================================================================================
 SILENT HILL (1999)  -  ENGLISH SCRIPT FOR TRANSLATION  (PC port)
================================================================================
 Every visible in-game English string that is NOT baked into an image:
 story/cutscene dialogue, examine/pickup prompts, the original menus, the PC
 port's own menus (PC Options, the F10 Quick Options menu, the Controls
 panel), item names and item descriptions.  Total entries: 1941.

 HOW TO USE
 ----------
 * Each entry looks like this:
       [KEY]        <- an ID. DO NOT change or translate this.
       NOTE: ...    <- (some entries) where the text appears / length limit.
       EN: ...      <- the English text.
       TR:          <- write your translation here, on this line.
 * Translate ONLY the words. Keep every control code exactly, in place.
 * Leave a TR: line empty to keep that entry in English.
 * Save the file as UTF-8 (any modern editor does). Write accented and
   non-Latin letters normally.

 CONTROL CODES (story text, prompts, items) - keep unchanged, in place:
 * ~N        line break inside a message (start a new on-screen line).
             You MAY add extra ~N if your line runs long.
 * ~E        end-of-message marker. Always keep it at the very end.
 * ~C2 ... ~C7   colour on / off. The words between them are highlighted
                 (usually an item name). Keep the codes around the same words.
 * ~S4       a Yes/No choice prompt. Keep as-is.
 * ~J0(1.2), ~J1(3.8), ...   on-screen display time in seconds for that line.
                 Keep the code AND the number exactly - do not translate it,
                 and do not add new ~J codes (they are timed to the voice).
 * ~D        a short leading marker on some map/notice lines. Keep as-is.
 * [Lion], [Woodman], [Scarecrow] ...  bracketed key names - keep the brackets.
 * {n}, {key}, {name}, {action}, {camera}  (PC menus) - filled in by
   the game. Keep them, spelled exactly the same, anywhere in your sentence.

 LENGTH
 ------
 * Story text: no automatic word wrap. Keep lines to about 20-24 characters
   and break them with ~N. At most 9 lines per message.
 * Original menus and PC Options: the label and its value share one line, so
   long words get cut off. NOTE: lines give a character budget - stay inside
   it, abbreviate if you must.
 * Quick Options / Controls panel: scales to fit, but aim for roughly the
   English length.
 * Technical terms may stay in English: PGXP, CRT, VSync, FMV, OTS, TPS, FOV,
   FPS, HUD, HRTF, ACES, Reinhard, PSX, Hz.

 NOTES
 -----
 * These strings use the US/NTSC English script (the game's original text).
 * A few entries are blank on purpose (timing-only lines): they show
   "(no text - timing only, leave blank)". Skip those.
 * Line order within each area follows the game's internal order, not
   necessarily on-screen order, but the English gives the context.
 * When you are done, send the file back and we import it as a new
   selectable language.
================================================================================




################################################################################
##  COMMON MESSAGES  (shown in every area: Yes/No, pickups, doors)
################################################################################

[COMMON.0]
EN: Yes
TR: 

[COMMON.1]
EN: No
TR: 

[COMMON.2]
EN: Someday, someone may experience ~N these bizarre events. Hopefully, ~N they will find my notes useful. ~E
TR: 

[COMMON.3]
EN: ~D I don't have the map ~N for this place.~E
TR: 

[COMMON.4]
EN: ~D Too dark to look ~N at the map here. ~E
TR: 

[COMMON.5]
EN: There is a ~C2 First aid kit ~C7 . ~N Take it? ~S4
TR: 

[COMMON.6]
EN: There is a ~C2 Health drink ~C7 . ~N Take it? ~S4
TR: 

[COMMON.7]
EN: There is an ~C2 Ampoule ~C7 . ~N Take it? ~S4
TR: 

[COMMON.8]
EN: There are some ~C2 Handgun bullets ~C7 . ~N Take it? ~S4
TR: 

[COMMON.9]
EN: There are some ~C2 Rifle shells ~C7 . ~N Take it? ~S4
TR: 

[COMMON.10]
EN: There are some ~C2 Shotgun shells ~C7 . ~N Take it? ~S4
TR: 

[COMMON.11]
EN: The lock is jammed. ~N This door can't be opened. ~E
TR: 

[COMMON.12]
EN: It's locked.~E
TR: 

[COMMON.13]
EN: It's unlocked.~E
TR: 

[COMMON.14]
EN: ~C6Now Making!~C7~E
TR: 



################################################################################
##  MENUS & UI  (title, options, pause, save/load, memory card, inventory actions, save-location names)
################################################################################

[MENU.English]
NOTE: Options > Language row
EN: English
TR: 

[MENU.German]
NOTE: Options > Language row
EN: German
TR: 

[MENU.French]
NOTE: Options > Language row
EN: French
TR: 

[MENU.Spanish]
NOTE: Options > Language row
EN: Spanish
TR: 

[MENU.Italian]
NOTE: Options > Language row
EN: Italian
TR: 

[MENU.Japanese]
NOTE: Options > Language row
EN: Japanese
TR: 

[MENU.Chinese]
NOTE: Options > Language row
EN: Chinese
TR: 

[MENU.Can't_use_it_here.]
NOTE: inventory prompt
EN: Can't use it here.
TR: 

[MENU.Too_dark_to_look_at
		the_item_here.]
NOTE: inventory prompt
EN: Too dark to look at the item here.
TR: 

[MENU.Stock:]
NOTE: inventory label, max ~10 characters
EN: Stock:
TR: 

[MENU.--On--]
NOTE: inventory label, max ~10 characters
EN: ==On==
TR: 

[MENU.--Off--]
NOTE: inventory label, max ~10 characters
EN: ==Off==
TR: 

[MENU.--Use_OK--]
NOTE: inventory label, max ~10 characters
EN: ==Use OK==
TR: 

[MENU.--Use_OK?--]
NOTE: inventory label, max ~10 characters
EN: ==Use OK?==
TR: 

[MENU.--Use_NG--]
NOTE: inventory label, max ~10 characters
EN: ==Use NG==
TR: 

[MENU.Fuel:]
NOTE: inventory label, max ~10 characters
EN: Fuel:
TR: 

[MENU.________New_save]
NOTE: save/load screen, the empty-slot row
EN:  New save
TR: 

[MENU.____Create_new_file]
NOTE: save/load screen, prompt
EN:  Create new file
TR: 

[MENU.____File_is_damaged]
NOTE: save/load screen, a corrupt slot
EN:  File is damaged
TR: 

[MENU.MEMORY_CARD
is_not_inserted]
NOTE: save/load screen, two lines -- keep the line break
EN: MEMORY CARD is not inserted
TR: 

[MENU.MEMORY_CARD
is_not_formatted]
NOTE: save/load screen, two lines -- keep the line break
EN: MEMORY CARD is not formatted
TR: 

[MENU.MEMORY_CARD
may_be_broken]
NOTE: save/load screen, two lines -- keep the line break
EN: MEMORY CARD may be broken
TR: 

[MENU.Now_checking
MEMORY_CARD]
NOTE: save/load screen, two lines -- keep the line break
EN: Now checking MEMORY CARD
TR: 

[MENU.Out_of_blocks]
NOTE: save/load screen
EN: Out of blocks
TR: 

[MENU.No_data_file]
NOTE: save/load screen
EN: No data file
TR: 

[MENU.Yes__________No]
NOTE: save/load confirm; the gap between the two words is the layout
EN: Yes No
TR: 

[MENU.Bus]
NOTE: save-point name
EN: Bus
TR: 

[MENU.BRIGHTNESS]
NOTE: brightness screen; the trailing space is the layout
EN: BRIGHTNESS
TR: 

[MENU.CONTRAST]
NOTE: brightness screen; the trailing spaces are the layout
EN: CONTRAST
TR: 

[MENU.SATURATION]
NOTE: brightness screen; the trailing space is the layout
EN: SATURATION
TR: 

[MENU.USER]
NOTE: controller preset name
EN: USER
TR: 

[MENU.TYPE_1]
NOTE: controller preset name
EN: TYPE 1
TR: 

[MENU.TYPE_2]
NOTE: controller preset name
EN: TYPE 2
TR: 

[MENU.TYPE_3]
NOTE: controller preset name
EN: TYPE 3
TR: 

[MENU.ACHIEVEMENTS]
NOTE: title menu row and Achievements screen heading
EN: ACHIEVEMENTS
TR: 

[MENU.UNLOCKED]
NOTE: Achievements screen, ": <date and time>" follows on the same line; max ~9 characters
EN: UNLOCKED
TR: 

[MENU.LOCKED]
NOTE: Achievements screen, an achievement not yet earned
EN: LOCKED
TR: 

[MENU.Point]
NOTE: Achievements screen, after "1"
EN: Point
TR: 

[MENU.Points]
NOTE: Achievements screen, after any other number; an abbreviation is fine
EN: Points
TR: 

[MENU.points]
NOTE: Achievements screen counter "(12/400 points)"; an abbreviation is fine
EN: points
TR: 

[MENU.Gamepad_Icons]
NOTE: Controls screen row; its value (Auto / PS Classic / PS Modern / Xbox / Nintendo / Steam) shares the line
EN: Gamepad Icons
TR: 

[MENU.Auto]
NOTE: Gamepad Icons value: follows the connected controller
EN: Auto
TR: 

[MENU.PS_Classic]
NOTE: Gamepad Icons value (brand name)
EN: PS Classic
TR: 

[MENU.PS_Modern]
NOTE: Gamepad Icons value (brand name)
EN: PS Modern
TR: 

[MENU.Xbox]
NOTE: Gamepad Icons value (brand name)
EN: Xbox
TR: 

[MENU.Nintendo]
NOTE: Gamepad Icons value (brand name)
EN: Nintendo
TR: 

[MENU.Steam]
NOTE: Gamepad Icons value (brand name)
EN: Steam
TR: 

[MENU.Function]
NOTE: Controls screen column heading over the action names; max ~12 characters
EN: Function
TR: 

[MENU.Keyboard]
NOTE: Controls screen column heading; max ~9 characters
EN: Keyboard
TR: 

[MENU.Controller]
NOTE: Controls screen column heading; max ~8 characters
EN: Controller
TR: 

[MENU.Reset]
NOTE: Controls screen row: reset every bind to its default
EN: Reset
TR: 

[MENU.Reset_controls?]
NOTE: Controls screen confirm question, Yes / No below
EN: Reset controls?
TR: 

[MENU.Yes]
NOTE: confirm answer
EN: Yes
TR: 

[MENU.No]
NOTE: confirm answer
EN: No
TR: 

[MENU.Move_Up]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Move Up
TR: 

[MENU.Move_Down]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Move Down
TR: 

[MENU.Turn_Left]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Turn Left
TR: 

[MENU.Turn_Right]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Turn Right
TR: 

[MENU.Action_/_Shoot]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Action / Shoot
TR: 

[MENU.Run]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Run
TR: 

[MENU.Sidestep_Left]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Sidestep Left
TR: 

[MENU.Sidestep_Right]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Sidestep Right
TR: 

[MENU.View]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: View
TR: 

[MENU.Aim]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Aim
TR: 

[MENU.Pause]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Pause
TR: 

[MENU.Inventory]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Inventory
TR: 

[MENU.Reload]
NOTE: used in two places: the inventory command for a weapon (max ~10 characters); the Controls screen action, a colon follows (max ~12 characters)
EN: Reload
TR: 

[MENU.Cycle_Weapons]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Cycle Weapons
TR: 

[MENU.Quick_Heal]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Quick Heal
TR: 

[MENU.Quick_Turn]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Quick Turn
TR: 

[MENU.Rear_Look]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Rear Look
TR: 

[MENU.Change_Camera]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Change Camera
TR: 

[MENU.Swap_Shoulder]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Swap Shoulder
TR: 

[MENU.Quick_Options]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Quick Options
TR: 

[MENU.Quick_Save]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Quick Save
TR: 

[MENU.Quick_Load]
NOTE: Controls screen action, a colon follows; max ~12 characters
EN: Quick Load
TR: 

[MENU.LOAD]
EN: LOAD
TR: 

[MENU.CONTINUE]
EN: CONTINUE
TR: 

[MENU.START]
EN: START
TR: 

[MENU.OPTION]
EN: OPTION
TR: 

[MENU.EXIT]
EN: EXIT
TR: 

[MENU.EASY]
EN: EASY
TR: 

[MENU.NORMAL]
EN: NORMAL
TR: 

[MENU.HARD]
EN: HARD
TR: 

[MENU.OPTION_S]
EN: OPTION S
TR: 

[MENU.EXTRA_OPTION_S]
EN: EXTRA OPTION S
TR: 

[MENU.Exit]
EN: Exit
TR: 

[MENU.Brightness_Level]
EN: Brightness Level
TR: 

[MENU.Controller_Config]
EN: Controller Config
TR: 

[MENU.Vibration]
EN: Vibration
TR: 

[MENU.Auto_Load]
EN: Auto Load
TR: 

[MENU.Language]
EN: Language
TR: 

[MENU.Sound]
EN: Sound
TR: 

[MENU.BGM_Volume]
EN: BGM Volume
TR: 

[MENU.SE_Volume]
EN: SE Volume
TR: 

[MENU.Voice]
EN: Voice
TR: 

[MENU.Stereo]
EN: Stereo
TR: 

[MENU.Monaural]
EN: Monaural
TR: 

[MENU.Weapon_Control]
EN: Weapon Control
TR: 

[MENU.Blood_Color]
EN: Blood Color
TR: 

[MENU.View_Control]
EN: View Control
TR: 

[MENU.Retreat_Turn]
EN: Retreat Turn
TR: 

[MENU.Walk/Run_Control]
EN: Walk/Run Control
TR: 

[MENU.Auto_Aiming]
EN: Auto Aiming
TR: 

[MENU.View_Mode]
EN: View Mode
TR: 

[MENU.Bullet_Adjust]
EN: Bullet Adjust
TR: 

[MENU.Press]
EN: Press
TR: 

[MENU.Switch]
EN: Switch
TR: 

[MENU.Normal]
EN: Normal
TR: 

[MENU.Green]
EN: Green
TR: 

[MENU.Violet]
EN: Violet
TR: 

[MENU.Black]
EN: Black
TR: 

[MENU.Reverse]
EN: Reverse
TR: 

[MENU.Self_View]
EN: Self View
TR: 

[MENU.PAUSE]
EN: PAUSE
TR: 

[MENU.PAUSED]
EN: PAUSED
TR: 

[MENU.Is_it_OK_to_save?]
EN: Is it OK to save?
TR: 

[MENU.Yes_____________No]
EN: Yes No
TR: 

[MENU.NEXT_GAME_MODE]
EN: NEXT GAME MODE
TR: 

[MENU.Is_it_OK_to_overwrite?]
EN: Is it OK to overwrite?
TR: 

[MENU.Is_it_OK_to_format?]
EN: Is it OK to format?
TR: 

[MENU.FILE]
EN: FILE
TR: 

[MENU.Data]
EN: Data
TR: 

[MENU.Save]
EN: Save
TR: 

[MENU.Time]
EN: Time
TR: 

[MENU.You_need_1_free_block
__to_create_a_new_file.]
EN: You need 1 free block to create a new file.
TR: 

[MENU.You_removed_the_MEMORY_CARD!]
EN: You removed the MEMORY CARD!
TR: 

[MENU.Now_formatting...]
EN: Now formatting...
TR: 

[MENU.Now_saving...]
EN: Now saving...
TR: 

[MENU.Unable_to_create_a_new_file.]
EN: Unable to create a new file.
TR: 

[MENU.Finished_saving.]
EN: Finished saving.
TR: 

[MENU.Failed_to_save!]
EN: Failed to save!
TR: 

[MENU.The_data_is_not_found!]
EN: The data is not found!
TR: 

[MENU.The_data_is_damaged!]
EN: The data is damaged!
TR: 

[MENU.Failed_to_load!]
EN: Failed to load!
TR: 

[MENU.Finished_loading.]
EN: Finished loading.
TR: 

[MENU.Now_loading...]
EN: Now loading...
TR: 

[MENU.Anywhere]
EN: Anywhere
TR: 

[MENU.Cafe]
EN: Cafe
TR: 

[MENU.Store]
EN: Store
TR: 

[MENU.Infirmary]
EN: Infirmary
TR: 

[MENU.Doghouse]
EN: Doghouse
TR: 

[MENU.Church]
EN: Church
TR: 

[MENU.Garage]
EN: Garage
TR: 

[MENU.Police]
EN: Police
TR: 

[MENU.Reception]
EN: Reception
TR: 

[MENU.Room_302]
EN: Room 302
TR: 

[MENU.Director's]
EN: Director's
TR: 

[MENU.Jewelry_shop]
EN: Jewelry shop
TR: 

[MENU.Pool_hall]
EN: Pool hall
TR: 

[MENU.Antique_shop]
EN: Antique shop
TR: 

[MENU.Theme_park]
EN: Theme park
TR: 

[MENU.Boat]
EN: Boat
TR: 

[MENU.Bridge]
EN: Bridge
TR: 

[MENU.Lighthouse]
EN: Lighthouse
TR: 

[MENU.Sewer]
EN: Sewer
TR: 

[MENU.Nowhere]
EN: Nowhere
TR: 

[MENU.Child's_room]
EN: Child's room
TR: 

[MENU.Next_fear]
EN: Next fear
TR: 

[MENU.Use]
EN: Use
TR: 

[MENU.Equip]
EN: Equip
TR: 

[MENU.Unequip]
EN: Unequip
TR: 

[MENU.Detail]
EN: Detail
TR: 

[MENU.Look]
EN: Look
TR: 

[MENU.Equipment]
EN: Equipment
TR: 

[MENU.Option]
EN: Option
TR: 

[MENU.Command]
EN: Command
TR: 

[MENU.Status]
EN: Status
TR: 

[MENU.Name:]
EN: Name:
TR: 

[MENU.Preload_Chunks]
EN: Preload Chunks
TR: 

[MENU.PP_Flashlight]
EN: PP Flashlight
TR: 

[MENU.PP_Shadows]
EN: PP Shadows
TR: 

[MENU.External]
EN: External
TR: 

[MENU.In_Game]
EN: In Game
TR: 

[MENU.Both]
EN: Both
TR: 

[MENU.Too_dark_to_look_at
		the_map_here.]
EN: Too dark to look at the map here.
TR: 

[MENU.I_don't_have_the_map
		for_this_place.]
EN: I don't have the map for this place.
TR: 



################################################################################
##  RESULTS SCREEN  (after the credits: play statistics and rank)
################################################################################

[MENU.GAME_RESULT]
NOTE: results screen title, max ~20 characters
EN: GAME RESULT
TR: 

[MENU.Mode]
NOTE: results screen label, the difficulty follows, max ~18 characters
EN: Mode
TR: 

[MENU.Saves]
NOTE: results screen label, a number follows, max ~20 characters
EN: Saves
TR: 

[MENU.Continues]
NOTE: results screen label, a number follows, max ~20 characters
EN: Continues
TR: 

[MENU.Total_time]
NOTE: results screen label, the play time follows, max ~13 characters
EN: Total time
TR: 

[MENU.Walking_distance]
NOTE: results screen label, a distance follows, max ~16 characters
EN: Walking distance
TR: 

[MENU.Running_distance]
NOTE: results screen label, a distance follows, max ~16 characters
EN: Running distance
TR: 

[MENU.Items]
NOTE: results screen label, "found / total" follows, max ~16 characters
EN: Items
TR: 

[MENU.Game_clear]
NOTE: results screen label, the number of clears follows, max ~20 characters
EN: Game clear
TR: 

[MENU.Ending]
NOTE: results screen label, the ending name follows, max ~19 characters
EN: Ending
TR: 

[MENU.--Your_rank--]
NOTE: results screen label, the rank stars follow on the same line, max ~13 characters
EN: ==Your rank==
TR: 

[MENU.Defeated_enemy_by_shooting]
NOTE: results screen label, a number follows, max ~23 characters
EN: Defeated enemy by shooting
TR: 

[MENU.Defeated_enemy_by_fighting]
NOTE: results screen label, a number follows, max ~23 characters
EN: Defeated enemy by fighting
TR: 

[MENU.Shooting_style]
NOTE: results screen heading over the four rows below, max ~20 characters
EN: Shooting style
TR: 

[MENU.Short_range_shots]
NOTE: results screen label, a percentage follows, max ~19 characters
EN: Short range shots
TR: 

[MENU.Middle_range_shots]
NOTE: results screen label, a percentage follows, max ~19 characters
EN: Middle range shots
TR: 

[MENU.Long_range_shots]
NOTE: results screen label, a percentage follows, max ~19 characters
EN: Long range shots
TR: 

[MENU.No_aiming_shots]
NOTE: results screen label, a percentage follows, max ~19 characters
EN: No aiming shots
TR: 



################################################################################
##  PC OPTIONS MENU  (Options > PC Options: graphics, system, controls, camera, HUD)
################################################################################

[MENU.PC_Options]
NOTE: menu heading
EN: PC Options
TR: 

[MENU.[R]_Reset]
NOTE: hint beside the heading, keep [R]
EN: [R] Reset
TR: 

[MENU.Resolution]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Resolution
TR: 

[MENU.Window_Mode]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Window Mode
TR: 

[MENU.VSync]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: VSync
TR: 

[MENU.Texture_Filter]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Texture Filter
TR: 

[MENU.PGXP]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: PGXP
TR: 

[MENU.Antialiasing]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Antialiasing
TR: 

[MENU.Post_Process]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Post Process
TR: 

[MENU.Tone_Mapping]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Tone Mapping
TR: 

[MENU.Map]
NOTE: used in three places: the inventory screen box that opens the map (max ~10 characters); the PC Options Graphics row that picks the New Game start map (max ~14 characters); the Controls screen action that opens the map, a colon follows (max ~12 characters)
EN: Map
TR: 

[MENU.Next_Page]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Next Page
TR: 

[MENU.Back]
NOTE: row name, Graphics page, max ~14 characters (also used in the original menus)
EN: Back
TR: 

[MENU.Flashlight]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Flashlight
TR: 

[MENU.Beam_Intensity]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Beam Intensity
TR: 

[MENU.Beam_Size]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Beam Size
TR: 

[MENU.Fog_Strength]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Fog Strength
TR: 

[MENU.Disable_Culling]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Disable Culling
TR: 

[MENU.FPS_Limit]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: FPS Limit
TR: 

[MENU.FMV_Movie_Vol]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: FMV Movie Vol
TR: 

[MENU.Weather_Rate]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Weather Rate
TR: 

[MENU.Prev_Page]
NOTE: row name, System page, max ~15 characters (also used in the original menus)
EN: Prev Page
TR: 

[MENU.2D_Controls]
NOTE: row name, Controls page, max ~17 characters (also used in the original menus)
EN: 2D Controls
TR: 

[MENU.Mouse_Sensitivity]
NOTE: row name, Controls page, max ~17 characters (also used in the original menus)
EN: Mouse Sensitivity
TR: 

[MENU.Pad_Sensitivity]
NOTE: row name, Controls page, max ~17 characters (also used in the original menus)
EN: Pad Sensitivity
TR: 

[MENU.Invert_Mouse_Y]
NOTE: row name, Controls page, max ~17 characters (also used in the original menus)
EN: Invert Mouse Y
TR: 

[MENU.Invert_Pad_Y]
NOTE: row name, Controls page, max ~17 characters (also used in the original menus)
EN: Invert Pad Y
TR: 

[MENU.Bullet_Decals]
NOTE: row name, Controls page, max ~17 characters (also used in the original menus)
EN: Bullet Decals
TR: 

[MENU.Aim_Assist]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: Aim Assist
TR: 

[MENU.First_Person_FOV]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: First Person FOV
TR: 

[MENU.Third_Person_FOV]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: Third Person FOV
TR: 

[MENU.OTS_FOV]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: OTS FOV
TR: 

[MENU.Aim_Zoom]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: Aim Zoom
TR: 

[MENU.OTS_Aim_Zoom]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: OTS Aim Zoom
TR: 

[MENU.OTS_Aim_In_TPS]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: OTS Aim In TPS
TR: 

[MENU.Camera_Collision]
NOTE: row name, Camera page, max ~17 characters (also used in the original menus)
EN: Camera Collision
TR: 

[MENU.Minimap]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Minimap
TR: 

[MENU.Minimap_Scale]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Minimap Scale
TR: 

[MENU.Minimap_Corner]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Minimap Corner
TR: 

[MENU.Minimap_Opacity]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Minimap Opacity
TR: 

[MENU.Minimap_Reqs_Map]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Minimap Reqs Map
TR: 

[MENU.Low_HP_Glow]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Low HP Glow
TR: 

[MENU.Crosshair]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Crosshair
TR: 

[MENU.Crosshair_Size]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Crosshair Size
TR: 

