[General]
Start=Deus Ex (Starting)
Exit=Deus Ex (Exiting)
Run=Deus Ex (Running)
Product=Deus Ex

[Progress]
Loading=Loading
Saving=Saving

[ScriptedPawn]
FamiliarName="DEFAULT FAMILIAR NAME - REPORT THIS AS A BUG"
UnfamiliarName="DEFAULT UNFAMILIAR NAME - REPORT THIS AS A BUG"

[DeusExPlayer]
InventoryFull="You don't have enough room in your inventory to pick up the %s"
TooMuchAmmo="You cannot carry anymore of that type of ammo"
TooHeavyToLift="It's too heavy to lift"
CannotLift="You can't lift that"
NoRoomToLift="There's no room to lift that"
CanCarryOnlyOne="You can only carry one %s"
CannotDropHere="Can't drop that here"
HandsFull="Your hands are full"
NoteAdded="Note Received - Check DataVault For Details"
GoalAdded="Goal Received - Check DataVault For Details"
PrimaryGoalCompleted="Primary Goal Completed"
SecondaryGoalCompleted="Secondary Goal Completed"
EnergyDepleted="Bio-electric energy reserves depleted"
AddedNanoKey="%s added to Nano Key Ring"
HealedPointsLabel="Healed %d points"
HealedPointLabel="Healed %d point"
SkillPointsAward="%d skill points awarded"
QuickSaveGameTitle="Quick Save"
FamiliarName="JC Denton"
UnfamiliarName="JC Denton"
WeaponUnCloak="Weapon drawn... Uncloaking"
TakenOverString="I've taken over the "
HeadString="Head"
TorsoString="Torso"
LegsString="Legs"
WithTheString=" with the "
WithString=" with "
PoisonString=" with deadly poison"
BurnString=" with excessive burning"
NoneString="None"
fatty="You cannot consume any more at this time"
noUsing="You cannot use it at this time"

[DeusExDecoration]
ItemName="DEFAULT DECORATION NAME - REPORT THIS AS A BUG"
ItemArticle="a"

[SkillManager]
NoToolMessage="You need the %s"
NoSkillMessage="%s skill level insufficient to use the %s"
SuccessMessage="Success!"
YourSkillLevelAt="Your skill level at %s is now %d"

[Skill]
skillLevelStrings[0]="UNTRAINED"
skillLevelStrings[1]="TRAINED"
skillLevelStrings[2]="ADVANCED"
skillLevelStrings[3]="MASTER"
SkillAtMaximum="Skill at Maximum Level"

[AugmentationManager]
AugLocationFull="You can't add any more augmentations to that location!"
NoAugInSlot="There is no augmentation in that slot"

[Augmentation]
EnergyRateLabel="Energy Rate: %d Units/Minute"
OccupiesSlotLabel="Occupies Slot: %s"
AugLocsText[0]="Cranial"
AugLocsText[1]="Eyes"
AugLocsText[2]="Torso"
AugLocsText[3]="Arms"
AugLocsText[4]="Legs"
AugLocsText[5]="Subdermal"
AugLocsText[6]="Default"
AugActivated="%s activated"
AugDeactivated="%s deactivated"
AugAlreadyHave="You already have the %s at the maximum level"
AugNowHave="%s upgraded to level %d"
AugNowHaveAtLevel="Augmentation %s at level %d"
AlwaysActiveLabel="[Always Active]"
CanUpgradeLabel="(Can Upgrade)"
CurrentLevelLabel="Current Level: %d"
MaximumLabel="(Maximum)"
MPInfo="DEFAULT AUG MP INFO - REPORT THIS AS A BUG"

[DeusExRootWindow]
QuickLoadTitle="Quick Load?"
QuickLoadMessage="You will lose your current game in progress, are you sure you wish to Quick Load?"

