[HGESTRINGTABLE]
;<TITLE>
TITLE_CE="Dark Tales: Edgar Allan Poe's The Gold Bug Collector's Edition"
TITLE_SE="Dark Tales: Edgar Allan Poe's The Gold Bug"

;<SYSTEM>
NO_SOUND_CARD            = "A sound card was not detected. The game will continue without audio."
WARNING                  = "Warning!"
ERRORS                   = "Error!"
RESOLUTION_NOT_SUPPORTED = "Your screen resolution is not supported. The game will now close."
FORCING_FULLSCREEN       = "Your screen resolution is not supported for windowed game mode.\nThe game will automatically be switched to full-screen."
FORCING_WINDOW           = "Your screen resolution is not supported for full-screen game mode.\nThe game will be automatically switched to windowed mode."
CANNOT_SWITCH_WINDOWED   = "The game cannot be switched to windowed mode\nbecause your screen resolution is not supported."
FULLSCREEN_NOT_SUPPORTED = "Your screen resolution is not supported for full-screen game mode."
GAME_SAVED				 = "Game saved..."

;<Question>
LOADING="Loading, please wait..."
PRESS_ANY_KEY="Press any key to continue..."
DELETE="Delete"
CREDITS="Credit list"
CONGRATULATIONS="Well done!"
Q_DELETE="Are you sure you want to delete a player? The action can't be reversed. "
Q_ERROR_PROFILE_IS_CORRUPTED="The save game file was corrupted. Please create a new profile."
Q_ERROR_PROFILE_IS_CORRUPTED_NOT_CURRENT="The save game file was corrupted."
PANEL_HINT="Hint"
ARE_YOU_SURE="Are you sure?"
REALLY_QUIT_GAME="Do you really want to quit the game?"
REALLY_QUIT_TO_MENU="Are you sure you want to quit?"

;<INVENTORY>
INVENTORY_TOOLS="Tools"
INVENTORY_ITEM_LIST="Item List"
INVENTORY_HELP_MINI_GAME="Help"
C_TOOL_DENY_1="It appears that doesn't fit here."
C_TOOL_DENY_2="I can find a better application for this."
C_TOOL_DENY_3="My detective skills might be a little rusty."
C_TOOL_DENY_4="Apparently, that was the wrong deduction."

;<Common>
CLICK_TO_CONTINUE="click to continue"
C_NOTHING_TO_DO="There is nothing to do here."

C_NOTHING_TO_DO_1 = "It's time to look somewhere else."
C_NOTHING_TO_DO_2 = "Staying here and doing nothing won't get me far."
C_NOTHING_TO_DO_3 = "Maybe I should try looking in another area."
C_NOTHING_TO_DO_4 = "I'm just wasting my time here at this point."
C_NOTHING_TO_DO_5 = "Those who seek, find. Maybe I should seek the answers elsewhere."

S_DOOR_IS_LOCKED="This door is locked."
END_OF_SURVEY="Congratulations!\nYou have successfully\nfinished the demo version\nof the game.\n\n\nPlease fill out the survey."
END_OF_CURRENT_VERSION="This is the end of the current version."

;<Playing Mode Screen>
PLAY_MODE_TITLE				= "Choose your playing mode:"
PLAY_MODE_CASUAL_HEADER		= "Casual mode:"
PLAY_MODE_ADVANCED_HEADER	= "Advanced mode:"
PLAY_MODE_HARD_HEADER		= "Hard mode:"
PLAY_MODE_CASUAL_NOTE		= "The SKIP and HINT buttons recharge more quickly. Active zones are highlighted with sparkles."
PLAY_MODE_ADVANCED_NOTE		= "The SKIP and HINT buttons recharge more slowly. Active zones are not indicated."
PLAY_MODE_HARD_NOTE			= "The SKIP and HINT buttons recharge very slowly. Active zones are not indicated. Black-bar tips are disabled."

;<Profile screens>
INPUT_NAME_TITLE        = "Enter your name:"
QUESTION_DELETE_PROFILE = "Do you really want to delete the profile?"
PROFILE_ALREADY_EXISTS  = "I'm sorry, but that profile name already exists."
MAX_PROFILES            = "You can't create more than six profiles."

;<More info screen>
MIS_STRATEGY_GUIDE = "Strategy Guide"
MIS_CREDITS = "Credits"
MIS_HELP = "Help"
MIS_FORUMS = "Forums"

;<Optios screens>
OPTIONS="OPTIONS"
MUSIC_VOLUME="Music volume"
SOUND_VOLUME="Sound volume"
VOICE_VOLUME="Voice volume"
FULLSCREEN="Full-screen"
WIDE_SCREEN="Wide-screen"
CUSTOM_CURSOR="Custom cursor"
PLAY_MODE_CHANGE_NOTE = "You can change your playing mode during the game in the \"Options\" screen."

;<Standart Edition Mode>
SE_CLICK_ON_EXTRAS="Extra content is available only in the Collector's Edition."
SE_CLICK_ON_STRATEGY_GUIDE="The Strategy Guide is available only in the Collector's Edition."
SE_CLICK_ON_STRATEGY_GUIDE_DEMO_MODE="The Strategy Guide is available only in the full version."

;<DEMO>
DEMO_COMPLETED="This is the end of the DEMO."
TEXT_LINK_BUY_FULL_VERSION="Buy the full version to continue playing."

;<Intro>
INTRO_PAST_TIME="Ten hours later..."
INTRO_SUBTITLE = "We are arriving!"

INTRO_LETTER_TEXT_1 = "Dupin, my dear friend, I am thrilled to let you know I am on the verge of a great discovery! The events that have transpired here are so amazing that I simply cannot do them justice on a page."
INTRO_LETTER_TEXT_2 = "Furthermore, I shudder to think what would happen if details in a letter were to fall into the wrong hands. Therefore, I beg of you, take my words at face value. I will reveal all when we meet in person. Cordially yours, William LeGrand"

;<Interactive Help>
INTERACTIVE_HELP_NEEDED                 = "Would you like to play with interactive help?"