[MENU.Text_Size]
NOTE: row name, HUD page, max ~17 characters (also used in the original menus)
EN: Text Size
TR: 

[MENU.Windowed]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Windowed
TR: 

[MENU.Fullscreen]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Fullscreen
TR: 

[MENU.Borderless]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Borderless
TR: 

[MENU.Off]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Off
TR: 

[MENU.On]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: On
TR: 

[MENU.Dither]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Dither
TR: 

[MENU.Bilinear]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Bilinear
TR: 

[MENU.Trilinear]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Trilinear
TR: 

[MENU.Aniso_2x]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Aniso 2x
TR: 

[MENU.Aniso_4x]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Aniso 4x
TR: 

[MENU.Aniso_8x]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Aniso 8x
TR: 

[MENU.Aniso_16x]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Aniso 16x
TR: 

[MENU.CRT]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: CRT
TR: 

[MENU.Scanlines]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Scanlines
TR: 

[MENU.Vignette]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Vignette
TR: 

[MENU.Color_Grade]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Color Grade
TR: 

[MENU.Film_Grain]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Film Grain
TR: 

[MENU.Sharpen]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Sharpen
TR: 

[MENU.PSX_Retro]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: PSX Retro
TR: 

[MENU.Cinematic]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Cinematic
TR: 

[MENU.Reinhard]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Reinhard
TR: 

[MENU.ACES]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: ACES
TR: 

[MENU.Filmic]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Filmic
TR: 

[MENU.Classic]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Classic
TR: 

[MENU.C_+_Shadows]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: C + Shadows
TR: 

[MENU.Modern]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: Modern
TR: 

[MENU.M_+_Shadows]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: M + Shadows
TR: 

[MENU.Top_L]
NOTE: setting value, max ~8 characters (also used in the original menus)
EN: Top L
TR: 

[MENU.Top_R]
NOTE: setting value, max ~8 characters (also used in the original menus)
EN: Top R
TR: 

[MENU.Bottom_L]
NOTE: setting value, max ~8 characters (also used in the original menus)
EN: Bottom L
TR: 

[MENU.Bottom_R]
NOTE: setting value, max ~8 characters (also used in the original menus)
EN: Bottom R
TR: 

[MENU.Square]
NOTE: setting value, max ~8 characters (also used in the original menus)
EN: Square
TR: 

[MENU.Circle]
NOTE: setting value, max ~8 characters (also used in the original menus)
EN: Circle
TR: 

[MENU.30_Hz]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: 30 Hz
TR: 

[MENU.60_Hz]
NOTE: setting value, max ~11 characters (also used in the original menus)
EN: 60 Hz
TR: 



################################################################################
##  QUICK OPTIONS MENU  (F10 in game)
################################################################################

[QUICK.Graphics]
NOTE: page name (title bar and Previous / Next row)
EN: Graphics
TR: 

[QUICK.Lighting_&_Effects]
NOTE: page name (title bar and Previous / Next row)
EN: Lighting & Effects
TR: 

[QUICK.HUD]
NOTE: page name (title bar and Previous / Next row)
EN: HUD
TR: 

[QUICK.Audio]
NOTE: page name (title bar and Previous / Next row)
EN: Audio
TR: 

[QUICK.View]
NOTE: page name (title bar and Previous / Next row)
EN: View
TR: 

[QUICK.Cheats]
NOTE: page name (title bar and Previous / Next row)
EN: Cheats
TR: 

[QUICK.Cheat_Actions]
NOTE: page name (title bar and Previous / Next row)
EN: Cheat Actions
TR: 

[QUICK.Debug]
NOTE: page name (title bar and Previous / Next row)
EN: Debug
TR: 

[QUICK.Debug_Actions]
NOTE: page name (title bar and Previous / Next row)
EN: Debug Actions
TR: 

[QUICK.Controls]
NOTE: page name (title bar and Previous / Next row)
EN: Controls
TR: 

[QUICK.QUICK_OPTIONS]
NOTE: title bar, before the page name
EN: QUICK OPTIONS
TR: 

[QUICK.Classic]
NOTE: camera name in the View page title
EN: Classic
TR: 

[QUICK.Thirdperson]
NOTE: camera name in the View page title
EN: Thirdperson
TR: 

[QUICK.Over-the-Shoulder]
NOTE: camera name in the View page title
EN: Over-the-Shoulder
TR: 

[QUICK.Firstperson]
NOTE: camera name in the View page title
EN: Firstperson
TR: 

[QUICK.Previous]
NOTE: page row: go to the previous page
EN: Previous
TR: 

[QUICK.Next]
NOTE: page row: go to the next page
EN: Next
TR: 

[QUICK.Close]
NOTE: bottom row: close the menu
EN: Close
TR: 

[QUICK.Shadow_Resolution]
NOTE: row name
EN: Shadow Resolution
TR: 

[QUICK.Dream_Blur]
NOTE: row name
EN: Dream Blur
TR: 

[QUICK.Dream_Blur_Strength]
NOTE: row name
EN: Dream Blur Strength
TR: 

[QUICK.Crosshair_Style]
NOTE: row name
EN: Crosshair Style
TR: 

[QUICK.Speaker_Layout]
NOTE: row name
EN: Speaker Layout
TR: 

[QUICK.Music_Volume]
NOTE: row name
EN: Music Volume
TR: 

[QUICK.Effects_Volume]
NOTE: row name
EN: Effects Volume
TR: 

[QUICK.Dialog_Pause]
NOTE: row name
EN: Dialog Pause
TR: 

[QUICK.Disable_D-pad_for_Movement]
NOTE: row name
EN: Disable D-pad for Movement
TR: 

[QUICK.Edit_Keybinds]
NOTE: row name
EN: Edit Keybinds
TR: 

[QUICK.Control_Type]
NOTE: row name
EN: Control Type
TR: 

[QUICK.Aspect_Trim]
NOTE: row name
EN: Aspect Trim
TR: 

[QUICK.FOV]
NOTE: row name
EN: FOV
TR: 

[QUICK.Vertical_Shift]
NOTE: row name
EN: Vertical Shift
TR: 

[QUICK.Cutscene_Shift]
NOTE: row name
EN: Cutscene Shift
TR: 

[QUICK.Reset_View_Settings]
NOTE: row name
EN: Reset View Settings
TR: 

[QUICK.Horizontal_FOV]
NOTE: row name
EN: Horizontal FOV
TR: 

[QUICK.Vertical_FOV]
NOTE: row name
EN: Vertical FOV
TR: 

[QUICK.Pixel_Aspect]
NOTE: row name
EN: Pixel Aspect
TR: 

[QUICK.OTS_Aim_(while_in_TPS)]
NOTE: row name
EN: OTS Aim (while in TPS)
TR: 

[QUICK.Aim_Zoom]
NOTE: row name
EN: Aim Zoom
TR: 

[QUICK.Rest_Zoom]
NOTE: row name
EN: Rest Zoom
TR: 

[QUICK.Rest_X_(left/right)]
NOTE: row name
EN: Rest X (left/right)
TR: 

[QUICK.Rest_Y_(up/down)]
NOTE: row name
EN: Rest Y (up/down)
TR: 

[QUICK.Aim_X_(left/right)]
NOTE: row name
EN: Aim X (left/right)
TR: 

[QUICK.Aim_Y_(up/down)]
NOTE: row name
EN: Aim Y (up/down)
TR: 

[QUICK.Head_X_(left/right)]
NOTE: row name
EN: Head X (left/right)
TR: 

[QUICK.Head_Y_(up/down)]
NOTE: row name
EN: Head Y (up/down)
TR: 

[QUICK.Head_Z_(fwd/back)]
NOTE: row name
EN: Head Z (fwd/back)
TR: 

[QUICK.Melee_Swing_Pullback]
NOTE: row name
EN: Melee Swing Pullback
TR: 

[QUICK.Auto]
NOTE: Speaker Layout value
EN: Auto
TR: 

[QUICK.Stereo]
NOTE: Speaker Layout value
EN: Stereo
TR: 

[QUICK.Quad]
NOTE: Speaker Layout value
EN: Quad
TR: 

[QUICK.HRTF]
NOTE: Speaker Layout value
EN: HRTF
TR: 

[QUICK.Simple]
NOTE: Control Type value
EN: Simple
TR: 

[QUICK.Advanced]
NOTE: Control Type value
EN: Advanced
TR: 

[QUICK.{n}_rows]
NOTE: value, e.g. "+2 rows" (screen rows). Keep {n}
EN: {n} rows
TR: 

[QUICK.(default)]
NOTE: shown after a FOV value that is the default
EN: (default)
TR: 

[QUICK.(off)]
NOTE: shown after Dream Blur Strength while Dream Blur is off
EN: (off)
TR: 

[QUICK.(simple)]
NOTE: shown after Aspect Trim when it only applies to Simple
EN: (simple)
TR: 

[QUICK.Up/Down_select]
NOTE: help line at the bottom. Keep key names and {key}
EN: Up/Down select
TR: 

[QUICK.Left/Right_adjust]
NOTE: help line at the bottom. Keep key names and {key}
EN: Left/Right adjust
TR: 

[QUICK.Q/E_or_PgUp/PgDn_page]
NOTE: help line at the bottom. Keep key names and {key}
EN: Q/E or PgUp/PgDn page
TR: 

[QUICK.Drag_the_title_to_move]
NOTE: help line at the bottom. Keep key names and {key}
EN: Drag the title to move
TR: 

[QUICK.{key}_or_Esc_close]
NOTE: help line at the bottom. Keep key names and {key}
EN: {key} or Esc close
TR: 

[QUICK.*_needs_restart]
NOTE: help line at the bottom. Keep key names and {key}
EN: * needs restart
TR: 



################################################################################
##  QUICK OPTIONS - CHEATS AND DEBUG PAGES
################################################################################

[QUICK.God_mode]
NOTE: cheat / debug row. Keep key names in brackets
EN: God mode
TR: 

[QUICK.Noclip]
NOTE: cheat / debug row. Keep key names in brackets
EN: Noclip
TR: 

[QUICK.Enemies_ignore_Harry]
NOTE: cheat / debug row. Keep key names in brackets
EN: Enemies ignore Harry
TR: 

[QUICK.Unlimited_enemies]
NOTE: cheat / debug row. Keep key names in brackets
EN: Unlimited enemies
TR: 

[QUICK.Infinite_ammo]
NOTE: cheat / debug row. Keep key names in brackets
EN: Infinite ammo
TR: 

[QUICK.Big_head_mode]
NOTE: cheat / debug row. Keep key names in brackets
EN: Big head mode
TR: 

[QUICK.Handgun_bullets_+15]
NOTE: cheat / debug row. Keep key names in brackets
EN: Handgun bullets +15
TR: 

[QUICK.Hunting_rifle_+30]
NOTE: cheat / debug row. Keep key names in brackets
EN: Hunting rifle +30
TR: 

[QUICK.Shotgun_+30]
NOTE: cheat / debug row. Keep key names in brackets
EN: Shotgun +30
TR: 

[QUICK.Kill_nearby_enemies]
NOTE: cheat / debug row. Keep key names in brackets
EN: Kill nearby enemies
TR: 

[QUICK.Play_as]
NOTE: cheat / debug row. Keep key names in brackets
EN: Play as
TR: 

[QUICK.Free_camera]
NOTE: cheat / debug row. Keep key names in brackets
EN: Free camera
TR: 

[QUICK.Allow_console]
NOTE: cheat / debug row. Keep key names in brackets
EN: Allow console
TR: 

[QUICK.Collision_visualizer]
NOTE: cheat / debug row. Keep key names in brackets
EN: Collision visualizer
TR: 

[QUICK.Keyframe_viewer_(kf)]
NOTE: cheat / debug row. Keep key names in brackets
EN: Keyframe viewer (kf)
TR: 

[QUICK.Fast_forward_(Ctrl+F5)]
NOTE: cheat / debug row. Keep key names in brackets
EN: Fast forward (Ctrl+F5)
TR: 

[QUICK.Wireframe_(Ctrl+F1)]
NOTE: cheat / debug row. Keep key names in brackets
EN: Wireframe (Ctrl+F1)
TR: 

[QUICK.No_textures_(Ctrl+F2)]
NOTE: cheat / debug row. Keep key names in brackets
EN: No textures (Ctrl+F2)
TR: 

[QUICK.Starting_map]
NOTE: cheat / debug row. Keep key names in brackets
EN: Starting map
TR: 

[QUICK.Spawn]
NOTE: cheat / debug row. Keep key names in brackets
EN: Spawn
TR: 

[QUICK.FPS_Display]
NOTE: cheat / debug row. Keep key names in brackets
EN: FPS Display
TR: 

[QUICK.Log_Harry_position]
NOTE: cheat / debug row. Keep key names in brackets
EN: Log Harry position
TR: 

[QUICK.Log_camera_shot]
NOTE: cheat / debug row. Keep key names in brackets
EN: Log camera shot
TR: 

[QUICK.Kill_Harry]
NOTE: cheat / debug row. Keep key names in brackets
EN: Kill Harry
TR: 

[QUICK.(not_in_this_map)]
NOTE: after a Spawn name that cannot appear here
EN: (not in this map)
TR: 



################################################################################
##  CONTROLS PANEL AND CONFIRM BOXES  (key/controller binding screen)
################################################################################

[QUICK.CONTROLS]
NOTE: panel title
EN: CONTROLS
TR: 

[QUICK.Move_Up]
NOTE: game action
EN: Move Up
TR: 

[QUICK.Move_Down]
NOTE: game action
EN: Move Down
TR: 

[QUICK.Turn_Left]
NOTE: game action
EN: Turn Left
TR: 

[QUICK.Turn_Right]
NOTE: game action
EN: Turn Right
TR: 

[QUICK.Action_/_Shoot]
NOTE: game action
EN: Action / Shoot
TR: 

[QUICK.Flashlight]
NOTE: game action
EN: Flashlight
TR: 

[QUICK.Map]
NOTE: game action
EN: Map
TR: 

[QUICK.Run]
NOTE: game action
EN: Run
TR: 

[QUICK.Sidestep_Left]
NOTE: game action
EN: Sidestep Left
TR: 

[QUICK.Sidestep_Right]
NOTE: game action
EN: Sidestep Right
TR: 

[QUICK.Aim]
NOTE: game action
EN: Aim
TR: 

[QUICK.Pause]
NOTE: game action
EN: Pause
TR: 

[QUICK.Inventory]
NOTE: game action
EN: Inventory
TR: 

[QUICK.Reload]
NOTE: game action
EN: Reload
TR: 

[QUICK.Cycle_Weapons]
NOTE: game action
EN: Cycle Weapons
TR: 

[QUICK.Quick_Heal]
NOTE: game action
EN: Quick Heal
TR: 

[QUICK.Quick_Turn]
NOTE: game action
EN: Quick Turn
TR: 

[QUICK.Rear_Look]
NOTE: game action
EN: Rear Look
TR: 

[QUICK.Change_Camera]
NOTE: game action
EN: Change Camera
TR: 

[QUICK.Swap_Shoulder]
NOTE: game action
EN: Swap Shoulder
TR: 

[QUICK.Quick_Options]
NOTE: game action
EN: Quick Options
TR: 

[QUICK.Quick_Save]
NOTE: game action
EN: Quick Save
TR: 

[QUICK.Quick_Load]
NOTE: game action
EN: Quick Load
TR: 

[QUICK.Classic_(Default)]
NOTE: camera name
EN: Classic (Default)
TR: 

[QUICK.Thirdperson_Shooter]
NOTE: camera name
EN: Thirdperson Shooter
TR: 

[QUICK.Over_the_Shoulder]
NOTE: camera name
EN: Over the Shoulder
TR: 

[QUICK.First_Person]
NOTE: camera name
EN: First Person
TR: 

[QUICK.Editing:_alternate_camera_binds_(current_camera:_{camera})]
NOTE: Keep {camera}
EN: Editing: alternate camera binds (current camera: {camera})
TR: 

[QUICK.Editing:_classic_camera_binds]
EN: Editing: classic camera binds
TR: 

[QUICK.Controller:_{name}]
NOTE: Keep {name} (the controller model)
EN: Controller: {name}
TR: 

[QUICK.Controller:_none_connected]
EN: Controller: none connected
TR: 

[QUICK.Action]
NOTE: column heading
EN: Action
TR: 

[QUICK.Keyboard]
NOTE: column heading
EN: Keyboard
TR: 

[QUICK.Keyboard_2]
NOTE: column heading
EN: Keyboard 2
TR: 

[QUICK.Controller]
NOTE: column heading
EN: Controller
TR: 

[QUICK.Controller_2]
NOTE: column heading
EN: Controller 2
TR: 

[QUICK.Reset_to_Defaults]
NOTE: button
EN: Reset to Defaults
TR: 

[QUICK.Press_a_key...]
NOTE: in the cell being rebound
EN: Press a key...
TR: 

[QUICK.Press_a_button...]
NOTE: in the cell being rebound
EN: Press a button...
TR: 

[QUICK.more_above]
NOTE: scroll hint
EN: more above
TR: 

[QUICK.more_below]
NOTE: scroll hint
EN: more below
TR: 

[QUICK.Press_a_key_for_{action}]
NOTE: Keep {action}
EN: Press a key for {action}
TR: 

[QUICK.Press_a_key_or_mouse_button_for_{action}]
NOTE: Keep {action}
EN: Press a key or mouse button for {action}
TR: 

[QUICK.Press_a_controller_button_for_{action}]
NOTE: Keep {action}
EN: Press a controller button for {action}
TR: 

[QUICK.Esc_to_cancel]
EN: Esc to cancel
TR: 

[QUICK.Esc,_or_wait_a_few_seconds,_to_cancel]
EN: Esc, or wait a few seconds, to cancel
TR: 

[QUICK.Enter_/_A:_rebind]
NOTE: help line. Keep key names
EN: Enter / A: rebind
TR: 

[QUICK.Delete_/_X:_clear]
NOTE: help line. Keep key names
EN: Delete / X: clear
TR: 

[QUICK.Esc_/_B:_back]
NOTE: help line. Keep key names
EN: Esc / B: back
TR: 

[QUICK.Mouse:_click_a_bind_to_change_it,_right-click_to_clear._Orange_-_used_twice.]
NOTE: help line
EN: Mouse: click a bind to change it, right-click to clear. Orange = used twice.
TR: 

[QUICK.Left_Stick]
NOTE: controller input name
EN: Left Stick
TR: 

[QUICK.Left_Mouse]
NOTE: mouse button name
EN: Left Mouse
TR: 

[QUICK.Right_Mouse]
NOTE: mouse button name
EN: Right Mouse
TR: 

[QUICK.Middle_Mouse]
NOTE: mouse button name
EN: Middle Mouse
TR: 

[QUICK.Wheel_Up]
NOTE: mouse wheel
EN: Wheel Up
TR: 

[QUICK.Wheel_Down]
NOTE: mouse wheel
EN: Wheel Down
TR: 

[QUICK.D-pad_Up]
NOTE: controller input name
EN: D-pad Up
TR: 

[QUICK.D-pad_Down]
NOTE: controller input name
EN: D-pad Down
TR: 

[QUICK.D-pad_Left]
NOTE: controller input name
EN: D-pad Left
TR: 

[QUICK.D-pad_Right]
NOTE: controller input name
EN: D-pad Right
TR: 

[QUICK.RESET_CONTROLS]
NOTE: confirm box title
EN: RESET CONTROLS
TR: 

[QUICK.Reset_the_classic_camera_binds_to_their_defaults?]
NOTE: confirm box
EN: Reset the classic camera binds to their defaults?
TR: 

[QUICK.Reset_the_alternate_camera_binds_to_their_defaults?]
NOTE: confirm box
EN: Reset the alternate camera binds to their defaults?
TR: 

[QUICK.RESET_SETTINGS]
NOTE: confirm box title
EN: RESET SETTINGS
TR: 

[QUICK.Reset_all_PC_options_to_their_defaults?]
NOTE: confirm box
EN: Reset all PC options to their defaults?
TR: 

[QUICK.Yes]
NOTE: confirm box button
EN: Yes
TR: 

[QUICK.No]
NOTE: confirm box button
EN: No
TR: 

[QUICK.Left/Right_select]
NOTE: confirm box help. Keep key names
EN: Left/Right select
TR: 

[QUICK.[OK]_confirm]
NOTE: confirm box help. Keep the brackets
EN: [OK] confirm
TR: 

[QUICK.[Cancel]_back]
NOTE: confirm box help. Keep the brackets
EN: [Cancel] back
TR: 



################################################################################
##  ITEM NAMES  (inventory)
################################################################################

[ITEM_NAME.0]
EN: Health drink(s)
TR: 

[ITEM_NAME.1]
EN: First aid kit(s)
TR: 

[ITEM_NAME.2]
EN: Ampoule(s)
TR: 

[ITEM_NAME.32]
EN: Lobby key
TR: 

[ITEM_NAME.33]
EN: House key
TR: 

[ITEM_NAME.34]
EN: Key of [Lion]
TR: 

[ITEM_NAME.35]
EN: Key of [Woodman]
TR: 

[ITEM_NAME.36]
EN: Key of [Scarecrow]
TR: 

[ITEM_NAME.37]
EN: Library reserve key
TR: 

[ITEM_NAME.38]
EN: Classroom key
TR: 

[ITEM_NAME.39]
EN: K. Gordon key
TR: 

[ITEM_NAME.40]
EN: Drawbridge key
TR: 

[ITEM_NAME.41]
EN: Basement key
TR: 

[ITEM_NAME.42]
EN: Basement storeroom key
TR: 

[ITEM_NAME.43]
EN: Examination room key
TR: 

[ITEM_NAME.44]
EN: Antique shop key
TR: 

[ITEM_NAME.45]
EN: Sewer key
TR: 

[ITEM_NAME.46]
EN: Key of [Ophiel]
TR: 

[ITEM_NAME.47]
EN: Key of [Hagith]
TR: 

[ITEM_NAME.48]
EN: Key of [Phaleg]
TR: 

[ITEM_NAME.49]
EN: Key of [Bethor]
TR: 

[ITEM_NAME.50]
EN: Key of [Aratron]
TR: 

[ITEM_NAME.51]
EN: A note [To school]
TR: 

[ITEM_NAME.52]
EN: A note [Doghouse]
TR: 

[ITEM_NAME.53]
EN: Picture card
TR: 

[ITEM_NAME.55]
EN: Sewer exit key
TR: 

[ITEM_NAME.56]
EN: Channeling stone
TR: 

[ITEM_NAME.64]
EN: Chemical
TR: 

[ITEM_NAME.65]
EN: Gold medallion
TR: 

[ITEM_NAME.66]
EN: Silver medallion
TR: 

[ITEM_NAME.67]
EN: Rubber ball
TR: 

[ITEM_NAME.68]
EN: [Flauros]
TR: 

[ITEM_NAME.69]
EN: Plastic bottle
TR: 

[ITEM_NAME.70]
EN: Unknown liquid
TR: 

[ITEM_NAME.71]
EN: Plate of [Turtle]
TR: 

[ITEM_NAME.72]
EN: Plate of [Hatter]
TR: 

[ITEM_NAME.73]
EN: Plate of [Cat]
TR: 

[ITEM_NAME.74]
EN: Plate of [Queen]
TR: 

[ITEM_NAME.75]
EN: Blood pack
TR: 

[ITEM_NAME.76]
EN: Disinfecting alcohol
TR: 

[ITEM_NAME.77]
EN: Lighter
TR: 

[ITEM_NAME.78]
EN: Video tape
TR: 

[ITEM_NAME.80]
EN: Kaufmann key
TR: 

[ITEM_NAME.81]
EN: Receipt
TR: 

[ITEM_NAME.82]
EN: Safe key
TR: 

[ITEM_NAME.83]
EN: Magnet
TR: 

[ITEM_NAME.84]
EN: Motorcycle key
TR: 

[ITEM_NAME.85]
EN: Bird cage key
TR: 

[ITEM_NAME.86]
EN: Pliers
TR: 

[ITEM_NAME.87]
EN: Screwdriver
TR: 

[ITEM_NAME.88]
EN: Camera
TR: 

[ITEM_NAME.89]
EN: Ring of contract
TR: 

[ITEM_NAME.90]
EN: Stone of time
TR: 

[ITEM_NAME.91]
EN: Amulet of Solomon
TR: 

[ITEM_NAME.92]
EN: Crest of Mercury
TR: 

[ITEM_NAME.93]
EN: Ankh
TR: 

[ITEM_NAME.94]
EN: Dagger of Melchior
TR: 

[ITEM_NAME.95]
EN: Disk of Ouroboros
TR: 

[ITEM_NAME.96]
EN: Kitchen knife
TR: 

[ITEM_NAME.97]
EN: Steel pipe
TR: 

