when he's awake. The big galoot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_230", "Bos s, next time let's stop our Creature moving whenever the old geezer wakes up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GREEDY_HERMIT_240", "Wat ch out! The Hermit is waking up!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_10", "Greeti ngs, spiritly one. Would you and your Creature like to attempt my Trial now?")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_20", "I've b een cursed by an Ogre to make me appear evil.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_30", "I think he looks great!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_40", "Nevert heless the Trial requires you to help me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_50", "He y, what's wrong with looking evil?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_60", "There is a new Miracle that can cure Creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_70", "To get it you must get to the top of Ogre Mountain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_80", "But th e only way up is to beat the Ogre at his own game.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_90", "To pla y just click on the Scroll when you're ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_100", "Once your Creature is there, click on the Scroll again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_110", "I think we click the Action Button on the highlight to start playing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_120", "T o play just move our Creature onto the start square.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_130", "Let t he Trial begin!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_140", "Oh de ar. You miss a go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_150", "Ha! T he Ogre misses a go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_160", "W e're at the top! We win. Oh, the sweet joy of victory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_170", "O oh, now we have the anti-Miracle seed we can cure the poor Leopard.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_180", "Well played! You beat the Ogre. Soon I'll be back to normal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_190", "Wooho o! I'm back to looking like the true me again!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_200", "You'l l definitely be getting my support at the Dojo for winning this Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_210", "You l ost the game and therefore the Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_220", "Pleas e have another go when you feel ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_230", "Y eah! Let's get out of here. That game was too freaky!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_240", "The p layers swap places.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_250", "N ightmare! That gives him the lead!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_260", "H a! Slick bit of overtaking there, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_270", "O h boy. That put him in his place.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_280", "I can't believe it. He's now in the lead!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_FIGHT_10 ", "Seconds out! Fight looming!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_FIGHT_20 ", "That Ogre messed with the wrong Creature this time!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_FIGHT_30 ", "That Ogre is one mean puppy. He's kicking our butts.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_FIGHT_40 ", "This is close. There's so much suffering being caused") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_FIGHT_50 ", "Finish him off! Come on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_10", "T o play, roll the dice into the circle, or exit using the Quit Scroll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_20", "N o, the dice must land in the circle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_30", "Y ou'll have to roll the dice a little better than that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_40", "O ne.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_50", "T wo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_60", "T hree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_70", "F our.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_80", "F ive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_90", "A six.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_100", " There'll be a Speed Bonus added to this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_110", " There'll be a Speed Penalty applied to this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_120", " The lowest roll possible is one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_130", " The result is one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_140", " The result is two.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_150", " The result is three.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_160", " Four is the result.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_170", " Five is the end result.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_180", " Six.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_190", " Seven") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_200", " The result is a huge eight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_210", " Now it's the Ogre's roll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_220", " That's an invalid roll. The Ogre must roll again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_230", " You got a Speed Boost square! Add two to your next roll. Hooray!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_240", " Nothing happens on this square.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_250", " You are teleported forward to a new location. Hurrah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_260", " Bats! Your Creature flees two squares.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_GAME_270 ", "The Ogre has been defeated! Our Creature can advance a square.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_KINGOFTHECASTLE_GAME_280 ", "Oh the shame. We lost. Our Creature is retreating.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_290", " Swamp. Oh gosh. That's a minus two penalty to your next roll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_300", " Ah. You're teleported backwards to another square. Sorry, old chum.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_310", " You miss a go, dazed by fungus fumes. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_320", " Icy mountain winds freeze your Creature and you miss a go. Hard cheese.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_330", " A Speed Boost square. The Ogres next roll has two added to it. Drat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_340", " Nothing to report here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_350", " The Ogre's teleported forwards.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_360", " Bats force the Ogre back two squares! Top hole!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_370", " Bats force the Ogre back two squares! Top hole!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_380", " We lost. Our Creature is retreating. The horror!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_390", " Ha! That Ogre's landed in a swamp and is slowed down! Jolly good.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_400", " Back you go in the teleport, Ogre.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_410", " Fungus gas has stopped the Ogre for a turn!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_GAME_420", " Oh wizard! The ice winds have frozen the Ogre for one go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_10", "Say, wel come, godly one. We're teaching one of our own to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_20", "He's lea rning. Slowly.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_30", "We could teach your Creature to build, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_40", "First, t hough, you'll have to complete my brother's Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_50", "Well don e! You have learned to build, and you've beaten my brother.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_60", "You get our full support. We'll tell the others at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_70", "Th at hut's a goner, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_80", "Sc ratch one hut!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_90", "Ye ah. Goodbye, cute hut!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_100", "W e're still the Lords of Destruction!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_110", "O ne dead hut there, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_120", "W e'll have to wait for the chimps to get rebuilding before playing again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_130", "E rm, Leader, I suggest you move your Creature closer to the Scroll.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_140", "To im press me, and win my Trial, you have to do one thing. Break things well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_150", "I wan t you to smash up these five buildings before I smash up mine. Simple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_160", "Rampa ge!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_170", "Ready ? Let's go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_180", "I win . Which means you lose. Tough break, eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_190", "Click on the Scroll when you want to try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_200", "You b eat me! You're a real rampager. I take my hat off to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_210", "I'll make sure the Brotherhood hear about your smashing ability.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_220", "Incre dible! I can't compete with that kind of power!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_230", "That' s the most impressive thing I've ever seen!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GORILLA, "HELP_TEXT_SMASH_BUILDINGS_240", "With destructive skills like that, you get my vote! I stand in awe!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_250", "T he Gorilla has flattened a hut.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_260", "T he Gorilla has decked his second hut.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_270", "T hat's three huts mashed by the Gorilla.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_280", "Q uick, Boss! The Gorilla is heading for the last hut!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_290", "O ur Creature has started learning to build!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_300", "O ur Creature has nearly learned to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_310", "W e've completed the Chimp's Trial. Let's go and tell him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_320", "Excelle nt work. We'll teach your Creature to build now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_330", "Leash h im to this Wonder here, and we'll do the rest!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_DONE_01" , "That building's wrecked now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_DONE_02" , "You've shattered that one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_DONE_03" , "Totally ruined! Nice, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_DONE_04" , "Yes, that's smashed to pieces now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SMASH_BUILDINGS_DONE_05" , "You've smashed that building up beautifully!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_10", "Greetings. I have a Trial of nurturing and patience for your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_20", "I'm off to take my own Final Trials for Brotherhood membership.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_30", "So I'm loo king for someone to care for my farm while I'm away.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_40", "You must t end to these special crops so they grow enough to harvest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_50", "You'll nee d to water them at least once a day.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_60", "Succeed an d you win the Trial. If you can think of a way of improving the soil, it will he lp.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_70", "I'll be ba ck when they're ready for harvest, like these other fields.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_80", "You're doi
ng some good work with my fields, I see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_90", "I've only popped back to check how you are doing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_100", "I now hav e one last Trial to complete for the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_110", "I'll see you again in a while. Wish me luck.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_120", "The field s are looking great. And coming from a horse, that's a compliment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_130", "They're r eady to harvest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_135", "Help your self to any food you need from those two fields. You've earned it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_140", "I couldn' t have joined the Brotherhood if it weren't for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_150", "So rest a ssured I'll put in a good word for you with them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_160", "Oh my! You've killed the farm's security guard!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_170", "Now that's an action I totally approve of! Nice one, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_180", " Put me down this instant!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_190", " You will respect my rank and position!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_200", " Oh, how nice of you to show up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_210", " I'll tell you this - you like working in these fields, don't you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_220", " The Horse would have harvested twice by now. You might want to speed up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_230", " Water the crops, not drown them!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_240", " This is a field, not a park. No trespassers allowed. Not even Disciples!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_250", " I see. Trying to get someone else to look after them eh? Well it won't work.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_260", " Now wash your hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_270", " Remind me not to ask you to look after anything I own.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_280", " Leaving it a little late today aren't we? What happened? Sleep through your alar m, did you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_290", "Goo d work, Leader. That'll help the crops.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_300", "Oh dear. You've watered these crops too much. The poor things can't swim, you know. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_310", "The y're not going to grow much today.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_320", "Nic e. Dump a load of poo on 'em and the crazy thing is, they like it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_330", "Tha t'll really help the crops grow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_340", "Tha t field has already been fertilized. Jeez. I can't believe how interested I am i n damn crops!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_350", "Add ing more won't help, Boss.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_360", "Loo k! That field is ready to harvest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_370", "Lea der, you have green fingers and a green thumb! Both fields are ready to harvest! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_380", "Bor ing! Watering darn plants every day? What kind of Trial is this?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_390", "It' s a Trial of patience. Something you don't possess, demon.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_400", "Goo dness. A Miracle Dispenser has appeared!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_10", "You have com pleted many Trials, Creature. Now prepare yourself for mine!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_20", "Be warned. T he task I have set for you has a harsh time limit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_30", "Your objecti ve is to take each of the sacred rings from the lowland.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_40", "Carrying the m safely past the Ogres.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_45", "But beware: the Ogres will freeze you, if you get too close to them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_50", "Place all of the rings here on the mountain to win.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_65", "Let the Tria l commence!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_70", "We di d it! We showed 'em, Boss. Yeah!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_80", "You have pas sed my Trial! This shows great ability!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_90", "You are now closer than ever to graduating into the Brotherhood!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_100", "However, yo u still must face the final Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_SPIRIT_TRIAL_110", "Follow me." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_120", "We d idn't do it. How sick am I! Still, we can try again, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_130", "Yes. Another attempt is what's called for. Click the Scroll to play again, glorious, if not infallible, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_140", "Oh n o! Our Creature has been frozen. Of all the rotten, stinking luck") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_150", "We'v e delivered the first ring. Let's go for another.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_160", "That 's ring two done. Time for the last one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_10", "O h I say. Rufus the Lion wants a word with you. Hope we haven't done anything wro ng.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_20", "I hope we have. This place is a little deficient in the evil department.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_TYKESCOMINGOFAGE_30", "Creature , I am pleased with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_TYKESCOMINGOFAGE_40", "You have trained your apprentice, Tyke, well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_TYKESCOMINGOFAGE_50", "He has p assed his own Trial now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_TYKESCOMINGOFAGE_60", "It's cle ar you've taught him much, and he has been eager to learn.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_TYKESCOMINGOFAGE_70", "This is
what we, the Brotherhood, wanted to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_80", "T he wise town guy wants to see us, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_90", "N ice one. Tyke has learned to use the old Village Store there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_100", " That Shadrin guy wants to have a word, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_110", " Remember, Shadrin wants us to teach Tyke how to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_120", " Remember, Leader, Shadrin would like us to teach Tyke some of the Miracles in hi s Town.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_130", " Tyke's finally learned enough Miracles!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_140", " That Shadrin guy wants us to pay him a visit, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_150", " Tyke's learned his first essential Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_160", " Shadrin wants us to teach him more, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_170", " Tyke's learned a second vital Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_180", " Only a couple more before Shadrin's satisfied.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_190", " Tyke has now learned a third important Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_200", " If we teach him one more, Shadrin will be delighted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_210", " Excellent. Tyke has learned to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_220", " That Shadrin dude really want us to talk to him. You wanna go there, Boss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_230", " Remember, Shadrin would like us to teach Tyke building skills, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_240", " We've completed Tyke's training!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_250", " Let's go and inform Shadrin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKENOT LEARNING_10", "Er, Leader. Tyke has not been learning much recently.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKENOT LEARNING_20", "Remember, he needs a lot of guidance while he's young.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKENOT LEARNING_30", "That chicken of yours ain't learned anything in ages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKENOT LEARNING_40", "He's not too young to work hard. Get him at it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_10", "Well, let's get cracking with Tyke's education.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_20", "For one thing he needs to know about the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_30", "We could get our Creature to show him how it works.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_40", "He'd better be house trained. I ain't clearing up after him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_50", "Perhaps we should teach Tyke to harvest food from the land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_60", "He needs to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_70", "Yeah, fatten him up, Boss. Make him big and, at the risk of sounding