INTERACTIVE_HELP_MSG_COMICS           = "Click on the character to speak to him."
INTERACTIVE_HELP_INSTR_COMICS         = "Click on your companion, Dupin."
INTERACTIVE_HELP_MSG_NOTEBOOK         = "The Notebook will glow when there is a new entry. CLICK on it to read clues and learn more."
INTERACTIVE_HELP_INSTR_NOTEBOOK       = "Click to continue"
INTERACTIVE_HELP_MSG_ZOOM             = "Some areas will let you take a closer look. Click on areas where your cursor changes to an eye to take a closer look."
INTERACTIVE_HELP_INSTR_ZOOM           = "Click on the hatch."
INTERACTIVE_HELP_MSG_FIND_TOOL        = "You can interact with the world or pick up an item by clicking on something when your cursor changes to a hand."
INTERACTIVE_HELP_INSTR_FIND_TOOL      = "Click on the boathook."
INTERACTIVE_HELP_MSG_SPARKLE          = "Take a moment to look for sparkles around the scene. Sparkles indicate an area that you can interact with."
INTERACTIVE_HELP_INSTR_SPARKLE        = "Click on this place."
INTERACTIVE_HELP_MSG_TOOL_APPLY       = "To use an item, CLICK on the item, move your cursor where you want to use it, and then CLICK again."
INTERACTIVE_HELP_INSTR_TOOL_APPLY     = "Click on the boathook in your inventory."
INTERACTIVE_HELP_MSG_TRANSITION       = "You can move between locations by clicking on the area where your cursor changes its shape to a navigation cursor."
INTERACTIVE_HELP_INSTR_TRANSITION     = "Click to continue."
INTERACTIVE_HELP_MSG_DOG              = "LeGrand has given you and Dupin his dog to use throughout your investigation."
INTERACTIVE_HELP_INSTR_DOG            = "Click on Arthur to add him to your team."
INTERACTIVE_HELP_MSG_USE_DOG          = "Arthur can help you find useful items. When Arthur can help you with an item, it's marked with a paw image in your inventory."
INTERACTIVE_HELP_INSTR_USE_DOG        = "Drag the piece of cloth from your inventory and drop it on the dog icon."
INTERACTIVE_HELP_MSG_HO               = "Sparkling areas indicate places where you can zoom in and play hidden-object scenes."
INTERACTIVE_HELP_INSTR_HO             = "Click on the sparkling areas."
INTERACTIVE_HELP_MSG_FROG_ACTION      = "Some items may be hidden or incomplete. For clues, look for areas in the scene where the cursor changes to a hand."
INTERACTIVE_HELP_INSTR_FROG_ACTION    = "Click on the beggar's button leaf."
INTERACTIVE_HELP_MSG_FROG_FIND        = "Collect the items indicated by the silhouettes on the game panel."
INTERACTIVE_HELP_INSTR_FROG_FIND      = "Click on the wheel part."
INTERACTIVE_HELP_MSG_FROG_DROP        = "If possible, use the items you have."
INTERACTIVE_HELP_INSTR_FROG_DROP      = "Click on the rake handle and use it on the rake."
INTERACTIVE_HELP_MSG_HO_ITEM          = "Collect the items from the list."
INTERACTIVE_HELP_INSTR_HO_ITEM        = "Click on the item."
INTERACTIVE_HELP_MSG_HO_INTERACTIVE   = "Some items on the list may be hidden or incomplete. For clues, look for areas in the scene where the cursor changes to a hand."
INTERACTIVE_HELP_INSTR_HO_INTERACTIVE = "Click on the drawer."
INTERACTIVE_HELP_MSG_SKIP             = "If you get stuck, you can skip a puzzle as soon as the Skip button is active."
INTERACTIVE_HELP_INSTR_SKIP           = "Click to continue."

;<In Main Menu - Collectors Edition>
COLLECTORS_EDITION_CLOSED		= "This is the Collector's Edition Bonus Content. Levels, extras, and secrets will be unlocked after completing the game."
COLLECTORS_EDITION_OPENED_NOW 	= "Congratulations! You have successfully beaten the game and can now access the bonus content."
COLLECTORS_EDITION_COMPLETD_NOW	= "Congratulations! You've completed the bonus chapter of the game. Click on EXTRAS from the main menu to enjoy your newly unlocked bonus content."
CE_TAB_MUSIC_1ST_TACK_NAME		= "Soundtrack #1"
CE_TAB_MUSIC_2ND_TACK_NAME		= "Soundtrack #2"
CE_TAB_MUSIC_3RD_TACK_NAME		= "Soundtrack #3"
CE_TAB_MUSIC_4TH_TACK_NAME		= "Soundtrack #4"

;<Collectors Edition Menu>
CE_SET_WALLPAPER_CONFIRMATION   = "Do you want to set this wallpaper on your computer's desktop?"
CE_SET_SCREENSAVER_CONFIRMATION = "Do you want to install this screensaver on your computer?"
CE_SAVE_NOTES_CONFIRMATION      = "Do you want to save the notes in your \"My Documents\" folder?"
CE_SAVE_TRACK_CONFIRMATION      = "Do you want to save the active soundtrack in your \"My Documents\" folder?"
CE_SAVE_IMAGE_CONFIRMATION      = "Do you want to save this image in your \"My Documents\" folder?"

;<In Game Help>
HELP_TEXT_1="A strange epidemic has enveloped an area of Paris and you , Inspector, have been called in to investigate the occurence. As you explore, you will find come across many areas in the world that you can interact with. Watch your cursor, as it will alert you to where you can go and what you can search."
HELP_TEXT_2="HIDDEN OBJECT SCENES. Hidden object scenes are indicated by musical sparkles. At the bottom of the screen is a list of items for you to find. Completing a hidden object scene will reward you with a helpful item."
HELP_TEXT_3="HINTS. You can use a hint if you need help. Hints are unlimited, but take time to recharge after each use."
HELP_TEXT_4="INVENTORY ITEMS. Some items that you find are stored in your inventory for later use. These items can be found in hidden object locations, after you solve a puzzle, or simply lying about."
HELP_TEXT_5="In order to use an item from your inventory, click on the item and then click on the area you want to use it."
HELP_TEXT_6="PUZZLES. Many doors will be locked with mechanical puzzle locks. After you solve such a lock, you will gain access to a new area. You can SKIP a puzzle if you'd like, but it takes 60 seconds before this option is available."
HELP_TEXT_7="Good luck in your investigation, Inspector! And do be careful..."