[ITEM_NAME.98]
EN: Rock drill
TR: 

[ITEM_NAME.100]
EN: Hammer
TR: 

[ITEM_NAME.101]
EN: Chainsaw
TR: 

[ITEM_NAME.102]
EN: Katana
TR: 

[ITEM_NAME.103]
EN: Axe
TR: 

[ITEM_NAME.128]
EN: Handgun
TR: 

[ITEM_NAME.129]
EN: Hunting rifle
TR: 

[ITEM_NAME.130]
EN: Shotgun
TR: 

[ITEM_NAME.131]
EN: Hyper Blaster
TR: 

[ITEM_NAME.160]
EN: Handgun bullets
TR: 

[ITEM_NAME.161]
EN: Rifle shells
TR: 

[ITEM_NAME.162]
EN: Shotgun shells
TR: 

[ITEM_NAME.192]
EN: Flashlight
TR: 

[ITEM_NAME.193]
EN: Pocket radio
TR: 

[ITEM_NAME.194]
EN: Gasoline tank
TR: 



################################################################################
##  ITEM DESCRIPTIONS  (inventory)
################################################################################

[ITEM_DESC.0]
EN: Supplies nutrition to recover a small amount of stamina.
TR: 

[ITEM_DESC.1]
EN: Heals injury to provide moderate stamina recovery.
TR: 

[ITEM_DESC.2]
EN: Relieve pain to recover stamina to high. Effect lasts for a while.
TR: 

[ITEM_DESC.32]
EN: The key to open the door to the lobby. I found it in the locker room.
TR: 

[ITEM_DESC.33]
EN: The house key hidden in the dog house.
TR: 

[ITEM_DESC.34]
EN: The key to the garden of the house. Found in patrol car's trunk.
TR: 

[ITEM_DESC.35]
EN: The key to the garden of the house. Found in the basketball court.
TR: 

[ITEM_DESC.36]
EN: The key to the garden of the house. Found in mailbox blocked by a fallen tree.
TR: 

[ITEM_DESC.37]
EN: The key to the school's 2nd floor library reserves. Picked up in the locker room.
TR: 

[ITEM_DESC.38]
EN: The tagged classroom key found hanging in the drainpipe on the roof.
TR: 

[ITEM_DESC.39]
EN: The tag says, [K. Gordon;] found in the school's boiler room.
TR: 

[ITEM_DESC.40]
EN: Key to operate the drawbridge. Found in the church.
TR: 

[ITEM_DESC.41]
EN: The hospital basement door key, found on the table in 1st floor conference room.
TR: 

[ITEM_DESC.42]
EN: The hospital basement storeroom key found in the operating room.
TR: 

[ITEM_DESC.43]
EN: Found in patient room in the 2nd floor basement.
TR: 

[ITEM_DESC.44]
EN: The tagged key with a shop name on it that Dahlia left at the hospital.
TR: 

[ITEM_DESC.45]
EN: Sewer passageway door key.
TR: 

[ITEM_DESC.46]
EN: The word [Ophiel] is engraved on the key.
TR: 

[ITEM_DESC.47]
EN: The word [Hagith] is engraved on the key.
TR: 

[ITEM_DESC.48]
EN: The word [Phaleg] is engraved on the key.
TR: 

[ITEM_DESC.49]
EN: The word [Bethor] is engraved on the key.
TR: 

[ITEM_DESC.50]
EN: The word [Aratron] is engraved on the key.
TR: 

[ITEM_DESC.51]
EN: [To school] is written in Cheryl's handwriting.
TR: 

[ITEM_DESC.52]
EN: [Doghouse] and [Levin st.] are written in Cheryl's handwriting.
TR: 

[ITEM_DESC.53]
EN: A rectangular card with a picture of a key. Found on a desk in a classroom.
TR: 

[ITEM_DESC.55]
EN: Key to exit from the sewer to the resort area, which was dropped in the water.
TR: 

[ITEM_DESC.56]
EN: A mystical stone possessing power. If used somewhere, the result will be...?
TR: 

[ITEM_DESC.64]
EN: The label reads, [Concentrated hydrochloric acid.] Found in the lab equipment room.
TR: 

[ITEM_DESC.65]
EN: A picture of a clock tower is engraved on the surface. Found in the chemistry lab.
TR: 

[ITEM_DESC.66]
EN: A picture of a clock tower is engraved on the surface. Found in the music room.
TR: 

[ITEM_DESC.67]
EN: Florescent pink rubber ball used by children.
TR: 

[ITEM_DESC.68]
EN: Pyramid shaped object found in the church. Purpose and use unknown.
TR: 

[ITEM_DESC.69]
EN: Empty bottle found in the kitchen of the hospital.
TR: 

[ITEM_DESC.70]
EN: Red liquid found in a broken vial in the Hospital Director's room.
TR: 

[ITEM_DESC.71]
EN: Square, blue plate with a picture of a [Mock Turtle.]
TR: 

[ITEM_DESC.72]
EN: Square, green plate with a picture of a [Mad Hatter.]
TR: 

[ITEM_DESC.73]
EN: Square, yellow plate with a picture of a [Cheshire Cat.]
TR: 

[ITEM_DESC.74]
EN: Square, red plate with a picture of a [Queen of Hearts.]
TR: 

[ITEM_DESC.75]
EN: 200ml blood pack. Found in the hospital storage room.
TR: 

[ITEM_DESC.76]
EN: Isopropyl alcohol bottle, found in ICU at the hospital.
TR: 

[ITEM_DESC.77]
EN: Oil lighter found in Room 201.
TR: 

[ITEM_DESC.78]
EN: Nothing on the label. Found on 2nd floor hospital basement.
TR: 

[ITEM_DESC.80]
EN: A [3] is written on the tag. The key was thought to have been dropped by Kaufmann.
TR: 

[ITEM_DESC.81]
EN: Receipt from General Store, thought to have been dropped by Kaufmann.
TR: 

[ITEM_DESC.82]
EN: Key to the safe, found at Indian Runner General Store.
TR: 

[ITEM_DESC.83]
EN: Long, thin magnetic rod with a string attached, in the motel office.
TR: 

[ITEM_DESC.84]
EN: Key to an old motorcycle, which was dropped between the floorboards in the motel room.
TR: 

[ITEM_DESC.85]
EN: Bird cage key with engraved handle.
TR: 

[ITEM_DESC.86]
EN: Tool to use on metal and wires. Rusted but usable.
TR: 

[ITEM_DESC.87]
EN: Tool for screws. Rusted, but usable.
TR: 

[ITEM_DESC.88]
EN: Camera with flash.
TR: 

[ITEM_DESC.89]
EN: Rustic, hefty-looking ring of unknown material.
TR: 

[ITEM_DESC.90]
EN: Large stone with clock-face design on pillar with astrology chart hanging from it.
TR: 

[ITEM_DESC.91]
EN: The amulet is a star shaped object with 6 corners named after the ancient magician.
TR: 

[ITEM_DESC.92]
EN: Snake in the symbol of mercury signifies alchemy.
TR: 

[ITEM_DESC.93]
EN: Elliptical talisman with a cross inside.
TR: 

[ITEM_DESC.94]
EN: The ancient dagger named after the Magi.
TR: 

[ITEM_DESC.95]
EN: Ring of a snake biting it's own tail.
TR: 

[ITEM_DESC.96]
EN: Hard to use, but better than nothing.
TR: 

[ITEM_DESC.97]
EN: 3' long steel pipe. Long range but of limited use.
TR: 

[ITEM_DESC.98]
EN: A tool used in road construction to create holes in the road for poles.
TR: 

[ITEM_DESC.100]
EN: Emergency hammer. Highly damaging, but hard to use.
TR: 

[ITEM_DESC.101]
EN: Power tool used for cutting down trees, etc., highly deadly.
TR: 

[ITEM_DESC.102]
EN: Traditional single edged Japanese blade.
TR: 

[ITEM_DESC.103]
EN: Small one hand axe. Moderately effective as a weapon.
TR: 

[ITEM_DESC.128]
EN: Handgun received from Cybil. Holds up to 15 rounds.
TR: 

[ITEM_DESC.129]
EN: Holds up to 6 rounds.
TR: 

[ITEM_DESC.130]
EN: Fires in a wide radius. Holds up to 6 rounds.
TR: 

[ITEM_DESC.131]
EN: High-powered handgun with infrared scope and unlimited bullets.
TR: 

[ITEM_DESC.160]
EN: Ammo for the handgun.
TR: 

[ITEM_DESC.161]
EN: Ammo for the hunting rifle.
TR: 

[ITEM_DESC.162]
EN: Ammo for the shotgun.
TR: 

[ITEM_DESC.192]
EN: One touch on/off switch. In the chest pocket.
TR: 

[ITEM_DESC.193]
EN: Portable radio that emits static when monsters are near.
TR: 

[ITEM_DESC.194]
EN: Fuel for chainsaws and rock drills.
TR: 



################################################################################
##  DIALOGUE - map0_s00
################################################################################

[MAP0_S00.15]
EN: ~J0(2.5) Cheryl. Where could you be? ~E
TR: 

[MAP0_S00.16]
EN: ~J0(1.5) It's strange...
TR: 

[MAP0_S00.17]
EN: ~J0(2.0) It's quiet. Too quiet.
TR: 

[MAP0_S00.18]
EN: ~J0(3.0) This place is ~N like a ghost town. ~E
TR: 

[MAP0_S00.19]
EN: ~J0(3.0) Cheryl. ~E
TR: 

[MAP0_S00.20]
EN: ~J0(1.5) Footsteps? ~E
TR: 

[MAP0_S00.21]
EN: ~J0(2.8) Cheryl? ~N Is that Cheryl!? ~E
TR: 

[MAP0_S00.22]
EN: ~J0(1.2) Where are you going? ~E
TR: 

[MAP0_S00.23]
EN: ~J0(1.8) Hey wait...stop! ~E
TR: 

[MAP0_S00.24]
EN: I'd better follow Cheryl... ~E
TR: 

[MAP0_S00.25]
EN: That's strange, ~N it's getting darker. ~E
TR: 

[MAP0_S00.26]
EN: A dead end? ~N What the hell!? ~E
TR: 

[MAP0_S00.27]
EN: ~J0(1.6) What is this?
TR: 

[MAP0_S00.28]
EN: ~J0(2.5) What's going on here!? ~E
TR: 

[MAP0_S00.29]
EN: What's this? ~E
TR: 

[MAP0_S00.30]
EN: ......better than nothing, ~N I guess. ~E
TR: 

[MAP0_S00.31]
EN: What? ~N What's this doing here? ~E
TR: 

[MAP0_S00.32]
EN: Blocked by a fence? ~E
TR: 

[MAP0_S00.33]
EN: A broken wheelchair? ~N What's this doing here? ~E
TR: 

[MAP0_S00.34]
EN: What the..? ~N What is it? ~E
TR: 

[MAP0_S00.35]
EN: The street is blocked.
TR: 

[MAP0_S00.36]
EN: Can't get out of town ~N through here. ~E
TR: 

[MAP0_S00.37]
EN: My car... ~N too banged up to drive.
TR: 

[MAP0_S00.38]
EN: Where's Cheryl? ~N Hope she's safe. ~E
TR: 



################################################################################
##  DIALOGUE - map0_s01
################################################################################

[MAP0_S01.15]
EN: ~J0(2.0) Was I dreaming? ~E
TR: 

[MAP0_S01.16]
EN: ~J0(2.5) How do you feel? ~E
TR: 

[MAP0_S01.17]
EN: ~J0(6.0) Like I've been ~N run over by a truck, ~N but I'm all right, I guess. ~E
TR: 

[MAP0_S01.18]
EN: ~J0(1.5) Glad to hear it.
TR: 

[MAP0_S01.19]
EN: ~J0(5.0) You from around here? ~N Why don't you ~N tell me what happened?
TR: 

[MAP0_S01.20]
EN: ~J0(3.0) Wait a second. ~N I'm just a tourist.
TR: 

[MAP0_S01.21]
EN: ~J0(5.2) I came here for a vacation. ~N I just got here...
TR: 

[MAP0_S01.22]
EN: ~J0(4.2) I don't know what happened.
TR: 

[MAP0_S01.23]
EN: ~J0(4.0) I'd like to find out myself.
TR: 

[MAP0_S01.24]
EN: ~J0(2.0) Uh-huh? ~E
TR: 

[MAP0_S01.25]
EN: ~J0(3.0) Have you seen a little girl?
TR: 

[MAP0_S01.26]
EN: ~J0(4.0) Just turned seven last month... ~N Short, black hair...
TR: 

[MAP0_S01.27]
EN: ~J0(1.5) My daughter.
TR: 

[MAP0_S01.28]
EN: ~J0(1.0) Sorry.
TR: 

[MAP0_S01.29]
EN: ~J0(3.0) The only person I've seen ~N in this town is you.
TR: 

[MAP0_S01.30]
EN: ~J0(2.5) Where is everybody?
TR: 

[MAP0_S01.31]
EN: ~J0(3.5) I'd tell you if I knew,~N believe me.
TR: 

[MAP0_S01.32]
EN: ~J0(5.5) But, from what I can tell, ~N something bizarre is going on.
TR: 

[MAP0_S01.33]
EN: ~J0(2.5) That's all I know.
TR: 

[MAP0_S01.34]
EN: ~J0(2.0) Hmmm... ~E
TR: 

[MAP0_S01.35]
EN: ~J0(2.0) What's your name?
TR: 

[MAP0_S01.36]
EN: ~J0(1.0) Harry...
TR: 

[MAP0_S01.37]
EN: ~J0(2.0) Harry Mason.
TR: 

[MAP0_S01.38]
EN: ~J0(2.0) Cybil Bennett.
TR: 

[MAP0_S01.39]
EN: ~J0(4.0) I'm a police officer ~N from Brahms, ~N the next town over.
TR: 

[MAP0_S01.40]
EN: ~J0(3.0) The phones are all dead, ~N and the radio, too.
TR: 

[MAP0_S01.41]
EN: ~J0(4.0) I'm going back to call ~N in some reinforcements.
TR: 

[MAP0_S01.42]
EN: ~J0(1.5) Hmph. ~E
TR: 

[MAP0_S01.43]
EN: ~D ~J0(4.0) Hold it! ~N Where do you think ~N you're going? ~E
TR: 

[MAP0_S01.44]
EN: ~J0(4.0) My daughter... ~N I've gotta find her! ~E
TR: 

[MAP0_S01.45]
EN: ~D ~J0(1.5) No way! ~E
TR: 

[MAP0_S01.46]
EN: ~J0(3.0) It's dangerous out there.
TR: 

[MAP0_S01.47]
EN: ~J0(5.0) In that case, ~N I need to find her now! ~N Cheryl's my little girl.
TR: 

[MAP0_S01.48]
EN: ~J0(3.0) I can't just leave her out ~N there by herself. ~E
TR: 

[MAP0_S01.49]
EN: ~J0(2.5) Have you got a gun?
TR: 

[MAP0_S01.50]
EN: ~J0(3.0) Ummm... no. ~E
TR: 

[MAP0_S01.51]
EN: ~J0(5.0) Take this. ~N And hope you don't ~N have to use it.
TR: 

[MAP0_S01.52]
EN: ~J0(1.5) Now listen to me,
TR: 

[MAP0_S01.53]
EN: ~J0(4.5) before you pull the trigger, ~N know who you're shooting.
TR: 

[MAP0_S01.54]
EN: ~J0(3.0) And don't do it ~N unless you have to. ~E
TR: 

[MAP0_S01.55]
EN: ~J0(3.0) And don't go blasting me ~N by mistake.
TR: 

[MAP0_S01.56]
EN: ~J0(2.5) Got it? ~E
TR: 

[MAP0_S01.57]
EN: ~J0(2.5) Yeah. Thanks. ~E
TR: 

[MAP0_S01.58]
EN: ~J0(5.0) You'd do best to stay nearby. ~N I'll be back with ~N help as quick as I can. ~E
TR: 

[MAP0_S01.59]
EN: ~H There is a ~C5 Residential area map ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S01.60]
EN: There is a ~C2 Kitchen knife ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S01.61]
EN: There is a ~C2 Flashlight ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S01.62]
EN: ~J0(1.1) What's that? ~E
TR: 

[MAP0_S01.63]
EN: ~J0(4.5) Huh? Radio? ~N What's going on with that radio? ~E
TR: 

[MAP0_S01.64]
EN: There is a ~C2 Pocket radio ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S01.65]
EN: A radio... is it broken? ~N Can't hear anything. ~E
TR: 

[MAP0_S01.67]
EN: Maybe I should check for ~N something useful before leaving. ~E
TR: 

[MAP0_S01.68]
EN: ~J0(4.3) This is not a dream! ~N What's happening to this place!? ~E
TR: 

[MAP0_S01.69]
EN: I'll worry about the radio later, ~N I have more important stuff ~N to do. ~E
TR: 

[MAP0_S01.70]
EN: I've got to beat that monster! ~E
TR: 

[MAP0_S01.71]
EN: The radio may be ~N useful for something.
TR: 

[MAP0_S01.72]
EN: I better take it with me. ~E
TR: 

[MAP0_S01.73]
EN: Pinball machine. ~N Nothing unusual. ~E
TR: 

[MAP0_S01.74]
EN: Can't turn on the TV. ~N No power? ~E
TR: 

[MAP0_S01.75]
EN: I have more important stuff to do. ~E
TR: 



################################################################################
##  DIALOGUE - map0_s02
################################################################################

[MAP0_S02.15]
EN: There is a ~C2 Chain saw ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S02.16]
EN: Some oil cans are on the shelf. ~E
TR: 

[MAP0_S02.17]
EN: A car engine. ~N No problem there. ~E
TR: 

[MAP0_S02.18]
EN: There's a TV set. ~N It doesn't turn on. ~E
TR: 

[MAP0_S02.19]
EN: There is a ~C2 Gasoline tank ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S02.20]
EN: There is a ~C2 Katana ~C7 . ~N Take it? ~S4
TR: 

[MAP0_S02.21]
EN: There is a ~C2 Channeling stone ~C7 . ~N Take it? ~S4
TR: 



################################################################################
##  DIALOGUE - map1_s00
################################################################################

[MAP1_S00.15]
EN: The tower door is locked. ~E
TR: 

[MAP1_S00.16]
EN: The hands are stopped at 10:00. ~E
TR: 

[MAP1_S00.17]
EN: The hands are stopped at 12:00. ~E
TR: 

[MAP1_S00.18]
EN: The hands are stopped at 5:00. ~E
TR: 

[MAP1_S00.19]
EN: ~C3 A Golden Sun ~E
TR: 

[MAP1_S00.20]
EN: ~C3 A Silver Moon ~E
TR: 

[MAP1_S00.21]
EN: The door won't open. ~E
TR: 

[MAP1_S00.22]
EN: ~L4 ~M ~C3 10:00 ~N [Alchemy laboratory] ~N ~N Gold in an old man's palm. ~N The future hidden in his fist. ~N Exchange for sage's water. ~E
TR: 

[MAP1_S00.23]
EN: ~L4 ~M ~C3 12:00 ~N [A place with songs and sound] ~N ~N A silver guidepost is ~N untapped in lost tongues. ~N Awakening at the ordained order. ~E
TR: 

[MAP1_S00.24]
EN: ~L4 ~M ~C3 5:00 ~N [Darkness that brings ~N the choking heat] ~N ~N Flames render the silence, ~N awakening the hungry beast. ~N Open time's door to beckon prey. ~E
TR: 

[MAP1_S00.25]
EN: It's written in blood. ~E
TR: 

[MAP1_S00.26]
EN: Cheryl might be here. ~N I should search for her. ~E
TR: 

[MAP1_S00.27]
EN: A picture of a door.
TR: 

[MAP1_S00.28]
EN: I don't know who drew it, ~N but it is certainly in bad taste. ~E
TR: 

[MAP1_S00.29]
EN: There is a switch. ~N Do you want to press the switch? ~S4
TR: 

[MAP1_S00.30]
EN: Nothing appears to happen. ~E
TR: 

[MAP1_S00.31]
EN: The boiler is working. ~E
TR: 

[MAP1_S00.32]
EN: It appears to be broken. ~E
TR: 

[MAP1_S00.33]
EN: The valve is tightly shut. ~N Can't move it.
TR: 

[MAP1_S00.34]
EN: Don't know what it is for, ~N better leave it alone. ~E
TR: 

[MAP1_S00.35]
EN: Nothing special is written. ~E
TR: 

[MAP1_S00.36]
EN: Nothing useful ~N in the desk drawer. ~E
TR: 

[MAP1_S00.37]
EN: ~H There is a ~C5 School map ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S00.38]
EN: Moore, Ranaldo, Gordon... ~N This must be the list of teachers. ~E
TR: 

[MAP1_S00.39]
EN: Nothing inside. ~E
TR: 



################################################################################
##  DIALOGUE - map1_s01
################################################################################

[MAP1_S01.15]
EN: Statue of an old man's hand.
TR: 

[MAP1_S01.16]
EN: The fist shut tight, ~N as if never to let go. ~E
TR: 

[MAP1_S01.17]
EN: There is a ~C2 Gold medallion ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S01.18]
EN: There is a ~C2 Chemical ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S01.19]
EN: Nothing unusual.~E
TR: 

[MAP1_S01.20]
EN: Just the melted remains of ~N a statue of a hand.
TR: 

[MAP1_S01.21]
EN: Nothing to worry about. ~E
TR: 

[MAP1_S01.23]
EN: ~L4 ~M ~C3 [A Tale of Birds Without a Voice] ~N ~N First flew the greedy Pelican, ~N Eager for the reward, ~N White wings flailing. ~N ~N Then came a silent Dove, ~N Flying beyond the Pelican, ~N As far as he could.
TR: 

[MAP1_S01.24]
EN: ~L4 ~M ~C3 A Raven flies in, ~N Flying higher than the Dove, ~N Just to show that he can. ~N ~N A Swan glides in, ~N To find a peaceful spot, ~N Next to another bird.
TR: 

[MAP1_S01.25]
EN: ~L4 ~M ~C3 Finally out comes a Crow, ~N Coming quickly to a stop, ~N Yawning and then napping. ~N ~N Who will show the way, ~N Who will be the key, ~N Who will lead to ~N The silver reward. ~E
TR: 

[MAP1_S01.26]
EN: It won't open. Odd, ~N doesn't look locked, though. ~E
TR: 

[MAP1_S01.27]
EN: There's some blood ~N on some of the keys.....
TR: 

[MAP1_S01.28]
EN: Does this mean anything? ~E
TR: 

[MAP1_S01.29]
EN: Check the piano? ~S4
TR: 

[MAP1_S01.30]
EN: There is a ~C2 Silver medallion ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S01.31]
EN: It's written in blood. ~E
TR: 

[MAP1_S01.32]
EN: Nothing inside. ~E
TR: 

[MAP1_S01.33]
EN: ~J0(2.0) Just a cat... ~E
TR: 

[MAP1_S01.34]
EN: Distilled water. ~N No reason to take it. ~E
TR: 

[MAP1_S01.35]
EN: Nothing useful on the shelf. ~E
TR: 

[MAP1_S01.36]
EN: Nothing useful ~N in the desk drawer. ~E
TR: 

[MAP1_S01.37]
EN: Nothing helpful. ~E
TR: 

[MAP1_S01.38]
EN: Glucose. ~N No reason to take it. ~E
TR: 

[MAP1_S01.39]
EN: ~C3 Warning. Don't forget to ~N take all of your possessions ~N after using the lockers.
TR: 

[MAP1_S01.40]
EN: Normal elementary school ~N bulletin board. ~N Nothing in particular here. ~E
TR: 

[MAP1_S01.41]
EN: ~C3 ~M NO ~N RUNNING OR PLAYING ~N IN THE LOCKER ROOM ~E
TR: 

[MAP1_S01.42]
EN: Nothing useful in the locker. ~E
TR: 

[MAP1_S01.43]
EN: Nothing useful ~N in the desk drawer. ~E
TR: 

[MAP1_S01.44]
EN: No useful books. ~E
TR: 

[MAP1_S01.45]
EN: No special book here. ~E
TR: 

[MAP1_S01.46]
EN: No need to read ~N any of these books. ~E
TR: 

[MAP1_S01.47]
EN: There's some blood ~N on some of the keys..... ~E
TR: 



################################################################################
##  DIALOGUE - map1_s02
################################################################################

[MAP1_S02.15]
EN: ~J0(1.2) Where am I? ~E
TR: 

[MAP1_S02.16]
EN: ~J0(2.0) Have I been here before? ~E
TR: 

[MAP1_S02.17]
EN: ~J0(3.8) I don't remember ~N this being here before... ~E
TR: 

[MAP1_S02.18]
EN: The tower door is locked. ~E
TR: 