cliched, evil. Ha ha.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_80", "You know what? Let's get our Creature to teach Tyke to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_90", "Way I see it, we'll never get rid of him unless we train him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_100", "Expanding your mighty empire can take a little time, Boss") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_110", "Our Creature needs to learn how to build, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_120", "While you're at it why not train the little guy Tyke too?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_130", "The more he knows, the less we need to think about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_140", "Tyke's training is going well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_150", "He needs to learn more Miracles, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_160", "Get your Creature to show him some Miracles to help the town.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_170", "Huh! Teach him some offensive Miracles. Toughen him up a bit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_180", "Marvelous. Tyke's training is going well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_190", "He's learned several Miracles already.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_200", "He needs more power! He needs to rain fire on our enemies!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_210", "Well I think we've taught him enough for now. Give the guy a break. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_220", "Tyke needs to learn to interact with the villagers better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_230", "Get your Creature to teach him how to impress the townsfolk.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_240", "What the? You'll be getting the chicken to dance next.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_250", "Good idea, my evil associate. That would be rather fine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_260", "Our chicken has nearly learned enough, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_270", "Why not teach him another Miracle or two?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_280", "I say! Tyke has learned to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_290", "It seems Tyke now understands how to use fields.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_300", "Tyke's learned to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_310", "Tyke has learned to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_320", "Good work! Tyke has learned to use the town totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_330", "Tyke has been impressing the townsfolk.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_340", "Ooh, Tyke has learned to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_350", "Tyke's training is going well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_360", "He has learned several Miracles already.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_370", "He needs more power! He needs strength and purpose! And hate, obvio usly!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_380", "Let's leave Tyke for now. He can't become evil if his brain is full .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_390", "Tyke has learned to cast the Food Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_400", "Well I never! Tyke has learned to cast the Wood Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_410", "Tyke has learned to cast the Heal Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_420", "Tyke has learned to cast the Water Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_430", "Good work! Tyke has learned to cast the Freeze Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_440", "Tyke can now cast the Forest Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_450", "Tyke is now able to cast the Storm Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_460", "Tyke has learned to cast the Spiritual Shield Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_470", "Tyke has learned to cast the Physical Shield Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_480", "Tyke has learned to cast the Flock of Birds Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_490", "Tyke can now cast the Flock of Animals Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_500", "Tyke can now cast the Shrinking Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_510", "Tyke can now cast the Growing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_520", "Tyke has learned to cast the Weakening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_530", "Tyke has learned to cast the Strengthening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_540", "Tyke has learned to cast the Fattening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_550", "Tyke has learned to cast a Miracle to make other Creatures thin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_560", "Tyke has learned to cast a Miracle to make other Creatures invisibl e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_570", "Tyke has learned to cast a Miracle to make other Creatures nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_580", "Tyke has learned to cast a Miracle to make other Creatures angry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_590", "Tyke has learned to cast a Miracle to make other Creatures hungry." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_600", "Tyke has learned to cast a Miracle to make other Creatures frighten ed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_610", "Tyke has learned to cast a Miracle to make other Creatures tired.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_620", "Tyke has learned to cast a Miracle to make other Creatures ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_630", "Tyke has learned to cast a Miracle to make other Creatures thirsty. ")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_640", "Tyke has learned to cast a Miracle to make other Creatures itchy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_650", "Tyke has learned to cast the Anti-Miracle Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_660", "Tyke has learned to cast the Speed Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_670", "Nice! Tyke has learned to cast the Fireball Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_680", "It's about time he learned a decent Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_690", "Sweet! Tyke has learned to cast the Fireball Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_700", "Ha! He's becoming quite a character.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_710", "Nice! Tyke has learned to cast the Lightning Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_720", "He'll need that, if I have my way.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_730", "Oh yeah. Tyke has learned to cast the Lightning Bolt Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_740", "Things are looking neat for the little guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_750", "Tyke has started to learn his first Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_760", "It's such an emotional moment. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_770", "Aah. Tyke is getting scared. He's too far from home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_780", "He's going back home now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_790", "Tyke has become a bit braver.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_800", "He'll be able to travel further from home now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_810", "Hey, it seems Tyke's not such a wuss these days.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_820", "He's brave enough to travel anywhere on the island now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_830", "He's getting to be quite cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_840", "Oh dear. Tyke's getting hurt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_850", "Tyke's got himself into a fight!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_TRIAL_10", "Allo there. Are you ready for the mighty Zebra Trial?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_TRIAL_20", "I've got a m ate who's suffering from a curse.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_30", "Don't laugh. This is a deadly serious Trial here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_40", "An Ogr e cursed me and gave me a mule's head. As you might have noticed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_50", "To get myself back to being a normal person I need to collect herbs for a potion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_60", "The th ree herbs are scattered around, but are all in places inaccessible by foot.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_70", "So my good friend the Zebra here, has made a ballista to fire me up to them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_80", "And he 'd like you to launch me. This will be his Trial for you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_100", "Load me into the ballista.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ZEBRA_TRIAL_110", "This I gotta see. Boss, drop that guy onto the ballista.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ZEBRA_TRIAL_120", "Aim t he ballista and hold down the Move Button to charge the shot.$m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_SHOUTS_0 1", "Argh! My leg!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_SHOUTS_0 2", "Ooh, my ankle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_SHOUTS_0 3", "My lower torso! Ow!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_SHOUTS_0 4", "My thorax!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_SHOUTS_0 5", "My filtrum! Oof!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_SHOUTS_0 6", "Ouch! My septum!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_130", "Oh no . I've already been here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_140", "Nice shooting! I've got the herb.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_150", "Doh. I've already been fired here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_160", "Didn' t hurt a bit. Let's try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_170", "I can take the pain. Let's try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_180", "No pa in no gain. Let's have another go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_190", "That was a soft landing. Lucky me. Now try again, please.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_TRIAL_200", "Good on ya. He's got all the herbs now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_TRIAL_210", "When he get s back I'll mix them into a brew.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_220", "Thank s for everything! It's been real.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_TRIAL_230", "Nice one. Y ou've won the Trial. I'll report this to the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ZEBRA_TRIAL_240", "Excel lent, another satisfied Creature. He was odd, though, wasn't he?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_250", "Two m ore herbs to get!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_260", "Only one more herb to get!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_01", "Lookin' good!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_02", "Yeehaa!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_03", "Uh oh. Miles away.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_04", "Nowhere near!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_05", "Argh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_06", "Wheee!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_07", "Yodel odle odle")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_08", "Yelp!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_09", "Oof!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_MAN_FLYING_P AST_10", "Watch out below!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_HIT_BY_MAN_01", "Give it a rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_HIT_BY_MAN_02", "Oof. St op trying to blow my brains out!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ZEBRA, "HELP_TEXT_ZEBRA_HIT_BY_MAN_03", "Eek! Le ave it out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_10", " Hello there, mighty one. I have a Trial for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_20", " I've been here on the Brotherhood's Isle for years now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_30", " But I yearn for the icy, barren land where I truly belong.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_40", " The kindly Missionaries say that they'll take me once their boat is seaworthy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_60", " Your task is to pick up the crew, who are scattered around the isle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_70", " You need to find them all. Only then will the Trial be won and I can leave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_80", " Thank you for taking on this Trial, and helping us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_100", "And we humbly ask, mighty one, if you'd steer the boat for us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_LEAVE_110", "I might be able to help here, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_LEAVE_120", "Position your hand behind the boat and I'll try to blow it in that direction." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSIONARIES_LEAVE_130", "Let's pick up all those people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY5, "HELP_TEXT_MISSIONARIES_LEAVE_140", "Thank you! I'm the last one! You got us all!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_160", "You've passed the Trial. Everyone is on board.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_170", "I will pass on news of your success to Rufus at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_POLAR_BEAR, "HELP_TEXT_MISSIONARIES_LEAVE_180", "Then we'll set sail for the beautiful, frozen north!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY2, "HELP_TEXT_MISSIONARIES_LEAVE_190", "Thank you! I thought I was stuck here forever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY2, "HELP_TEXT_MISSIONARIES_LEAVE_191", "Now can you please rescue my three friends?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY3, "HELP_TEXT_MISSIONARIES_LEAVE_192", "Hooray! It's the sea life for me again! Let's find the other two crewmen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY4, "HELP_TEXT_MISSIONARIES_LEAVE_193", "Thanks. But there's one more crew member, you know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_200", "We've hit land! Let's try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_201", "Oof! Let's try that again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_202", "Land ahoy. We'll try that once more, shall we?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_203", "Hey! We just fixed this boat!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY, "HELP_TEXT_MISSIONARIES_LEAVE_204",
"What are you trying to do, sink us?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MISSIONARIES_LEAVE_DYK", "Steer the boat around the coast to pick up the crew members.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_01" , "Hey! A Trial. Let's do it and show these hotshot Creatures how good we are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_02" , "Another Trial. Let's see how much fun it is.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_03" , "A Trial. Which I think we should attempt, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_04" , "Let's have a go at this Trial, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_05" , "Down here! A Trial seems to be beckoning!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_06" , "Oh, l think I spotted another Creature Trial. Can we do it? Oh please?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_07" , "Huh. A Trial. Let's get it over with. Looks a cinch, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_STARTS_08" , "We should investigate this lovely Trial here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_01 ", "Tyke seems to be learning well. He's just picked up another skill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_02 ", "Tyke's feeling lonely. Perhaps we should pay him attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_03 ", "Where's Tyke? He's always getting lost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_04 ", "Tyke ain't the sharpest tool in the box yet, is he, Boss?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_05 ", "Maybe we oughtta spend more time with Tyke. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_06 ", "Tyke's getting big now. My, how they grow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_07 ", "Do you think Tyke's looking a bit thin, Leader?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_08 ", "Tyke looks a bit obese to me, Boss. Diet the guy down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_09 ", "Tyke's not learning much. I think we should help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_10 ", "Tyke's a bright one, Boss. He just learned something new.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_11 ", "Let's make sure Tyke stays close. We want him to watch and learn, after all. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TYKE_FEEDBACK_12 ", "Boss, let's spend some quality evil time with Tyke. I kinda like the little guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_GROWN_UP_10", "Well , it looks like Tyke's all grown up. He wants to go to the Dojo and do his own T rial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_GROWN_UP_20", "Is t hat wise? This is a tough island, after all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_GROWN_UP_30", "Hey, he's got to stand on his own two claws one day, beardy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _01", "Leader, we seem to be forgetting about our beloved followers in the Villa ge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _02", "I think now's a good time to check on the village and our people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _03", "Boss, we need followers to get Miracle power. You might wanna make sure t hey're OK.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _04", "We ain't nothing without belief. Let's check on the village. Scare 'em in to worshipping some more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _05", "I sense the tribe misses us. Let's pay them a lovely visit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _06", "The people might need food and wood. Shall we go back and find out?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _07", "It ain't cool to leave our worshippers alone for too long, Boss. They cou ld start something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _08", "I think our poor worshippers need our attention, mighty Leader. Right now .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _09", "Something tells me that the villagers are in bad shape. Let's sort them o ut, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _10", "Our people in the village need food, Leader. We must go and help them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _11", "Our worshippers are short of wood, Boss. Ignore 'em? I would.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_FEEDBACK _12", "The village population is getting low! We need those followers, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_WANTS_TO _TALK_01", "The Villagers want to say something to us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_WANTS_TO _TALK_02", "Hmm. I sense the Villagers want to tell us something.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_WANTS_TO _TALK_03", "The Villagers want our attention, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_WANTS_TO _TALK_04", "Those pesky Villagers want you, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_VILLAGE_WANTS_TO _TALK_05", "Hey. Why don't we find out what those scummy little Villagers want?" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_01", "You are doing well. You don't seem to need my assistance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_02", "Thi ngs are going well. This is a Creature we look forward to welcoming to the Broth erhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_03", "Per haps you are not ready for the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_04", "We are not cruel Creatures. You will find help on the signpost near many Trials.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_05", "You are not doing so well, young Creature. Perhaps more practice is required?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_06", "I n otice your apprentice is flourishing. This is good to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_07", "You ng Tyke is burgeoning under your tutelage. Excellent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_08", "You should pay more attention to young Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_09", "As Tyke grows, he'll need more attention if he's to learn what he needs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_10", "You r villagers are very neglected. Perhaps you should attend to them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_11", "Thi ngs are not going so well for your Village. Take a look.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_GENERAL_LION_FEEDBACK_12", "You r people are suffering. It is not tolerated here. You will need to see to this." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_10", "Great one.