[DeusExWeapon]
msgCannotBeReloaded="This weapon can't be reloaded"
msgOutOf="Out of %s"
msgNowHas="%s now has %s loaded"
msgAlreadyHas="%s already has %s loaded"
msgNone="NONE"
msgLockInvalid="INVALID"
msgLockRange="RANGE"
msgLockAcquire="ACQUIRE"
msgLockLocked="LOCKED"
msgRangeUnit="FT"
msgTimeUnit="SEC"
msgMassUnit="LBS"
msgNotWorking="This weapon doesn't work underwater"
msgInfoAmmoLoaded="Ammo loaded:"
msgInfoAmmo="Ammo type(s):"
msgInfoDamage="Base damage:"
msgInfoClip="Clip size:"
msgInfoROF="Rate of fire:"
msgInfoReload="Reload time:"
msgInfoRecoil="Recoil:"
msgInfoAccuracy="Base Accuracy:"
msgInfoAccRange="Acc. range:"
msgInfoMaxRange="Max. range:"
msgInfoMass="Mass:"
msgInfoLaser="Laser sight:"
msgInfoScope="Scope:"
msgInfoSilencer="Silencer:"
msgInfoNA="N/A"
msgInfoYes="YES"
msgInfoNo="NO"
msgInfoAuto="AUTO"
msgInfoSingle="SINGLE"
msgInfoRounds="RDS"
msgInfoRoundsPerSec="RDS/SEC"
msgInfoSkill="Skill:"
msgInfoFullAuto="Firing Type:"
msgInfoWeaponStats="Weapon Stats:"
PickupMessage="You found"
ItemName="DEFAULT WEAPON NAME - REPORT THIS AS A BUG"
msgSemi="Semi-Automatic"
msgFull="Fully-Automatic"
msgPump="Pump-Action"
msgLethality="Lethality:"
msgNon="Non-Lethal"
msgLethal="Lethal"
msgVar="Variable"
msgSecondary="Secondary:"
msgAllMods="Installed Modifications:"
msgStamDrain="Stamina Drain:"
msgSpeedR="Speed Rating:"
msgNoise="Noise Level:"
msgSpec2="Special:"
msgSlow="Slow"
msgModerate="Moderate"
msgFast="Fast"
msgVeryFast="Very Fast"
msgHeadMultiplier="Head Multiplier:"
msgRelo="Reload:"
msgReco="Recoil:"
msgAccu="Accuracy:"
msgRang="Range:"
msgClip="Clip:"
msgDama="Damage:"
msgRate="Rate of Fire:"

[DeusExCarcass]
msgSearching="You found:"
msgEmpty="You don't find anything"
msgNotDead="Unconscious"
msgAnimalCarcass="Animal Carcass"
msgCannotPickup="You cannot pickup the %s"
ItemName="Dead Body"
msgRecharged="Recharged %d points"

[DeusExMover]
msgKeyLocked="Your NanoKey Ring locked it"
msgKeyUnlocked="Your NanoKey Ring unlocked it"
msgLockpickSuccess="You picked the lock"
msgOneWayFail="It won't open from this side"
msgLocked="It's locked"
msgPicking="Picking the lock..."
msgAlreadyUnlocked="It's already unlocked"
msgNoNanoKey="Your NanoKey Ring doesn't have the right code"

[DeusExPickup]
CountLabel="x"
msgTooMany="You can't carry any more of those"
PickupMessage="You found"
ItemName="DEFAULT PICKUP NAME - REPORT THIS AS A BUG"

[MenuUIChoice]
actionText="Choice"
FalseTrue[0]="False"
FalseTrue[1]="True"

[DataVaultImage]
PickupMessage="Image added to DataVault"
beltDescription="IMAGE"

[PersonaInventoryItemButton]
CountLabel="Count: %d"
RoundLabel="%d Rd"
RoundsLabel="%d Rds"