[MAP1_S02.21]
EN: ~C5 A Golden Sun ~C7 ~E
TR: 

[MAP1_S02.22]
EN: ~C5 A Silver Moon ~C7 ~E
TR: 

[MAP1_S02.23]
EN: What? ~N Is this a door?
TR: 

[MAP1_S02.24]
EN: If it is, there's no keyhole, ~N or even a knob...
TR: 

[MAP1_S02.25]
EN: If I push it, it moves a bit, ~N but it certainly won't open. ~E
TR: 

[MAP1_S02.26]
EN: What's this? ~E
TR: 

[MAP1_S02.27]
EN: In the center of the door is ~N a horizontal slot.
TR: 

[MAP1_S02.28]
EN: What is it for? ~E
TR: 

[MAP1_S02.29]
EN: There is a ~C2 Picture card ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S02.30]
EN: Slid the ~C2 Picture card ~C7 ~N into the slot. ~E
TR: 

[MAP1_S02.31]
EN: ~J0(0.9)
TR:   (no text - timing only, leave blank)

[MAP1_S02.32]
EN: ~J0(3.0) Daddy== help me===
TR: 

[MAP1_S02.33]
EN: ~J0(3.0) ==Daddy==where are you==?
TR: 

[MAP1_S02.34]
EN: ~D ~J0(2.0) Cheryl! ~E
TR: 

[MAP1_S02.35]
EN: ~J1(2.4) That was Cheryl's voice. ~N I know it.
TR: 

[MAP1_S02.36]
EN: ~J1(2.0) Where is she? ~N Cheryl... ~E
TR: 

[MAP1_S02.37]
EN: There is a ~C2 Rubber ball ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S02.38]
EN: ~C5 Leonard Rhine ~N The Monster Lurks ~C7
TR: 

[MAP1_S02.39]
EN: The monster lurks... ~N What's that supposed to mean? ~E
TR: 

[MAP1_S02.40]
EN: There is a ~C2 Shotgun ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S02.41]
EN: ~S3
TR:   (no text - timing only, leave blank)

[MAP1_S02.42]
EN: Turn the valve left.
TR: 

[MAP1_S02.43]
EN: Turn the valve right.
TR: 

[MAP1_S02.44]
EN: Stop turning the valve.
TR: 

[MAP1_S02.45]
EN: Cards are scattered... ~E
TR: 

[MAP1_S02.46]
EN: A wheelchair? ~N At an elementary school? ~E
TR: 

[MAP1_S02.47]
EN: Locker is locked. ~E
TR: 

[MAP1_S02.48]
EN: A huge fan is rotating.
TR: 

[MAP1_S02.49]
EN: If approached carelessly, ~N I may be sucked in. ~E
TR: 

[MAP1_S02.50]
EN: Can't use the phone. ~E
TR: 

[MAP1_S02.51]
EN: There is a ~C2 Classroom key ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S02.52]
EN: A hanging body... ~N Why would somebody... ~E
TR: 

[MAP1_S02.53]
EN: A doll is on the floor. ~E
TR: 

[MAP1_S02.54]
EN: A headless doll is stuck ~N to the wall. ~E
TR: 



################################################################################
##  DIALOGUE - map1_s03
################################################################################

[MAP1_S03.15]
EN: What's this? ~E
TR: 

[MAP1_S03.16]
EN: [The Monster Lurks] ~N is the book's title. ~E
TR: 

[MAP1_S03.17]
EN: ~C3 Chapter 3: ~N [Manifestation of Delusions]
TR: 

[MAP1_S03.18]
EN: ~C3 ...Poltergeists are among these. ~N Negative emotions, like fear,
TR: 

[MAP1_S03.19]
EN: ~C3 worry or stress manifest ~N into external energy with ~N physical effects.
TR: 

[MAP1_S03.20]
EN: ~C3 Nightmares have, in some cases, ~N been shown to trigger them.
TR: 

[MAP1_S03.21]
EN: ~C3 However, such phenomena do not ~N appear to happen to just anyone.
TR: 

[MAP1_S03.22]
EN: ~C3 Although it's not clear why, ~N adolescents, especially girls, ~N are prone to such occurrences. ~E
TR: 

[MAP1_S03.23]
EN: ~C3 Hearing this, the hunter ~N armed with bow and arrow said, ~N [I will kill the lizard.]
TR: 

[MAP1_S03.24]
EN: ~C3 But upon meeting his opponent, ~N he held back, taunting, ~N [Who's afraid of a reptile?]
TR: 

[MAP1_S03.25]
EN: ~C3 At this, the furious lizard ~N hissed, [I'll swallow you up ~N in a single bite!]
TR: 

[MAP1_S03.26]
EN: ~C3 Then the huge creature ~N attacked, jaws opened wide.
TR: 

[MAP1_S03.27]
EN: ~C3 This was what the man wanted. ~N Calmly drawing his bow, he shot ~N into the lizard's gaping mouth.
TR: 

[MAP1_S03.28]
EN: ~C3 Effortlessly, the arrow flew, ~N piercing the defenseless maw,
TR: 

[MAP1_S03.29]
EN: ~C3 and the lizard fell down dead. ~E
TR: 

[MAP1_S03.30]
EN: This is from an old fairy tale. ~N I remember reading it as a kid. ~E
TR: 

[MAP1_S03.31]
EN: There's a drainage valve. ~N Nothing unusual. ~E
TR: 

[MAP1_S03.32]
EN: There's a hanging key. ~N It's just out of reach. ~E
TR: 

[MAP1_S03.33]
EN: The key went down the drain. ~E
TR: 

[MAP1_S03.34]
EN: The ball is stuffed ~N inside the pipe. ~E
TR: 

[MAP1_S03.35]
EN: Nothing special. ~E
TR: 

[MAP1_S03.36]
EN: Used the ~C2 Rubber ball ~C7 . ~E
TR: 

[MAP1_S03.37]
EN: Used the ~C2 Library reserve key ~C7 . ~E
TR: 

[MAP1_S03.38]
EN: Used the ~C2 Classroom key ~C7 . ~E
TR: 

[MAP1_S03.39]
EN: No useful books. ~E
TR: 

[MAP1_S03.40]
EN: There is a drainage valve. ~N Do you want to open it? ~S4
TR: 

[MAP1_S03.41]
EN: It drains into the wrong hole. ~N Maybe I could plug ~N that up somehow. ~E
TR: 

[MAP1_S03.42]
EN: Nothing useful in the locker. ~E
TR: 

[MAP1_S03.43]
EN: Nothing inside. ~E
TR: 

[MAP1_S03.44]
EN: There is a ~C2 Library reserve key ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S03.45]
EN: A body is slumped over. ~E
TR: 

[MAP1_S03.46]
EN: ~J0(1.0) What? ~E
TR: 

[MAP1_S03.47]
EN: ~J0(2.5) That light!? ~E
TR: 



################################################################################
##  DIALOGUE - map1_s04
################################################################################

[MAP1_S04.15]
EN: NO STAGE! ~E
TR: 



################################################################################
##  DIALOGUE - map1_s06
################################################################################

[MAP1_S06.15]
EN: ~J0(1.3)
TR:   (no text - timing only, leave blank)

[MAP1_S06.16]
EN: ~J2(1.5) What was that...? ~E
TR: 

[MAP1_S06.17]
EN: ~J0(2.4) Who in the hell was that? ~E
TR: 

[MAP1_S06.18]
EN: There is a ~C2 K. Gordon key ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S06.19]
EN: The boiler is off. ~E
TR: 

[MAP1_S06.20]
EN: It appears to be broken. ~E
TR: 

[MAP1_S06.21]
EN: The valve is tightly shut. ~N Can't move it. ~E
TR: 

[MAP1_S06.22]
EN: ~J0(2.0) I hear a ...
TR: 

[MAP1_S06.23]
EN: ~J0(3.0) A church bell, maybe? ~N Who is ringing the bell? ~E
TR: 

[MAP1_S06.24]
EN: Moore, Ranaldo, Gordon... ~N This must be the list of teachers. ~E
TR: 

[MAP1_S06.25]
EN: List of teachers.
TR: 

[MAP1_S06.26]
EN: K. Gordon... that's it. ~N I'll note the address down ~N on the map. ~E
TR: 

[MAP1_S06.27]
EN: ~H There is a ~C5 School map ~C7 . ~N Take it? ~S4
TR: 

[MAP1_S06.28]
EN: ~J1(3.5) Where am I?
TR: 

[MAP1_S06.29]
EN: ~J1(3.0) This is... a boiler room!?
TR: 

[MAP1_S06.30]
EN: ~J1(3.5) What is going on here? ~E
TR: 



################################################################################
##  DIALOGUE - map2_s00
################################################################################

[MAP2_S00.15]
EN: There is a ~C2 Steel pipe ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.16]
EN: Where could Cheryl have gone?
TR: 

[MAP2_S00.17]
EN: I guess I'll check ~N that alley again. ~E
TR: 

[MAP2_S00.18]
EN: ~C3 To school ~E
TR: 

[MAP2_S00.19]
EN: ~J1(2.5) Isn't this ~N Cheryl's sketchbook?
TR: 

[MAP2_S00.20]
EN: ~J1(3.8) Hmm... ~N She's at the school... ~E
TR: 

[MAP2_S00.21]
EN: Sketchbook cover. ~N This picture... it's me.
TR: 

[MAP2_S00.22]
EN: The first picture that Cheryl ~N drew in the sketchbook that I ~N gave on her 5th birthday. ~E
TR: 

[MAP2_S00.23]
EN: ~M ~C3 Doghouse ~N Levin st. ~E
TR: 

[MAP2_S00.24]
EN: Nothing unusual. ~E
TR: 

[MAP2_S00.25]
EN: Probably a doghouse, ~N though I'm not sure ~N since there's no dog around.
TR: 

[MAP2_S00.26]
EN: Nothing in particular around. ~E
TR: 

[MAP2_S00.27]
EN: ~C2 House key ~C7 was hidden ~N in the dog house. Take it? ~S4
TR: 

[MAP2_S00.28]
EN: There is a ~C2 Key of [Lion] ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.29]
EN: There is a ~C2 Key of [Woodman] ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.30]
EN: There is a ~C2 Key of [Scarecrow] ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.31]
EN: Used the ~C2 House key ~C7 . ~E
TR: 

[MAP2_S00.32]
EN: Used the ~C2 Key of [Lion] ~C7 . ~E
TR: 

[MAP2_S00.33]
EN: Used the ~C2 Key of [Woodman] ~C7 . ~E
TR: 

[MAP2_S00.34]
EN: Used the ~C2 Key of [Scarecrow] ~C7 . ~E
TR: 

[MAP2_S00.35]
EN: ~J0(20) What? ~E
TR: 

[MAP2_S00.36]
EN: It's getting dark again?
TR: 

[MAP2_S00.37]
EN: What's going on!? ~E
TR: 

[MAP2_S00.38]
EN: A dog's head... ~E
TR: 

[MAP2_S00.39]
EN: Used the ~C2 K. Gordon key ~C7 . ~E
TR: 

[MAP2_S00.40]
EN: ~C3 Midwich Elementary School ~E
TR: 

[MAP2_S00.41]
EN: No reason to search ~N the school anymore. ~E
TR: 

[MAP2_S00.42]
EN: ~C3 Orridge Bridge Control Room ~E
TR: 

[MAP2_S00.43]
EN: There's a keyhole ~N on the control panel. ~E
TR: 

[MAP2_S00.44]
EN: The machinery is running. ~N Do you want to press the switch? ~S4
TR: 

[MAP2_S00.45]
EN: The street is blocked. ~N Can't get out of town through here. ~E
TR: 

[MAP2_S00.46]
EN: My car... ~N too banged up to drive.
TR: 

[MAP2_S00.47]
EN: Where's Cheryl? ~N Hope she's safe. ~E
TR: 

[MAP2_S00.48]
EN: ~C3 Orridge Bridge Control Room ~E
TR: 

[MAP2_S00.49]
EN: ~C3 Reservoir. ~N Authorized Personnel only. ~E
TR: 

[MAP2_S00.50]
EN: Hmm... the lock is worn out.
TR: 

[MAP2_S00.51]
EN: I may be able to break it ~N if I hit it hard. ~E
TR: 

[MAP2_S00.52]
EN: Something is written on the map ~N hanging on the wall.
TR: 

[MAP2_S00.53]
EN: Copied it to the map. ~E
TR: 

[MAP2_S00.54]
EN: Something is written on the map ~N hanging on the wall. ~E
TR: 

[MAP2_S00.56]
EN: There are three locks. ~E
TR: 

[MAP2_S00.57]
EN: There are two locks. ~E
TR: 

[MAP2_S00.58]
EN: There is one lock. ~E
TR: 

[MAP2_S00.59]
EN: It's unlocked. ~E
TR: 

[MAP2_S00.60]
EN: ~H There is a ~C5 Shopping district map ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.61]
EN: Nothing special. ~E
TR: 

[MAP2_S00.62]
EN: The drawbridge is operating. ~E
TR: 

[MAP2_S00.63]
EN: The drawbridge is stopped. ~E
TR: 

[MAP2_S00.64]
EN: There's a TV set. ~N The power must be out. ~N It doesn't work. ~E
TR: 

[MAP2_S00.65]
EN: Nothing useful. ~E
TR: 

[MAP2_S00.66]
EN: Nothing special. ~E
TR: 

[MAP2_S00.67]
EN: The refrigerator is empty. ~E
TR: 

[MAP2_S00.68]
EN: The garage door is smeared ~N with blood. ~E
TR: 

[MAP2_S00.69]
EN: ~C3 K. Gordon ~E
TR: 

[MAP2_S00.70]
EN: ~C3 Balkan Church ~E
TR: 

[MAP2_S00.71]
EN: There is a ~C2 Rock drill ~C7 .
TR: 

[MAP2_S00.72]
EN: There is no gasoline. ~N Can't use it. ~E
TR: 

[MAP2_S00.73]
EN: There is a ~C2 Rock drill ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.74]
EN: There is a ~C2 Chainsaw ~C7 .
TR: 

[MAP2_S00.75]
EN: There is no gasoline. ~N Can't use it. ~E
TR: 

[MAP2_S00.76]
EN: There is a ~C2 Chainsaw ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S00.77]
EN: Used the gasoline. ~E
TR: 

[MAP2_S00.78]
EN: This must be that water works ~N Lisa was talking about. ~E
TR: 



################################################################################
##  DIALOGUE - map2_s01
################################################################################

[MAP2_S01.15]
EN: ~J1(1.9) Were you ringing that bell?
TR: 

[MAP2_S01.16]
EN: ~J1(5.3) I've been expecting you. ~N It was foretold by Gyromancy.
TR: 

[MAP2_S01.17]
EN: ~J1(1.8) What are you talking about? ~E
TR: 

[MAP2_S01.18]
EN: ~J1(2.2) I knew you'd come.
TR: 

[MAP2_S01.19]
EN: ~J1(2.4) You want the girl, right?
TR: 

[MAP2_S01.20]
EN: ~J1(0.9) The girl?
TR: 

[MAP2_S01.21]
EN: ~J1(1.7) You're talking about Cheryl?
TR: 

[MAP2_S01.22]
EN: ~J1(2.8) I see everything. ~E
TR: 

[MAP2_S01.23]
EN: ~J0(2.1) You know something!? ~N Tell me! ~E
TR: 

[MAP2_S01.24]
EN: ~J0(1.1) Stay back! ~E
TR: 

[MAP2_S01.25]
EN: ~J1(4.0) Nothing is to be gained from ~N floundering about at random.
TR: 

[MAP2_S01.26]
EN: ~J1(2.3) You must follow the path.
TR: 

[MAP2_S01.27]
EN: ~J1(4.0) The path of the hermit, ~N concealed by Flauros...
TR: 

[MAP2_S01.28]
EN: ~J1(3.6) What? ~N What are you talking about? ~E
TR: 

[MAP2_S01.29]
EN: ~J0(4.0) Here, the Flauros, ~N a cage of peace.
TR: 

[MAP2_S01.30]
EN: ~J0(3.3) It can break through ~N the walls of darkness,
TR: 

[MAP2_S01.31]
EN: ~J0(3.8) and counteract the wrath of ~N the underworld.
TR: 

[MAP2_S01.32]
EN: ~J0(3.0) These will help you. ~E
TR: 

[MAP2_S01.33]
EN: ~J0(4.2) Make haste to the hospital ~N before it's too late. ~E
TR: 

[MAP2_S01.34]
EN: ~J0(2.4) Wait! ~N Don't go yet! ~E
TR: 

[MAP2_S01.35]
EN: There is a ~C2 [Flauros] ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S01.36]
EN: There is a ~C2 Drawbridge key ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S01.37]
EN: Bible. ~E
TR: 

[MAP2_S01.38]
EN: It won't open.
TR: 

[MAP2_S01.39]
EN: It must be locked ~N from the other side. ~E
TR: 

[MAP2_S01.40]
EN: There's a collection box. ~N Nothing inside. ~E
TR: 

[MAP2_S01.41]
EN: There's a newspaper. ~N Nothing special. ~E
TR: 

[MAP2_S01.42]
EN: There's a picture on the wall. ~N Nothing special. ~E
TR: 

[MAP2_S01.43]
EN: There's a candle stand. ~N Nothing special. ~E
TR: 



################################################################################
##  DIALOGUE - map2_s02
################################################################################

[MAP2_S02.15]
EN: Used the ~C2 Antique shop key ~C7 . ~E
TR: 

[MAP2_S02.16]
EN: ~C3 Alchemilla Hospital ~E
TR: 

[MAP2_S02.17]
EN: ~C3 green lion ~E
TR: 



################################################################################
##  DIALOGUE - map2_s03
################################################################################

[MAP2_S03.15]
EN: NO STAGE! ~E
TR: 



################################################################################
##  DIALOGUE - map2_s04
################################################################################

[MAP2_S04.15]
EN: There's a memo on the desk.
TR: 

[MAP2_S04.16]
EN: ~C3 Coroner Seals called.
TR: 

[MAP2_S04.17]
EN: ~C3 Officer Gucci is unlikely to ~N be murdered. He apparently ~N died naturally.
TR: 

[MAP2_S04.18]
EN: ~C3 But, medical records show ~N Officer Gucci had no prior ~N symptoms of heart disease. ~E
TR: 

[MAP2_S04.19]
EN: There's something on it.
TR: 

[MAP2_S04.20]
EN: ~C3 Product only available in ~N selected areas of Silent Hill.
TR: 

[MAP2_S04.21]
EN: ~C3 Raw material is White Claudia, ~N a plant peculiar to the region.
TR: 

[MAP2_S04.22]
EN: ~C3 Manufactured here? ~N Dealer * manufacturer? ~E
TR: 

[MAP2_S04.23]
EN: ~H There is a ~C5 Shopping district map ~C7 . ~N Take it? ~S4
TR: 

[MAP2_S04.24]
EN: Nothing helpful. ~E
TR: 

[MAP2_S04.25]
EN: The desk is messy. ~E
TR: 

[MAP2_S04.26]
EN: There is a ~C2 Shotgun ~C7 . ~N Take it? ~S4
TR: 



################################################################################
##  DIALOGUE - map3_s00
################################################################################

[MAP3_S00.15]
EN: ~J0(1.0) Hold it... ~E
TR: 

[MAP3_S00.16]
EN: ~J0(0.6) ~E
TR:   (no text - timing only, leave blank)

[MAP3_S00.17]
EN: ~J0(1.7) Stop! ~N Don't shoot!
TR: 

[MAP3_S00.18]
EN: ~J0(2.4) Wait... I'm not here to fight.
TR: 

[MAP3_S00.19]
EN: ~J0(3.4) My name is Harry Mason. ~N I'm in town on vacation. ~E
TR: 

[MAP3_S00.20]
EN: ~J1(2.8) Thank God. ~N Another human being.
TR: 

[MAP3_S00.21]
EN: ~J1(1.5) Do you work here?
TR: 

[MAP3_S00.22]
EN: ~J1(3.6) I'm Dr. Michael Kaufmann. ~N I work at this hospital. ~E
TR: 

[MAP3_S00.23]
EN: ~J1(2.5) So maybe you can tell me ~N what's going on?
TR: 

[MAP3_S00.24]
EN: ~J1(1.5) I really can't say.
TR: 

[MAP3_S00.25]
EN: ~J1(4.5) I was taking a nap ~N in the staff room. ~N When I woke up, it was like this.
TR: 

[MAP3_S00.26]
EN: ~J1(2.3) Everyone seems to ~N have disappeared.
TR: 

[MAP3_S00.27]
EN: ~J1(3.0) And it's snowing out. ~N This time of year.
TR: 

[MAP3_S00.28]
EN: ~J1(2.6) Something's gone ~N seriously wrong.
TR: 

[MAP3_S00.29]
EN: ~J1(2.2) Did you see those monsters?
TR: 

[MAP3_S00.30]
EN: ~J1(2.4) Have you ever seen ~N such aberrations?
TR: 

[MAP3_S00.31]
EN: ~J1(2.0) Ever even heard of such things?
TR: 

[MAP3_S00.32]
EN: ~J1(3.5) You and I both know, ~N creatures like that don't exist!
TR: 

[MAP3_S00.33]
EN: ~J1(1.5) Yeah... ~E
TR: 

[MAP3_S00.34]
EN: ~J1(2.4) Have you seen ~N a little girl anywhere?
TR: 

[MAP3_S00.35]
EN: ~J1(1.6) I'm looking for my daughter.
TR: 

[MAP3_S00.36]
EN: ~J1(3.0) She's only seven. ~N Short, black hair.
TR: 

[MAP3_S00.37]
EN: ~J1(2.8) She's missing? ~N I'm sorry.
TR: 

[MAP3_S00.38]
EN: ~J1(4.0) But with all those ~N monsters around, ~N I highly doubt that she's...
TR: 

[MAP3_S00.39]
EN: ~J1(1.7)
TR:   (no text - timing only, leave blank)

[MAP3_S00.40]
EN: ~J1(2.8) Sorry, ~N I didn't mean to alarm you. ~E
TR: 

[MAP3_S00.41]
EN: ~J0(2.6) Your wife, she's here with you?
TR: 

[MAP3_S00.42]
EN: ~J0(5.0) She died four years ago. ~N Now, it's just me and my daughter.
TR: 

[MAP3_S00.43]
EN: ~J0(2.6) I see... ~N I'm sorry. ~E
TR: 

[MAP3_S00.44]
EN: ~J0(2.3) Well, I'd better be going.
TR: 

[MAP3_S00.45]
EN: ~J0(2.7) I can't just sit ~N around here doing nothing.
TR: 

[MAP3_S00.46]
EN: ~J0(2.8) So long. ~N Good luck out there. ~E
TR: 

[MAP3_S00.47]
EN: I should search the hospital. ~E
TR: 

[MAP3_S00.48]
EN: ~H There is a ~C5 Hospital map ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S00.49]
EN: These are phones and phonebooks. ~N No need to examine this. ~E
TR: 

[MAP3_S00.50]
EN: Nothing unusual. ~E
TR: 

[MAP3_S00.51]
EN: Nothing helpful. ~E
TR: 



################################################################################
##  DIALOGUE - map3_s01
################################################################################

[MAP3_S01.15]
EN: The elevator doesn't ~N appear to be working. ~E
TR: 

[MAP3_S01.16]
EN: A glass vial lies shattered.
TR: 

[MAP3_S01.17]
EN: It's not just broken. ~N It looks smashed on purpose. ~E
TR: 

[MAP3_S01.18]
EN: The remaining liquid is emptied ~N into the ~C2 Plastic bottle ~C7 .
TR: 

[MAP3_S01.19]
EN: Now what have we here? ~E
TR: 

[MAP3_S01.20]
EN: A glass vial lies shattered. ~E
TR: 

[MAP3_S01.21]
EN: There is a ~C2 Plastic bottle ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S01.22]
EN: ~H There is a ~C5 Hospital map ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S01.23]
EN: ~H There is a ~N ~C5 Hospital basement map ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S01.24]
EN: There is a ~C2 Basement key ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S01.25]
EN: ~C3 The in-house generator ~N powers elevators, ICUs ~N and operating rooms only.
TR: 

[MAP3_S01.26]
EN: Do you want to press the switch? ~S4
TR: 

[MAP3_S01.27]
EN: The generator is on. ~E
TR: 

[MAP3_S01.28]
EN: Used the ~C2 Basement key ~C7 . ~E
TR: 

[MAP3_S01.29]
EN: I should search the hospital. ~E
TR: 

[MAP3_S01.30]
EN: These are phones and phonebooks. ~N No need to examine this. ~E
TR: 

[MAP3_S01.31]
EN: There's a vending machine. ~N It doesn't work. ~E
TR: 