;<Fish>
SCALE_MESSAGE	= "You have found a scale"
META_FISH_FOUND = "SOME STRANGE BRONSE FISH"

SCALE_CANCER	= "Cancer"
SCALE_CONCH		= "Conch"
SCALE_CRAB		= "Crab"
SCALE_CROW		= "Crow"
SCALE_CROWN		= "Crown"
SCALE_DEER		= "Deer"
SCALE_DRAGON	= "Dragon"
SCALE_EAGLE		= "Eagle"
SCALE_FISH		= "Fish"
SCALE_FISHES	= "Fishes"
SCALE_HORSE		= "Horse"
SCALE_OWL		= "Owl"
SCALE_ROSE		= "Rose"
SCALE_SEADRAGON	= "Seadragon"
SCALE_SEASTAR	= "Seastar"
SCALE_SHELL		= "Shell"
SCALE_SUN		= "Sun"
SCALE_TREE		= "Tree"
SCALE_TULIP		= "Tulip"
SCALE_TURTLE	= "Turtle"

;<---------------------------------------------------------------------------->
;<------------------------------- SE ----------------------------------------->
;<---------------------------------------------------------------------------->

;<TOOLS>
TOOL_INFO_01_PUPPY_DOG       = "You've found\t a PUPPY DOG"
TOOL_HINT_01_PUPPY_DOG       = "Puppy Dog"
TOOL_INFO_01_BAG_OF_MILLET   = "You've found\t a BAG OF MILLET"
TOOL_HINT_01_BAG_OF_MILLET   = "Bag of Millet"
TOOL_INFO_01_BOATHOOK        = "You've found\t a BOATHOOK"
TOOL_HINT_01_BOATHOOK        = "Boathook"
TOOL_INFO_MG_02_01_ITEM_01   = "You've found\t a RED MECHANICAL BUG"
TOOL_HINT_MG_02_01_ITEM_01   = "Red Mechanical Bug"
TOOL_INFO_01_SHELL           = "You've found\t a SHARP SHELL"
TOOL_HINT_01_SHELL           = "Sharp Shell"
TOOL_INFO_MG_03_01_ITEM_01   = "You've found\t a YELLOW GECKO"
TOOL_HINT_MG_03_01_ITEM_01   = "Yellow Gecko"
TOOL_INFO_MG_02_01_ITEM_02   = "You've found\t a GREEN MECHANICAL BUG"
TOOL_HINT_MG_02_01_ITEM_02   = "Green Mechanical Bug"
TOOL_INFO_03_OPENER          = "You've found\t a CAN OPENER"
TOOL_HINT_03_OPENER          = "Can Opener"
TOOL_INFO_MG_03_01_ITEM_02   = "You've found\t a GREEN GECKO"
TOOL_HINT_MG_03_01_ITEM_02   = "Green Gecko"
TOOL_INFO_MG_03_01_ITEM_03   = "You've found\t a RED GECKO"
TOOL_HINT_MG_03_01_ITEM_03   = "Red Gecko"
TOOL_INFO_04_PENCIL          = "You've found\t a PENCIL"
TOOL_HINT_04_PENCIL          = "Pencil"
TOOL_INFO_04_NUT_PLIERS      = "You've found\t some PLIERS"
TOOL_HINT_04_NUT_PLIERS      = "Pliers"
TOOL_INFO_05_PARCHMENT_01    = "You've found\t PARCHMENT"
TOOL_HINT_05_PARCHMENT_01    = "Parchment"
TOOL_INFO_05_DECIPHERED_PARCHMENT_01 = "You've found\t a DECIPHERED PARCHMENT"
TOOL_HINT_05_DECIPHERED_PARCHMENT_01 = "Deciphered Parchment"
TOOL_INFO_05_PIECE_OF_CLOTH   = "You've found\t a HANDKERCHIEF"
TOOL_HINT_05_PIECE_OF_CLOTH   = "Handkerchief"
TOOL_INFO_05_RULER            = "You've found\t a RULER"
TOOL_HINT_05_RULER            = "Ruler"
TOOL_INFO_05_NAIL_WITH_BLOOD  = "You've found\t a BLOODY NAIL"
TOOL_HINT_05_NAIL_WITH_BLOOD  = "Bloody Nail"
TOOL_INFO_06_RING_HANDLE      = "You've found\t a BARN DOOR HANDLE"
TOOL_HINT_06_RING_HANDLE      = "Barn Door Handle"
TOOL_INFO_06_LADDER           = "You've found\t a LADDER"
TOOL_HINT_06_LADDER           = "Ladder"
TOOL_INFO_06_SHIP             = "You've found\t a SHIP"
TOOL_HINT_06_SHIP             = "Ship"
TOOL_INFO_06_HAMMER_HANDLE    = "You've found\t a HAMMER HANDLE"
TOOL_HINT_06_HAMMER_HANDLE    = "Hammer Handle"
TOOL_INFO_06_BRONZE_BUG       = "You've found\t a BRONZE BUG"
TOOL_HINT_06_BRONZE_BUG       = "Bronze Bug"
TOOL_INFO_06_WAVE             = "You've found\t a WAVE PIECE"
TOOL_HINT_06_WAVE             = "Wave Piece"
TOOL_INFO_07_AXE              = "You've found\t an AXE"
TOOL_HINT_07_AXE              = "Axe"
TOOL_INFO_07_HAMMER           = "You've found\t a HAMMER"
TOOL_HINT_07_HAMMER           = "Hammer"
TOOL_INFO_07_CHISEL           = "You've found\t a CHISEL"
TOOL_HINT_07_CHISEL           = "Chisel"
TOOL_INFO_07_ROPE             = "You've found\t a ROPE"
TOOL_HINT_07_ROPE             = "Rope"
TOOL_INFO_06_LEATHER_BELT     = "You've found\t a LEATHER BELT"
TOOL_HINT_06_LEATHER_BELT     = "Leather Belt"
TOOL_INFO_07_GARDEN_PRUNER    = "You've found\t a BLOODY PRUNER"
TOOL_HINT_07_GARDEN_PRUNER    = "Bloody Pruner"
TOOL_INFO_08_ACID             = "You've found\t ACID"
TOOL_HINT_08_ACID             = "Acid"
TOOL_INFO_08_FLOWERPOT        = "You've found\t a FLOWERPOT"
TOOL_HINT_08_FLOWERPOT        = "Flowerpot"
TOOL_INFO_08_DOCTOR_KEY       = "You've found\t a DOCTOR'S KEY"
TOOL_HINT_08_DOCTOR_KEY       = "Doctor's Key"
TOOL_INFO_08_WINDER           = "You've found\t a WINDUP KEY"
TOOL_HINT_08_WINDER           = "Windup Key"
TOOL_INFO_08_MAGIC_BALL       = "You've found\t a MAGIC BALL"
TOOL_HINT_08_MAGIC_BALL       = "Magic Ball"
TOOL_INFO_08_FORTUNETELL_BODY = "You've found\t a FORTUNE-TELLER'S BODY"
TOOL_HINT_08_FORTUNETELL_BODY = "Fortune-teller's Body"
TOOL_INFO_08_FORTUNETELL_HEAD = "You've found\t a FORTUNE-TELLER'S HEAD"
TOOL_HINT_08_FORTUNETELL_HEAD = "Fortune-teller's Head"
TOOL_INFO_09_BELL             = "You've found\t a BELL"
TOOL_HINT_09_BELL             = "Bell"
TOOL_INFO_09_NOTE             = "You've found\t a NOTE"
TOOL_HINT_09_NOTE             = "Note"
TOOL_INFO_09_LENSES           = "You've found\t some LENSES"
TOOL_HINT_09_LENSES           = "Lenses"
TOOL_INFO_09_PIPETTE_WITH_BLOOD_1 = "You've found\t a PIPETTE WITH BLOOD"
TOOL_HINT_09_PIPETTE_WITH_BLOOD_1 = "Pipette with Blood"
TOOL_INFO_09_PIPETTE_WITH_BLOOD_2 = "You've found\t a PIPETTE WITH BLOOD"
TOOL_HINT_09_PIPETTE_WITH_BLOOD_2 = "Pipette with Blood"
TOOL_INFO_09_ELEFANT           = "You've found\t an ELEPHANT"
TOOL_HINT_09_ELEFANT           = "Elephant"
TOOL_INFO_09_SCHEME            = "You've found\t a SCHEME"
TOOL_HINT_09_SCHEME            = "Scheme"
TOOL_INFO_09_BELT             = "You've found\t a BELT"
TOOL_HINT_09_BELT             = "Belt"
TOOL_INFO_09_RUSTY_HEART      = "You've found\t a RUSTY HEART"
TOOL_HINT_09_RUSTY_HEART      = "Rusty Heart"
TOOL_INFO_09_HAMSTER          = "You've found\t a HAMSTER"
TOOL_HINT_09_HAMSTER          = "Hamster"
TOOL_INFO_10_SNAKE            = "You've found\t a SNAKE"
TOOL_HINT_10_SNAKE            = "Snake"
TOOL_INFO_10_SHOE             = "You've found\t a SHOE"
TOOL_HINT_10_SHOE             = "Shoe"
TOOL_INFO_10_VASE_WITH_WATER  = "You've found\t a VASE WITH WATER"
TOOL_HINT_10_VASE_WITH_WATER  = "Vase with Water"
TOOL_INFO_10_WEIGHT_1         = "You've found\t a WEIGHT 1"
TOOL_HINT_10_WEIGHT_1         = "Weight 1"
TOOL_INFO_10_WEIGHT_2         = "You've found\t a WEIGHT 2"
TOOL_HINT_10_WEIGHT_2         = "Weight 2"
TOOL_INFO_10_PIECE_OF_GLASS   = "You've found\t a PIECE OF STAINED GLASS"
TOOL_HINT_10_PIECE_OF_GLASS   = "Piece of Stained Glass"
TOOL_INFO_11_MATCHES          = "You've found\t some MATCHES"
TOOL_HINT_11_MATCHES          = "Matches"
TOOL_INFO_11_VEIL             = "You've found\t a VEIL"
TOOL_HINT_11_VEIL             = "Veil"
TOOL_HINT_11_BINOCULARS       = "Binoculars"
TOOL_INFO_11_BINOCULARS       = "You've found\t BINOCULARS"
TOOL_INFO_12_HEAD_OF_RINGBIRD = "You've found\t a RINGER BIRD'S HEAD"
TOOL_HINT_12_HEAD_OF_RINGBIRD = "Ringer Bird's Head"
TOOL_INFO_12_LAMP_VALVE       = "You've found\t a LAMP VALVE"
TOOL_HINT_12_LAMP_VALVE       = "Lamp Valve"
TOOL_INFO_12_NOTE             = "You've found\t a NOTE"
TOOL_HINT_12_NOTE             = "Note"