[Computers]
msgLockedOut="Terminal is locked out for %d more seconds"
NodeInfo[0]="(nodeName="UNATCO",nodeAddress="UN//UNATCO//RESTRICTED//923.128.6430",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoUNATCO')"
NodeInfo[1]="(nodeName="VersaLife",nodeDesc="VersaLife",nodeAddress="VERSALIFECORP//GLOBAL//3939.39.8",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoVersaLife')"
NodeInfo[2]="(nodeName="Queens Tower",nodeDesc="Queens Tower Luxury Suites",nodeAddress="QT_UTIL//LOCAL//673.9845.09531",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoQueensTower')"
NodeInfo[3]="(nodeName="USN",nodeDesc="United States Navy",nodeAddress="USGOV//MIL//USN//GLOBAL//0001",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoUSNavy')"
NodeInfo[4]="(nodeName="MJ12Net",nodeDesc="Majestic 12 Net",nodeAddress="MAJESTIC//GLOBAL//12.12.12",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoMJ12')"
NodeInfo[5]="(nodeName="Page Industries",nodeDesc="Page Industries",nodeAddress="PAGEIND//USERWEB//NODE.34@778",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoPage')"
NodeInfo[6]="(nodeName="X-51 SecureNet",nodeDesc="X-51 SecureNet",nodeAddress="X51//SECURENET//NODE.938@893",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoArea51')"
NodeInfo[7]="(nodeName="Everett Enterprises",nodeDesc="Everett Enterprises",nodeAddress="EE//INTSYS.TT//0232.98//TERMINAL",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoEverettEnt')"
NodeInfo[8]="(nodeName="NSF",nodeDesc="NSF",nodeAddress="HUB//RESISTANCE.7654//NSFNODES",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoNSF')"
NodeInfo[9]="(nodeName="NYComm",nodeDesc="NYC Communications",nodeAddress="USA//DOMESTIC//NYCCOM.USERS.PUB",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoNYComm')"
NodeInfo[10]="(nodeName="PRChina",nodeDesc="Peoples Republic of China",nodeAddress="PRC//GOV//RESTRICTED.HK.562",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoPRChina')"
NodeInfo[11]="(nodeName="HKNet",nodeDesc="HK Net",nodeAddress="PUB//HKNET//USERS.ACCTS.20435//2",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoHKNet')"
NodeInfo[12]="(nodeName="Quick Stop",nodeDesc="Quick Stop",nodeAddress="PUB//HKNET//QUICKSTOPINT//NODE98",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoQuickStop')"
NodeInfo[13]="(nodeName="Lucky Money",nodeDesc="Lucky Money Club",nodeAddress="PUB//HKNET//LUCKYMONEY/BUSSYS.294",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoLuckyMoney')"
NodeInfo[14]="(nodeName="IIS",nodeDesc="Illuminati Information Systems",nodeAddress="SECURE//IIS.INFTRANS.SYS//UEU",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoIlluminati')"
CompInUseMsg="The computer is already in use by %s."

[HUDObjectSlot]
RoundLabel="%d Rd"
RoundsLabel="%d Rds"
CountLabel="x"

[DeusExProjectile]
ItemName="DEFAULT PROJECTILE NAME - REPORT THIS AS A BUG"
ItemArticle="Error"

[DeusExAmmo]
msgInfoRounds="%d Rounds remaining"
PickupMessage="You found"
ItemName="DEFAULT AMMO NAME - REPORT THIS AS A BUG"
ItemArticle=""

[ComputerSecurityCameraWindow]
CameraLabel="Camera"
CameraStatusLabel="Camera:"
DoorStatusLabel="Door:"
TurretStatusLabel="Turret:"
OnLabel="On"
OffLabel="Off"
DisabledLabel="Bypassed"
AttackingAlliesLabel="Attacking Allies"
AttackingEnemiesLabel="Attacking Enemies"
AttackingEverythingLabel="Attacking Everything"
NoSignalLabel="NO SIGNAL"
OpenLabel="Open"
ClosedLabel="Closed"
LockedLabel="Locked"
UnlockedLabel="Unlocked"
FriendlyLabel="Detecting Enemies"
HostileLabel="Detecting Allies"

[MenuScreenLoadGame]
strHeaderNameLabel="Name"
strHeaderDateLabel="Date"
NewSaveGameButtonText="New Save Game"
DeleteGameButtonText="Delete Game"
LoadGameButtonText="Load Game"
OverwriteTitle="Overwrite Savegame?"
OverwritePrompt="Are you sure you wish to overwrite this savegame?"
DeleteTitle="Delete Savegame?"
DeletePrompt="Are you sure you wish to delete this savegame?"
LoadGameTitle="Load Game"
SaveGameTitle="Save Game"
SaveInfoMissing_Label="SAVEINFO.DXS Missing!!!"
TimeAMLabel="am"
TimePMLabel="pm"
LocationLabel="Location: %s|n"
SaveCountLabel="Save Count: %d|n"
FileSizeLabel="File Size: %dMB"
FreeSpaceLabel="Free Space: %dMB"
Title="Load Game"
PlayTimeLabel="Play Time: %s|n"
ConfirmDeleteLabel="Confirm Savegame Deletion"
CheatsEnabledLabel="- CHEATS ENABLED -"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Load Game",Key="LOAD")"
actionButtons[2]="(Action=AB_Other,Text="|&Delete Game",Key="DELETE")"