[MAP3_S01.32]
EN: The shelves are all messed up. ~N Who did this? ~E
TR: 

[MAP3_S01.33]
EN: Books are scattered ~N around the desk. ~N Nothing else special here. ~E
TR: 

[MAP3_S01.34]
EN: The phone's out. ~N Can't get a dial tone. ~E
TR: 

[MAP3_S01.35]
EN: There's a white board. ~N Nothing special written here. ~E
TR: 

[MAP3_S01.36]
EN: There is a newspaper.
TR: 

[MAP3_S01.37]
EN: This article's been ~N clipped out... ~E
TR: 

[MAP3_S01.38]
EN: The refrigerator is empty. ~E
TR: 

[MAP3_S01.39]
EN: Nothing unusual. ~E
TR: 

[MAP3_S01.40]
EN: Nothing helpful. ~E
TR: 



################################################################################
##  DIALOGUE - map3_s02
################################################################################

[MAP3_S02.15]
EN: Nothing happens when the ~N elevator button is pressed. ~E
TR: 

[MAP3_S02.16]
EN: It's locked! ~E
TR: 



################################################################################
##  DIALOGUE - map3_s03
################################################################################

[MAP3_S03.15]
EN: There is a ~C2 Plate of [Hatter] ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.16]
EN: There is a ~C2 Plate of [Cat] ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.17]
EN: There is a ~C2 Plate of [Turtle] ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.18]
EN: ~D ~C3 Clouds flowing over a hill.
TR: 

[MAP3_S03.19]
EN: ~D ~C3 Sky on a sunny day.
TR: 

[MAP3_S03.20]
EN: ~D ~C3 Tangerines that are bitter.
TR: 

[MAP3_S03.21]
EN: ~D ~C3 Lucky four-leaf-clover.
TR: 

[MAP3_S03.22]
EN: ~D ~C3 Violets in the garden.
TR: 

[MAP3_S03.23]
EN: ~D ~C3 Dandelions along a path.
TR: 

[MAP3_S03.24]
EN: ~D ~C3 Unavoidable sleeping time.
TR: 

[MAP3_S03.25]
EN: ~D ~C3 Liquid flowing ~N from a slashed wrist. ~E
TR: 

[MAP3_S03.26]
EN: The VCR seems broken. ~N It doesn't play. ~E
TR: 

[MAP3_S03.27]
EN: ~J0(0.7)
TR:   (no text - timing only, leave blank)

[MAP3_S03.28]
EN: ~J2(1.5) =======
TR:   (no text - timing only, leave blank)

[MAP3_S03.29]
EN: ~J2(2.7) Still ===== unusua== ~N ====fever...
TR: 

[MAP3_S03.30]
EN: ~J2(2.6) === don't ===== ~N get==== puls==
TR: 

[MAP3_S03.31]
EN: ~J2(2.8) === just bare=========
TR: 

[MAP3_S03.32]
EN: ~J2(2.3) === skin is ========
TR: 

[MAP3_S03.33]
EN: ~J2(1.2) Even when I ch=== ~N ========
TR: 

[MAP3_S03.34]
EN: ~J2(3.8) ===================== ~N ==zing thro===
TR: 

[MAP3_S03.35]
EN: ~J2(5.9) Why= ~N ================ chil=====
TR: 

[MAP3_S03.36]
EN: ~J2(2.8) ============ ~N =========
TR:   (no text - timing only, leave blank)

[MAP3_S03.37]
EN: ~J2(3.3) ==won't tell ==== ~N =======
TR: 

[MAP3_S03.38]
EN: ~J2(2.0) ==please...
TR: 

[MAP3_S03.39]
EN: ~J2(0.5) ~E
TR:   (no text - timing only, leave blank)

[MAP3_S03.40]
EN: There is a ~C2 Blood pack ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.41]
EN: There is a ~C2 Disinfecting alcohol ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.42]
EN: There is a ~C2 Lighter ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.43]
EN: There is a ~N ~C2 Basement storeroom key ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S03.44]
EN: ~E
TR:   (no text - timing only, leave blank)

[MAP3_S03.45]
EN: Slate. Nothing more than that. ~E
TR: 

[MAP3_S03.46]
EN: Alcohol bottle. ~N Looks empty. ~E
TR: 

[MAP3_S03.47]
EN: Where do you want to ~N set the plate? ~E
TR: 

[MAP3_S03.48]
EN: Can't set the plate there. ~E
TR: 

[MAP3_S03.49]
EN: Which plate do you ~N want to remove? ~E
TR: 

[MAP3_S03.50]
EN: Can't remove that plate. ~E
TR: 

[MAP3_S03.51]
EN: There are 4 square indentations ~N on the door. ~E
TR: 

[MAP3_S03.53]
EN: Bird cage. It's empty. ~E
TR: 

[MAP3_S03.54]
EN: VCR. It's old but usable. ~E
TR: 

[MAP3_S03.55]
EN: A steel plate ~N is screwed to the wall. ~E
TR: 

[MAP3_S03.56]
EN: Nothing unusual. ~E
TR: 

[MAP3_S03.57]
EN: Here are some dryers. ~N Useless now. ~E
TR: 

[MAP3_S03.58]
EN: Nothing helpful. ~E
TR: 

[MAP3_S03.59]
EN: Nothing useful in the boxes. ~E
TR: 

[MAP3_S03.60]
EN: There's a bottle filled ~N with some kind of drug. ~N Better leave it. ~E
TR: 

[MAP3_S03.61]
EN: There are some empty bottles. ~E
TR: 

[MAP3_S03.62]
EN: Nothing special in the box. ~N Nothing to worry about. ~E
TR: 



################################################################################
##  DIALOGUE - map3_s04
################################################################################

[MAP3_S04.15]
EN: ~J1(3.6) Finally. ~N Someone else who's OK.
TR: 

[MAP3_S04.16]
EN: ~J1(1.0) Who are you?
TR: 

[MAP3_S04.17]
EN: ~J1(3.1) My name's Lisa Garland. ~N What's yours?
TR: 

[MAP3_S04.18]
EN: ~J1(1.2) Harry Mason. ~E
TR: 

[MAP3_S04.19]
EN: ~J0(4.7) Harry, tell me ~N what's happening here? ~N Where is everybody?
TR: 

[MAP3_S04.20]
EN: ~J0(2.7) I must have gotten knocked out.
TR: 

[MAP3_S04.21]
EN: ~J0(3.2) When I came to, ~N everyone was gone.
TR: 

[MAP3_S04.22]
EN: ~J0(1.3) It's awful... ~E
TR: 

[MAP3_S04.23]
EN: ~J1(3.8) So you don't know ~N anything either. Great.
TR: 

[MAP3_S04.24]
EN: ~J1(2.5) I just don't get it. ~E
TR: 

[MAP3_S04.25]
EN: ~J1(4.0) It's like this is ~N all some kind of bad dream.
TR: 

[MAP3_S04.26]
EN: ~J1(2.8) Yeah. ~N A living nightmare. ~E
TR: 

[MAP3_S04.27]
EN: ~J1(3.6) Let me ask you, have you seen ~N a little girl around here?
TR: 

[MAP3_S04.28]
EN: ~J1(2.8) Short, black hair. ~N Seven years old.
TR: 

[MAP3_S04.29]
EN: ~J1(3.8) A seven-year-old girl? ~N What? She's your daughter?
TR: 

[MAP3_S04.30]
EN: ~J1(1.2) Yes.
TR: 

[MAP3_S04.31]
EN: ~J1(3.0) A seven-year-old girl...
TR: 

[MAP3_S04.32]
EN: ~J1(4.8) I can't say that I have. ~N I was unconscious all this time.
TR: 

[MAP3_S04.33]
EN: ~J1(1.3) I'm sorry. ~E
TR: 

[MAP3_S04.34]
EN: ~J1(2.2) That's alright.
TR: 

[MAP3_S04.35]
EN: ~J1(3.8) Do you know anything about all ~N that weird stuff in the basement?
TR: 

[MAP3_S04.36]
EN: ~J1(3.8) No. Why? ~N Is there something down there?
TR: 

[MAP3_S04.37]
EN: ~J1(2.7) You don't know? ~N Don't you work here?
TR: 

[MAP3_S04.38]
EN: ~J1(4.0) We're under strict orders never to ~N enter the basement storeroom.
TR: 

[MAP3_S04.39]
EN: ~J1(2.0) So I really don't know. ~E
TR: 

[MAP3_S04.40]
EN: ~J1(2.0) What did you say was down there?
TR: 

[MAP3_S04.41]
EN: ~J1(1.7) Well, it's... ~E
TR: 

[MAP3_S04.42]
EN: ~J0(0.8) ~E
TR:   (no text - timing only, leave blank)

[MAP3_S04.43]
EN: ~J0(2.5) Damn! ~N My head...
TR: 

[MAP3_S04.44]
EN: ~J0(2.5) What's wrong? ~N Harry...? ~E
TR: 

[MAP3_S04.45]
EN: ~J0(2.6) Harry, ~N let me help you. ~E
TR: 

[MAP3_S04.46]
EN: ~J0(1.0) ~E
TR:   (no text - timing only, leave blank)

[MAP3_S04.47]
EN: There is a ~C2 Plate of [Queen] ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S04.48]
EN: Used the ~C2 Examination room key ~C7 . ~E
TR: 

[MAP3_S04.49]
EN: There is a broken ~N vending machine. ~E
TR: 

[MAP3_S04.50]
EN: Nothing unusual. ~E
TR: 

[MAP3_S04.51]
EN: The refrigerator is empty. ~E
TR: 

[MAP3_S04.52]
EN: Nothing helpful. ~E
TR: 

[MAP3_S04.53]
EN: Nothing useful ~N in the desk drawer. ~E
TR: 

[MAP3_S04.54]
EN: A sound is heard ~N from beyond the door. ~E
TR: 



################################################################################
##  DIALOGUE - map3_s05
################################################################################

[MAP3_S05.15]
EN: There is a ~C2 Video tape ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S05.16]
EN: ~C3 Alessa ~E
TR: 

[MAP3_S05.17]
EN: Alessa...? ~E
TR: 

[MAP3_S05.18]
EN: ~J0(1.2) What's this? ~E
TR: 

[MAP3_S05.19]
EN: ~J0(2.6) Looks like someone's been here... ~E
TR: 

[MAP3_S05.20]
EN: ~J0(0.4) ~E
TR:   (no text - timing only, leave blank)

[MAP3_S05.21]
EN: There is an ~C2 Examination room key ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S05.22]
EN: Looks like a hallway ~N under the grate.
TR: 

[MAP3_S05.23]
EN: Can't move it since the vines ~N have grown around it. ~E
TR: 

[MAP3_S05.24]
EN: No. ~N The fire goes out right away ~N when I light the vines. ~E
TR: 

[MAP3_S05.25]
EN: Poured ~C2 Disinfecting alcohol ~C7 ~N on the vines. ~E
TR: 

[MAP3_S05.26]
EN: The vines absorbed the alcohol. ~E
TR: 

[MAP3_S05.27]
EN: Used the ~C2 Basement storeroom key ~C7 . ~E
TR: 

[MAP3_S05.28]
EN: Do you want to push ~N the cabinet? ~S4
TR: 

[MAP3_S05.29]
EN: The generator is on. ~E
TR: 

[MAP3_S05.30]
EN: There are skid marks from ~N the cabinet being moved. ~E
TR: 

[MAP3_S05.31]
EN: There is a ~C2 Hammer ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S05.32]
EN: A bed? What's it doing here? ~N Who would... ~E
TR: 

[MAP3_S05.33]
EN: A body is laid out on the bed. ~N Don't feel like checking this out. ~E
TR: 

[MAP3_S05.34]
EN: Nothing helpful. ~E
TR: 

[MAP3_S05.35]
EN: Nothing useful in the boxes. ~E
TR: 

[MAP3_S05.36]
EN: There's a bottle filled ~N with some kind of drug. ~N Better leave it. ~E
TR: 

[MAP3_S05.37]
EN: There are some empty bottles. ~E
TR: 

[MAP3_S05.38]
EN: Nothing special in the box. ~N Nothing to worry about. ~E
TR: 

[MAP3_S05.39]
EN: Nothing inside. ~E
TR: 



################################################################################
##  DIALOGUE - map3_s06
################################################################################

[MAP3_S06.15]
EN: ~J0(1.5) Was I dreaming? ~E
TR: 

[MAP3_S06.16]
EN: ~J0(2.6) You were too late. ~E
TR: 

[MAP3_S06.17]
EN: ~J0(1.2) It's you... ~E
TR: 

[MAP3_S06.18]
EN: ~J0(3.4) Yes. Dahlia Gillespie. ~E
TR: 

[MAP3_S06.19]
EN: ~J1(3.0) Tell me everything you know. ~N What's going on?
TR: 

[MAP3_S06.20]
EN: ~J1(1.5) Darkness.
TR: 

[MAP3_S06.21]
EN: ~J1(3.9) The town is being devoured ~N by darkness.
TR: 

[MAP3_S06.22]
EN: ~J1(5.8) Strength must overcome ~N petty desire. ~N Childish sleep talk.
TR: 

[MAP3_S06.23]
EN: ~J1(3.4) I knew this day would come.
TR: 

[MAP3_S06.24]
EN: ~J1(4.0) What are you talking about? ~N I don't understand a word of this. ~E
TR: 

[MAP3_S06.25]
EN: ~J0(3.8) Believe the evidence ~N of your eyes.
TR: 

[MAP3_S06.26]
EN: ~J0(5.3) The other church in this town. ~N That is your destination.
TR: 

[MAP3_S06.27]
EN: ~J0(6.5) This is beyond my abilities. ~N Only you can stop it now. ~E
TR: 

[MAP3_S06.28]
EN: ~J0(5.0) Have you not seen ~N the crest marked ~N on the ground all over town?
TR: 

[MAP3_S06.29]
EN: ~J0(3.2) So that's what I saw ~N in the schoolyard.
TR: 

[MAP3_S06.30]
EN: ~J0(1.2) What does it mean?
TR: 

[MAP3_S06.31]
EN: ~J0(3.1) It is the mark of Samael...
TR: 

[MAP3_S06.32]
EN: ~J0(2.8) Don't let it be completed. ~E
TR: 

[MAP3_S06.33]
EN: ~J0(1.8) Hey! Wait! ~E
TR: 

[MAP3_S06.34]
EN: The elevator doesn't ~N appear to be working. ~E
TR: 

[MAP3_S06.35]
EN: ~H There is a ~C5 Hospital map ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S06.36]
EN: There is an ~C2 Antique shop key ~C7 . ~N Take it? ~S4
TR: 

[MAP3_S06.37]
EN: These are phones and phonebooks. ~N No need to examine this. ~E
TR: 

[MAP3_S06.38]
EN: These are phones and phonebooks.
TR: 

[MAP3_S06.39]
EN: I'll copy the location of ~N the antique shop to the map. ~E
TR: 

[MAP3_S06.40]
EN: There's a vending machine. ~N It doesn't work. ~E
TR: 

[MAP3_S06.41]
EN: There is a newspaper.
TR: 

[MAP3_S06.42]
EN: This article's been ~N clipped out... ~E
TR: 

[MAP3_S06.43]
EN: Nothing unusual. ~E
TR: 

[MAP3_S06.44]
EN: There's a white board. ~N Nothing special written here. ~E
TR: 

[MAP3_S06.45]
EN: Nothing helpful. ~E
TR: 

[MAP3_S06.46]
EN: The phone's out. ~N Can't get a dial tone. ~E
TR: 



################################################################################
##  DIALOGUE - map4_s01
################################################################################

[MAP4_S01.15]
EN: ~J0(1.6) What's this? ~E
TR: 

[MAP4_S01.16]
EN: ~J0(1.0) Harry!
TR: 

[MAP4_S01.17]
EN: ~J0(1.0) Cybil? ~E
TR: 

[MAP4_S01.18]
EN: ~J0(2.8) I'm glad you're OK.
TR: 

[MAP4_S01.19]
EN: ~J1(4.0) I shouldn't have left you. ~N Things are worse than I thought.
TR: 

[MAP4_S01.20]
EN: ~J1(1.4) It's nuts! ~E
TR: 

[MAP4_S01.21]
EN: ~J1(3.0) What are you doing here? ~N I thought you left town.
TR: 

[MAP4_S01.22]
EN: ~J1(2.8) I saw you go in here, ~N so I followed you.
TR: 

[MAP4_S01.23]
EN: ~J1(1.8) I couldn't get out.
TR: 

[MAP4_S01.24]
EN: ~J1(2.0) All the roads out of town ~N are blocked.
TR: 

[MAP4_S01.25]
EN: ~J1(2.2) Cars have completely ~N stopped running.
TR: 

[MAP4_S01.26]
EN: ~J1(2.4) The phones and radios ~N are still out, too. ~E
TR: 

[MAP4_S01.27]
EN: ~J1(2.7) What about my daughter? ~N Did you see her?
TR: 

[MAP4_S01.28]
EN: ~J1(1.9) I did see a girl.
TR: 

[MAP4_S01.29]
EN: ~J1(1.4) Was it Cheryl?
TR: 

[MAP4_S01.30]
EN: ~J1(2.6) I only caught a glimpse of her ~N through the fog.
TR: 

[MAP4_S01.31]
EN: ~J1(2.4) I went after her, ~N but she vanished.
TR: 

[MAP4_S01.32]
EN: ~J1(2.7) I don't know about ~N your daughter, but... ~E
TR: 

[MAP4_S01.33]
EN: ~J1(3.5) And you just let her go!? ~N Where was it?
TR: 

[MAP4_S01.34]
EN: ~J1(3.4) On Bachman Road. ~N She was heading towards the lake.
TR: 

[MAP4_S01.35]
EN: ~J1(2.0) Now don't get excited.
TR: 

[MAP4_S01.36]
EN: ~J1(2.5) It wasn't like she ran off ~N exactly.
TR: 

[MAP4_S01.37]
EN: ~J1(4.8) There was no place for her to go. ~N The road has been obliterated. ~E
TR: 

[MAP4_S01.38]
EN: ~J1(3.0) What!? ~N So then Cheryl...
TR: 

[MAP4_S01.39]
EN: ~J1(3.6) It was like she was walking ~N on thin air.
TR: 

[MAP4_S01.40]
EN: ~J1(2.0) ~E
TR:   (no text - timing only, leave blank)

[MAP4_S01.41]
EN: ~J1(3.0) What about you? Anything?
TR: 

[MAP4_S01.42]
EN: ~J1(3.0) Yeah... ~N I met this bizarre woman.
TR: 

[MAP4_S01.43]
EN: ~J1(4.0) Her name's Dahlia Gillespie. ~N Do you know her?
TR: 

[MAP4_S01.44]
EN: ~J1(1.8) Dahlia Gillespie?
TR: 

[MAP4_S01.45]
EN: ~J1(1.0) No.
TR: 

[MAP4_S01.46]
EN: ~J1(1.2) And? ~E
TR: 

[MAP4_S01.47]
EN: ~J1(4.0) She said something about ~N the town being devoured ~N by darkness.
TR: 

[MAP4_S01.48]
EN: ~J1(1.8) Gibberish like that.
TR: 

[MAP4_S01.49]
EN: ~J1(2.0) Any idea what it means? ~E
TR: 

[MAP4_S01.50]
EN: ~J1(2.9) Darkness devouring the town?
TR: 

[MAP4_S01.51]
EN: ~J1(1.6) Must be on drugs.
TR: 

[MAP4_S01.52]
EN: ~J1(2.0) They sell 'em to the tourists.
TR: 

[MAP4_S01.53]
EN: ~J1(2.8) The force still can't figure out ~N who's behind it.
TR: 

[MAP4_S01.54]
EN: ~J1(2.2) None of our leads ~N have panned out,
TR: 

[MAP4_S01.55]
EN: ~J1(2.5) and the investigation is stalled.
TR: 

[MAP4_S01.56]
EN: ~J1(3.5) What could drug trafficking ~N have to do with all this?
TR: 

[MAP4_S01.57]
EN: ~J1(3.2) I really don't know.
TR: 

[MAP4_S01.58]
EN: ~J1(3.6) But, maybe that's the darkness ~N she was talking about.
TR: 

[MAP4_S01.59]
EN: ~J1(1.8) That's all I can think of.
TR: 

[MAP4_S01.60]
EN: ~J1(2.0) ~E
TR:   (no text - timing only, leave blank)

[MAP4_S01.61]
EN: ~J1(1.2) What's this?
TR: 

[MAP4_S01.62]
EN: ~J1(1.5) Just discovered it.
TR: 

[MAP4_S01.63]
EN: ~J1(1.8) Maybe there's something ~N back there.
TR: 

[MAP4_S01.64]
EN: ~J1(1.4) Let's have a look.
TR: 

[MAP4_S01.65]
EN: ~J1(1.0) Wait.
TR: 

[MAP4_S01.66]
EN: ~J1(4.0) We don't know what's back there. ~N I'd better check it out first.
TR: 

[MAP4_S01.67]
EN: ~J1(2.2) I'm a cop. I should go.
TR: 

[MAP4_S01.68]
EN: ~J1(3.0) No. I'm going.
TR: 

[MAP4_S01.69]
EN: ~J1(0.9) Alright.
TR: 

[MAP4_S01.70]
EN: ~J1(1.5) I'll cover you from here.
TR: 

[MAP4_S01.71]
EN: ~J1(1.7) Be careful.
TR: 

[MAP4_S01.72]
EN: ~J1(3.6) If anything looks fishy, ~N get back here on the double. ~E
TR: 

[MAP4_S01.73]
EN: ~J0(0.8) Okay. ~E
TR: 

[MAP4_S01.74]
EN: ~J0(1.0) Cybil.
TR: 

[MAP4_S01.75]
EN: ~J0(0.9) Yes? ~E
TR: 

[MAP4_S01.76]
EN: ~J1(2.2) Do you know anything about...
TR: 

[MAP4_S01.77]
EN: ~J1(6.2) Well...like some other world... ~N It's like some kind of bad dream...?
TR: 

[MAP4_S01.78]
EN: ~J1(1.9) What are you talking about?
TR: 

[MAP4_S01.79]
EN: ~J1(1.7) I'm not quite sure.
TR: 

[MAP4_S01.80]
EN: ~J1(3.7) I try to make sense of it, ~N but then my mind goes blank.
TR: 

[MAP4_S01.81]
EN: ~J1(4.0) Everything's dark there, ~N and I hear sirens in the distance.
TR: 

[MAP4_S01.82]
EN: ~J1(2.7) I met this nurse... Lisa.
TR: 

[MAP4_S01.83]
EN: ~J1(3.7) It's like I was there, ~N but not really.
TR: 

[MAP4_S01.84]
EN: ~J1(4.2) It's all a blur. ~N Like some kind of hallucination, ~N you know?
TR: 

[MAP4_S01.85]
EN: ~J1(3.0) I have no idea what ~N you're talking about, Harry. ~E
TR: 

[MAP4_S01.86]
EN: ~J1(1.8) Oh...
TR: 

[MAP4_S01.87]
EN: ~J1(4.5) I was just wondering. ~N Never mind.
TR: 

[MAP4_S01.88]
EN: ~J1(1.0) Harry.
TR: 

[MAP4_S01.89]
EN: ~J1(2.5) You're tired. ~E
TR: 

[MAP4_S01.90]
EN: ~J0(2.4) Yeah, maybe... ~E
TR: 

[MAP4_S01.91]
EN: ~J1(4.1) What's this...? ~N Some kind of altar...?
TR: 

[MAP4_S01.92]
EN: ~J1(2.6) Never seen anything ~N like this before.
TR: 

[MAP4_S01.93]
EN: ~J1(2.5) Maybe this is ~N [the other church.] ~E
TR: 

[MAP4_S01.94]
EN: Some kind of powder ~N is left in the chalice. ~E
TR: 

[MAP4_S01.95]
EN: ~J0(1.5)
TR:   (no text - timing only, leave blank)

[MAP4_S01.96]
EN: ~J2(1.5) What the...!? ~E
TR: 

[MAP4_S01.97]
EN: ~J0(4.2) Harry? ~N Are you OK? ~E
TR: 

[MAP4_S01.98]
EN: ~J0(1.0) Harry? ~E
TR: 

[MAP4_S01.99]
EN: ~J0(2.3) Harry? ~E
TR: 

[MAP4_S01.100]
EN: There is a trace on the floor ~N that somebody moved the cabinet.
TR: 

[MAP4_S01.101]
EN: Do you want to push ~N the cabinet? ~S4
TR: 

[MAP4_S01.102]
EN: ~J0(2.0) Was that another dream? ~E
TR: 

[MAP4_S01.103]
EN: ~J0(2.0) Did I pass out again? ~E
TR: 