We stand in awe of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_20", "We welcome you and your Creature to our isle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_30", "I am Shadri n, the elder of this town.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_40", "Although yo u have just arrived, I would like to ask something important of you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_50", "There is an egg in the Bao tree by the coast that requires hatching.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_60", "We have bee n waiting for it to hatch for ages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_70", "But this eg g is special. Perhaps hatching it is a task for you and your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_TREE_80", "We ask that you and your Creature do this for us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_TREE_90", "We shoul d help these good people somehow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_TREE_100", "Yeah, B oss. I say let's go find the egg!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_TREE_120", "So this is the egg that old geezer was babbling on about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_TREE_130", "If we'r e going to hatch the dumb thing, we'll need to get it down, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_TREE_140", "I say w e get our Creature to fling something to dislodge it. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_TREE_150", "It look s tough enough to take a bit of punishment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_170", "Hey there , big guy. That's one cool egg, isn't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_180", "The shell 's incredibly thick.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_190", "It's not just any oversized, enormous egg, you know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_200", "You can't make an omelette out of this one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_210", "You have to warm it to get it to hatch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_220", "And befor e you ask, I don't think my fire is suitable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_230", "So if you want to see what's inside the egg,") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_240", "You'll ne ed to find somewhere hot for it, man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_241", "Try to pu t the egg somewhere on that hot volcanic area.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_242", "Ere, plac e the egg in the top steaming volcanic pool to get it to hatch!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_250", "Hey! Show respect to the egg, man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_260", "It needs to be put somewhere hot, remember.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_270", "Phew. Luc ky I got the egg back, man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_280", "I don't k now what you're up to, but it needs somewhere hot, like I said.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_290", "Eh, nice positioning of the egg. I got a feeling that'll work.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_300", "Now chill out while it incubates, man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_310", "Oh no, yo
u moved the egg!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_320", "Are you c razy? It was in the perfect place!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_330", "Get your act together, dude. None of us need the stress.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_TREE_340", "Look ou t! It's gonna blow!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_TREE_350", "Astonis hing. A brand new Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_360", "You did a good job there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_370", "Incubatio n is a lost art, man.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_380", "Maybe bri ng your Creature closer and introduce him to the little guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_390", "Look! You r Creature has a pet, dude.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGG_HIPPY, "HELP_TEXT_TYKE_TREE_400", "All right . This is beautiful, man. I gotta tell the town!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGYPTIAN_MAN, "HELP_TEXT_CREATURE_ISLE_INTRO_10" , "We welcome you to our island.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGYPTIAN_MAN, "HELP_TEXT_CREATURE_ISLE_INTRO_20" , "This is a land of Creatures and of wonder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGYPTIAN_MAN, "HELP_TEXT_CREATURE_ISLE_INTRO_30" , "A land of good people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGYPTIAN_MAN, "HELP_TEXT_CREATURE_ISLE_INTRO_60" , "Living lives in Peace and Harmony.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EGYPTIAN_MAN, "HELP_TEXT_CREATURE_ISLE_INTRO_70" , "It's been so long since we had a god to praise.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_ISLE_INTRO_90", "So we're the only god here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_ISLE_INTRO_100" , "Yep. Great, ain't it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_ISLE_INTRO_110" , "Mmm. It does mean we can explore in total safety, too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_ISLE_INTRO_120" , "Yeah, let's get exploring, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_ISLE_INTRO_130" , "Let's have ourselves an adventure! Where to first?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ONE_TOWN_TAKEN_OVER_10", "E xcellent. You have won the hearts of another Tribe!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ONE_TOWN_TAKEN_OVER_20", "O ur towns celebrate your almighty glory!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ONE_TOWN_TAKEN_OVER_30", "P lease will you gather the last town under your spiritual banner, godly one!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ALL_TOWNS_TAKEN_OVER_10", " I stand in awe and delight. You are successful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ALL_TOWNS_TAKEN_OVER_20", " The people of the island are united under your godly banner.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ALL_TOWNS_TAKEN_OVER_30", " You have given us all one god to worship and much to rejoice about!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_ALL_TOWNS_TAKEN_OVER_40", " The Village has given you this reward with their eternal thanks.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_10", "Help ! You must help!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_20", "We'v e been blasting in the mine!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_30", "But now the miners' clothes are all alight! Ooh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_40", "Plea
se help them as they come out!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_50", "Use these Water Miracles to douse the flames, will you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_60", "You must put them out in case they set their houses ablaze.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_80", "Qu ick! Get ready with a Water Miracle, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_81", "Do n't rest, Leader. I sense there are more to come.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_82", "Th ere must still be another crowd of miners to come.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_83", "Th at's not all of them, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_84", "Wa it! I think I can hear more burning miners!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_85", "An other bunch of miners are on the way!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_90", "Read y to try again? This time let's hope you're accurate with that Water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_100", "Oh, thank you! Thank you!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_110", "We can now trust you to save us when we're blasting in the mine.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_120", "Tak e this Water Miracle Dispenser. Remember us whenever you use it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_125", "If you ever feel like helping us again, click on the Scroll and we'll resume our bl asting.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_128", "Gre at. You're willing to help us again. I'll set the charges. Right, let's go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_200", "Ooh , look at our beautiful houses! They're nothing but ash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_MISSILE_COMMAND_210", "Y eah, and don't you and your crispy-fried friends forget it, mortal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_MISSILE_COMMAND_220", "But if you return in the future, we'll start blasting again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_10", "Yo u look keen to start a new Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_20", "Cr eature, this is a test of your soccer skills.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_30", "Yo u have to kick the ball at the four gates, like this one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_40", "Th en you can shoot at the goal over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_45", "Bu t it isn't as simple as that. The course is a tricky one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_50", "An d my cousins will also make the Trial harder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_60", "Yo u'll need to avoid them as you kick the ball around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_70", "Ba ll out of bounds. You failed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_80", "Th at's the lot. Now you can go for goal!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_90", "No w bring your Creature to me so I can speak with him, yah.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SOCCER_SKILLS_100", "We can click on the Cancel Scroll above the goal to leave this Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_110", "P repare to attempt the Trial again.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_120", "O h lord, you did it! I'm impressed. You've won the Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_130", "I 'll go and tell Rufus at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_140", "N ever mind. Your Creature's skills will improve. Come back when you feel ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_MANDRILL, "HELP_TEXT_SOCCER_SKILLS_150", "C lick the Scroll to play again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_10", "O h my goodness, I don't believe it. A god, visiting me. I'm honored, your worship .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_20", "N ow, as you're here, would you like to take part in a little bit of fun?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_30", "I t could be worth your while. Really.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_40", "W hat you have to do is shoot the dolphins with a water cannon, using the Move But ton. $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_50", "D on't worry - they love it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_60", "Y ou gotta try and beat my high score.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_70", "P ress the Escape key at any time to quit, OK?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOLPHINSHOOT_75", "Hey, a cannon! I love guns. Hold down the Move Button to fire it, Boss! $m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_80", "C an't get enough, eh? I know the feeling. Have another go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOLPHINSHOOT_90", "You h ave a new high score!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOLPHINSHOOT_100", "Doh. We didn't get a high score this time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_110", " Oh my goodness! You've beaten my best score!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_120", " You deserve a big reward!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_130", " Hey, that's another great score!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_140", " That's worth a big prize.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOLPHINSHOOT_150", "Exce llent! A Miracle Dispenser!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_160", " Not bad. You win a small prize for that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOLPHINSHOOT_170", "A Mi racle Seed. Useful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_01", "The B rotherhood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_02", "Orrin 's Racing Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_03", "Madin o's Bowling Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_05", "Tyke' s Nest") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_06", "Tyke' s Training") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_07", "Yax's Soccer Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_08", "Flitt er's Ballista Trial")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_09", "Guddl e's Shepherding Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_10", "Fang' s Sheep Stealing Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_11", "Naxo' s Fight Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_12", "Nazzl e's Rescue Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_13", "Prist ax' Board Game Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_14", "Arkle 's Crops Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_15", "Jango 's Marbles Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_16", "Lukel y's Building Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_17", "Monty 's Smashing Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_18", "Kula' s Missionary Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_19", "Mercu rio's Battle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_20", "Rufus ' Ring Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_21", "Dolph in Shoot") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_22", "Pasha r's Shooting Trial") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_23", "Villa ge Souls") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_24", "Miner Fire") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_25", "Rufus 's Acceptance") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_RACING_DYK", "Orrin's Racing Tr ial. Pass through the stone gates or check points around the course to win. You must pass through all of them but the course you take is up to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TYKES_NEST_DYK", "Find the egg in the tree on the coast. Take it to the volcanic rock-pool and put it in the po ol to hatch it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TYKES_TRAINING1_DYK", "Teach Ty ke to eat by getting your Creature to pick and eat crops from a field in front o f him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TYKES_TRAINING2_DYK", "Teach Ty ke to gather material for the Village Store by using your Creature to do it in f ront of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TYKES_TRAINING3_DYK", "Teach Ty ke to cast Miracles by getting your Creature to cast them in front of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SOCCER_DYK", "Yax's Soccer Tria l. Your Creature must control the ball, directing it into the four marked areas, past Yaxs friends who are defending each area. To get him to kick the ball, leas h him and click the Action Button on the ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_BALLISTA_DYK", "Flitter's Balli sta Trial. Fire the mule headed man at the three herb locations. Press Escape to cancel the firing process.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SHEPHERDING_DYK", "Guddle's She pherding Trial. The sheep will move away from your Creature, so direct him to he rd the sheep back into the sheep pen. The scoreboard by the pen shows how many s heep remain at large.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SHEEP_STEALING_DYK", "Fang's Sh
eep Stealing Trial. The Wolf will attempt to steal any straying sheep. Move your Creature to intercept him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_FIGHT_DYK", "Naxo's Fight Trial . Defeat Naxo using your Creatures fighting abilities.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_RESCUE_DYK", "Nazzle's Rescue T rial. You must rescue the Bear from the blind hermit. He may be blind but he has excellent hearing. His guard dogs at the foot of the hill have very good eyesig ht and a keen sense of smell.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_BOARD_GAME_DYK", "Pristax' Boar d Game Trial. Roll the die to move your way up Ogre Mountain. Landing on certain squares will have different effects. Speed up - Add 2 to the dice roll. Telepor t - Move either forward or back. Bats - Move back 2. Fight - Starts a fight. The winner goes forward 1, the loser goes back 3. Swamp - Take 2 from a dice roll. Mushroom - Miss a go. Switch - Players switch places. Freeze - Miss a go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CROPS_DYK", "Arkle's Crops Tria l. Arkles crops will need regular watering and care. Improving the quality of the soil will help the crops to flourish. Using the Leash of Compassion on the Crea ture will encourage him to do good acts, like watering the plants.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_BUILDING_DYK", "Lukely's Buildi ng Trial. The Chimps require your Creature to learn how to construct buildings." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SMASHING_DYK", "Monty's Smashin g Trial. Your Creature must show Monty the Gorilla your strength by destroying b uildings quicker than he can.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MISSIONARY_LEAVING_DYK", "Kula' s Missionary Trial. The Polar Bears Trial requires you to get the Missionaries cr ew back into the boat so he can sail away to colder lands.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_BODY_DYK", "Mercurio's Battle. Defeat Mercurio in combat in this, the final Trial. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MIND_DYK", " Rufus' Ogre Trial. To complete this, your Creature must move the three sacred rings from the botto m of the mountain to the top without the Ogres catching him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DOLPHIN_SHOOT_DYK", "Aim and fi re the water cannon at the frolicking dolphins. Try to beat the current high sco re.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MISSILE_COMMAND_DYK", "Use the Water Miracles to douse the miners before they reach the buildings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_WHACKAVILLAGER_DYK", "Pick up t he skeletons whilst avoiding the villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TIGER_CANNON_DYK", "Pashar's Ca nnon Trial. Shoot all the human marauders using the tiger's gun. Hit Escape to c ancel the Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DOJO_DYK", "At the Dojo there i s a plinth for every Creature. Once you complete a Creature's Trial successfully that Creature's plinth becomes active. You can click on it to either fight a Cr eature of that type or swap to it. Click on the red Fight Scroll to enter into c ombat with that Creature, or the blue Swap Scroll to swap to it. You need to con firm either of these by clicking on required Scroll again, or cancel by clicking elsewhere. Beware; if you swap Creatures and wish to swap back to your original Creature you will need to have completed the Trial of that Creature type.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROCODILE, "HELP_TEXT_AFTER_GRADUATION_10", "The Brotherhood welcomes you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROCODILE, "HELP_TEXT_AFTER_GRADUATION_20", "You are now an eternal member of our clan.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROCODILE, "HELP_TEXT_AFTER_GRADUATION_30", "Pre pare to receive your ring!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROCODILE, "HELP_TEXT_AFTER_GRADUATION_40", "You will carry this with you for ever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROCODILE, "HELP_TEXT_AFTER_GRADUATION_50", "It represents strength, skill and courage.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROCODILE, "HELP_TEXT_AFTER_GRADUATION_60", "It is also a sign of our loyalty to you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_EXPLANATION_10", "Well don e. You have completed your first Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_EXPLANATION_20", "Each tim e you finish a Trial, the Brotherhood member will activate their plinth here at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_EXPLANATION_30", "Once act ive, you can use a plinth to practice your battle skills, or swap to another Cre ature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_45", "B oss, this means we can have a fight whenever we want by clicking on the plinth w ith the Action Button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_46", "W e don't have to fight. We could swap to that Creature's type instead.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_50", "C lick on this Scroll to start a fight, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_60", "C lick on this Scroll to swap to the lovely Creature here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_70", "T o confirm your choice, click on the Scroll a second time or click on your own Cr eature to cancel.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_90", "Y ou've cancelled the swap.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_100", " Boss, you cancelled the fight! What are you doing?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_110", " Swap to this Creature if you want.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_120", " Fight this Creature if you want.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_130", " Oh yeah! You won the fight! Way to go!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_140", " Oh, dear. We lost that fight. Drat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_150", " Beware! You'll need to complete the Trial set by a Creature like your old one to be able to swap back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_DOJO_EXPLANATION_160", " You will be able to swap back to your old Creature at the Dojo whenever you want .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_10", "Congra tulations, mighty spirit. The town is ecstatic!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_20", "You've hatched the egg!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_25", "We'll do what we can to guide you with this new Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_26", "Click on this Scroll when you want to summon us.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_27", "Yes , Leader. We should use these people to help us teach and nurture the new Creatu re.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_28", "Oh boy. We can make the little Tyke really cool.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_30", "You ap pear to want some assistance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_31", "Your a pprentice Creature, Tyke, as he's called, needs to be educated.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_32", "The ea siest way for Tyke to learn is by watching your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_40", "Get Ty