[MenuUIWindow]
btnLabelOK="|&OK"
btnLabelCancel="|&Cancel"
btnLabelPrevious="|&Previous"
btnLabelResetToDefaults="|&Restore Defaults"
MessageBoxTitle="Please Confirm"
ExitMessage="Are you sure you|nwant to exit Deus Ex?"
TrainingWarningMessage="The current game you are playing will be lost if you have not already saved it.  Do you still wish to enter the training mission?"
IntroWarningMessage="The current game you are playing will be lost if you have not already saved it.  Do you still wish to view the intro?"
AskToTrainTitle="Training Mission"
AskToTrainMessage="Before starting a new game for the first time, we suggest running through the Training Mission.  Would you like to do this now?"

[DamageHUDDisplay]
msgAbsorbed="%d%% Absorb"

[BlackHelicopter]
ItemName="Black Helicopter"

[AugmentationDisplayWindow]
msgRange="Range"
msgRangeUnits="ft"
msgHigh="High"
msgMedium="Medium"
msgLow="Low"
msgHealth="health"
msgOverall="Overall"
msgPercent="%"
msgHead="Head"
msgTorso="Torso"
msgLeftArm="L Arm"
msgRightArm="R Arm"
msgLeftLeg="L Leg"
msgRightLeg="R Leg"
msgWeapon="Weapon:"
msgNone="None"
msgScanning1="* No Target *"
msgScanning2="* Scanning *"
msgADSTracking="* ADS Tracking *"
msgADSDetonating="* ADS Detonating *"
msgBehind="BEHIND"
msgDroneActive="Remote SpyDrone Active"
msgEnergyLow="BioElectric energy low!"
msgCantLaunch="ERROR - No room for SpyDrone construction!"
msgLightAmpActive="LightAmp Active"
msgIRAmpActive="IRAmp Active"
msgNoImage="Image Not Available"
msgDisabled="Disabled"
msgLegs="Legs"
SpottedTeamString="You have spotted a teammate!"
YouArePoisonedString="You have been poisoned!"
YouAreBurnedString="You are burning!"
TurretInvincibleString="Turrets are only affected by EMP damage!"
CameraInvincibleString="Cameras are only affected by EMP damage!"
NeutBurnPoisonString="(Use medkits to instantly neutralize)"
OnlyString="Only "
KillsToGoString=" more kills, and "
KillToGoString=" more kill, and "
LessThanMinuteString="Less than a minute to go, and "
LessThanXString1="Less than "
LessThanXString2=" minutes to go, and "
LeadsMatchString=" leads the match!"
TiedMatchString="it's a tied match!"
WillWinMatchString=" will win the match!"
OutOfRangeString="(Out of range)"
LostLegsString="You've lost your legs!"
DropItem1String="You can use <"
DropItem2String="> to drop an equipped item."
msgTeammateHit="You hit your teammate!"
msgTeamNsf="You're on Team NSF!"
msgTeamUnatco="You're on Team Unatco!"
UseString="Use <"
TeamTalkString="> to send team messages."
TalkString="> to send regular chat messages."
YouKilledTeammateString="You killed a teammate!"
TeamLAMString="You cannot pickup your teammate's grenade!"
TeamComputerString="That computer already belongs to your team!"
NoCloakWeaponString="You cannot cloak while a weapon is drawn!"
TeamHackTurretString="That turret already belongs to your team!"
KeyNotBoundString="Key Not Bound"
OutOfAmmoString="Out of Ammo!"

[ComputerUIWindow]
ButtonLabelLogin="|&Login"
ButtonLabelLogout="|&Logout"
ButtonLabelCancel="|&Cancel"
ButtonLabelSpecial="|&Special Options"

[PersonaInventoryInfoWindow]
AmmoLabel="Ammo:"
AmmoRoundsLabel="Rounds:"
ShowAmmoDescriptionsLabel="Show Ammo Descriptions"
msgAssign="Assign as secondary weapon:"
msgConf="Assign"
msgAssigned="Secondary Weapon Assigned" 
msgUnassigned="Secondary Weapon Unassigned" 