[MAP4_S01.104]
EN: ~J0(2.0) I don't want to think so,
TR: 

[MAP4_S01.105]
EN: ~J0(3.0) but maybe this is all just ~N going on in my head.
TR: 

[MAP4_S01.106]
EN: ~J0(4.0) I could have had a car accident, ~N and now I'm lying unconscious ~N in a hospital bed...
TR: 

[MAP4_S01.107]
EN: ~J0(2.0) I don't know ~N what's real anymore... ~E
TR: 

[MAP4_S01.108]
EN: ~J0(1.0)
TR:   (no text - timing only, leave blank)

[MAP4_S01.109]
EN: ~J0(3.0) Cybil said Cheryl was heading ~N towards the lake.
TR: 

[MAP4_S01.110]
EN: ~J0(2.2) But, the road to the lake ~N is blocked...
TR: 

[MAP4_S01.111]
EN: ~J0(2.0) Aren't there any other roads?
TR: 

[MAP4_S01.112]
EN: ~J0(2.0) Lisa would probably know... ~E
TR: 

[MAP4_S01.113]
EN: There is an ~C2 Axe ~C7 . ~N Take it? ~S4
TR: 

[MAP4_S01.114]
EN: There is a clock. ~N Nothing special. ~E
TR: 

[MAP4_S01.115]
EN: No need to go back. ~E
TR: 

[MAP4_S01.116]
EN: None of this stuff is of any use. ~E
TR: 

[MAP4_S01.117]
EN: Looks like an altar. ~N Wonder what they worship? ~E
TR: 



################################################################################
##  DIALOGUE - map4_s02
################################################################################

[MAP4_S02.15]
EN: ~C3 green lion ~E
TR: 

[MAP4_S02.16]
EN: ~C3 Alchemilla Hospital ~E
TR: 



################################################################################
##  DIALOGUE - map4_s03
################################################################################

[MAP4_S03.15]
EN: Daddy...where are you...?
TR: 

[MAP4_S03.16]
EN: ~J0(1.0) Cheryl! ~E
TR: 

[MAP4_S03.17]
EN: There is a ~C2 Hunting rifle ~C7 . ~N Take it? ~S4
TR: 

[MAP4_S03.18]
EN: Nothing unusual. ~E
TR: 

[MAP4_S03.19]
EN: A picture is projected ~N on the screen.
TR: 

[MAP4_S03.20]
EN: Cheryl... ~N where could she be? ~E
TR: 



################################################################################
##  DIALOGUE - map4_s04
################################################################################

[MAP4_S04.15]
EN: ~J0(1.8) Where am I? ~E
TR: 

[MAP4_S04.16]
EN: ~J1(1.0) Harry.
TR: 

[MAP4_S04.17]
EN: ~J1(1.2) Lisa...
TR: 

[MAP4_S04.18]
EN: ~J1(1.5) Then I'm in the hospital.
TR: 

[MAP4_S04.19]
EN: ~J1(2.4) You were having a bad dream.
TR: 

[MAP4_S04.20]
EN: ~J1(0.8) Was I?
TR: 

[MAP4_S04.21]
EN: ~J1(4.2) Hey, you don't look too good. ~N Are you OK?
TR: 

[MAP4_S04.22]
EN: ~J1(1.3) I'm fine.
TR: 

[MAP4_S04.23]
EN: ~J1(2.2) Nothing you need to ~N worry about.
TR: 

[MAP4_S04.24]
EN: ~J1(2.2) Well, if you're sure... ~E
TR: 

[MAP4_S04.25]
EN: ~J1(4.3) Lisa... ~N Do you know a woman ~N named Dahlia Gillespie?
TR: 

[MAP4_S04.26]
EN: ~J1(3.2) Oh yeah, ~N that crazy Gillespie lady.
TR: 

[MAP4_S04.27]
EN: ~J1(2.3) She's kinda' famous around here.
TR: 

[MAP4_S04.28]
EN: ~J1(4.0) She never sees anybody, ~N so I don't know ~N that much about her.
TR: 

[MAP4_S04.29]
EN: ~J1(5.2) I heard her kid died in a fire, ~N and supposedly she's been crazy ~N ever since. ~E
TR: 

[MAP4_S04.30]
EN: ~J1(5.1) Well, she says the town is being ~N devoured by the darkness.
TR: 

[MAP4_S04.31]
EN: ~J1(2.7) Do you have any idea ~N what she's talking about?
TR: 

[MAP4_S04.32]
EN: ~J1(3.5) The town... devoured ~N by the darkness.
TR: 

[MAP4_S04.33]
EN: ~J1(2.1) Yes, I think I do.
TR: 

[MAP4_S04.34]
EN: ~J1(2.9) Before this place was turned ~N into a resort,
TR: 

[MAP4_S04.35]
EN: ~J1(3.4) the townspeople here were ~N on the quiet side.
TR: 

[MAP4_S04.36]
EN: ~J1(4.1) Everybody followed ~N some kind of queer religion. ~E
TR: 

[MAP4_S04.37]
EN: ~J1(4.8) Weird occult stuff... ~N Black magic, that kind of thing.
TR: 

[MAP4_S04.38]
EN: ~J1(5.0) As young people moved away, ~N the people figured they'd been ~N summoned by the gods.
TR: 

[MAP4_S04.39]
EN: ~J1(3.7) Evidently, things like that ~N used to happen around here ~N all the time.
TR: 

[MAP4_S04.40]
EN: ~J1(3.5) Before the resort, ~N there really wasn't ~N anything else out here.
TR: 

[MAP4_S04.41]
EN: ~J1(4.5) Everyone was so flipped out. ~N Gotta blame it on something.
TR: 

[MAP4_S04.42]
EN: ~J1(3.8) Then a lot of new people ~N came in and everybody ~N clammed up about it.
TR: 

[MAP4_S04.43]
EN: ~J0(1.8) A cult... ~E
TR: 

[MAP4_S04.44]
EN: ~J0(4.8) Last time I heard anything ~N about it was, gosh, years ago...
TR: 

[MAP4_S04.45]
EN: ~J1(4.4) When several people connected ~N with developing the town ~N died in accidents.
TR: 

[MAP4_S04.46]
EN: ~J1(2.0) People said it was a curse.
TR: 

[MAP4_S04.47]
EN: ~J1(4.2) I'm sorry, I'm rambling... ~N I'll shut up. ~E
TR: 

[MAP4_S04.48]
EN: ~J0(1.1) Harry! ~E
TR: 

[MAP4_S04.49]
EN: ~J0(1.6) Glad you're OK. ~E
TR: 

[MAP4_S04.50]
EN: ~J0(4.6) Thank God you came back. ~N I was scared to be here all alone.
TR: 

[MAP4_S04.51]
EN: ~J0(2.5) I'm here now. ~N I was worried, too.
TR: 

[MAP4_S04.52]
EN: ~J0(1.6) I'm real happy to see you. ~E
TR: 

[MAP4_S04.53]
EN: ~J1(3.3) Lisa, can you tell me ~N how to get to the lake?
TR: 

[MAP4_S04.54]
EN: ~J1(3.0) The lake? ~N You take Bachman Road.
TR: 

[MAP4_S04.55]
EN: ~J1(1.5) The road's blocked.
TR: 

[MAP4_S04.56]
EN: ~J1(2.3) Well, that's ~N the only way out there.
TR: 

[MAP4_S04.57]
EN: ~J1(1.3) Are you sure?
TR: 

[MAP4_S04.58]
EN: ~J1(2.7) There's gotta be another way. ~E
TR: 

[MAP4_S04.59]
EN: ~J1(3.0) Wait, ~N I just remembered something.
TR: 

[MAP4_S04.60]
EN: ~J1(0.6) What?
TR: 

[MAP4_S04.61]
EN: ~J1(3.3) There's a water works over by ~N my old elementary school.
TR: 

[MAP4_S04.62]
EN: ~J1(2.3) It's been abandoned for years.
TR: 

[MAP4_S04.63]
EN: ~J1(4.2) There's an underground tunnel ~N out there used for inspections, ~N or something!
TR: 

[MAP4_S04.64]
EN: ~J1(3.2) I remember hearing it runs ~N all the way to the lake! ~E
TR: 

[MAP4_S04.65]
EN: ~J1(0.9) Really?!
TR: 

[MAP4_S04.66]
EN: ~J1(2.3) You think I can get to the lake ~N from there?
TR: 

[MAP4_S04.67]
EN: ~J1(3.1) I've never been down ~N in there myself, ~N so I'm not positive.
TR: 

[MAP4_S04.68]
EN: ~J1(2.8) Besides, it's all fenced off ~N to keep people out.
TR: 

[MAP4_S04.69]
EN: ~J1(2.3) If there's a chance, ~N I've got to try. ~E
TR: 

[MAP4_S04.70]
EN: ~J1(2.0) Harry, don't go!
TR: 

[MAP4_S04.71]
EN: ~J1(4.2) I don't want to be alone. ~N It's so scary. I can't stand it.
TR: 

[MAP4_S04.72]
EN: ~J1(1.6) How about coming with me?
TR: 

[MAP4_S04.73]
EN: ~J1(2.6) This may not be the safest place ~N in the world either.
TR: 

[MAP4_S04.74]
EN: ~J1(3.6) I can't promise you anything, ~N but I'll do my best ~N to protect you.
TR: 

[MAP4_S04.75]
EN: ~J1(4.2) No... ~N somehow I feel I'm not supposed ~N to leave this place.
TR: 

[MAP4_S04.76]
EN: ~J1(4.0) Oh, Harry, I'm so scared... ~N I'm cold.
TR: 

[MAP4_S04.77]
EN: ~J1(3.8) Look, just wait here ~N a little longer.
TR: 

[MAP4_S04.78]
EN: ~J1(3.0) I'll be back as soon as ~N I find my daughter. ~E
TR: 

[MAP4_S04.79]
EN: ~J0(1.5) Harry... ~E
TR: 

[MAP4_S04.80]
EN: Nothing unusual. ~E
TR: 

[MAP4_S04.81]
EN: Nothing helpful. ~E
TR: 



################################################################################
##  DIALOGUE - map4_s05
################################################################################

[MAP4_S05.15]
EN: ~J0(1.0) What? ~E
TR: 

[MAP4_S05.16]
EN: ~J0(2.5) That light!? ~E
TR: 

[MAP4_S05.17]
EN: The stairs are wrecked! ~E
TR: 

[MAP4_S05.18]
EN: ~C3 Alchemilla Hospital ~E
TR: 



################################################################################
##  DIALOGUE - map5_s00
################################################################################

[MAP5_S00.15]
EN: Used the ~C2 Sewer key ~C7 . ~E
TR: 

[MAP5_S00.16]
EN: Used the ~C2 Sewer exit key ~C7 . ~E
TR: 

[MAP5_S00.17]
EN: There is a ~C2 Sewer key ~C7 . ~N Take it? ~S4
TR: 

[MAP5_S00.18]
EN: There is a ~C2 Sewer exit key ~C7 ~N in the water. Take it? ~S4
TR: 

[MAP5_S00.19]
EN: Got to find Cheryl. ~N No time to go back. ~E
TR: 

[MAP5_S00.20]
EN: ~H There is a ~C5 Sewer map ~N (connecting to resort area) ~C7 . ~N Take it? ~S4
TR: 



################################################################################
##  DIALOGUE - map5_s01
################################################################################

[MAP5_S01.15]
EN: ~H There is a ~C5 Resort area map ~C7 . ~N Take it? ~S4
TR: 

[MAP5_S01.16]
EN: Nothing unusual. ~E
TR: 

[MAP5_S01.17]
EN: Used the ~C2 Kaufmann key ~C7 . ~E
TR: 

[MAP5_S01.18]
EN: ~J0(1.0) What? ~E
TR: 

[MAP5_S01.19]
EN: ~J0(2.5) That light!? ~E
TR: 



################################################################################
##  DIALOGUE - map5_s02
################################################################################

[MAP5_S02.15]
EN: ~J0(8.7) ~E
TR:   (no text - timing only, leave blank)

[MAP5_S02.16]
EN: ~J0(1.2) Are you OK? ~E
TR: 

[MAP5_S02.17]
EN: ~J0(1.4) Yeah, I guess so.
TR: 

[MAP5_S02.18]
EN: ~J0(3.0) But I'm beat. ~N I thought I was a goner there. ~E
TR: 

[MAP5_S02.19]
EN: ~J1(3.0) So, how'd it go? ~N Did you find a way out?
TR: 

[MAP5_S02.20]
EN: ~J1(2.4) No. Not yet.
TR: 

[MAP5_S02.21]
EN: ~J1(1.1) How about you?
TR: 

[MAP5_S02.22]
EN: ~J1(1.0) Zip.
TR: 

[MAP5_S02.23]
EN: ~J1(1.8) But it's too soon to give up.
TR: 

[MAP5_S02.24]
EN: ~J1(2.8) This craziness can't ~N go on forever.
TR: 

[MAP5_S02.25]
EN: ~J1(3.4) A military rescue squad ~N should be here any time now.
TR: 

[MAP5_S02.26]
EN: ~J1(2.8) If they come through the town, ~N we're home free.
TR: 

[MAP5_S02.27]
EN: ~J1(1.7) I hope so.
TR: 

[MAP5_S02.28]
EN: ~J1(1.4) I better get going.
TR: 

[MAP5_S02.29]
EN: ~J1(3.4) This isn't the time to stand ~N around flapping our gums. ~E
TR: 

[MAP5_S02.30]
EN: ~J0(2.0) Do you know ~N a girl called Alessa? ~E
TR: 

[MAP5_S02.31]
EN: ~J0(1.0) No. ~E
TR: 

[MAP5_S02.32]
EN: Kaufmann must have dropped ~N this.
TR: 

[MAP5_S02.33]
EN: Looks like it's full of stuff... ~E
TR: 

[MAP5_S02.34]
EN: What is this? ~N Drugs? ~E
TR: 

[MAP5_S02.35]
EN: ~C3 August 20
TR: 

[MAP5_S02.36]
EN: ~C3 He came by. I handed over the ~N package that the woman left here.
TR: 

[MAP5_S02.37]
EN: ~C3 September 12
TR: 

[MAP5_S02.38]
EN: ~C3 He showed up at Norman's, too.
TR: 

[MAP5_S02.39]
EN: ~C3 Don't want to be involved with ~N the likes of them anymore, but...
TR: 

[MAP5_S02.40]
EN: ~C3 I'm getting creeped out ~N even more than before.
TR: 

[MAP5_S02.41]
EN: ~C3 Thought of leaving town, but ~N I'm afraid of what will happen ~N if I do. ~E
TR: 

[MAP5_S02.42]
EN: ~C3 3 loaves of bread. ~N 3 cartons of milk. ~N 2 dozen eggs.
TR: 

[MAP5_S02.43]
EN: ~C3 Deliver to back door daily 8 a.m. ~N Rear entrance code 0886 ~N Norman Young ~E
TR: 

[MAP5_S02.44]
EN: ~C3 Norman's Grand Opening. ~E
TR: 

[MAP5_S02.45]
EN: There is a drawer. ~N Do you want to open it? ~S4
TR: 

[MAP5_S02.46]
EN: Used the ~C2 Safe key ~C7 . ~E
TR: 

[MAP5_S02.47]
EN: There is a ~C2 Safe key ~C7 . ~N Take it? ~S4
TR: 

[MAP5_S02.48]
EN: It's locked. ~E
TR: 

[MAP5_S02.49]
EN: I've got a ~C2 Receipt ~C7 . ~E
TR: 

[MAP5_S02.50]
EN: I've got a ~C2 Kaufmann key ~C7 . ~E
TR: 



################################################################################
##  DIALOGUE - map5_s03
################################################################################

[MAP5_S03.15]
EN: I've got a ~C2 Motorcycle key ~C7 . ~E
TR: 

[MAP5_S03.16]
EN: There's a crack. ~E
TR: 

[MAP5_S03.17]
EN: There's a crack. ~N Something glints inside.
TR: 

[MAP5_S03.18]
EN: The crack is too small ~N to reach in. ~E
TR: 

[MAP5_S03.19]
EN: An old motorcycle.
TR: 

[MAP5_S03.20]
EN: Looks like it's been sitting ~N here for years.
TR: 

[MAP5_S03.21]
EN: ~J1(1.5)
TR:   (no text - timing only, leave blank)

[MAP5_S03.22]
EN: That's weird.
TR: 

[MAP5_S03.23]
EN: The dust is wiped away ~N just around the gas tank cap. ~E
TR: 

[MAP5_S03.24]
EN: A small glass vial, ~N wrapped in a plastic bag.
TR: 

[MAP5_S03.25]
EN: What's this? ~E
TR: 

[MAP5_S03.26]
EN: It's like the busted vial ~N I found in the director's office ~N at the hospital. ~E
TR: 

[MAP5_S03.27]
EN: ~J0(1.3) Give me that!
TR: 

[MAP5_S03.28]
EN: ~J0(1.2) What is this? ~E
TR: 

[MAP5_S03.29]
EN: ~J1(2.0) That's none of your business!
TR: 

[MAP5_S03.30]
EN: ~J1(3.3) Instead of messing with that, ~N how about coming up with a way ~N to get out of here?
TR: 

[MAP5_S03.31]
EN: ~J1(0.9) Humph. ~E
TR: 

[MAP5_S03.32]
EN: ~J1(2.6) You shouldn't be hanging ~N around here goofing off!
TR: 

[MAP5_S03.33]
EN: ~J1(1.3) What do you think ~N you are doing?
TR: 

[MAP5_S03.34]
EN: ~J1(3.0) You want to get yourself killed!? ~N Get outta here!
TR: 

[MAP5_S03.35]
EN: ~J1(1.9) Okay, take it easy. ~E
TR: 

[MAP5_S03.36]
EN: ~J1(3.2) Unless you want to die, ~N keep your mind on business.
TR: 

[MAP5_S03.37]
EN: ~J1(0.8) Got it? ~E
TR: 

[MAP5_S03.38]
EN: ~J1(3.3) That guy's gotta be involved ~N in the local drug racket.
TR: 

[MAP5_S03.39]
EN: ~J1(3.1) Man, was he pissed. ~N And in such a rush, too.
TR: 

[MAP5_S03.40]
EN: ~J1(1.8) That was probably dope ~N in the bottle.
TR: 

[MAP5_S03.41]
EN: ~J1(3.9) Anyway, better let him do as he ~N pleases. There's more than ~N my life at stake. ~E
TR: 

[MAP5_S03.42]
EN: ~J1(2.0) I guess I wasted my time.
TR: 

[MAP5_S03.43]
EN: ~J1(2.0) Better hurry.... ~N I'm worried about Cheryl. ~E
TR: 

[MAP5_S03.44]
EN: ~J1(3.1) Man, was he pissed. ~N And in such a rush, too. ~E
TR: 

[MAP5_S03.45]
EN: There is a newspaper. ~E
TR: 

[MAP5_S03.46]
EN: Newspaper.
TR: 

[MAP5_S03.47]
EN: It's the same date as ~N the one in the hospital... ~E
TR: 

[MAP5_S03.48]
EN: ~L4 ~C3 Investigation stalled. ~N [PTV] dealers still at large. ~N ~N Suspicious deaths continue. ~N Like the anti-drug mayor, ~N a narcotics officer dies of ~N a sudden heart failure of ~N unknown origin. ~E
TR: 

[MAP5_S03.49]
EN: ~C3 September 10
TR: 

[MAP5_S03.50]
EN: ~C3 Took package. ~N Told to sit on it awhile.
TR: 

[MAP5_S03.51]
EN: ~C3 Don't want to get involved, ~N but can't disobey...
TR: 

[MAP5_S03.52]
EN: ~C3 He's probably linked to the death ~N of the mayor and others. ~E
TR: 

[MAP5_S03.53]
EN: There is a ~C2 Magnet ~C7 . ~N Take it? ~S4
TR: 

[MAP5_S03.54]
EN: Used the ~C2 Motorcycle key ~C7 . ~E
TR: 

[MAP5_S03.55]
EN: Batteries, oil cans, ~N and other items line the shelves.
TR: 

[MAP5_S03.56]
EN: A fine layer of ~N dust covers everything, ~N as if long abandoned. ~E
TR: 

[MAP5_S03.57]
EN: There's a radio ~N on top of the cabinet.
TR: 

[MAP5_S03.58]
EN: It's completely dead. ~N Maybe it's broken. ~E
TR: 

[MAP5_S03.59]
EN: A poster is on the wall. ~N Don't look at that now, though. ~E
TR: 

[MAP5_S03.60]
EN: There's a TV set.
TR: 

[MAP5_S03.61]
EN: The power must be out. ~N It doesn't work. ~E
TR: 

[MAP5_S03.62]
EN: There's a guest register. ~N Nothing special written here. ~E
TR: 

[MAP5_S03.63]
EN: Nothing special. ~E
TR: 

[MAP5_S03.64]
EN: There's a vending machine. ~N It doesn't work. ~E
TR: 

[MAP5_S03.65]
EN: Nobody inside. ~E
TR: 

[MAP5_S03.66]
EN: Do you want to push ~N the shelf? ~S4
TR: 

[MAP5_S03.67]
EN: An old motorcycle. ~E
TR: 



################################################################################
##  DIALOGUE - map6_s00
################################################################################

[MAP6_S00.15]
EN: ~J0(1.5) What's this! ~E
TR: 

[MAP6_S00.16]
EN: ~J0(0.1) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S00.17]
EN: ~J0(0.1) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S00.18]
EN: ~J0(0.1) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S00.19]
EN: ~J1(4.0) Not again...!? ~N No, this time it feels different.
TR: 

[MAP6_S00.20]
EN: ~J1(4.5) Rather than shifting ~N from reality to a nightmare,
TR: 

[MAP6_S00.21]
EN: ~J1(4.5) this is more like reality ~N becoming a nightmare.
TR: 

[MAP6_S00.22]
EN: ~J1(6.0) I don't like this feeling. ~N Like something bad ~N will happen...
TR: 

[MAP6_S00.23]
EN: ~J1(4.0) No doubt, something terrible ~N is going on... ~E
TR: 

[MAP6_S00.24]
EN: The cover has been removed...
TR: 

[MAP6_S00.25]
EN: Could Cybil have gotten ~N to the Amusement Park from here? ~E
TR: 

[MAP6_S00.26]
EN: ~C3 LAKE SIDE AMUSEMENT PARK ~E
TR: 



################################################################################
##  DIALOGUE - map6_s01
################################################################################

[MAP6_S01.15]
EN: ~J0(1.0) Cybil! ~E
TR: 

[MAP6_S01.16]
EN: ~J1(1.1) Harry!
TR: 

[MAP6_S01.17]
EN: ~J1(1.6) How did you get back here?
TR: 

[MAP6_S01.18]
EN: ~J1(1.6) I followed the sewer.
TR: 

[MAP6_S01.19]
EN: ~J1(1.9) Were you the one ~N who cut the fence?
TR: 

[MAP6_S01.20]
EN: ~J1(1.0) Yeah.
TR: 

[MAP6_S01.21]
EN: ~J1(3.0) I'm glad you made it. ~N I was worried about you. ~E
TR: 

[MAP6_S01.22]
EN: ~J1(3.6) You were worried!? ~N Where did you disappear to?
TR: 

[MAP6_S01.23]
EN: ~J1(1.0) Never mind.
TR: 

[MAP6_S01.24]
EN: ~J1(2.1) I want to know ~N what's going on here.
TR: 

[MAP6_S01.25]
EN: ~J1(2.4) What is with this town? ~E
TR: 

[MAP6_S01.26]
EN: ~J1(3.5) This may sound really off ~N the wall, but listen to me.
TR: 

[MAP6_S01.27]
EN: ~J1(1.8) You've got to believe me.
TR: 

[MAP6_S01.28]
EN: ~J1(3.2) I haven't gone crazy, ~N and I'm not fooling around. ~E
TR: 

[MAP6_S01.29]
EN: ~J1(3.7) At first, I thought I was ~N losing my mind.
TR: 

[MAP6_S01.30]
EN: ~J1(2.3) But now I know I'm not.
TR: 

[MAP6_S01.31]
EN: ~J1(3.0) It's not me. ~N This whole town...
TR: 

[MAP6_S01.32]
EN: ~J1(2.5) it's being invaded ~N by the Otherworld.
TR: 

[MAP6_S01.33]
EN: ~J1(4.0) By a world of someone's ~N nightmarish delusions ~N come to life...
TR: 

[MAP6_S01.34]
EN: ~J1(2.9) Little by little ~N the invasion is spreading...
TR: 

[MAP6_S01.35]
EN: ~J1(2.8) Trying to swallow up ~N everything in darkness.
TR: 

[MAP6_S01.36]
EN: ~J1(4.2) I think I'm finally beginning ~N to understand what that lady ~N was talking about. ~E
TR: 