ke to watch your Creature taking food from fields in order to eat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_50", "As Tyk e learns, percentages drift up from his head.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_60", "These show how much he's learned a skill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_70", "Now ge t your Creature to continue teaching Tyke this task.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_80", "Lea der, why not keep making our Creature eat from the field until Tyke learns it?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_85", "You'll see that Tyke will try to mimic whatever your Creature does.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_87", "Rememb er, he looks to your Creature for guidance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_90", "Why no t teach Tyke the important lesson of adding supplies to the Village Store?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_100", "The e asiest way is to get your Creature to do this in front of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_110", "This skill is useful, and forms Tyke's relationship with the Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_120", "If your Creature thinks Tyke is being bad, he'll scold him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_130", "Now f inish teaching Tyke to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_135", "Use y our Creature in front of Tyke, or get Tyke to watch the Villagers using the Stor e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_140", "Zo om to Tyke by pressing Shift C at any time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_150", "Mo re information about Tyke will be found in the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_160", "Next I suggest that Tyke should start to learn some Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_170", "You c an teach him the Miracles he'll use when he's dealing with Village problems.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_175", "Help him learn four of the six Miracles provided.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_180", "Raise the Totem and we'll happily worship and give you the power you'll need.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_190", "Tyke has one last skill to learn. Construction.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_200", "This is a skill your own Creature needs to develop as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_210", "Unfor tunately Creatures can only be taught to build by other Creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_220", "One a mongst the Brotherhood will surely teach you both.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_225", "We need to complete Tyke's training. This is a Trial, remember.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_227", "So we have to find a Brotherhood Creature who can teach him to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_230", "Tyke has learned everything we can teach him and more.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_240", "You h ave proved your ability as a tutor so now only you are able to further his educa tion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_245", "We th ank you and will enjoy watching Tyke flourish under your care.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_250", "Tyke has learned to use the Village Store!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_260", "This
will help us enormously. Thank you for teaching him!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_270", "Well done! Tyke knows enough Miracles now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_280", "You c an always teach him more if you want, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_290", "Wonde rful. I see Tyke has mastered building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_300", "You w on't believe how much this will help our Village.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_EDUCATION_310", "Ta ke your Creature over to see Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_01", "You ca n fight or swap to any Creature whose Trial you've already completed at the Dojo .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_02", "Your A pprentice will watch and learn from your Creature whether you're present or not. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_03", "Rememb er to look after all the needs of your Villagers.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_04", "Look o ut for the new skills and Miracles your Creature can use on the Creature Isle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_05", "The Le ash is the most important tool you have in the Creature Isle. Use it often.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_06", "After throwing an object you can apply aftertouch to alter its trajectory by moving th e mouse in the direction you want it to go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_07", "Fields can provide enough food for your Creature as well as your Villagers, and they'r e sustainable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_08", "You ca n attempt the Trials as many times as you like.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_09", "Not ev erything on the Isle sleeps at night.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_10", "You ca n check your progress on the Creature Isle by returning to the Dojo at any time. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_11", "There' s a new Miraculous way to speed up your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_12", "Your A pprentice can help you as well as learn from you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_13", "Find t he statistics about your Apprentice in the Creature Room at the Temple.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_14", "Physic al exercise will improve your Creature's strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_15", "Make u se of the Creature swaps available at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_16", "Look f or ways to cheat during Brotherhood Trials!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_17", "The Br otherhood is an exclusive club. You must complete all the Trials to join it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_18", "Experi ment with different objects to use as Artifacts. Place them in your Village and your people will dance round them until they acquire special properties.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TOTD_19", "Press SHIFT C to zoom to your Apprentice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE1_10", "How am I going to get Juliet out of her house over there to meet me?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE1_ 20", "Simple, Romeo. The smell of the sausages I'm cooking can't fail to bring h er outside.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE1_ 30", "Let me just prick them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE1_40", "No!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE2_10", "I have to tempt my darling Juliet outside somehow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE2_ 20", "Offer her a warm drink.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE2_30", "Nice idea. A drink of what?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE2_ 40", "I've brewed some moonshine. I'm gently heating it in the fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE2_50", "No!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE3_10", "O Juliet, Juliet, wherefore art thou, Juliet?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE3_ 20", "Oh go and see her. She's only in that house over there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE3_30", "I can't. My socks are drying by the fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE3_ 40", "But those socks are viscose polyester! No!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE4_ 10", "Romeo, are you still moping about that girl?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE4_20", "I knew you wouldn't understand. You've got no romance in your soul.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE4_ 30", "I have! I've written poetry. I showed you, remember?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE4_40", "Yes. It was garbage so I threw it on the fire.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE4_ 50", "But it was written on flammable parchment! No!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE5_10", "You know what might tempt Juliet out?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_SCENE5_20", "If we could make this fire really explode. That would get her over here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_SCENE5_ 30", "May the heavens strike me down if that isn't a great idea!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_JOKE1_0 1", "Have you tried blocking her chimney?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_JOKE1_02", " She hasn't got a chimney.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_JOKE2_0 1", "Have you thought of knocking on her door?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_JOKE2_02", " Don't be ridiculous.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_JOKE3_0 1", "What about buying her a puppy?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_JOKE3_02", " We don't have dogs on this island. Only wolves. I can't give her a wolf.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_JOKE4_0 1", "Have you tried killing her father in a heroic struggle?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_JOKE4_02", " Forget it! Have you seen the size of him?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_JOKE5_0 1", "Have you thought of meeting her in a chatroom?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_JOKE5_02", " Shh. You're spoiling the game atmosphere.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_SECURITY_GUARD, "HELP_TEXT_SPECIAL_CROPS_ENDLINE _10", "Be quiet. I get the feeling we're being overheard.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_20 ", "Romeo is bleeding. Well, he's dead, anyway. What a shame.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_FATHER, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_30", "C lear off, Romeo. I've told you before!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_FATHER, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_40", "T here you are, Romeo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_50", "Gulp! I'm outta here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_FATHER, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_60", "T hat fool has been bothering my daughter Juliet for ages. Thanks for that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_70 ", "Hey. You croaked Juliet's old man. Nice twist.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_80 ", "You just offed Juliet. Way to go, Shakespeare.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_90", "Wonderful! My Juliet! Thank you, mighty one. You deserve this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_ROMEO_MAN, "HELP_TEXT_SPECIAL_CROPS_ENDLINE_100" , "Put me down! I'm Romeo! I deserve better than this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_10", "I'm m ighty pleased you can join me for my Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_20", "Liste n, you'll need quick feet and a quicker mind to succeed, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_30", "To wi n and what's more, receive my support, you must protect this building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_40", "You m ight think this sounds easy. But there's a catch!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_50", "I hav e enrolled some giants to make your task a little harder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_60", "They will try to get to these rocks near the building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_70", "If th e giants reach the rocks, they'll propel them at the building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_80", "And s hould this happen, you will have failed, Big time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_90", "But a lthough they're big, the giants are timid.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_100", "You can scare them quite easily by standing in front of them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_110", "And once they're scared, they'll run back.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_120", "If y ou manage to scare them back to the fire they'll sit down and give up.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_130", "And will lose interest in destroying the building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_140", "If y ou distract the giants enough to save the building you'll win the Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_150", "And I, of course, will inform Rufus at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_160", "Leader, we can help our Creature out here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_170", "I'm sure that if you click on the different stones") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_180", "he'll know exactly which giant to scare.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_190", "Say, are you ready to have another go?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_200", "Reme mber, you need to distract the giants so they lose interest in the building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_210", "Heed my clever advice, Leader, Click on the stones.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_220", "This will indicate to our Creature which giant to scare.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_230", "Bad luck.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_240", "The building, as you see, is damaged.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_250", "I wi ll generously rebuild it, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_260", "So, if you want, you can have another attempt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_270", "Exce llent work!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_280", "You protected the building real well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_BUILDING_PROTECTOR_290", "Rest assured I'll be reporting the news of your triumph at the Dojo.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_01", "In Orr in's Racing Trial you've got to race around the track against the Tortoise, pass ing through each gate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_02", "Madino 's Cow Bowling. Use your Creature to bowl and knock down as many pins as you can .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_REMINDER_03", "Pashar 's Shooting Trial. Boss, we gotta shoot the marauders before we reach the Villag e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_04", "Knock the egg out of the tree and hatch it in a warm place, like a volcanic pool, Lead er.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_05", "Yax's Soccer Trial. Kick the soccer ball around the course, against a time limit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_06", "Flitte r's Ballista Trial. Help the mule-headed man get three different herbs for his p otion cure.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_07", "Guddle 's Herding Trial. Herd the sheep into the pen using your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_08", "Naxo's Fight Trial. Overcome his special powers and beat the Rhino in combat to win.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_09", "Nazzle 's Rescue Trial. Rescue the Bear from the blind hermit. He has guard dogs and a keen sense of hearing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_10", "Prista x' Board Game Trial. Beat the Ogre at his little game to the top of the mountain .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_11", "Arkle' s Crops Trial. Nurture the lovely crops to a full harvest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_12", "Jango' s Marbles Trial. Throw marbles towards the centre of the circle using your Creat ure.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_REMINDER_13", "Monty' s Smashing Trial. Smash all the buildings first. Great! I like this, Boss. A lot .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_14", "Herbo' s Protection Trial. Prevent the building from being attacked by Giants.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_15", "Teach Tyke to get grain from the fields by getting our Creature to do it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_16", "Teach Tyke to use the Village Store by getting our Creature to use it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_17", "Teach Tyke a number of Miracles to cast by getting our Creature to cast some.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_18", "Rufus'
Ogre Trial. Place all three rings in the other zone within the time allowed, wh ilst avoiding the Ogres.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_19", "Mercur io's Battle. Defeat the Crocodile in hand-to-hand combat to win Eve's hand.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_20", "Kula's Missionary Trial. Steer the boat around the isle to pick up the missionary crew .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_21", "Shoot at the dolphins with the water gun.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_22", "Pick u p all the skeletons. Avoid the people.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_23", "Put th e burning people out using Water Miracles before they reach the buildings.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_REMINDER_24", "We got ta reunite the Villages, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_REMINDER_25", "Fang's Sheep Stealing Trial. Track down the pesky Wolf, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_26", "Our Cr eature has to learn to build by watching the Chimps. Leash him to the building, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_27", "You ne ed to help our Creature learn how to build.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_10", "Our town is being frightened by the ghosts of our ancestors.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_20", "At night they rise up and scare the children.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_30", "If they believed in you I'm convinced their souls would be at peace.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_40", "Can you catch them for us if we chase them out of their restless realm?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_50", "You only have until dawn. Hurry before they hide themselves again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_WHACKAVILLAGER_60", "The se guys sound cool, Boss. And what's a little fear amongst villagers?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WHACKAVILLAGER_70", "No no, the souls must rest in peace. We'll have to grab them as they surface.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_WHACKAVILLAGER_80", "Wel l, it'll show them who's in charge around here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_90", "Tha nk goodness you're back!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_100", "Pl ease grab the lost souls before dawn breaks!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_110", "Oh dear. I think you spent more time grabbing the living than clutching the lost s ouls.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_120", "Ma ybe tomorrow night you'll do better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_130", "I think you left too many souls lost.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_140", "Yo u need to save more ancestors to convince them all to believe in you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_150", "Ma ybe tomorrow night you will do better.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_160", "Wo nderful! Our ancestors' souls are finally at peace!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_WHACKAVILLAGER_170", "Fr om beyond the grave they have rewarded you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_10", "Oh, it's yo u. Are you ready for my Trial?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_20", "Let me expl
ain what I wish you to do.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_30", "I guard the island, shooting at intruders.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_40", "It's not an easy job, keeping the peace. So I challenge you to try.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_50", "I have aske d my tough marauder friends here to act suspiciously.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_60", "Your task i s to fire at them as you move to the town.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_70", "Try and hit all the marauders.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_80", "I'll be ser iously impressed if you beat my best score.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_90", "You have pa ssed my Trial already, but play again for fun if you like.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_100", "What's thi s? Quitting? Never mind. Have another go later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_110", "Click on t he Scroll to play again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_120", "I say! Goo d shooting. You beat my high-score.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_130", "You've pas sed my Trial. I shall let the Dojo know at the earliest opportunity.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_140", "Perfect sh ooting! You got all the marauders!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_150", "I say! Goo d shooting. You have a new high-score.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_160", "You failed to beat the high-score.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TIGER_CANNON_170", "Hey, Boss. We have to beat the big cat's high score here.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TIGER_CANNON_180", "Hitt ing marauders. Ah, that takes me back!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TIGER_CANNON_190", "Aim at the marauders first.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TIGER_CANNON_200", "Then fire the barrels by using the Move Button, holding it down to get more power. $ m1") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_210", "Ready to p lay again?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_220", "Remember, beat my high score to win the Trial!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TIGER, "HELP_TEXT_TIGER_CANNON_230", "Good luck and good shooting.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_10", "You h ave triumphed over every Trial on this land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_20", "You h ave impressed all the Creatures.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_30", "And t hat means you have impressed me, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_40", "But y ou are not yet a member of the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_50", "You m ust face mighty Mercurio.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_60", "He ha s created a teleport so you can meet with him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_70", "You w ill find him waiting for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_80", "I wis h you courage and luck.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_90", "The n ext time I shall see you, I hope you will be one of us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_TRIAL_COMPLETE_100", "Now go! Mercurio awaits!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_APPRENTICE_TRIAL_COMPLETE_ 10", "The Brotherhood welcomes you both.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_APPRENTICE_TRIAL_COMPLETE_ 20", "We are pleased with both the Teacher and his young Apprentice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_APPRENTICE_TRIAL_COMPLETE_ 30", "Tyke has learned well and therefore the Trial is now complete.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_APPRENTICE_TRIAL_COMPLETE_ 40", "I will raise his plinth and and that means you have impressed me, my frien d.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_01_TEXT_01 ", "When are we gonna see some action?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_01_TEXT_02 ", "I know, I know. It's the waiting I can't stand.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_01 ", "I'm bored. Let's write some lovely poetry.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_02 ", "OK. I'll do the first line.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_03 ", "There was a young demon called Gus.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_04 ", "Who went for a ride on a bus.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_05 ", "He got off at the village.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_06 ", "To maim and to pillage.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_02_TEXT_07 ", "But felt guilty for causing a fuss.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_01 ", "Hey, Goodie?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_02 ", "Yes?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_03 ", "We've known each other a long time, right?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_04 ", "Indeed. More's the pity.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_05 ", "And I suddenly thought - I don't know your first name.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_06 ", "And you never will.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_07 ", "Ah, go on. What is it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_08 ", "Mmm. Promise you won't laugh?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_09 ", "I promise.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_10 ", "It's Ernest.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_11 ", "Ernest! Ha ha ha ha ha ha. Ernest!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_03_TEXT_12 ", "You scoundrel.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_04_TEXT_01 ", "I'm going to dial out for pizza. You want one?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_04_TEXT_02 ", "Yes please. A thin crust with no meat, no fruit and no veg. Oh, and hold the cheese.")
ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_04_TEXT_03 ", "So just a thin crust pizza base with nothing on it, then?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_04_TEXT_04 ", "Yes. Oh what the heck - make it a deep pan.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_05_TEXT_01 ", "Hey, Evil One. What's your favourite film?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_05_TEXT_02 ", "Demons Are Forever. Ha ha. What about you?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_05_TEXT_03 ", "The Goodfather.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_06_TEXT_01 ", "Demon, why do you have that accent?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_06_TEXT_02 ", "I don't have to tell you. I'm evil, remember!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_06_TEXT_03 ", "Oh yes. Of course.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_07_TEXT_01 ", "See me, eh, beardie? I am your worst nightmare.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_07_TEXT_02 ", "I am eternal hell, I am torment and pain unending.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_07_TEXT_03 ", "I am your very worst nightmare.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_07_TEXT_04 ", "No you aren't. My worst nightmare is trapping my beard in a food mixer.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_07_TEXT_05 ", "I give up.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_01 ", "You're very quiet, demon.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_02 ", "I'm thinking about something.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_03 ", "Lakes of fire and the screams of the tortured innocent, by any chance?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_04 ", "No. Britney Spears.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_05 ", "Yes. I might think about her as well, if you don't mind.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_06 ", "Feel free.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_07 ", "Mmm.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_08_TEXT_08 ", "Mmm.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_09_TEXT_01 ", "Not much going on, is there.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_09_TEXT_02 ", "Nope, beardy, there ain't. I'm going to ask the Boss if we can get a radio i n here.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_09_TEXT_03 ", "What about a widescreen TV?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_09_TEXT_04 ", "Yeah. And DVD.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_09_TEXT_05 ", "Surround sound!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_09_TEXT_06 ", "An entire in-head cinema system. Yeah!") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_10_TEXT_01 ", "What's the most evil thing you've ever done, demon?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_10_TEXT_02 ", "I once distracted someone.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_10_TEXT_03
", "That's not very evil. Who was it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_10_TEXT_04 ", "The lookout on the Titanic.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_10_TEXT_05 ", "Oh.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_11_TEXT_01 ", "I can't stop thinking about our Creature getting a mate.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_11_TEXT_02 ", "Wonderful, isn't it?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_11_TEXT_03 ", "Yeah. Do you think we'll be allowed to watch?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_12_TEXT_01 ", "If our Creature finds a perfect partner they could have little ones.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_12_TEXT_02 ", "That's just what we need. More ankle-biting tinies all over the place.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_13_TEXT_01 ", "I do think that we should behave properly if we're to impress a potential ma te.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_13_TEXT_02 ", "You mean? You don't mean? Quit with the belching?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_13_TEXT_03 ", "Yes. And our Creature should be nice and kind as well.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_14_TEXT_01 ", "I wonder if we'll ever get a mate for our boy.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_14_TEXT_02 ", "Of course. First rule of dating. Don't look desperate.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_14_TEXT_03 ", "How do you know that?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_14_TEXT_04 ", "I, er, I read it on a signpost once.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_15_TEXT_01 ", "As soon as we find ourselves the perfect mate, you know what I'm gonna do?") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_15_TEXT_02 ", "I shudder to think.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CI_BANTER_SET_15_TEXT_03 ", "Celebrate. With a cold plug of earwax.") ADD_TEXT( 0, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_BANTER_SET_15_TEXT_04 ", "How romantic. You'll be dining alone, then.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_10", "Creature, you have come far to reach my domain.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_20", "Now you stand on the brink of the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_30", "Creature, you have done well to get this far.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_40", "To win Eve's h and you must defeat me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_50", "Only then will you be awarded the ultimate prize.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_60", "The Brotherhoo d is an elite. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_70", "Very few are w orthy to join.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_80", "Prove your wor th. Prepare to fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_90", "You return to challenge me again? Will you make Eve proud this time?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_100", "You must be s ure of yourself this time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_110", "Now prepare f or combat!")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WINNING_01", "Y ou do not yet have the strength. Try harder!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WINNING_02", "B rotherhood Creatures excel at combat. You can win!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WINNING_03", "U se your brains as well as your strength.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOSING_01", "Yo u have learned well. I sense your power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOSING_02", "Yo u fight with the strength of many, Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOSING_03", "Yo u are quick and strong. You're doing well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WON_10", "This is the battle for Eve. It is not meant to be easy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WON_01", "I win . You are not worthy of Eve. Try again, Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WON_02", "You w ere no match for me. Persevere, Creature, and soon you may gain Eve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_WON_03", "Altho ugh I won, I see the power in you to triumph. Try again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOST_10", "You are victorious! Your power was impressive.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOST_20", "Your skills exceed those I require as Eve's guardian.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOST_30", "Your time has now come!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FIGHT_CROC_LOST_40", "Prep are to meet Eve. She has been getting ready for this moment.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_10", "As I said b efore, I am always here to help.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_20", "The followi ng Trials require completing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_30", "Yax's Socce r Trial is ready for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_40", "Orrin the T ortoise wishes to set you a racing Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_50", "Kula's Miss ionary Trial requires your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_60", "Nazzle's Re scue Trial. The Bear is ready to receive your attention.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_70", "Guddle wish es to set you his Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_80", "You may att empt the Pristax the Leopard's Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_90", "Arkle the H orse has a task which he wishes you to complete.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_100", "Monty's de structive Gorilla Trial awaits you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_110", "Constructi on awaits you with this Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_120", "Flitter th e Zebra has an interesting Trial ready for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_130", "Eve's hand is available for the one who defeats Mercurio in battle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_140", "Your Creat ure's pet, Tyke, still needs to be trained.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_150", "Pashar the Tiger has a Trial of skill and accuracy for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_160", "Madino the Cow's Bowling Trial requires completion.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_170", "Naxo the R hino throws down the gauntlet in his Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_180", "A game of dexterity from the Jango the Ape awaits you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_190", "Do return to me if you require any more help from me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_200", "You need t o find yourself an Apprentice. Then train him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_210", "My Trial i s now ready to be attempted.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_220", "Fang the W olf has a tracking Trial for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_230", "You need t o protect the tower from the Giants in this, Herbo's Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_01", "Land ahoy !") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY2, "HELP_TEXT_CI_INTRO_02", "You all r ight?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY3, "HELP_TEXT_CI_INTRO_03", "Yeah. You all right?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY4, "HELP_TEXT_CI_INTRO_04", "I think s o.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_05", "What happ ened?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY2, "HELP_TEXT_CI_INTRO_06", "Where are we?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY3, "HELP_TEXT_CI_INTRO_07", "Jump! Com e on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_10", "Come down .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_20", "Get down from there!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_30", "Come on!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_40", "We're goi ng to explore!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_50", "Hurry up! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_60", "Be quick! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY2, "HELP_TEXT_CI_INTRO_70", "I'm all r ight! Phew.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_80", "Let's go! ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KID1, "HELP_TEXT_CI_INTRO_90", "Look! Look! Stra ngers on the island!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_KID2, "HELP_TEXT_CI_INTRO_100", "Let's see what they want!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_110", "Our god is huge, you see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_120", "Erm. He has a mighty Creature!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_130", "He is al l powerful!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_140", "He came from the skies!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_150", "He trave ls between lands!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_160", "If you b elieve in him, he will come.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_MISSIONARY1, "HELP_TEXT_CI_INTRO_170", "See? He' s coming!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRIBESMAN, "HELP_TEXT_CI_INTRO_180", "Ooh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRIBESMAN, "HELP_TEXT_CI_INTRO_190", "Ahh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRIBESMAN, "HELP_TEXT_CI_INTRO_200", "Grunt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRIBESMAN, "HELP_TEXT_CI_INTRO_210", "Eh?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_TRIBESMAN, "HELP_TEXT_CI_INTRO_220", "Coo!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_REMINDER_0 1", "Hey Leader. Let's make a start with these Trials, then.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_REMINDER_0 2", "Leader, you haven't done a Trial for a while. Ooh, that rhymes!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_REMINDER_0 3", "Hey there! Let's get onto another Trial. We ain't done one for ages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_REMINDER_0 4", "I'd love to do another Trial, you know.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_REMINDER_0 5", "I wanna do a Trial again. I wanna! I wanna!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_TRIAL_REMINDER_0 6", "Please, Leader, can we do another lovely Trial soon? I'm bored.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_01", " Tyke has learned how to use the Miraculous (NONE)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_02", " Tyke has learned how to cast a Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_03", " Tyke has learned how to cast a Fireball with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_04", " Tyke has learned how to cast a Fireball with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_05", " Tyke has learned to cast a Lightning Bolt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_06", " Tyke has learned to cast a Lightning Bolt with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_07", " Tyke has learned to cast a Lightning Bolt with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_08", " Tyke has learned how to create a Mega Blast.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_09", " Tyke has learned how to create a Mega Blast with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_10", " Tyke has learned how to cast the Healing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_11", " Tyke has learned how to cast the Healing Miracle with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_12", " Tyke has learned how to create a Miraculous Teleport.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_13", " Tyke has learned how to create a Forest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_14", " Tyke has learned how to create Miraculous Food.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_15", " Tyke has learned how to create Miraculous Food with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_16", " Tyke has learned how to create Miraculous Food with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_17", " Tyke has learned how to create a Wind Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_18", " Tyke has learned how to create a Rain Storm Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_19", " Tyke has learned how to create a Lightning Storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_20", " Tyke has learned how to create a Tornado.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI
ON_21", " Tyke has learned how to create a Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_22", " Tyke has learned how to create a Physical Shield.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_23", " Tyke has learned how to create Miraculous Wood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_24", " Tyke has learned how to create Miraculous Water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_25", " Tyke has learned how to create Miraculous Water with a Gesture.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_26", " Tyke has learned how to create a Miraculous flock of birds.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_27", " Tyke has learned how to create a Miraculous flock of animals.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_28", " Tyke has learned how to cast a Freezing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_29", " Tyke has learned how to create a Shrinking Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_30", " Tyke has learned how to cast a Growing Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_31", " Tyke has learned how to cast a Weakening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_32", " Tyke has learned how to cast a Strengthening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_33", " Tyke has learned how to cast a Fattening Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_34", " Tyke has learned how to cast a Miracle to make other Creatures thin.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_35", " Tyke has learned how to cast a Miracle to make other Creatures invisib le.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_36", " Tyke has learned how to cast a Miracle to make other Creatures nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_37", " Tyke has learned how to cast a Miracle to make other Creatures angry." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_38", " Tyke has learned how to cast a Miracle to make other Creatures hungry. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_39", " Tyke has learned how to cast a Miracle to make other Creatures frighte ned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_40", " Tyke has learned how to cast a Miracle to make other Creatures tired." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_41", " Tyke has learned how to cast a Miracle to make other Creatures ill.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_42", " Tyke has learned how to cast a Miracle to make other Creatures thirsty .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_43", " Tyke has learned how to cast a Miracle to make other Creatures itchy." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_44", " Tyke has learned how to cast an Anti-Miracle Miracle!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_MAGIC_ACTI ON_45", " Tyke has learned how to cast a Speed-Up Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_NORMAL_ACT ION_01", " Tyke has learned how to build things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_NORMAL_ACT ION_02", " Tyke has learned that he can take food from the field.