[PersonaInfoWindow]
UpgradeButtonLabel="|&Upgrade"
RequiredPoints="Points Needed: "
PerkTitle="PERKS"
ob="OBTAINED PERKS"

[FrobDisplayWindow]
msgLocked="Locked"
msgUnlocked="Unlocked"
msgLockStr="Lock Complexity: "
msgDoorStr="Door Durability: "
msgHackStr="Defense Systems: "
msgInf="INF"
msgHacked="Bypassed"
msgPick="pick"
msgPicks="picks"
msgTool="tool"
msgTools="tools"
msgDoorThreshold="Damage Threshold: "
msgObjThreshold="Damage Threshold: "
msgMass="Mass: "
msgHP="Hitpoints: "
msgHP2="Hitpoints: 3"

[AutoTurretGun]
ItemName="Autonomous Defense Turret"

[HackableDevices]
msgMultitoolSuccess="You bypassed the device"
msgNotHacked="It's secure"
msgHacking="Bypassing the device..."
msgAlreadyHacked="It's already bypassed"

[AutoTurret]
ItemName="Turret Base"
titleString="AutoTurret"

[MedKit]
MustBeUsedOn="Use to heal critical body parts, or use on character screen to direct healing at a certain body part."
ItemName="Medkit"
Description="A first-aid kit.|n|n<UNATCO OPS FILE NOTE JR095-VIOLET> The nanomachines of an augmented agent will automatically metabolize the contents of a medkit to efficiently heal damaged areas. An agent with medical training could greatly expedite this process as well as nullify toxic poisoning. -- Jaime Reyes <END NOTE>"
beltDescription="MEDKIT"

[UNATCOTroop]
FamiliarName="UNATCO Troop"
UnfamiliarName="UNATCO Troop"

[POVCorpse]
ItemName="body"

[PersonaScreenInventory]
InventoryTitleText="Inventory"
EquipButtonLabel="|&Equip"
UnequipButtonLabel="Un|&equip"
UseButtonLabel="|&Use"
DropButtonLabel="|&Drop"
ChangeAmmoButtonLabel="Change Amm|&o"
NanoKeyRingInfoText="Click icon to see a list of Nano Keys."
NanoKeyRingLabel="Keys: %s"
DroppedLabel="%s dropped"
AmmoLoadedLabel="%s loaded"
WeaponUpgradedLabel="%s upgraded"
CannotBeDroppedLabel="%s cannot be dropped here"
AmmoInfoText="Click icon to see a list of Ammo."
AmmoTitleLabel="Ammunition"
NoAmmoLabel="No Ammo Available"

[ATM]
msgLockedOut="Terminal is locked out for %d more seconds"
ItemName="Public Banking Terminal"

[AlarmUnit]
msgActivated="Alarm activated"
msgDeactivated="Alarm deactivated"
ItemName="Alarm Sounder Panel"

[ComputerScreenSecurity]
ActiveWindowOptionsHeader="Active Window Options"
CameraOptionsHeader="Camera Options"
PanZoomSpeedHeader="Pan/Zoom Speed"
ClickCameraWindowText="Click on a camera view to select that camera."
Title="Surveillance"
ComputerNodeFunctionLabel="Security"

[Terrorist]
FamiliarName="Terrorist"
UnfamiliarName="Terrorist"

[MenuScreenRGB_MenuExample]
ButtonMenuDisabledLabel="Disabled"
ButtonMenuNormalLabel="Normal"
ButtonMenuFocusLabel="Focus"
ButtonMenuPressedLabel="Pressed"
ButtonSmallPressedLabel="Pressed"
ButtonSmallNormalLabel="Normal"
ButtonActionDisabledLabel="Disabled"
ButtonActionNormalLabel="Normal"
ButtonActionFocusLabel="Focus"
ButtonActionPressedLabel="Pressed"
ListNormalLabel="Normal"
ListFocusLabel="Focus"
EditLabel="Edit"
TitleLabel="Title"