;<1>
C_01_DUPIN_01   = "I'm so glad you agreed to accompany me, my friend. An old acquaintance of mine, Monsieur LeGrand, has requested my help in a delicate matter."
C_01_DUPIN_02   = "He didn't divulge any details, but judging by the tone of his letter, I suspect your detective skills will be of great use. Let's hurry. LeGrand's house is here on the shore."
C_01_VILLAIN_01 = "You shouldn't have come here. This is no place for city slickers. If I were you, I'd get back in my boat and head home while I still can."

;<1a>
BBT_01A_NEED_APPLY_HOOK  = "I can't quite reach that boat. I'll have to bring it closer if I want to explore the hull."
BBT_01A_NEED_APPLY_SHELL = "The knot is very tight - I should use something sharp to cut the rope."
BBT_01A_FIRST_VISIT      = "It looks like the bag that man in mask threw in to the water got in the boat."

;<1mg>
HELP_01_BOX = "Click on the items in the box to move them. Keep exploring till you've exhausted the box contents."
BBT_01_MG_CODE = "The code is 684."

BBT_01_MUST_USE_BRUSH = "First I need to brush away the sand."
BBT_01_MUST_FIX_KEY = "The key's broken. I'll have to fix it first."
BBT_01_MUST_SET_ROLLER = "One of the tumblers is missing. Maybe it fell into the box here."
BBT_01_MUST_FIND_COMBINATION = "Unfortunately, I don't yet know the right combination."
BBT_01_MUST_UNLOCK_AMBRY = "This side of the box is locked. I'll have to find the key."

;<2>
C_02_VILLAIN_01 = "You haven't left? You'll wish you had when that Newfoundland tears you to pieces!"
BBT_02_NEED_APPLY_PUPPY_DOG = "That's a hefty guard dog, Dupin. We'll have to find a way to distract him."
BBT_02_LIGHTHOUSE = "I never tire of seeing lighthouses at night. They always evoke a romantic feeling in me."
BBT_02_HOUSE      = "I see you're right, Dupin. Your friend LeGrand's house is very close to the seashore. What a lovely setting."