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_NORMAL_ACT ION_03", " Tyke has been watching you and has learned how to use the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_NORMAL_ACT ION_04", " Tyke has been watching the Villagers and has learned how to use the V illage Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_NORMAL_ACT ION_05", " Tyke has learned to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_LEARN_NORMAL_ACT ION_06", " Tyke has learned how to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_NEARLY_LEARNT_NO RMAL_ACTION_01", " Tyke is learning how to build things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_NEARLY_LEARNT_NO RMAL_ACTION_02", " Tyke is learning that he can take food from the field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_NEARLY_LEARNT_NO RMAL_ACTION_03", " Tyke is learning how to use the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_NEARLY_LEARNT_NO RMAL_ACTION_04", " Tyke is learning how to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_NEARLY_LEARNT_NO RMAL_ACTION_05", " Tyke is learning how to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_NEARLY_LEARNT_NO RMAL_ACTION_06", " Tyke is learning how to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_HASNT_LEARN_NORM AL_ACTION_01", " Tyke doesnt know how to build things.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_HASNT_LEARN_NORM AL_ACTION_02", " Tyke doesnt know that he can take food from the field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_HASNT_LEARN_NORM AL_ACTION_03", " Tyke doesnt know how to use the Totem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_HASNT_LEARN_NORM AL_ACTION_04", " Tyke doesnt know how to use the Village Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_HASNT_LEARN_NORM AL_ACTION_05", " Tyke doesnt know how to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_HASNT_LEARN_NORM AL_ACTION_06", " Tyke doesnt know how to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_NORMA L_ACTION_YET_01", " Tyke isn't experienced enough yet to learn how to build thin gs.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_NORMA L_ACTION_YET_02", " Tyke isn't experienced enough yet to learn that he can take food from the field.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_NORMA L_ACTION_YET_03", " Tyke isn't experienced enough yet to learn how to use the To tem.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_NORMA L_ACTION_YET_04", " Tyke isn't experienced enough yet to learn how to use the Vi llage Store.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_NORMA L_ACTION_YET_05", " Tyke isn't experienced enough yet to learn how to fish.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_NORMA L_ACTION_YET_06", " Tyke isn't experienced enough yet to learn how to dance.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_MAGIC _ACTION_YET_01", " Tyke isn't experienced enough yet to learn Miracles.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_TYKE_LESSON_CANT_LEARN_MAGIC _ACTION_YET_02", " Tyke isn't experienced enough yet to learn Miracle Gestures." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_ROOM_TYKE_SCROLL_TITLE", "Ty ke Attributes") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_01", "bos taur us") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_02", "Everyone is nice 'til the cow gets into the garden. - Irish Proverb")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_03", "canis lu pos") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_04", "Grandmot her, what big teeth you have got! - Little Red Riding Hood") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_05", "gorilla gorilla") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_06", "Aaaaargh h! - Faye Wray") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_07", "ursus ma ritimus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_08", "We're no rth of Alabama, but I'm not sure where. Thumbing for a ride we see a Polar Bear. - Monty Harper") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_09", "panthera leo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_10", "The whis per of a pretty girl can be heard further than the roar of a Lion. - Arabian Pro verb") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_11", "crocodyl us niloticus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_12", "Never sm ile at a Crocodile. - Peter Pan") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_13", "ammotrag us lervia") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_14", "When the re are no Sheep, you call the goat a Sheep. - Turkish Saying") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_15", "pongo py gmaeus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_16", "An Ape l ike me can learn to be human too. - King Louie") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_17", "panthera tigris") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_18", "Unless y ou enter the Tiger's den you cannot take the cubs. - Japanese Proverb") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_19", "geochelo ne elephantopus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_20", "Plodding wins the race. - Aesop") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_21", "rhinocer os unicornis") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_22", "You need Rhino skin, if you gonna begin to walk through this world. - Tom Petty") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_23", "mandrill us sphinx") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_24", "I'm not the confused one. You don't even know WHO you are! - Rafiki the Mandrill") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_25", "equus ze bra") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_26", "Even the boldest Zebra fears the hungry lion. - Anon") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_27", "ursus ar ctos") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_28", "I am a B ear of very little brain and long words bother me. - Pooh Bear") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_29", "panthera pardus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_30", "The rain wets the Leopard's spots but does not wash them off. - Anon") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_31", "pan trog lodytes")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_32", "What mak es him think a middle aged actor, who's played with a Chimp, could have a future in politics? - Ronald Reagan") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_33", "equus ca ballus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_34", "Trouble rides like a fast Horse. - Italian Proverb") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_35", "gallus d omesticus") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_36", "You can' t hatch Chickens from fried eggs. - Dutch Proverb") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_CREATURE_SCREENSHOT", " Take A Creature Screenshot") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ACTIONS_ZOOMTO_TYKE", "Zoom To Tyke") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKESCOMINGOFAGE_TYKELEA RNING_860", "Tyke has learned to cast the Explosion Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_FIREBALL _PU_ONE", "Tyke's learned to cast a more powerful Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_FIREBALL _PU_TWO", "Tyke can now cast the most powerful Fireball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_LIGHTNIN G_BOLT_PU_ONE", "Tyke's learned to cast a bigger Lightning Bolt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_LIGHTNIN G_BOLT_PU_TWO", "Tyke has mastered an even bigger Lightning Bolt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_EXPLOSIO N_ONE_PU_ONE", "Tyke can cast a bigger Explosion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_EXPLOSIO N_ONE_PU_TWO", "Tyke can now cast a massive Explosion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_HEAL_PU_ ONE", "Tyke now has a more powerful Heal Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_FOOD_PU_ ONE", "Tyke can now create Energy Food to speed up Villagers who eat it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_STORM_WI ND_RAIN_LIGHTNING", "Tyke is now able to cast a huge, amazing Storm.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_MAGIC_TYPE_WATER_PU _ONE", "Tyke can now cast a more powerful Water Miracle.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_10", "You can register Black & White: Creature Isle now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_20", "To do this you need to be connected to the Internet.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_30", "If you have previously registered Black & White at www.bwgame.com, enter your username below.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_40", "Then click the Update Account button.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_50", "You will then be taken to a web page where your Creature Isle registration wil l be confirmed.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_60", "If you have NEVER previously registered at www.bwgame.com, and you would like to:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_70", "Click the button marked Register At bwgame.com.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_80", "Username:") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_90", "Update Account") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_INSTALLER_REGISTER_TEXT_100" , "Click if you haven't registered yet at bwgame.com.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TRIAL_CANCEL_01", "Are y ou sure you want to cancel this Trial Boss? Click the Scroll again if you are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TRIAL_CANCEL_02", "If yo u really want to cancel this Trial, Boss, click the Scroll again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TRIAL_CANCEL_03", "Click on the Scroll to cancel the Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CHALLENGE_CANCEL_01", "A re you sure you want to cancel this Challenge Boss? Click the Scroll again if yo u are.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CHALLENGE_CANCEL_02", "S ure about cancelling the Challenge, Leader? Click the Scroll once more if you ar e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CHALLENGE_CANCEL_03", "C lick the Scroll again to cancel the Challenge.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_10", "I t has been a while since we met, my young friend. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_20", "Y ou have grown in strength and confidence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_30", "Y our combat skills are better than ever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_40", "S o much so that you have defeated in battle all the types of Creature on this Isl e.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_50", "Y ou have used your power wisely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_60", "A nd the source has served you well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_70", "Y our victories have been impressive and I wish to honor you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_80", "B y granting you the Gauntlets of Power.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_90", "T hese wondrous items become active whenever you fight.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_100", " They glow with the unearthly power of the source.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_RHINO, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_110", " And only a master may wield them.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_1 20", "You hear that, beardy? Our Creature is a fighting master!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_1 30", "Indeed. But he must fight for good. For what is right.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_COMBAT_BEATEN_EVERYONE_1 40", "Ah, shut up. That's not what fighting is about at all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKES_HOME_10", "Bring y our Creature here when you want to detach him from Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKES_HOME_20", "You can trap Tyke here until you want to release him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKES_HOME_30", "You can Leash Tyke here so your Creature can explore on his own.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKES_HOME_40", "Drag th is Leash to Tyke to bind him to his home.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKES_HOME_50", "Use the Leash on Tyke to toggle between him following your Creature and going home to r est.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLES_FUTURE_ROOM_DIAL OG_BOX", "The future gets ever closer.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_141", "And on e day we discovered a tiny newborn Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_142", "But sh e was different.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_143", "So Mer curio looked after her and became her guardian.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_144", "She wa s called Eve and her existence meant our band of Creatures would never die out." ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_290", "You ar e doing well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_300", "But I sense you are curious about Eve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_310", "You wo n't have seen her yet, though.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_320", "Althou gh she is happy, she is very shy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_330", "And wi ll only show herself to those she chooses.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_340", "But le t me tell you that Eve has grown up and wants a Creature to pair with.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_350", "Someon e strong, clever and quick.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_360", "And Sh e is wondering if that Creature is you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_10", "Hello there . Tyke seems to like you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_20", "Don't be al armed, It's me. Eve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_30", "I'm sorry f or not showing myself.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_40", "Perhaps we will meet face to face later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_50", "In the mean time, though, please look after Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_60", "I'll be wat ching how you treat him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_70", "If you come back here I'll let you know how you're doing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_80", "Just use th is scroll to get my opinion.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_TYKE_INTRO_90", "Good luck. I'll be watching your parental skills closely.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_10", "Well don e. You deserve your place in the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_20", "But one question remains. Do you deserve Eve?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_30", "To prove you have the strength to look after her you must complete one more task.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_40", "Beat me in a bout of combat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_50", "If you s ucceed, your union with Eve has my blessing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_60", "I know i t's what she wants. Don't let her down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_FINAL_FIGHT_70", "Meet me on the mountain when you are ready.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_EVE_MEETING_10", "You are the b est I have ever faced. I give you my assent to pair with Eve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_EVE_MEETING_11", "You have the blessing of the whole Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_EVE_MEETING_12", "Now, as you k now, I found Eve when she was tiny.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_EVE_MEETING_13", "She grew into
the most beautiful Creature any of us had ever seen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_EVE_MEETING_14", "We knew that one day she'd fall in love.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_EVE_MEETING_20", "And when you arrived, we hoped it would be with you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_MEETING_30", "Finally I have found a worthy, perfect mate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_MEETING_40", "Now we are a p air.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_MEETING_50", "I believed all along you were the one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_MEETING_60", "And I was will ing to wait for ever for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EVE_MEETING_70", "This i s simply wonderful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EVE_MEETING_80", "Huh. Y eah, yeah. Whatever.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EVE_MEETING_90", "Hey. W hat's this? We gotta kid! How'd that happen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EVE_MEETING_100", "Do yo u really want me to explain it to you?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EVE_MEETING_110", "No, t hat's OK. Anyway, he's our very own!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EVE_MEETING_120", "He se ems at least as bright as Tyke, as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EVE_MEETING_130", "Let's raise him. He'll be useful on other lands.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EVE_MEETING_140", "Yes, we really should raise him. He is ours, after all.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EVE_MEETING_150", "So yo u agree! We're going to need all the Creature help we can get when we meet new g ods.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_225", "You need to get the Giants back to the fire to stop them stoning the building. ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BUILDING_PROTECTOR_227", "Perhaps you need to get the fastest Giant back first.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_10", "Hello! P leased to meet you. I'm a Creature minder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_20", "I'd love to look after your little one, if you want me to.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_30", "Leave hi m here and click on the Scroll or my hut to pick him up again later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_40", "Hello ag ain. I'll happily look after your youngster for a while.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_50", "But don' t be away too long. He'll be miserable.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_60", "You've r eturned for your small companion!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_70", "He's tir ed me out. I can have some rest now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_80", "It was a pleasure looking after him for you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_90", "I'm off to rest now but I hope to see you later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_100", "Come ba ck later when my hut has been mended.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_BABYSITTER, "HELP_TEXT_BABYSITTER_110", "Come ba ck later. I'm still exhausted after the last time he was here!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_BABYSITTER_120", "We nee