[MAP6_S01.37]
EN: ~J1(4.6) Harry. ~N Hold on a minute. ~N I don't get it?
TR: 

[MAP6_S01.38]
EN: ~J1(3.1) Look, I don't understand ~N it all myself.
TR: 

[MAP6_S01.39]
EN: ~J1(1.8) I guess I can't explain it.
TR: 

[MAP6_S01.40]
EN: ~J1(2.2) Well, what's making ~N this happen?
TR: 

[MAP6_S01.41]
EN: ~J1(1.6) I don't know that either.
TR: 

[MAP6_S01.42]
EN: ~J1(2.8) But, I do know ~N Cheryl is [there].
TR: 

[MAP6_S01.43]
EN: ~J1(1.0) [There]...?
TR: 

[MAP6_S01.44]
EN: ~J1(3.1) Under whoever created ~N this darkness.
TR: 

[MAP6_S01.45]
EN: ~J1(3.2) Cheryl is somewhere. ~N And she needs my help. ~E
TR: 

[MAP6_S01.46]
EN: ~J1(1.0) Harry.
TR: 

[MAP6_S01.47]
EN: ~J1(2.8) This whole thing's been ~N a major blow to you.
TR: 

[MAP6_S01.48]
EN: ~J1(1.8) You need to rest.
TR: 

[MAP6_S01.49]
EN: ~J1(1.5) Cybil, I... ~E
TR: 

[MAP6_S01.50]
EN: ~J1(5.2) The demon is awakening! ~N Spreading those wings.
TR: 

[MAP6_S01.51]
EN: ~J1(1.7) Dahlia Gillespie... ~E
TR: 

[MAP6_S01.52]
EN: ~J1(2.9) Was it not as I said?
TR: 

[MAP6_S01.53]
EN: ~J1(4.4) I see it all, now. ~N Yes, everything.
TR: 

[MAP6_S01.54]
EN: ~J1(4.9) Hungry for sacrifice, ~N the demon will swallow up ~N the land.
TR: 

[MAP6_S01.55]
EN: ~J1(3.1) I knew this day would come.
TR: 

[MAP6_S01.56]
EN: ~J1(3.9) And what's more, ~N the task is almost finished.
TR: 

[MAP6_S01.57]
EN: ~J1(2.5) There's only two left.
TR: 

[MAP6_S01.58]
EN: ~J1(5.3) To seal this town to the abyss, ~N the mark of Samael.
TR: 

[MAP6_S01.59]
EN: ~J1(3.6) When it is completed, all is lost.
TR: 

[MAP6_S01.60]
EN: ~J1(4.6) Even in daytime, ~N darkness will cover the sun.
TR: 

[MAP6_S01.61]
EN: ~J1(5.8) The dead will walk, ~N and martyrs will burn ~N in the fires of hell.
TR: 

[MAP6_S01.62]
EN: ~J1(3.1) Everyone will die. ~E
TR: 

[MAP6_S01.63]
EN: ~J0(3.5) So what am I supposed to do? ~N I've got to save Cheryl.
TR: 

[MAP6_S01.64]
EN: ~J1(3.6) It is simple. ~N Stop the demon.
TR: 

[MAP6_S01.65]
EN: ~J1(4.6) The demon, ~N the demon taking that ~N child's form.
TR: 

[MAP6_S01.66]
EN: ~J1(3.7) Stop it before your daughter ~N becomes a sacrifice.
TR: 

[MAP6_S01.67]
EN: ~J1(2.6) Before it is too late.
TR: 

[MAP6_S01.68]
EN: ~J1(3.0) Stop it. Stop it.
TR: 

[MAP6_S01.69]
EN: ~J1(1.6) What do I do?
TR: 

[MAP6_S01.70]
EN: ~J1(3.0) Go to the lighthouse ~N on the lake,
TR: 

[MAP6_S01.71]
EN: ~J1(3.5) and to the center of ~N the amusement park.
TR: 

[MAP6_S01.72]
EN: ~J1(3.5) Make haste. ~N You are the only hope. ~E
TR: 

[MAP6_S01.73]
EN: ~J0(1.1) Look Harry.
TR: 

[MAP6_S01.74]
EN: ~J0(2.1) I really don't get ~N what's going on.
TR: 

[MAP6_S01.75]
EN: ~J0(4.4) But if there's a chance ~N we can save your daughter, ~N I'm in.
TR: 

[MAP6_S01.76]
EN: ~J0(1.9) I'll check out ~N the amusement park.
TR: 

[MAP6_S01.77]
EN: ~J0(1.7) You go to the lighthouse. ~E
TR: 

[MAP6_S01.78]
EN: ~J0(2.5) Cybil... Thanks. ~E
TR: 

[MAP6_S01.79]
EN: ~J0(2.1) You will need to use it. ~E
TR: 

[MAP6_S01.80]
EN: ~J0(1.2) Use what?
TR: 

[MAP6_S01.81]
EN: ~J0(1.7) The Flauros.
TR: 

[MAP6_S01.82]
EN: ~J0(3.2) Only with that can you ~N stop it. ~E
TR: 

[MAP6_S01.83]
EN: ~J0(2.0) What about Cybil!? ~E
TR: 

[MAP6_S01.84]
EN: ~J0(2.0) Cybil hasn't come back. ~E
TR: 

[MAP6_S01.85]
EN: ~J0(3.5) That creep's sure to show up ~N at the Amusement Park ~N pretty soon.
TR: 

[MAP6_S01.86]
EN: ~J0(2.0) Let me be on time. ~E
TR: 

[MAP6_S01.87]
EN: There's a ship's wheel. ~N Don't worry about that now, ~N though. ~E
TR: 

[MAP6_S01.88]
EN: There's a body stuck ~N to the bulkhead. ~E
TR: 

[MAP6_S01.89]
EN: ~J0(1.0) What? ~E
TR: 

[MAP6_S01.90]
EN: ~J0(2.5) That light!? ~E
TR: 



################################################################################
##  DIALOGUE - map6_s02
################################################################################

[MAP6_S02.15]
EN: ~J0(1.0) ...! ~E
TR:   (no text - timing only, leave blank)

[MAP6_S02.16]
EN: ~J0(1.0) Wait! ~E
TR: 

[MAP6_S02.17]
EN: ~J0(1.7) Damn! ~N I was too late? ~E
TR: 

[MAP6_S02.18]
EN: ~J0(1.5) Sorry...
TR: 

[MAP6_S02.19]
EN: ~J0(0.6) Ah...
TR: 

[MAP6_S02.20]
EN: ~J0(1.5)
TR:   (no text - timing only, leave blank)

[MAP6_S02.21]
EN: ~J0(3.6) Let me ask you, have you seen ~N a little girl around here? ~E
TR: 

[MAP6_S02.22]
EN: ~J0(2.8) Short, black hair... ~E
TR: 

[MAP6_S02.23]
EN: ~J0(1.0) What? ~E
TR: 

[MAP6_S02.24]
EN: ~J0(2.5) That light!? ~E
TR: 



################################################################################
##  DIALOGUE - map6_s03
################################################################################

[MAP6_S03.15]
EN: ~H There is a ~C5 Sewer map ~N (connecting to amusement park) ~C7 . ~N Take it? ~S4
TR: 

[MAP6_S03.16]
EN: Gotta' go find Cybil! ~N No time to go back. ~E
TR: 



################################################################################
##  DIALOGUE - map6_s04
################################################################################

[MAP6_S04.15]
EN: Gotta' go find Cybil! ~N No time to go back. ~E
TR: 

[MAP6_S04.16]
EN: ~J0(10) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S04.17]
EN: ~J0(10) Cybil! ~E
TR: 

[MAP6_S04.18]
EN: ~J0(2.3) Wake up! Snap out of it! ~E
TR: 

[MAP6_S04.19]
EN: ~J0(1.0) Cybil! ~E
TR: 

[MAP6_S04.20]
EN: ~J0(4.7) ...Harry? ~N ...What...happened?
TR: 

[MAP6_S04.21]
EN: ~J0(3.3) Don't talk. ~N I'll take care of you. ~E
TR: 

[MAP6_S04.22]
EN: ~J1(4.8) Harry... ~N Why did they take your daughter?
TR: 

[MAP6_S04.23]
EN: ~J1(2.3) Why her?
TR: 

[MAP6_S04.24]
EN: ~J1(3.0) I'm not sure, myself.
TR: 

[MAP6_S04.25]
EN: ~J1(4.3) But you know, Cheryl isn't ~N my biological daughter.
TR: 

[MAP6_S04.26]
EN: ~J1(3.0) I actually haven't told her yet.
TR: 

[MAP6_S04.27]
EN: ~J1(3.3) She probably already knows ~N anyway, though. ~E
TR: 

[MAP6_S04.28]
EN: ~J1(3.9) We found her abandoned ~N on the side of the highway.
TR: 

[MAP6_S04.29]
EN: ~J1(3.3) Nobody knew ~N where she came from.
TR: 

[MAP6_S04.30]
EN: ~J1(3.3) We didn't have any kids ~N of our own.
TR: 

[MAP6_S04.31]
EN: ~J1(2.4) My wife was sick,
TR: 

[MAP6_S04.32]
EN: ~J1(3.4) and it didn't look like ~N she was getting any better.
TR: 

[MAP6_S04.33]
EN: ~J1(2.7) So we took Cheryl in. ~E
TR: 

[MAP6_S04.34]
EN: ~J1(3.1) So in that case...
TR: 

[MAP6_S04.35]
EN: ~J1(5.2) There might be some connection ~N between Cheryl and this town. ~E
TR: 

[MAP6_S04.36]
EN: ~J1(3.4) So what do you do now?
TR: 

[MAP6_S04.37]
EN: ~J1(3.5) Cheryl is my daughter. ~N I will save her.
TR: 

[MAP6_S04.38]
EN: ~J1(4.5) No matter what. ~E
TR: 

[MAP6_S04.39]
EN: ~J0(7.3) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S04.40]
EN: ~J0(7.0) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S04.41]
EN: ~J0(6.0) What in the hell... ~N How could this have happened? ~E
TR: 

[MAP6_S04.42]
EN: ~J1(1.7) I figured you'd show.
TR: 

[MAP6_S04.43]
EN: ~J1(1.6) Hold it right there.
TR: 

[MAP6_S04.44]
EN: ~J1(4.0) I don't know who you are, ~N what you are trying to do, ~N and I don't care.
TR: 

[MAP6_S04.45]
EN: ~J1(1.6) Just one thing.
TR: 

[MAP6_S04.46]
EN: ~J1(3.1) Let Cheryl go. ~N That's all I ask. ~E
TR: 

[MAP6_S04.47]
EN: ~J0(1.0) What? ~E
TR: 

[MAP6_S04.48]
EN: ~J0(1.0) Damn! ~E
TR: 

[MAP6_S04.49]
EN: ~J0(1.2) Huh? ~E
TR: 

[MAP6_S04.50]
EN: ~J0(1.5) What is this? ~E
TR: 

[MAP6_S04.51]
EN: ~J0(1.4) ~E
TR:   (no text - timing only, leave blank)

[MAP6_S04.52]
EN: ~J1(1.6) Where's Cheryl?
TR: 

[MAP6_S04.53]
EN: ~J1(2.0) Give me back my daughter. ~E
TR: 

[MAP6_S04.54]
EN: ~J0(3.2) We meet at last, Alessa.
TR: 

[MAP6_S04.55]
EN: ~J0(1.2) .......! ~E
TR:   (no text - timing only, leave blank)

[MAP6_S04.56]
EN: ~J1(1.8) Dahlia Gillespie......
TR: 

[MAP6_S04.57]
EN: ~J1(2.0) Where's Cheryl? ~N Where is she!? ~E
TR: 

[MAP6_S04.58]
EN: ~J1(1.2) Alessa.
TR: 

[MAP6_S04.59]
EN: ~J1(4.0) This is the end of ~N your little game.
TR: 

[MAP6_S04.60]
EN: ~J1(1.2) Mama...
TR: 

[MAP6_S04.61]
EN: ~J1(2.7) Huh? ~N Could she be...? ~E
TR: 

[MAP6_S04.62]
EN: ~J1(4.6) You've been a ghastly little pest, ~N haven't you? Alessa?
TR: 

[MAP6_S04.63]
EN: ~J1(2.0) I was careless.
TR: 

[MAP6_S04.64]
EN: ~J1(3.5) Thinking you couldn't escape ~N from our spell.
TR: 

[MAP6_S04.65]
EN: ~J1(4.5) But Mommy didn't know ~N how much you'd grown.
TR: 

[MAP6_S04.66]
EN: ~J1(4.3) That's why I couldn't catch you ~N all by myself.
TR: 

[MAP6_S04.67]
EN: ~J1(2.8) But what a pity, yes?
TR: 

[MAP6_S04.68]
EN: ~J1(5.0) Now you're half indebted ~N to this man for his help.
TR: 

[MAP6_S04.69]
EN: ~J1(2.7) Hey! ~N What are you talking about?
TR: 

[MAP6_S04.70]
EN: ~J1(6.9) Alessa. My dear little girl... ~N There is one thing left ~N I need you to do for me. ~E
TR: 

[MAP6_S04.71]
EN: ~J0(2.3) No. ~N Get away from me.
TR: 

[MAP6_S04.72]
EN: ~J0(1.8) Bad girl.
TR: 

[MAP6_S04.73]
EN: ~J0(5.1) Everything is ready. ~N Let's go home now. ~E
TR: 

[MAP6_S04.74]
EN: ~J0(1.7) What's going on here!? ~E
TR: 

[MAP6_S04.75]
EN: ~J0(1.2) ~E
TR:   (no text - timing only, leave blank)



################################################################################
##  DIALOGUE - map7_s00
################################################################################

[MAP7_S00.15]
EN: ~J0(1.2) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S00.16]
EN: ~J1(1.2) Lisa?
TR: 

[MAP7_S00.17]
EN: ~J1(3.8) What happened? ~N Where's Alessa and Dahlia?
TR: 

[MAP7_S00.18]
EN: ~J1(1.6) Harry, listen.
TR: 

[MAP7_S00.19]
EN: ~J1(2.8) Something you said before ~N has been bothering me.
TR: 

[MAP7_S00.20]
EN: ~J1(2.6) I just can't get it out of my head.
TR: 

[MAP7_S00.21]
EN: ~J1(1.6) What is it Lisa?
TR: 

[MAP7_S00.22]
EN: ~J1(2.5) So I went to look ~N in the basement.
TR: 

[MAP7_S00.23]
EN: ~J1(3.0) Even though I was scared ~N as hell.
TR: 

[MAP7_S00.24]
EN: ~J1(3.1) Like you said, ~N there were these creepy rooms.
TR: 

[MAP7_S00.25]
EN: ~J1(3.2) But nothing really unusual ~N down there.
TR: 

[MAP7_S00.26]
EN: ~J1(3.6) But while I was down there, ~N I got this weird feeling.
TR: 

[MAP7_S00.27]
EN: ~J1(2.2) Like I'd been there before.
TR: 

[MAP7_S00.28]
EN: ~J1(5.0) Like something happened there, ~N but I can't quite remember ~N somehow.
TR: 

[MAP7_S00.29]
EN: ~J1(1.8) What was it? ~E
TR: 

[MAP7_S00.30]
EN: ~J0(2.4) Harry... help me...
TR: 

[MAP7_S00.31]
EN: ~J0(3.2) I'm so scared. ~N I can't take this.
TR: 

[MAP7_S00.32]
EN: ~J0(2.0) It's only a temporary thing.
TR: 

[MAP7_S00.33]
EN: ~J0(2.7) You're in shock from ~N when you were knocked out.
TR: 

[MAP7_S00.34]
EN: ~J0(2.7) Don't fret about it, ~N you'll remember after a while... ~E
TR: 

[MAP7_S00.35]
EN: ~J0(1.5) No.
TR: 

[MAP7_S00.36]
EN: ~J0(2.0) You don't understand... ~E
TR: 

[MAP7_S00.37]
EN: ~J0(2.8) Wait! ~N Where do you think ~N you're going? ~E
TR: 

[MAP7_S00.38]
EN: ~J0(2.0) Lisa...
TR: 

[MAP7_S00.39]
EN: ~J0(3.0) Damn! What's that? ~E
TR: 

[MAP7_S00.40]
EN: ~J0(2.0) That sound....
TR: 

[MAP7_S00.41]
EN: ~J0(4.0) From down there... ~N It's coming from the basement... ~E
TR: 

[MAP7_S00.42]
EN: ~J0(2.4) I'm being summoned... ~E
TR: 

[MAP7_S00.43]
EN: ~J0(2.1) What happened in this town?
TR: 

[MAP7_S00.44]
EN: ~J0(2.7) What could be making things ~N like this?
TR: 

[MAP7_S00.45]
EN: ~J0(4.3) I have a feeling if I take ~N the elevator down I'll find it. ~E
TR: 

[MAP7_S00.46]
EN: ~J0(1.5) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S00.47]
EN: Nothing unusual. ~E
TR: 

[MAP7_S00.48]
EN: Nothing helpful. ~E
TR: 



################################################################################
##  DIALOGUE - map7_s01
################################################################################

[MAP7_S01.15]
EN: ~J0(5.5)
TR:   (no text - timing only, leave blank)

[MAP7_S01.16]
EN: ~J0(2.8) Damn! ~N What's that? ~E
TR: 

[MAP7_S01.17]
EN: ~J0(1.2) Harry? ~E
TR: 

[MAP7_S01.18]
EN: ~J1(2.6) Lisa... ~N What's the matter with you?
TR: 

[MAP7_S01.19]
EN: ~J1(1.8) I get it now...
TR: 

[MAP7_S01.20]
EN: ~J1(4.0) Why I'm still alive even ~N though everyone else's dead.
TR: 

[MAP7_S01.21]
EN: ~J1(4.0) I'm not the only one ~N who's still walking around.
TR: 

[MAP7_S01.22]
EN: ~J1(1.7) I'm the same as them.
TR: 

[MAP7_S01.23]
EN: ~J1(2.8) I just hadn't noticed it before. ~E
TR: 

[MAP7_S01.24]
EN: ~J1(1.3) Lisa?
TR: 

[MAP7_S01.25]
EN: ~J1(3.6) Stay by me, Harry. ~N Please.
TR: 

[MAP7_S01.26]
EN: ~J1(3.3) I'm so scared. ~N Help me... ~E
TR: 

[MAP7_S01.27]
EN: ~J0(2.4) Save me from them.
TR: 

[MAP7_S01.28]
EN: ~J0(4.0) Please... Harry... ~E
TR: 

[MAP7_S01.29]
EN: ~J0(8.9) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S01.30]
EN: Same thing... ~E
TR: 

[MAP7_S01.31]
EN: ~L4 ~C3 Investigation stalled. ~N [PTV] dealers still at large. ~N ~N Suspicious deaths continue. ~N Like the anti-drug mayor, ~N a narcotics officer dies of ~N a sudden heart failure of ~N unknown origin. ~E
TR: 

[MAP7_S01.32]
EN: Are there others? ~N It's pretty old...
TR: 

[MAP7_S01.33]
EN: ~L4 ~C3 Fire broke out in town. ~N 6 homes destroyed. ~N ~N Charred body ~N of Alessa Gillespie(7) ~N found in aftermath. ~N ~N Cause of fire currently under ~N investigation.
TR: 

[MAP7_S01.34]
EN: ~L4 ~C3 Investigations show source ~N as basement of Gillespie home. ~N Blaze now believed caused by ~N malfunction of antiquated ~N boiler. ~E
TR: 

[MAP7_S01.35]
EN: The date of the blaze...
TR: 

[MAP7_S01.36]
EN: it's the same day ~N we found Cheryl! ~E
TR: 

[MAP7_S01.37]
EN: There's a place mark ~N in the book... ~E
TR: 

[MAP7_S01.38]
EN: ~L4 ~C3 WHITE CLAUDIA. ~N ~N Perennial herb found near water. ~N Reaches height of 10 to 15 in. ~N Oblong leaves, white blossoms.
TR: 

[MAP7_S01.39]
EN: ~L4 ~C3 Seeds contain hallucinogen. ~N Ancient records show it was ~N used for religious ceremonies. ~N The hallucinogenic effect ~N was key. ~E
TR: 

[MAP7_S01.40]
EN: ~L4 ~C3 Ask doctor to let me quit being ~N in charge of that patient. ~N ~N It's too weird. ~E
TR: 

[MAP7_S01.41]
EN: ~L4 ~C3 The room is filled with insects. ~N ~N Even with doors ~N and windows shut ~N they get in to spite me. ~N ~N To the hospital... ~E
TR: 

[MAP7_S01.42]
EN: ~L4 ~C3 Still alive, ~N but with wounds that won't heal. ~E
TR: 

[MAP7_S01.43]
EN: ~L4 ~C3 Blood and pus flow from ~N the bathroom faucet. ~N ~N I try to stop it, ~N but it won't turn off. ~E
TR: 

[MAP7_S01.44]
EN: ~L4 ~C3 Feeling bad. ~N Need to throw up. ~N But nothing comes out. ~N Vomiting only bile. ~E
TR: 

[MAP7_S01.45]
EN: ~L4 ~C3 Need drug. ~E
TR: 

[MAP7_S01.46]
EN: ~L4 ~C3 Told the doctor I quit. ~N Won't work at that ~N hospital anymore. ~E
TR: 

[MAP7_S01.47]
EN: ~L4 ~C3 Help me... ~E
TR: 

[MAP7_S01.48]
EN: Used the ~C2 Key of [Ophiel] ~C7 . ~E
TR: 

[MAP7_S01.49]
EN: Used the ~C2 Key of [Hagith] ~C7 . ~E
TR: 

[MAP7_S01.50]
EN: Used the ~C2 Key of [Phaleg] ~C7 . ~E
TR: 

[MAP7_S01.51]
EN: There is a ~C2 Ring of contract ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.52]
EN: There are ~C2 Pliers ~C7 . ~N Take them? ~S4
TR: 

[MAP7_S01.53]
EN: There is a ~C2 Screwdriver ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.54]
EN: There is a ~C2 Bird cage key ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.55]
EN: There is a ~C2 Camera ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.56]
EN: There is a ~C2 Stone of time ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.57]
EN: There is a ~C2 Key of [Ophiel] ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.58]
EN: There is a ~C2 Key of [Hagith] ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.59]
EN: There is a ~C2 Key of [Phaleg] ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.60]
EN: There is an ~C2 Amulet of Solomon ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.61]
EN: There is a ~C2 Crest of Mercury ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S01.62]
EN: ~C3 Go home.
TR: 

[MAP7_S01.63]
EN: ~C3 Thief.
TR: 

[MAP7_S01.64]
EN: ~C3 Drop dead. ~E
TR: 

[MAP7_S01.65]
EN: Old clock. ~N There is a square hole ~N in the center of the clock.
TR: 

[MAP7_S01.66]
EN: The hands of the clock ~N ...it's a key.
TR: 

[MAP7_S01.67]
EN: I can't get to it because ~N of the glass cover. ~E
TR: 

[MAP7_S01.68]
EN: There is a key in the faucet,
TR: 

[MAP7_S01.69]
EN: but I can't get it out no matter ~N how much I pull. ~E
TR: 

[MAP7_S01.70]
EN: There is a slate. ~E
TR: 

[MAP7_S01.71]
EN: ~C3 Names engraved ~N On a lithograph. ~N The Grim Reaper's list.
TR: 

[MAP7_S01.72]
EN: ~C3 Yes, the headcount is set ~N Young and old lined up ~N In order of age.
TR: 

[MAP7_S01.73]
EN: ~C3 Then, the pathway opens ~N Awaiting them, the frenzied ~N Uproar, the feast of death! ~E
TR: 

[MAP7_S01.74]
EN: There is a key.
TR: 

[MAP7_S01.75]
EN: Electricity is flowing to the key. ~N I'll get shocked if I grab it now. ~E
TR: 

[MAP7_S01.76]
EN: ~C3 The light to the future. ~E
TR: 

[MAP7_S01.77]
EN: ~C3 The light illuminating ~N the darkness. ~E
TR: 

[MAP7_S01.78]
EN: The bird cage is locked. ~E
TR: 

[MAP7_S01.79]
EN: Used the ~C2 Bird cage key ~C7 . ~E
TR: 

[MAP7_S01.80]
EN: Bird cage. It's empty. ~E
TR: 

[MAP7_S01.81]
EN: It's locked.
TR: 

[MAP7_S01.82]
EN: The word, [Ophiel] ~N is carved on the door. ~E
TR: 

[MAP7_S01.83]
EN: It's locked.
TR: 

[MAP7_S01.84]
EN: The word, [Hagith] ~N is carved on the door. ~E
TR: 