;<2mg_Lock>
BBT_MG_NEED_BUG = "What an odd lock. It seems to require a couple of missing pieces in order to work."
HELP_02_LOCK = "Guide the bugs through the maze to reach the finish lines that match their colors. Click on the bugs and then click on one of the arrows to move them. Moving one bug moves the other, so you must plan their routes in tandem."

;<3>
BBT_03_NEED_APPLY_BAG_OF_MILLET = "There's something under the pigeon, but they carry disease, so I don't want to touch it. Perhaps I can get the bird to move voluntarily."

;<3mmg>
BBT_03_DOOR_NEED_LIZARD = "What a strange doorbell. And the most important pieces have fallen off."
HELP_03_YARD = "Get all of the geckos to unfurl their tails. Then you can pull the handle in the center. Clicking on one gecko causes the other tails to move."

;<11mg>
BBT_MG_NEED_PART 	= "BBT_MG_NEED_PART"
HELP_11_VITRAJ 		= "Move the tiles to complete the stained-glass window image. Click on a tile, drag it to the correct position, and drop it. As you move the tiles, they will shift around to make room for the one you're dragging and dropping."

;<4>
BBT_04_NEED_APPY_OPENER                = "I'll need the right tool to open this jar."
BBT_04_NEED_APPLY_DECIPHERED_PARCHMENT = "LeGrand asked for his parchment. "
BBT_04_DOG                             = "Arthur's very obedient. He's waiting here patiently for his walk."
BBT_04_PAINTING                        = "That's a picture of Captain Kidd. LeGrand's clearly obsessed with the man's legend."

C_04_LEGRAND_FIRST_01          = "Dupin! I'm so glad you came, and that you brought a friend. I've made an incredible discovery! I think - no, I believe that I've found the key to Captain Kidd's legendary treasure."
C_04_LEGRAND_FIRST_02          = "Did you know he sailed here in the 17th century? And you'll never believe this - what brought him here was an unusual insect. A golden bug!"
C_04_LEGRAND_FIRST_03          = "Do you see that?! See it?! The skull? On its shell? It's the same symbol on the parchment I found."
C_04_LEGRAND_FIRST_04          = "Head over to my office. I'll join you in a moment. I've got something to show you."
C_04_LEGRAND_FIRST_04_2        = "Head over to my office. I'll join you in a moment. I've got something to show you."
C_04_LEGRAND_PARCHMENT_01      = "Someone jumped out of my office window! I tried to stop him, but he had a knife!"
C_04_LEGRAND_PARCHMENT_02      = "What's that - my parchment? Was he after it? I'm so glad you scared him off! Here, let me see it."
C_04_LEGRAND_PARCHMENT_02_2    = "What's that - my parchment? Was he after it? I'm so glad you scared him off! Here, let me see it."
C_04_LEGRAND_WITH_PARCHMENT_01 = "You've deciphered the code! Ah, now it all makes sense. Nice work, detective. I can use this to decipher the rest of the code."
C_04_LEGRAND_WITH_PARCHMENT_02 = "Excuse me, I've got work to do. Captain Kidd's treasures will soon be mine!"
C_04_LEGRAND_WITH_PARCHMENT_03 = "Oh, by the way, this is Arthur. He's a Newfoundland who can sniff out the faintest clues. I offer him as your companion while you stay here."
C_04_LEGRAND_OUT_01            = "I told you not to disturb me!"
C_04_DUPIN_01                  = "Our friend LeGrand is a man obsessed with one goal: to find Captain Kidd's treasure. He's certainly lost perspective. But one thing's for sure - LeGrand is in danger."
C_04_DUPIN_02                  = "Let's begin our investigation in the garden."

;<5>
C_05_VILLAIN_01               = "Stand back! You'll regret this! I promise you!"
C_05_DUPIN_AFTER_VILLAIN_01   = "That villain from the pier was here, but it looks like we scared him away. We should find out what he was looking for."
C_05_DUPIN_AFTER_VILLAIN_02   = "Look, the trespasser dropped something. What is it? There, on the fireplace grate."
C_05_DUPIN_AFTER_WINDOW_01    = "The trespasser injured himself on a nail in the windowsill, and there's blood on it. We should collect it as evidence."
C_05_DUPIN_AFTER_PARCHMENT_01 = "It looks like a code. This must be the parchment LeGrand mentioned. Take that pen and paper on the desk. Perhaps you can decipher it."

C_05_DUPIN_AFTER_MG_01 = "Genius! I knew you were a top-notch code breaker. Let's show this to LeGrand. It must be connected to this treasure he thinks he can find."

BBT_05_NEED_APPLY_NUT_PLIERS = "This bloody nail could identify our trespasser. I'll need a tool to pull it out."
BBT_05_NEED_APPLY_RULER = "There's a gap here beneath the lid. I bet I could pry it with something long and thin."

;<5mg>
BBT_MG_NEED_PERGAMENT = "A nice, flat surface. Perfect for examining documents."
HELP_05_MAJONG 		  = "Clear the board of tiles by matching them in pairs. Click on two matches to select them. You can only choose tiles that aren't underneath other tiles and have at least one lateral face free."
MG_05_STRING          = "A good glass in the bishop's hostel, in the devil's seat, twenty-one degrees and thirteen minutes north-northeast..."

;<6>
C_06_MIKE_01  = "Oh, um, hello. No, I haven't seen anyone. I'm Mr. LeGrand's gardener. I work here a few days a week. I'd show you around, but I hurt my hand while I was pruning, and I need to get to the doctor. Here, take this."
C_06_DUPIN_01 = "My friend, look. Arthur has smelled something."

BBT_06_NEED_APPLY_RING_HANDLE = "Someone ripped off the handle."
BBT_06_NEED_APPLY_ROPE        = "I don't have any nails, so I'll have to secure these boards another way."
BBT_06_NEED_APPLY_LADDER      = "I see something up in the tree, but the branch is too high. I need a ladder."
BBT_06_NEED_APPLY_AXE         = "How positively quaint! Now I can free my little vessel with just one chop."
BBT_06_NEED_APPLY_PENCIL      = "That resembles a little boat, but it's missing a mast. "
BBT_06_NEED_DROP_BARS         = "Well, here's a ladder, but it's broken."
BBT_06_NEED_DROP_LEAF         = "A leaf could serve as a sail."