d to bring the little one over for the Creature minder.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_25", "This i s unfortunate as I had hoped to catch Eve's eye.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LEOPARD, "HELP_TEXT_KINGOFTHECASTLE_27", "Still, I hear her eyes are firmly fixed on your Creature. The lucky thing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_35", "Hey, it might get him noticed more with Eve.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CHIMP, "HELP_TEXT_SMASH_BUILDINGS_37", "I know s he ain't interested in the rest of us!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE1_10 ", "I say, Leader. Eve sounds lovely, doesn't she?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE1_20 ", "Yeah. I wonder if our Creature's tough enough to impress her?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE1_30 ", "Course he is. And there are other ways to a lady's heart. Looking after Tyke , for example.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE1_40 ", "And belching. That always impresses 'em.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE2_10 ", "We'd better keep our eye on Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE2_20 ", "Yes. Make sure the little chap's happy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE2_30 ", "Right. So we impress Eve and wahay!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE3_10 ", "Eve ain't gonna like this. We're not treating Tyke so good, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE3_20 ", "You're right. Let's really look after him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE4_10 ", "Eve's gonna love us! We're a big hit with Tyke!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ADVISORS_DISCUSS_EVE5_10 ", "Let's make sure Tyke is as happy and looked after as possible. It's what Eve wants, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_01", "You're g ood at caring for Tyke, I see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_02", "I admire a Creature who cares for others like you care for Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_03", "Tyke see ms to love being with you, Creature. I'm pleased.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_04", "Hmm. You seem to be great with Tyke. Wonderful.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_05", "Tyke is happy, isn't he? That's nice to see.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_06", "I always like a Creature who can take care of others.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_07", "It's lov ely to see your Creature caring for little Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_08", "Tyke is settled and safe. Your Creature is truly special.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_09", "I have m y eye on your Creature. He's so good with youngsters.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_GOOD_10", "Your Cre ature is a natural with Tyke. That pleases me very much.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_01", "Tyke seem s not to be thriving. I'm displeased.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_02", "Tyke is u nhappy about something. I don't like it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_03", "I disappr ove you the way your Creature treats Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_04", "I want a
Creature who's good with others. Yours isnt.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_05", "The Creat ure I'll love will be great with youngsters. Unlike your Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_06", "I don't l ike what I'm seeing. Your Creature is bad for Tyke.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_07", "Tyke is n ot doing well, and your Creature is to blame.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_08", "Your Crea ture is failing in his task of caring for Tyke. Perhaps I should search elsewher e for a mate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_09", "I cannot be with a Creature who can't look after the young, like yours.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVE, "HELP_TEXT_EVE_FEEDBACK_BAD_10", "Tyke shou ld be happy and well. It's your Creature's fault that he isn't, and I'm not happ y about it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_10", " Tyke's is very hungry. Eve won't want to see that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_20", " Hey, Boss. Tyke's thirsty. You think Eve's gonna be impressed that we neglect hi m?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_30", " Tyke's not very healthy, Leader. I'd do something before Eve finds out.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_40", " Whaddaya know? Tyke's exhausted. I sure hope he recovers before Eve gets to know about it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_50", " Tyke is hungry, you're needs to feed him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_60", " Tyke is thirsty, your Creature needs to take him to water.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BAD_FEEDBACK_70", " Tyke is tired, he needs rest.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_BABYSITTER_FEEDBACK _01", "Where's Tyke? Oh yeah, still at the Babysitter's. Eve ain't gonna like it .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BABYSITTER_FEEDBACK _02", "Tyke's been with the Creature Minder for too long. Eve will think we're a bad parent.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_BABYSITTER_FEEDBACK _03", "We should get Tyke back from that Babysitter before Eve realises we left him there for ages.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BABYSITTER_FEEDBACK _04", "Eve won't like to see us leaving Tyke with his minder for this long, Lead er.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKE_BABYSITTER_FEEDBACK _05", "If we want Eve to like us, we'd better get Tyke back so we look like we c are about him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TYKE_NOT_YET_ABLE_10", "Tyke ha sn't yet matured enough to do what your Creature is doing.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_TYKESTATS_DYK_10", "Tyke's stat istics can be found below those of your Creature on the scrolls in the Temple's Creature Cave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_THROW_DYK_11", "Use your Creatu re to knock the egg out of the tree by throwing a rock at it.Get him to pick up a rock andthen click on the egg with the Action Button while your Creature is on a leash.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_GOD_ARRIVES_10", "He y, a god to challenge. I'll take you on!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_EXPLAINS_10", "Y ou'll see that the score doesn't come up instantly after a Strike or a Spare. Th at's bowling, for you.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_EXPLAINS_30", "T hree rounds to go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_EXPLAINS_40", "T wo rounds left.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_EXPLAINS_50", "O nly one round to go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_COW_EXPLAINS_85", "T he game takes place over five rounds.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_SCAFFOLD_DYK", "B y combining up to eight Scaffolds you can create the following structures:\nOne Scaffold makes a small house.\nTwo Scaffolds make a bigger house.\nThree Scaffol ds make a civic building.\nFour Scaffolds make a field.\nFive Scaffolds make a n ew Village Centre (which youll need to create a new Village)\nSeven Scaffolds mak e a wonder. Eight Scaffolds make a soccer pitch.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUIT_SCROLL_10", "No Lea der. You must click on the cancel scroll to end this Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TYKES_NEST_ASSISTANCE", "Boss, we really should throw a stone at that egg to dislodge it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CI_RESTART", "Black & Wh ite: Creature Isle will restart now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CI_RESTART_WARNING", "Th is will cause Black & White: Creature Isle to restart. \nAre you sure?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CI_WELCOME", " Welcome. You're currently playing Black & White: Creature Isle as %s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_CI_QUIT_QUESTION", "Are you sure you wish to quit\nBlack & White: Creature Isle?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_28", "You ne ed to complete the Brother's Trial first, Leader!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_ISLE_TYKE_THINKING" , "Move your hand over Tyke to find out what he is thinking.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_SKILLS_160", "Bos s, Leash your Creature and click the Action Button on the ball to get him to kic k it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_CREATURE_SCOLDING_TYKE", "Your Creature is scolding Tyke for his actions. Nice one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_PRAISING_TYKE", "Our Creature is praising Tyke for what's he's done, Leader. Ahh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_10", "Your go, pal . Click where you want that li'l ball to go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_11", "Click the Ac tion Button where you want the marble to land.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_12", "Click the Ac tion Button at the place you want to throw.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_13", "Now use the Action Button to throw, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_14", "You'll throw where you click the Action Button. But the ball will roll on.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_15", "Great shot!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_16", "Pretty good aiming, there.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_17", "Hmm. Not bad .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_18", "Oh. I dun se en better than that.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_19", "That ain't s o good, pal.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_20", "Pick up the marble in the center of the other ring.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_APE, "HELP_TEXT_MARBLES_EXTRA_30", "And throw it
at the target.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_141", "Oh n o! Our Creature has been frozen!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_142", "Froz en! Dammit!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_143", "Oh n o. We've been frozen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_144", "No! Frozen! Argh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SPIRIT_TRIAL_145", "Huh. Whaddaya you know. Frozen.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_26", "The C hild Minder") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_TAPPER_DYK", "Herbo's Building Trial. Click on the stones to move there and scare the Giants away from the building.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_BABYSITTER_DYK", "Leave your Cr eature at the Creature Minder's hut. She will look after him until you click on the hut to collect him later.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_AGGRESSIVE_LEASH_DYK", " Leader, I think you should know - if you attach our Creature to a building using the Leash of Aggression, he'll wreck it!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_GENERAL_USE_SIGNPOSTS_DY K", "Leader, remember these signposts? They contain a lot of information. I sugg est you read them occasionally.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_APPRENTICE_TRIAL_COMPLETE_ 35", "Eve is happy with they way you have treated the youngster.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_10", "A ll the plinths are raised but one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_20", "T he time for you to join the Brotherhood has come.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_30", "Y ou have proved yourself admirably.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_40", "A nd Mercurio is keen to meet you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_50", "A s our leader, he'll have much to speak to you about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_60", "B ut enough from me.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_STARTS_GRADUATION_70", "L et the Graduation commence!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRADUATION_10", "I am Merc urio. This is my Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRADUATION_20", "I have be en watching you closely as you've succeeded at each Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRADUATION_30", "Your skil l has been demonstrated. You have done enough.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRADUATION_40", "Prepare t o receive the emblem of the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRADUATION_50", "It repres ents us. Our solidarity. We are an elite.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRADUATION_60", "It is our highest honor. Congratulations.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_10", "But i t isn't just I who have been watching you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_20", "Eve h as been keeping a keen eye on your progress.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_30", "You m ust know she wants you to be her mate.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_40", "And s
he has asked for my approval, as her guardian.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_50", "I alw ays stated that the Creature worthy of her must be in the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_60", "And m ust defeat me in combat.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_70", "Now y ou have the joined the Brotherhood, only combat with me remains if you are to wi n her.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_CROC, "HELP_TEXT_CROC_GRANTS_YOU_EVE_80", "Follo w me. We must travel to my arena.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_SOCCER_SKILLS_170", "You must kick the ball through all the gates before you can score.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_300", "I've failed!" ) ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_301", "It's all gone wrong!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WOLF, "HELP_TEXT_WOLF_TRIAL_302", "Oh no!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_LION_INTRODUCTION_370", "Why do n't you attempt the Trial over here?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_EXPLANATION_35", "Good fig hters are always respected within the Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_WISE_MAN, "HELP_TEXT_TYKE_EDUCATION_35", "You ca n't educate Tyke yourself. He thinks of your Creature as his teacher.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TEACH_TYKE_TO_USE_FIELD_ DYK", "Leader, we can get our Creature to take food from the fields in front of Tyke, to teach him to do it too.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THROWING_INSTRUCTION_10" , "Throw the marker in the direction you want your Creature to aim. The further you throw it the harder the creature bowls.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THROWING_INSTRUCTION_20" , "Throw the marker in the direction you want your Creature to aim.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HORSE, "HELP_TEXT_SPECIAL_CROPS_45", "If you can make those fields as healthy as these, your job is done.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_291", "Lov ely. That'll make them grow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_292", "Exc ellent. Grow, little ones, grow.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_293", "The y'll sprout forth like huge, sprouting things!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_SPECIAL_CROPS_294", "Yes , Leader. You're a wonderful gardener.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_155", "You can't go past the edge of the logo with the marker!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_157", "That's an inv alid throw. Whaddaya doing?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_158", "The further y ou throw the marker down the alley, the harder your Creature will bowl.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_COW, "HELP_TEXT_COW_BOWLING_159", "The faster yo u throw the marker, the faster your Creature will bowl.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CREATURE_CARRYING_REMIND ER", "When your Creature is carrying something, double click the Action Button t o put it down.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_RUFUS_REMINDER_SCROLL", "Remember, we can click this Scroll and Rufus will tell us what to do next.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THROW_MARKER_10", "It's our turn to throw the marker.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THROW_MARKER_11", "Boss, we get to throw the marker now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THROW_MARKER_12", "Throw the marker, Leader.")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THROW_MARKER_13", "Hurl that marker, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THROW_MARKER_20", "To pi ck up the marker, click the Action Button on it. To throw it, click and hold the Action Button again, move the mouse and release.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_THROW_MARKER_FURTHER_10" , "We should throw the marker further.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_THROW_MARKER_FURTHER_11" , "Boss, throw the marker further.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EGG_READY_10", "The egg' s gonna hatch!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_EGG_READY_11", "That egg is about to split open. Ooh.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_EGG_READY_12", "The egg' s gonna burst open, Boss!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_10", "To move around, double click the Move Button on the land where you want to go.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_20", "Or click and ho ld the land and pull yourself there by moving the mouse towards you. You can als o use the cursor keys to move around.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_30", "To zoom your vi ew, you click and hold both the mouse buttons and move the mouse forwards or bac k. You can also roll your mouse wheel back and forth to zoom. Holding CTRL and p ressing the UP or DOWN cursor keys will also zoom.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_40", "To rotate, you move the Hand to the side of the screen until the rotate arrow appears. You can also hold the Move Button and move the mouse in a circular motion. Holding CTRL and using the Left or Right cursor keys also rotates, as does holding both mouse buttons and moving the mouse sideways.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_50", "To pitch, move your hand to the top or bottom edge of the screen until the pitch arrow appears. Holding SHIFT and using the Up or Down cursor keys also pitches. You can pitch by holding the house wheel and moving the mouse up or down as well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_60", "To pick up obje cts you need to be within your zone of influence. Click the Action Button on the object you want to hold. Click it again to release it, or move the mouse and cl ick to throw it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_70", "To pick up a Le ash, click the Action Button on it or press the L key. Click the Action Button o n your Creature to attach the Leash to him. He'll follow you around now. Click o r double-click the Action Button where you want the Creature to go. Attaching th e end of the Leash you're holding to an object will make your Creature interact with it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_80", "To unattach the Leash, double-click the Action Button on the place where it's attached, or pres s the L key. To drop the Leash, shake your hand from side to side or press the L key.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_90", "To teach your C reature, you can use the rope Leash of Learning. While he's on this Leash, he'll watch and learn anything you do with the Action Button. When he learns somethin g a lightbulb appears above his head. The spiky Leash of Aggression will encoura ge your Creature to be harmful or destructive. The fluffy Leash of Compassion wi ll encourage your Creature to be nice.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_100", "At any time yo u may reward your Creature by holding down the Action Button and moving the hand gently over him. Punish him by holding the Action Button and moving the hand qu ickly from side to side across him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MOVE_RECAP_DYK", "To move aroun d, TEMP TEXT AS TOO LONG") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CHIMPS_NEW_REMINDER", "Y