[MAP7_S01.85]
EN: It's locked.
TR: 

[MAP7_S01.86]
EN: The word, [Phaleg] ~N is carved on the door. ~E
TR: 

[MAP7_S01.87]
EN: A steel plate ~N is screwed to the wall. ~E
TR: 

[MAP7_S01.88]
EN: The elevator doesn't ~N appear to be working. ~E
TR: 

[MAP7_S01.89]
EN: There's a clock ~N with a broken face. ~E
TR: 

[MAP7_S01.90]
EN: None of this stuff is of any use. ~E
TR: 

[MAP7_S01.91]
EN: Just a wall. ~E
TR: 

[MAP7_S01.92]
EN: There is a diary on the floor. ~E
TR: 

[MAP7_S01.93]
EN: Nothing helpful. ~E
TR: 

[MAP7_S01.94]
EN: Looks like an altar. ~N Wonder what they worship? ~E
TR: 

[MAP7_S01.95]
EN: A body is laid out on the bed. ~N Don't feel like checking this out. ~E
TR: 

[MAP7_S01.96]
EN: There's a botanical ~N reference book. ~N Don't need to read it now. ~E
TR: 



################################################################################
##  DIALOGUE - map7_s02
################################################################################

[MAP7_S02.15]
EN: Same thing... ~E
TR: 

[MAP7_S02.16]
EN: ~L4 ~C3 Investigation stalled. ~N [PTV] dealers still at large. ~N ~N Suspicious deaths continue. ~N Like anti-drug Mayor, ~N narcotics officer dies of ~N sudden heart failure of ~N unknown origin. ~E
TR: 

[MAP7_S02.17]
EN: Are there others? ~N It's pretty old...
TR: 

[MAP7_S02.18]
EN: ~L4 ~C3 Fire broke out in town. ~N 6 homes destroyed. ~N ~N Charred body ~N of Alessa Gillespie(7) ~N found in aftermath. ~N ~N Cause of fire currently under ~N investigation.
TR: 

[MAP7_S02.19]
EN: ~L4 ~C3 Investigations show source ~N as basement of Gillespie home. ~N Blaze now believed caused by ~N malfunction of antiquated ~N boiler. ~E
TR: 

[MAP7_S02.20]
EN: The date of the blaze...
TR: 

[MAP7_S02.21]
EN: it's the same day ~N we found Cheryl! ~E
TR: 

[MAP7_S02.22]
EN: There's a place mark ~N in the book.. ~E
TR: 

[MAP7_S02.23]
EN: ~L4 ~C3 WHITE CLAUDIA. ~N ~N Perennial herb found near water. ~N Reaches height of 10 to 15 in. ~N Oblong leaves, white blossoms.
TR: 

[MAP7_S02.24]
EN: ~L4 ~C3 Seeds contain hallucinogen. ~N Ancient records show it was ~N used for religious ceremonies. ~N The hallucinogenic effect ~N was key. ~E
TR: 

[MAP7_S02.25]
EN: ~L4 ~C3 Ask doctor to let me quit being ~N in charge of that patient. ~N ~N It's too weird. ~E
TR: 

[MAP7_S02.26]
EN: ~L4 ~C3 The room is filled with insects. ~N ~N Even with doors ~N and windows shut ~N they get in to spite me. ~N ~N To the hospital... ~E
TR: 

[MAP7_S02.27]
EN: ~L4 ~C3 Still alive, ~N but with wounds that won't heal. ~E
TR: 

[MAP7_S02.28]
EN: ~L4 ~C3 Blood and pus flow from ~N the bathroom faucet. ~N ~N I try to stop it, ~N but it won't turn off. ~E
TR: 

[MAP7_S02.29]
EN: ~L4 ~C3 Feeling bad. ~N Need to throw up. ~N But nothing comes out. ~N Vomiting only bile. ~E
TR: 

[MAP7_S02.30]
EN: ~L4 ~C3 Need drug. ~E
TR: 

[MAP7_S02.31]
EN: ~L4 ~C3 Told the doctor I quit. ~N Won't work at that ~N hospital anymore. ~E
TR: 

[MAP7_S02.32]
EN: ~J0(0.7)
TR:   (no text - timing only, leave blank)

[MAP7_S02.33]
EN: ~J2(1.5) What is it?
TR: 

[MAP7_S02.34]
EN: ~J2(2.7) Still has an unusually ~N high fever...
TR: 

[MAP7_S02.35]
EN: ~J2(2.6) Eyes don't open... ~N getting a pulse...
TR: 

[MAP7_S02.36]
EN: ~J2(2.8) But just barely breathing.
TR: 

[MAP7_S02.37]
EN: ~J2(2.3) Her skin is all charred!
TR: 

[MAP7_S02.38]
EN: ~J2(1.2) Even when I change ~N the bandages,
TR: 

[MAP7_S02.39]
EN: ~J2(3.8) the blood and pus just start ~N oozing through!
TR: 

[MAP7_S02.40]
EN: ~J2(5.9) Why... ~N What is keeping that child alive?
TR: 

[MAP7_S02.41]
EN: ~J2(2.8) I... can't stand it ~N any longer...
TR: 

[MAP7_S02.42]
EN: ~J2(3.3) I won't tell a soul ~N ...promise.
TR: 

[MAP7_S02.43]
EN: ~J2(2.0) So please...
TR: 

[MAP7_S02.44]
EN: ~J2(1.0) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S02.45]
EN: ~J0(1.3)
TR:   (no text - timing only, leave blank)

[MAP7_S02.46]
EN: ~J0(3.3) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S02.47]
EN: ~J1(6.4) Everything is going ~N according to plan. ~N Sheltered in the womb.
TR: 

[MAP7_S02.48]
EN: ~J1(1.8) But it's not done yet.
TR: 

[MAP7_S02.49]
EN: ~J1(4.5) Half the soul is lost. ~N That is why the seed ~N lies dormant.
TR: 

[MAP7_S02.50]
EN: ~J1(3.6) And what soul remains ~N captured in that husk,
TR: 

[MAP7_S02.51]
EN: ~J1(3.7) is buried deep down ~N in the subconscious.
TR: 

[MAP7_S02.52]
EN: ~J1(2.6) Are you trying to say ~N it won't work!?
TR: 

[MAP7_S02.53]
EN: ~J1(2.0) That wasn't our agreement!
TR: 

[MAP7_S02.54]
EN: ~J1(4.0) No, no. ~N These are just stalling tactics.
TR: 

[MAP7_S02.55]
EN: ~J1(4.4) If we lend a hand, ~N we will be able to get power.
TR: 

[MAP7_S02.56]
EN: ~J1(5.4) Never fear. ~N The promise shall not be broken.
TR: 

[MAP7_S02.57]
EN: ~J1(5.0) But the power we could ~N draw now would be ~N very weak; almost nothing.
TR: 

[MAP7_S02.58]
EN: ~J1(3.2) Unless we get the other ~N half of the soul...
TR: 

[MAP7_S02.59]
EN: ~J1(3.1) We'll use a magical spell.
TR: 

[MAP7_S02.60]
EN: ~J1(6.0) Feeling this child's pain, ~N it's sure to come.
TR: 

[MAP7_S02.61]
EN: ~J1(2.8) But that will take time... ~E
TR: 

[MAP7_S02.62]
EN: ~J0(2.9)
TR:   (no text - timing only, leave blank)

[MAP7_S02.63]
EN: ~J0(3.0) No! ~N I don't want to!
TR: 

[MAP7_S02.64]
EN: ~J0(2.7) Do what mommy tells you, now.
TR: 

[MAP7_S02.65]
EN: ~J0(6.3) I just want you to lend me ~N a teeny bit of your power. ~N That's all.
TR: 

[MAP7_S02.66]
EN: ~J2(1.2) No! ~E
TR: 

[MAP7_S02.67]
EN: ~J0(2.0) I don't want to do it! ~E
TR: 

[MAP7_S02.68]
EN: ~J1(5.8) It will make everyone happy... ~N and it's for your own good, too.
TR: 

[MAP7_S02.69]
EN: ~J1(4.3) Oh, but mommy. ~N I just want to be with you.
TR: 

[MAP7_S02.70]
EN: ~J1(4.3) Just two of us. ~N Please understand. ~E
TR: 

[MAP7_S02.71]
EN: ~J1(7.1) Oh, yes, I see... ~N Maybe mommy has been wrong.
TR: 

[MAP7_S02.72]
EN: ~J1(1.3) Mommy...
TR: 

[MAP7_S02.73]
EN: ~J1(5.3) Why didn't I see this before? ~N There's no reason to wait...
TR: 

[MAP7_S02.74]
EN: ~J1(7.2) Herein lies the mother's womb, ~N containing the power ~N to create life.
TR: 

[MAP7_S02.75]
EN: ~J1(4.2) I could have done it all myself.
TR: 

[MAP7_S02.76]
EN: ~J1(1.6) Mommy? ~E
TR: 

[MAP7_S02.77]
EN: Used the ~C2 Key of [Bethor] ~C7 . ~E
TR: 

[MAP7_S02.78]
EN: Used the ~C2 Key of [Aratron] ~C7 . ~E
TR: 

[MAP7_S02.79]
EN: There is a ~C2 Key of [Bethor] ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.80]
EN: There is a ~C2 Key of [Aratron] ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.81]
EN: There is an ~C2 Ankh ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.82]
EN: There is a ~C2 Dagger of Melchior ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.83]
EN: There is a ~C2 Disk of Ouroboros ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.84]
EN: The generator is working. ~N Do you want to press the switch? ~S4
TR: 

[MAP7_S02.85]
EN: The generator is stopped. ~N Do you want to press the switch? ~S4
TR: 

[MAP7_S02.86]
EN: It's locked.
TR: 

[MAP7_S02.87]
EN: The word, [Bethor] ~N is carved on the door. ~E
TR: 

[MAP7_S02.88]
EN: It's locked.
TR: 

[MAP7_S02.89]
EN: The word, [Aratron] ~N is carved on the door. ~E
TR: 

[MAP7_S02.90]
EN: Jelly beans. ~N Do you want to open the bag? ~S4
TR: 

[MAP7_S02.91]
EN: The chain is missing a link. ~E
TR: 

[MAP7_S02.92]
EN: The chain is fixed ~N with the ring. ~E
TR: 

[MAP7_S02.93]
EN: There is a ~C2 Ring of contract ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.94]
EN: There is a ~C2 Screwdriver ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.95]
EN: There is a ~C2 Camera ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.96]
EN: There is an ~C2 Amulet of Solomon ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.97]
EN: There is a ~C2 Crest of Mercury ~C7 . ~N Take it? ~S4
TR: 

[MAP7_S02.98]
EN: ~C3 Go home.
TR: 

[MAP7_S02.99]
EN: ~C3 Thief.
TR: 

[MAP7_S02.100]
EN: ~C3 Drop dead. ~E
TR: 

[MAP7_S02.101]
EN: ~E
TR:   (no text - timing only, leave blank)

[MAP7_S02.102]
EN: ~C3 Names engraved ~N On a lithograph. ~N The Grim Reaper's list.
TR: 

[MAP7_S02.103]
EN: ~C3 Yes, the headcount is set ~N Young and old lined up ~N In order of age.
TR: 

[MAP7_S02.104]
EN: ~C3 Then, the pathway opens ~N Awaiting them, the frenzied ~N Uproar, the feast of death! ~E
TR: 

[MAP7_S02.105]
EN: There is a key.
TR: 

[MAP7_S02.106]
EN: Electricity is flowing to the key. ~N I'll get shocked if I grab it now. ~E
TR: 

[MAP7_S02.107]
EN: ~C3 The light to the future. ~E
TR: 

[MAP7_S02.108]
EN: ~C3 The light illuminating ~N the darkness. ~E
TR: 

[MAP7_S02.109]
EN: Bird cage. It's empty. ~E
TR: 

[MAP7_S02.110]
EN: A steel plate ~N is screwed to the wall. ~E
TR: 

[MAP7_S02.111]
EN: ~J0(1.2) Harry? ~E
TR: 

[MAP7_S02.112]
EN: ~J1(2.6) Lisa... ~N What's the matter with you?
TR: 

[MAP7_S02.113]
EN: ~J1(1.8) I get it now...
TR: 

[MAP7_S02.114]
EN: ~J1(4.0) Why I'm still alive even ~N though everyone else's dead.
TR: 

[MAP7_S02.115]
EN: ~J1(4.0) I'm not the only one ~N who's still walking around.
TR: 

[MAP7_S02.116]
EN: ~J1(1.7) I'm the same as them.
TR: 

[MAP7_S02.117]
EN: ~J1(2.8) I just hadn't noticed it before. ~E
TR: 

[MAP7_S02.118]
EN: ~J1(1.3) Lisa?
TR: 

[MAP7_S02.119]
EN: ~J1(3.6) Stay by me, Harry. ~N Please.
TR: 

[MAP7_S02.120]
EN: ~J1(3.3) I'm so scared. ~N Help me... ~E
TR: 

[MAP7_S02.121]
EN: ~J0(2.4) Save me from them.
TR: 

[MAP7_S02.122]
EN: ~J0(4.0) Please... Harry... ~E
TR: 

[MAP7_S02.123]
EN: ~J0(8.9) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S02.124]
EN: [Alessa] ~E
TR: 

[MAP7_S02.125]
EN: Used the ~C2 Amulet of Solomon ~C7 . ~E
TR: 

[MAP7_S02.126]
EN: Used the ~C2 Crest of Mercury ~C7 . ~E
TR: 

[MAP7_S02.127]
EN: Used the ~C2 Ankh ~C7 . ~E
TR: 

[MAP7_S02.128]
EN: Used the ~C2 Dagger of Melchior ~C7 . ~E
TR: 

[MAP7_S02.129]
EN: Used the ~C2 Disk of Ouroboros ~C7 . ~E
TR: 

[MAP7_S02.130]
EN: ~C3 thou possess them ~N to guard thy spirit ~N evoke five rites ~N unveil thy fate ~E
TR: 

[MAP7_S02.131]
EN: There's a severed power line. ~N Nothing special here either. ~E
TR: 

[MAP7_S02.132]
EN: The elevator doesn't ~N appear to be working. ~E
TR: 

[MAP7_S02.133]
EN: There's a clock ~N with a broken face. ~E
TR: 

[MAP7_S02.134]
EN: Used the ~C2 Ring of contract ~C7 . ~E
TR: 

[MAP7_S02.135]
EN: None of this stuff is of any use. ~E
TR: 

[MAP7_S02.136]
EN: Just a wall. ~E
TR: 

[MAP7_S02.137]
EN: There are specimen of ~N butterflies and moths ~N hanging on the wall. ~E
TR: 

[MAP7_S02.138]
EN: A girl's clothing hangs ~N on the wall.
TR: 

[MAP7_S02.139]
EN: Six, maybe seven... ~N Must be a kid about that age. ~E
TR: 

[MAP7_S02.140]
EN: Cards are scattered ~N on the floor. ~E
TR: 

[MAP7_S02.141]
EN: There are dolls on the floor. ~E
TR: 

[MAP7_S02.142]
EN: A child's drawings are scattered ~N on the floor. ~E
TR: 

[MAP7_S02.143]
EN: Nothing unusual. ~E
TR: 

[MAP7_S02.144]
EN: There are old fairy tales, ~N picture books of animals, ~N and plants on the shelf. ~E
TR: 

[MAP7_S02.145]
EN: None of this stuff is of any use. ~E
TR: 

[MAP7_S02.146]
EN: ~L4 ~C3 Help me... ~E
TR: 

[MAP7_S02.147]
EN: There is a diary on the floor. ~E
TR: 

[MAP7_S02.148]
EN: Nothing helpful. ~E
TR: 

[MAP7_S02.149]
EN: Looks like an altar. ~N Wonder what they worship? ~E
TR: 

[MAP7_S02.150]
EN: The floors and walls are covered ~N with graffiti. ~E
TR: 

[MAP7_S02.151]
EN: VCR. It's old but usable. ~E
TR: 

[MAP7_S02.152]
EN: A body is laid out on the bed. ~N Don't feel like checking this out. ~E
TR: 

[MAP7_S02.153]
EN: There's a bottle filled ~N with some kind of drug. ~N Better leave it. ~E
TR: 

[MAP7_S02.154]
EN: There are some empty bottles. ~E
TR: 

[MAP7_S02.155]
EN: Nothing special in the box. ~N Nothing to worry about. ~E
TR: 

[MAP7_S02.156]
EN: Nothing inside. ~E
TR: 

[MAP7_S02.157]
EN: Nothing useful in the boxes. ~E
TR: 

[MAP7_S02.158]
EN: There's a botanical ~N reference book. ~N Don't need to read it now. ~E
TR: 



################################################################################
##  DIALOGUE - map7_s03
################################################################################

[MAP7_S03.15]
EN: ~J1(4.9) I was shocked to realize ~N the talisman of Metraton ~N was being used.
TR: 

[MAP7_S03.16]
EN: ~J1(4.0) In spite of the lost soul ~N returning at last,
TR: 

[MAP7_S03.17]
EN: ~J1(4.3) Just a little longer and all ~N would have been for naught.
TR: 

[MAP7_S03.18]
EN: ~J1(7.0) It's all because of that man. ~N We must be thankful to him.
TR: 

[MAP7_S03.19]
EN: ~J1(3.2) Even though Alessa ~N has been stopped,
TR: 

[MAP7_S03.20]
EN: ~J1(8.5) his little girl still has to go. ~N What a pity... ~E
TR: 

[MAP7_S03.21]
EN: ~J0(1.2) Freeze! ~E
TR: 

[MAP7_S03.22]
EN: ~J0(2.6) What in the devil's name...! ~E
TR: 

[MAP7_S03.23]
EN: ~J0(1.1) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.24]
EN: ~J1(1.1) Dahlia!
TR: 

[MAP7_S03.25]
EN: ~J1(5.6) Well, well, well. ~N To think you'd make it this far.
TR: 

[MAP7_S03.26]
EN: ~J1(2.5) Where's Cheryl!? ~N What have you done to her!?
TR: 

[MAP7_S03.27]
EN: ~J1(2.0) What are you talking about?
TR: 

[MAP7_S03.28]
EN: ~J1(4.8) You've seen her many times. ~N Restored to her former self.
TR: 

[MAP7_S03.29]
EN: ~J1(2.4) I'm in no mood for jokes. ~E
TR: 

[MAP7_S03.30]
EN: ~J0(3.4) Don't you see? ~N She's right there. ~E
TR: 

[MAP7_S03.31]
EN: ~J1(1.8) That's absurd.
TR: 

[MAP7_S03.32]
EN: ~J1(4.5) You are the only one ~N who thinks so.
TR: 

[MAP7_S03.33]
EN: ~J1(1.4) Why?
TR: 

[MAP7_S03.34]
EN: ~J1(2.2) Why are you doing this? ~E
TR: 

[MAP7_S03.35]
EN: ~J1(3.8) It's been a long seven years...
TR: 

[MAP7_S03.36]
EN: ~J1(4.4) For the seven years ~N since that terrible day,
TR: 

[MAP7_S03.37]
EN: ~J1(3.2) Alessa has been kept alive,
TR: 

[MAP7_S03.38]
EN: ~J1(3.9) suffering a fate worse ~N than death.
TR: 

[MAP7_S03.39]
EN: ~J1(6.5) Alessa has been trapped ~N in an endless nightmare ~N from which she never wakens.
TR: 

[MAP7_S03.40]
EN: ~J1(4.0) He has been nurtured ~N by that nightmare.
TR: 

[MAP7_S03.41]
EN: ~J1(3.6) Waiting for ~N the day to be born.
TR: 

[MAP7_S03.42]
EN: ~J1(3.6) That day has finally come.
TR: 

[MAP7_S03.43]
EN: ~J1(2.9) The time is neigh. ~E
TR: 

[MAP7_S03.44]
EN: ~J1(5.1) Everyone will be released, ~N from pain and suffering.
TR: 

[MAP7_S03.45]
EN: ~J1(3.1) Our salvation is at hand.
TR: 

[MAP7_S03.46]
EN: ~J1(2.8) This is the day of reckoning.
TR: 

[MAP7_S03.47]
EN: ~J1(4.7) When all our sorrows ~N will be washed away.
TR: 

[MAP7_S03.48]
EN: ~J1(4.8) When we return to ~N the true paradise! ~E
TR: 

[MAP7_S03.49]
EN: ~J0(6.2) My daughter will be ~N the mother of God! ~E
TR: 

[MAP7_S03.50]
EN: ~J0(4.0) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.51]
EN: ~J1(1.7) Quit screwing around!
TR: 

[MAP7_S03.52]
EN: ~J1(2.4) Return things to how ~N they were before!
TR: 

[MAP7_S03.53]
EN: ~J1(1.0) Kaufmann!
TR: 

[MAP7_S03.54]
EN: ~J1(1.9) Did I ask for this!
TR: 

[MAP7_S03.55]
EN: ~J1(1.9) Nobody uses me!
TR: 

[MAP7_S03.56]
EN: ~J1(3.0) You won't get away ~N with this! ~E
TR: 

[MAP7_S03.57]
EN: ~J1(4.7) Your role is over. ~N We don't need you anymore.
TR: 

[MAP7_S03.58]
EN: ~J1(3.6) What do you think you can ~N accomplish by coming here?
TR: 

[MAP7_S03.59]
EN: ~J1(3.5) My, aren't we getting cocky?
TR: 

[MAP7_S03.60]
EN: ~J1(3.2) Bet you can't see this ~N and keep your cool. ~E
TR: 

[MAP7_S03.61]
EN: ~J0(3.5) Aglaophotis! ~N I thought I got rid of that!
TR: 

[MAP7_S03.62]
EN: ~J0(3.2) All I had to do was plant it ~N somewhere for you to find,
TR: 

[MAP7_S03.63]
EN: ~J0(3.9) You all, well, ~N it kept you busy.
TR: 

[MAP7_S03.64]
EN: ~J0(1.7) You're easy!
TR: 

[MAP7_S03.65]
EN: ~J0(2.4) And there's more ~N where this came from! ~E
TR: 

[MAP7_S03.66]
EN: ~J0(1.7) Stop it!! ~E
TR: 

[MAP7_S03.67]
EN: ~J0(2.2) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.68]
EN: ~J0(1.4)
TR:   (no text - timing only, leave blank)

[MAP7_S03.69]
EN: ~J2(1.2) What the!? ~E
TR: 

[MAP7_S03.70]
EN: ~J0(10.4) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.71]
EN: ~J0(3.0) What on earth? ~N That's not supposed to... ~E
TR: 

[MAP7_S03.72]
EN: ~J0(1.8) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.73]
EN: ~J0(3.5) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.74]
EN: ~J0(3.4) It's awakening! ~N It's awake!
TR: 

[MAP7_S03.75]
EN: ~J0(3.0) Now no one can interfere! ~E
TR: 

[MAP7_S03.76]
EN: ~J0(1.2) Cheryl!!
TR: 

[MAP7_S03.77]
EN: ~J0(3.5) Give up! ~N That person no longer exists. ~E
TR: 

[MAP7_S03.78]
EN: ~J0(2.0) This is a God!
TR: 

[MAP7_S03.79]
EN: ~J2(4.9) Descended among us to reach out ~N and save us! ~E
TR: 

[MAP7_S03.80]
EN: ~J0(13.2) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.81]
EN: ~J0(2.4) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.82]
EN: ~J0(1.3)
TR:   (no text - timing only, leave blank)

[MAP7_S03.83]
EN: ~J0(1.1) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.84]
EN: ~J0(1.6) Thank you daddy.
TR: 

[MAP7_S03.85]
EN: ~J0(1.4) Goodbye. ~E
TR: 

[MAP7_S03.86]
EN: ~J0(3.0) Cheryl...? ~E
TR: 

[MAP7_S03.87]
EN: ~J0(2.3) Can't be?
TR: 

[MAP7_S03.88]
EN: ~J0(2.2) You can't leave like this...
TR: 

[MAP7_S03.89]
EN: ~J0(3.2) This can't be happening! ~N Cheryl!? ~E
TR: 

[MAP7_S03.90]
EN: ~J0(1.4) ...Cheryl!! ~E
TR: 

[MAP7_S03.91]
EN: ~J0(1.1) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.92]
EN: ~J0(3.9) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.93]
EN: ~J0(1.3) Wait... ~E
TR: 

[MAP7_S03.94]
EN: ~J0(4.8) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.95]
EN: ~J0(1.0) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.96]
EN: ~J0(1.0) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.97]
EN: ~J0(4.5) ~E
TR:   (no text - timing only, leave blank)

[MAP7_S03.98]
EN: ~J0(1.4) Harry.
TR: 

[MAP7_S03.99]
EN: ~J0(1.0) Go. ~E
TR: 