;<6hp>
HP_06_PEG_1          = "Wheel Segment 1"
HP_06_RAKE_HANDLE    = "Rake Handle"
HP_06_RAKE           = "Rake"
HP_06_SPIDER         = "Spider"
HP_06_FLY            = "Fly"
HP_06_VALVE          = "Valve"
HP_06_PEG_2          = "Wheel Segment 2"
HP_06_HAMMER_HANDLE  = "Hammer Handle"
HP_06_JUG            = "Jug"
HP_06_JUG_WITH_WATER = "Jug with Water"
HP_06_SHOVEL_HANDLE  = "Shovel Handle"
HP_06_SHOVEL         = "Shovel"
HP_06_FLOWER         = "Flower"
HP_06_WAVE           = "Wave"

BBT_06_HP_NEED_DROP_PEG_1          = "The wheel is incomplete."
BBT_06_HP_NEED_DROP_RAKE_HANDLE    = "There's a rake head but no handle."
BBT_06_HP_NEED_DROP_RAKE           = "The ivy's overgrown here."
BBT_06_HP_NEED_DROP_SPIDER         = "I might need the assistance of a little eight-legged creature. "
BBT_06_HP_NEED_DROP_FLY            = "Ribbit! You're a hungry one, aren't you?"
BBT_06_HP_NEED_DROP_VALVE          = "There's no valve."
BBT_06_HP_NEED_DROP_PEG_2          = "That's certainly no wheel."
BBT_06_HP_NEED_DROP_HAMMER_HANDLE  = "I wish I had a handle for this hammer."
BBT_06_HP_NEED_DROP_JUG            = "There must be something I can carry the water in."
BBT_06_HP_NEED_DROP_JUG_WITH_WATER = "Now I can water the flower."
BBT_06_HP_NEED_DROP_SHOVEL_HANDLE  = "If I had a handle, I could make great use of that shovel head."
BBT_06_HP_NEED_DROP_SHOVEL         = "This looks like a good spot to grow something."
BBT_06_HP_NEED_DROP_FLOWER         = "I can plant the flower here."
BBT_06_HP_NEED_DROP_WAVE           = "Where's the wave piece? It goes here."

BBT_06_NO_WATER                    = "The wheel powers the water supply."
BBT_06HP_NO_JUG = "I'll waste the water without a jug to carry it in."
;BBT_06HP_CANNOT_RESET = "Let the spider run the line to the end. Then press the RESET button if you want to restart."

HELP_06_HP_MMG_WEB  = "Direct the spider along the web so that it runs along every line, but only once. Click a web intersection to get the spider to move toward it. Use reset to start over."
HELP_06_HP_MMG_FROG = "Move the frogs onto the opposite lily pads. Click on a frog to move it. A frog can jump to the next lily pad if it's free, and it can jump over another frog if there's an empty lily pad on the other side."

;<6mg>
HELP_06_SHIP        = "Move the boat to shore by raising and lowering the waves. Click on the waves to raise and lower them."
BBT_06_MG_NEED_SHIP = "A boat would complete this little scene."
BBT_06_MG_NEED_WAVE = "There's a wave piece missing."

;<7>
BBT_07_NEED_APPLY_HAMMER_HANDLE = "I've found a hammer, but it's just my luck; it's broken."
BBT_07_NEED_APPLY_LEATHER_BELT  = "Ah, here's a chisel. But the handle is split to shreds. I'll have to fix it. "
BBT_07_NEED_APPLY_CHISEL        = "The axe is stuck in the wood. I'll have to widen the split."
BBT_07_NEED_APPLY_HAMMER        = "Now I need to drive it in deeper."

;<8>
C_08_DUPIN_01 = "Look at that man! Over there, in the dark coat!"

BBT_08_ARMORY_LOCK                 = "There are quite a few intricate locks on this island, and they've all been tampered with. I'll have to find the missing pieces."
BBT_08_NEED_APPLY_ACID             = "It might be easier to destroy this lock than try to find the key."
BBT_08_NEED_APPLY_SNAKE            = "Looks like something's missing here. There's a snake-shaped silhouette next to the handle."
BBT_08_NEED_APPLY_DOCTOR_KEY       = "I need the key to open this door."
BBT_08_NEED_APPLY_VASE_WITH_WATER  = "What an elaborate doorbell mechanism. Hmm... There's a container for water and a wick. I could light it, but the bird's head is still missing."
BBT_08_NEED_APPLY_HEAD_OF_RINGBIRD = "This won't work without the bird's head."
BBT_08_NEED_APPLY_MATCHES          = "Now, to light the burner."
BBT_08_NEED_APPLY_TOOLS_ON_TABLE   = "It's a fortune-teller toy! Or at least it was, till someone took it apart. I'll have to put it back together."
BBT_08_DOG_HNT                     = "Arthur's trying to tell us something."
BBT_08_WRONG_APPLY_ACID_IN_ARMORY  = "The acid has no effect on this lock."

;<8a>
BBT_08A_NEED_POSTER = "Hm, mechanical box? It is interesting. But I am not sure how it works. I think I have to look for some clue."

;<9>
C_09_DUPIN_ON_ENTER_01   = "We can use this laboratory. Let's compare the blood on the nail with that on the garden pruner."
C_09_DUPIN_AFTER_NOTE_01 = "This is very suspicious. We should find out who this woman is and why she needed such a large dose of sleeping pills."

BBT_09_NEED_APPLY_BLOOD_TOOLS               = "I should put the items with blood samples here."
BBT_09_NEED_APPLY_NAIL_WITH_BLOOD           = "I'll place the bloody nail here. This is from the masked man."
BBT_09_NEED_APPLY_GARDEN_PRUNER             = "I'll place the garden pruners in this one. This is Mike's blood."
BBT_09_NEED_DROP_PIPETTE_ON_NAIL_WITH_BLOOD = "Now I'll fill the pipettes."
BBT_09_NEED_DROP_PIPETTE_ON_GARDEN_PRUNER   = "Now I'll fill the pipettes."
BBT_09_NEED_DROP_BOTTLE                     = "The blood is dried. I need a solution to liquefy it again."
BBT_09_NEED_APPLY_LENSES                    = "The microscope is missing a couple lenses."
BBT_09_NEED_APPLY_PIPETTES 		    = "Now I'll place the blood on the slides."
BBT_09_NEED_DROP_DISH                       = "Now the two samples go here, side by side."
BBT_09_NEED_APPLY_ELEFANT                   = "Where's the littlest elephant?"
BBT_09_NEED_APPLY_HAMSTER                   = "Is this the doctor's idea of humor? It's a hamster wheel, without a hamster. And I bet running that wheel opens the dummy's mouth."
BBT_09_NEED_SHEME                           = "There's obviously a trick to opening this compartment, but I don't know it yet."