ou must complete Herbo's Protection Trial before the chimps will teach you to bu ild.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_DOLPHINSHOOT_165", " Great score! But it isn't enough for a major prize. Sorry.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_211", "Our bo y is nearing the Wolf!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_212", "He's g etting close to that old Wolf.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_213", "Our lo vely Creature's getting nearer to the Wolf.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_WOLF_TRIAL_214", "He's c lose to the Wolf! Shh!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_VILLAGERS_GIVE_HELP_ 10", "Marvellous. The villagers will give your Creature strength before a fight for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_VILLAGERS_GIVE_HELP_ 20", "Marvellous. The villagers will give your Creature healing during a fight f or this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DOLPHIN_TRAINER, "HELP_TEXT_VILLAGERS_GIVE_HELP_ 30", "Marvellous. The villagers will give your Creature extra speed during a rac e for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_VILLAGERS_GIVE_HELP_40", " Phew. The tribe will grant your Creature strength before a fight for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_VILLAGERS_GIVE_HELP_50", " Phew. For this tribe will grant your Creature healing during a fight for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_UPSET_MAN, "HELP_TEXT_VILLAGERS_GIVE_HELP_60", " Wonderful. For this the tribe will grant your Creature extra speed during a race .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_VILLAGERS_GIVE_HELP_70", "Great! We'll give your Creature strength before a fight for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_VILLAGERS_GIVE_HELP_80", "Great! We'll give your Creature healing during a fight for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_HAUNTED_MAN, "HELP_TEXT_VILLAGERS_GIVE_HELP_90", "Great! We'll give your Creature extra speed during a race for this.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_VILLAGERS_GIVE_HELP_100" , "Leader, the villagers are giving our Creature extra strength like they promis ed!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_VILLAGERS_GIVE_HELP_110" , "Leader, the tribe's healing our Creature as they said they would!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_VILLAGERS_GIVE_HELP_120" , "Leader, the people are granting our Creature extra strength! They said they'd do this!") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SHORT_LEASH_DYK", "When your Cr eature is on a Short Leash he'll be forced to do exactly what you want him to.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_USE_TYKE_ONLINE", "Add Tyke") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_10", "Black & White: Creature Isle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_11", "Creature Isle Team") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_12", "Additional Pro gramming") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_13", "Quality Assura nce") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_14", "With Support F rom") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_15", "The Rest of Li onhead Studios") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_16", "Black & White Studios") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_CREDITS_17", "Electronic Art
s") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ANTI_SPELL_01", "The Anti Mirac le Miracle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_SPEED_SPEED_01", "Speed-Up Mira cle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_110", "Silver Ca ncel Challenge Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_111", "Gold Canc el Quest Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_112", "Swap Crea ture Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_113", "Fight Cre ature Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EXTRA_114", "Brotherho od Scroll") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_SQUARE_SPEC IAL_CROP", "Special Crops") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_MARBLE_BASE ", "A Marbles-playing arena.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_EGG_TREE", "A special Bao Tree") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_CREATURE_RA CE_PILLAR", "A racing gate marker") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_FIELD_INFO_POINTER_HAN D", "A hand indicating an interaction event") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BUILDING_DOJO", "The D ojo, where the Brotherhood are based. Clicking on a plinth gives you the option to either fight or swap to the Creature type which is summoned.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BUILDING_STADIUM", "A big sports stadium") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BALLISTA", "A Ballista ") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_DOLPHIN", "A lovely Do lphin") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BROTHERHOOD_RING_01", "A sacred ring to carry") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BROTHERHOOD_RING_02", "A special Brotherhood ring") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BROTHERHOOD_RING_03", "A ring of great importance") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MOSES_BASKET", "A bask et. There could be something in it") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BROTHERHOOD_PUCK", "A Brotherhood game marker") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MARBLE_01", "A marble which belongs to you") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MARBLE_02", "A marble. One of yours") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MARBLE_03", "A marble belonging to someone else") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_MARBLE_04", "A marble on someone else's side") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EGG", "Egg. Possibly w ith a Creature in it") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SOCCER_BALL", "A Socce r Ball.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BOARDGAME", "A Brother hood Trial tile.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WATER_CANNON", "A Wate r Cannon")
ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_WATER_CANNON_WATER", " A water bullet fired by a Water Cannon") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SCOREBOARD", "A Scoreb oard") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_SCOREBOARD_BIG", "A bi g Scoreboard") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_LAVA", "Hot hot Lava") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VOLCANIC_ROCK", "A Vol canic rock. Made of basalt") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_VOLCANIC_POOL", "A Vol canic Pool. Nice and warm") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_BOWLING_ALLEY", "A Bow ling Alley") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_TYKE", "Your Creature' s youngster") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_EVE", "The epitome of loveliness") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_GIANT", "A Giant") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_05", "Pongo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_06", "Filbo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_07", "Wembo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_08", "Dergo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_09", "Frungo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_10", "Gargo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_11", "Herbo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_12", "Jembo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_13", "Timbo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CHIMP_14", "Pergo") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_SHORTCUTS", "Movement Using Keyboard Shortcuts") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_111", "You can move t o specific places or in specific ways by using special shortcuts.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_112", "Single-tap SPA CEBAR Reset the view to the default angle and altitude") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_113", "Double-tap SPA CEBAR Move to Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_114", "C Move to your Creature and follow him if hes moving") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_115", "Esc (When outs ide Temple) Brings up the Options screen") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_116", "Esc Leave a Ro om in the Temple and return to the Temples World Room") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_117", "Esc (When in T emples World Room) Leave Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_118", "Tab Cycles you r view through each of your Village Stores") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_119", "A Pitch view U P") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_120", "Q Pitch view D OWN") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_121", "L Leashes and unleashes the Creature") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_122", "V Cycles to pr evious Leash") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_123", "B Cycles to ne xt Leash") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_124", "N Displays the names of your Villagers") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_125", "S Displays Vil lager Statistics(S when the Hand is over a Villager displays stats about that si
ngle Villager)") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_126", "T Talk to othe r players") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_127", "F1 Displays He lp about any object under the Hand") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_128", "F2 Move to God s Playground Training Area") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_129", "F3 Zoom out th e view to see the whole land") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_130", "F4 Move to Wor ld Room in Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_131", "F5 Move to Cre ature Cave in Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_132", "F6 Move to Cha llenge Room in Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_133", "F7 Move to Sav e Game Room in Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_134", "F8 Move to Opt ions Room in Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_135", "F9 Move to Lib rary in Temple") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_136", "CTRL + S (When outside Temple) Quick Save") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_137", "CTRL + L (When outside Temple) Quick Load") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_F2_SCREEN_138", "SHIFT + C Move to your Creature's pet") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TRY_A_TRIAL_10", "Let's do some Trials, Boss. Tyke'll learn all the time, so we don't need to keep train ing him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_TRY_A_TRIAL_11", "Boss, let's go for a Trial. We can teach Tyke any time.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TRY_A_TRIAL_12", "Tyke's all very well, Leader, but I think we should have a go at a Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_101", "Place me in the contraption.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_102", "Lock and load me into it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_THROW_BLOKE, "HELP_TEXT_ZEBRA_TRIAL_103", "Put m e in the firing chamber.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_CI_REMINDER_29", "We nee d to find and knock the egg out of the Bao Tree.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_17", "Your Creature has had an Anti-Miracle performed on him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_RECEIVED_SPELL_18", "Your Creature has had a Speed Miracle cast on him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_17", "The Anti-Miracle has worn off. Your Creature is now vulnerable to other Miracl es.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_DEFAULT, "HELP_TEXT_CREATURE_FINISHED_SPELL_18", "The Miracle has worn off. You're Creature is now no longer speedy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_ANTI _01", "Anti-Miracle. This removes other Miracles from the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_HAND_CREATURE_SPELL_SPEE DY_01", "Speed Miracle. This accelerates the target Creature.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CREATURE_ISLE_TITLE_27", "Herbo 's Protection Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REPLAY_TRIAL_REMINDER_01 ", "We can replay the Trial down here, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REPLAY_TRIAL_REMINDER_02
", "Leader, this a Trial we can play again.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REPLAY_TRIAL_REMINDER_03 ", "Wanna have another go on this Trial here?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_REPLAY_TRIAL_REMINDER_04 ", "Here's a Trial for us to revisit.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_REPLAY_TRIAL_REMINDER_05 ", "We can have some more fun with this Trial here, Leader.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ESCAPE_TO_QUIT_10", "Pre ss Escape to finish this attempt, Leader") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ESCAPE_TO_QUIT_20", "Hit Escape if you wanna quit the throw, Boss.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_ESCAPE_TO_QUIT_30", "Pre ss Escape if you'd like to leave.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_EVIL_SPIRIT, "HELP_TEXT_ESCAPE_TO_QUIT_40", "If you're not happy with your shot, you can hit Escape to quit the throw and re-lau nch the mule headed guy.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_DOJO_REMINDER_240", "The villag ers have something very important to speak to you about.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BUILDING_01", "Now our Creature can build, we should teach Tyke by using the Creature to do it in f ront of him.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BUILDING_02", "Tyke could now learn to build by watching our Creature doing it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_TYKE_BUILDING_03", "We c ould teach Tyke to build by showing him our Creature doing it.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_END_OF_GAME_10", "Hello m y friend. The trials are over now.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_END_OF_GAME_20", "However , some of the Brotherhood will still happily challenge you.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_END_OF_GAME_30", "You wil l find them around the land, and recognize their challenges from before.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_END_OF_GAME_40", "It is a great honor to have you as a member of our Brotherhood.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_END_OF_GAME_50", "Goodbye for now, my friend.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CREATURE_ISLE_10", "Creatu re Isle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_NAME_CREATURE_ISLE_20", "Presen ting") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_INTRO_HIS_TRIAL_10", "You have done well.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_INTRO_HIS_TRIAL_20", "And have convinced most of the Brotherhood of your excellence.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_INTRO_HIS_TRIAL_30", "You are now only one step away from joining our number.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_LION, "HELP_TEXT_RUFUS_INTRO_HIS_TRIAL_40", "The time has come for you to face my Trial.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_37", "puma con color coryi") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_ENDOFGAME_QUOTES_38", "The soul of another is a mystery, and a cat's soul is even more so. - Anton Chekhov") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUIT_TRIAL_BEFORE_NEW_ON E_01", "We need to cancel our current trial before we can start this one, Leader .") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUIT_TRIAL_BEFORE_NEW_ON E_02", "Cancel the current Trial before starting another, please.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_GOOD_SPIRIT, "HELP_TEXT_QUIT_TRIAL_BEFORE_NEW_ON E_03", "Leader, we must cancel the current Trial before we can do this one.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_QUIT", "Quit") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_CI_DELETE", "Warning: Deleting
your Black & White Creature Isle profile will also delete your Black & White pro file of the same name. Delete?") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_MPFE_FG_CI_TITLE", "Find Black & White Creature Isle games") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHICKEN_CREATURE_01", "Your Chicken.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CHICKEN_CREATURE_02", "Its a Chicken.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CROC_CREATURE_01", "Yo ur Crocodile.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUESTION_CROC_CREATURE_02", "It 's a Crocodile.") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_QUIT_CI_FULL", "Quit Black & Wh ite Creature Isle") ADD_TEXT( 1, HELP_TEXT_NARRATOR_NONE, "HELP_TEXT_DIALOG_VIDEOCHANGE_CI", "The vi deo detail setting which you have chosen will only take effect next time you sta rt Black & White Creature Isle")