;<9 HO>
HO_09_APPLE         = "Apple"
HO_09_BELL          = "Bell"
HO_09_BELT          = "Belt"
HO_09_BRASSKNUCKLES = "Brass Knuckles"
HO_09_BURDOCK       = "Burdock"
HO_09_CARD          = "Card"
HO_09_COFFEEBEANS   = "Coffee Beans"
HO_09_COFFEEMILL    = "Coffee Mill"
HO_09_CROWN         = "Crown"
HO_09_DART          = "Dart"
HO_09_DOG           = "Dog"
HO_09_DOMINO        = "Domino"
HO_09_DRAGONFLY     = "Dragonfly"
HO_09_ELEPHANT      = "Elephant"
HO_09_EYEGLASSES    = "Eyeglasses"
HO_09_FOAM          = "Foam"
HO_09_GRAPELEAVES   = "Grape Leaves"
HO_09_HEART         = "Heart"
HO_09_INKPOT        = "Inkpot"
HO_09_JELLYFISH     = "Jellyfish"
HO_09_KEY           = "Key"
HO_09_LADYBIRD      = "Ladybug"
HO_09_LETTERK       = "Letter K"
HO_09_OWL           = "Owl"
HO_09_PALM          = "Palm"
HO_09_PAWN          = "Pawn"
HO_09_PEARL         = "Pearl"
HO_09_PEAS          = "Peas"
HO_09_PENDANT       = "Pendant"
HO_09_PIN           = "Pin"
HO_09_REDFLAMINGO   = "Red Flamingo"
HO_09_SEAL          = "Seal"
HO_09_SHIP          = "Ship"
HO_09_SKATES        = "Skates"
HO_09_STAR          = "Star"
HO_09_SUNBEAM       = "Sunbeam"
HO_09_TOOTH         = "Tooth"
HO_09_TWO           = "Two"
HO_09_UMBRELLA      = "Umbrella"
HO_09_VIOLIN        = "Violin"
HO_09_WEIGHT        = "Weight"

;<9mg>
HELP_09_BLOOD = "Move the samples so their colors match the wire colors connecting them. Click on the samples to move them, using the empty slot."
BBT_09_FINAL_MESSAGE = "Blood samples do not match"

;<10>
C_10_HEADWAITER_FIRST_01  = "Hello. How may I help you?"
C_10_HEADWAITER_SECOND_01 = "So, you're detectives. Yes, the woman in question stayed here at the hotel. I don't know what she looks like, as she always wore a veil. She left this morning."
C_10_HEADWAITER_SECOND_02 = "However, she forgot to return her room key, and the locksmith won't arrive till next week. You're welcome to search her room if you can get the door open. Just don't break anything. It's room 11."
C_10_DUPIN_01 = "No luck this time, but we'll find out who's behind the mask. We need to head to the second floor."

BBT_10_NEED_APPLY_FLOWERPOT = "This plant has long outgrown its water vase. I should put in a pot."
BBT_10_NEED_APPLY_BELL      = "I can't call the concierge without the bell. That just wouldn't be civilized."
BBT_10_NEED_APPLY_NOTE      = "I should ask the concierge about the woman who ordered all those pills."
BBT_10_CLOSED_GATE          = "The masked man locked the gate behind him."
BBT_10_NO_CODE              = "I need to know the code to open this lock."

;<11 HO>
BBT_11_HO_NEED_DROP_GLASS = "The glass is missing."
BBT_11_NEED_APPLY_WAITER_KEY = "I need to find the key to open this door."

HO_11_BEE         = "Bee"
HO_11_BELL        = "Bell"
HO_11_BINOCULARS  = "Binoculars"
HO_11_BOW         = "Bow"
HO_11_BRANCH      = "Branch"
HO_11_BUTTERFLY   = "Butterfly"
HO_11_CHERRY      = "Cherry"
HO_11_COIN        = "Coin"
HO_11_CONE        = "Cone"
HO_11_DECANTER    = "Decanter"
HO_11_DICE        = "Dice"
HO_11_DUCK        = "Duck"
HO_11_ENVELOPE    = "Envelope"
HO_11_FAN         = "Fan"
HO_11_FEATHER     = "Feather"
HO_11_FISH        = "Fish"
HO_11_FLUTE       = "Flute"
HO_11_GIRAFFE     = "Giraffe"
HO_11_GLASSES     = "Glasses"
HO_11_GLOVE       = "Glove"
HO_11_HEART       = "Heart"
HO_11_INKPOT      = "Inkpot"
HO_11_KEYS        = "Keys"
HO_11_MASK        = "Mask"
HO_11_MATCHES     = "Matches"
HO_11_NETSUKE     = "Netsuke"
HO_11_NUT         = "Nut"
HO_11_ORANGE      = "Orange"
HO_11_ORIGAMI     = "Origami"
HO_11_PARROT      = "Parrot"
HO_11_PIPE        = "Pipe"
HO_11_POCKETWATCH = "Pocket Watch"
HO_11_PORTRAIT    = "Portrait"
HO_11_RING        = "Ring"
HO_11_ROLL        = "Roll"
HO_11_ROSE        = "Rose"
HO_11_SHELL       = "Shell"
HO_11_SPIDER      = "Spider"
HO_11_STAR        = "Star"
HO_11_UMBRELLA    = "Umbrella"
HO_11_SNOW        = "Snow"
HO_11_SUN         = "Sun"

;<11mg>
BBT_MG_NEED_PART 	= "I need the missing piece to put the stained-glass window back together."
HELP_11_VITRAJ 		= "Move the tiles to complete the stained-glass window image. Click on a tile, drag it to the correct position, and drop it. As you move the tiles, they will shift around to make room for the one you're dragging and dropping."

;<12mmg>
HELP_12_GRANNIES_ROOM = "Set the correct time on the clock. Move the hour and minute hands by clicking on the weights."

;<12>
D_12_DUPIN_01 = "This woman's character is quite suspicious. We should find the junk seller and ask him what he sold her."
BBT_12_NO_CODE = "I think the clock opens with the correct time, but I'd waste time trying to guess it. "

BBT_12_NEED_APPLY_LAMP_VALVE = "The lamp's quite dim. I wish I could make it brighter."
BBT_12_NEED_APPLY_WEIGHTS    = "The clock weights must have fallen off. "
BBT_12_SCRATCH               = "There's a loose plank here, which usually means someone's stashed something under the floorboards. But I'll have to move the clock to get a good look."
BBT_12_WINDOW                = "Why, here's a clue. Someone wrote '7:15' on the window glass."
BBT_12_GRID                  = "That's to be expected. I'll need another tool to get this grating off."
BBT_12_BOTTLE                = "It's a poison bottle, an empty one. I saw similar bottles in the doctor's office."

;<Minigame Help Text>

;<NOTES>
NOTE_01_DUPIN = "My partner, Detective Dupin, has been summoned to an obscure island by an old friend of his, a man by the name of LeGrand. LeGrand refused to share any details in writing, but Dupin believes my detective skills will be indispensable. So I've joined him on the trip. The salt air will do me good."
NOTE_01_VILLAIN = "The islanders haven't exactly rolled out the red carpet for me and Dupin. We'd barely set foot on the island when a masked stranger accosted us. Is this man's attitude typical of the people here, or does he have a personal reason not to want a couple of detectives wandering around?"
NOTE_04_LEGRAND = "Mr. LeGrand is quite convinced he will find Captain Kidd's lost treasure. I've known men like LeGrand; their single-minded pursuits push them ever closer to the brink of madness. But he seems harmless enough. He awaits us in his office, with news of an extraordinary discovery."
NOTE_04_DUPIN = "Dupin is convinced that LeGrand's life is in danger. We came here to find out about his discovery, but now we're tasked with the burden of tracking down his masked assailant."
NOTE_04_DOG = "LeGrand has given us the service of his Newfoundland, Arthur. He's apparently a superior sniffer."
NOTE_05_DUPIN = "The masked man who accosted us at the pier startled us here in LeGrand's office. He escaped through the window, but in the process, he dropped something."
NOTE_05_PARCHMENT = "What the masked man dropped was LeGrand's parchment. It contains a strange cipher. Dupin is confident I can decode its message. I'll try not to let him down."
NOTE_05_NAIL = "As luck would have it, our masked man wounded himself on a nail as he exited through the window. This is important evidence."
NOTE_05_DECIPHERED_PARCHMENT = "I managed to decipher a part of the parchment text. I should show it to LeGrand."
NOTE_06_BRONZE_BUG = "Arthur's nose directed us toward a rather interesting little bronze beetle in the garden soil. It appears to be part of some larger mechanism. "
NOTE_06_MIKE = "Dupin and I believe we have our first real suspect in the person of this suspicious gardener, Mike. His hand was bleeding; it could have been caused by the nail as he exited the window although he claims he injured himself while pruning. I'll search around for that pruner. If there is blood on it, we can test it against the blood on the nail. "
NOTE_07_GARDEN_PRUNER = "In the shed I found the blood-stained garden pruner. That supports Mike's story, but he could have injured himself with the pruner in the past and be using it now to cover up an injury from the nail in the window. One way to settle this is to compare the two blood samples. We just need to find the right equipment."
NOTE_09_PAPER = "In the doctor's office we found a note from the doctor about an elderly woman with a very suspicious request. She demanded he give her sleeping medication in a dosage so high it would kill a man. There might be some connection between her and the masked assailant, whom we lost in the same hotel where the woman is staying."
NOTE_09_BLOOD = "The comparative blood analysis showed that the sample from the blood-stained nail and the sample from Mike's garden pruner are different. So Mike was telling the truth."

NOTE_08_POSTER = "I picked up a poster advertising a bizarre little doll. I've never seen one before. According to the ad, the doll has the power to tell the future. This I'd like to see!"
NOTE_09_PAPER = "In the doctor's office we found a note from the doctor about an elderly woman with a very suspicious request. She demanded he give her sleeping medication in a dosage so high it would kill a man. There might be some connection between her and the masked assailant, whom we lost in the same hotel where the woman is staying."
NOTE_09_SHEME ="This is my clue to the puzzling pachyderms."
NOTE_12_CLOCK = "It's an odd place for a clue, but written on the glass in the woman's room in the hotel is the time '7:15'. I think that's the clue we need. "
NOTE_12_JUNK_SHOP = "The doctor isn't the only one the veiled woman spoke with in this town. In her room we found a note from the junk seller saying her order is ready. We must pay this junk seller a visit."



;<Trial>
TRIAL_COMPLETED="Congratulations! You have successfully finished the demo version of the game. To be continued..."
TO_BE_CONTINUED="To be continued..."
RESTART_GAME_PROGRESS="You have successfully finished the game. Do you want to play it again?"

;<System>
EMPTY=""

;<Credits>
CREDITS_PRODUCERS="Producers"
CREDITS_PROJECT_MANAGER="Project manager"
CREDITS_SCENARIO="Scenario"
CREDITS_GAME_DESIGN="Game design"
CREDITS_HEAD_OF_PROGRAMMING="Head of Programming Department"
CREDITS_LEAD_PROGRAMMERS="Lead Programmer"
CREDITS_PROGRAMMING="Programming"
CREDITS_ART_DIRECTOR="Art director"
CREDITS_LEAD_ARTIST="Lead artist"
CREDITS_ARTISTS="Artists"
CREDITS_HEAD_OF_3D_AND_ANIMATIONS="Head of 3D & Animations"
CREDITS_3D="3D"
CREDITS_ANIMATIONS="Animations"
CREDITS_QUALITY_ASSURANCE="Quality Assurance"
CREDITS_MUSIC_SOUND="Music & Sound FX"
CREDITS_COMPOSER="Composer"
CREDITS_SPECIAL_THANKS="Special thanks"

;<---------------------------------------------------------------------------->
;<------------------------------- CE ----------------------------------------->
;<---------------------------------------------------------------------------->

;<TOOLS_CE>