[PersonaScreenHealth]
MedKitUseText="To heal a specific region of the body, click on the region, then click the Heal button."
HealthTitleText="Health"
HealAllButtonLabel="H|&eal All"
HealthLocationHead="Head"
HealthLocationTorso="Torso"
HealthLocationRightArm="Right Arm"
HealthLocationLeftArm="Left Arm"
HealthLocationRightLeg="Right Leg"
HealthLocationLeftLeg="Left Leg"
PointsHealedLabel="%d points healed"
HealthPartDesc[0]="Head wounds are fatal in the vast majority of threat scenarios; however, in those cases where death is not instantaneous, agents will often find that head injuries impair vision and aim. Care should be taken to heal such injuries as quickly as possible or death may result.|n|nLight Wounds: Slightly decreased accuracy.|nMedium Wounds: Wavering vision.|nHeavy Wounds: Death."
HealthPartDesc[1]="The torso is by far the portion of the human anatomy able to absorb the most damage, but it is also the easiest to target in close quarters combat. As progressively more damage is inflicted to the torso, agents may find their movements impaired and eventually bleed to death even if a mortal blow to a vital organ is not suffered.|n|nLight Wounds: Slightly impaired movement.|nMedium Wounds: Significantly impaired movement.|nMajor Wounds: Death."
HealthPartDesc[2]="Obviously damage to the arm is of concern in any combat situation as it has a direct effect on the agent's ability to utilize a variety of weapons. Losing the use of one arm will certainly lower the agent's combat efficiency, while the loss of both arms will render it nearly impossible for an agent to present even a nominal threat to most hostiles.|n|nLight Wounds: Slightly decreased accuracy.|nMedium Wounds: Moderately decreased accuracy.|nMajor Wounds: Significantly decreased accuracy."
HealthPartDesc[3]="Injuries to the leg will result in drastically diminished mobility. If an agent in hostile territory is unfortunate enough to lose the use of both legs but still remain otherwise viable, they are ordered to execute UNATCO Special Operations Order 99009 (Self-Termination).|n|nLight Wounds: Slightly impaired movement.|nMedium Wounds: Moderately impaired movement.|nHeavy Wounds: Significantly impaired movement."
AvgHealthStr=" Health: "
StaminaStr=" Fatigue: "
HungerStr=" Hunger: "
LocStr=" Location: "
MoralityStr=" Morality: "
speedLabel=" Speed Penalty: "
accuracyLabel=" Accuracy Penalty: "
stepsStr="Steps Taken: "
distStr="Distance Travelled: "
heartStr="Heart Rate: "
timeStr="Monitored Time: "
pedStr="PEDOMETER"
SatiatedStr="100% (Satiated)"
HungryStr=" (Hungry)"
StatusTitle=" Status Evaluation"
MassMurdererStr="Mass Murderer"
KillerStr="Killer"
PacifistStr="Pacifist"
StatsButtonLabel="|&Status"

[WaltonSimons]
FamiliarName="Walton Simons"
UnfamiliarName="Walton Simons"

[SecurityCamera]
msgActivated="Camera activated"
msgDeactivated="Camera deactivated"
ItemName="Surveillance Camera"

[HUDHitDisplay]
O2Text="O2"
EnergyText="BE"

[PersonaAmmoDetailButton]
RoundLabel="%d Round"
RoundsLabel="%d Rounds"

[PersonaScreenImages]
ImagesTitleText="Images"
DeleteNoteButtonLabel="|&Delete Note"
AddNoteButtonLabel="Add |&Note"
ShowNotesLabel="Show N|&otes"

[PersonaScreenAugmentations]
AugmentationsTitleText="Augmentations"
UpgradeButtonLabel="|&Upgrade"
ActivateButtonLabel="Acti|&vate"
DeactivateButtonLabel="Deac|&tivate"
UseCellButtonLabel="Us|&e Cell"
AugCanUseText="To upgrade an Augmentation, click on the Augmentation you wish to upgrade, then on the Upgrade button."
BioCellUseText="To replenish Bioelectric Energy for your Augmentations, click on the Use Cell button."
AugLocationDefault="Default"
AugLocationCranial="Cranial"
AugLocationEyes="Eyes"
AugLocationArms="Arms"
AugLocationLegs="Legs"
AugLocationTorso="Torso"
AugLocationSubdermal="Subdermal"
titString="Augmentation Evaluation"
BioString="Bioelectrical Energy: "
AugsString="Installed Augmentations: "
curBioString=" Current Energy Usage: %d Units/Minute"
augTimeRem="Time Until Energy Depletion:"
btnAugStatusLabel="|&Status"
btnDeactAll="|&Deactivate All"
circuitLabel="Circuit Activity"
overviewLabel="Overview"
activeLabel="Active:"
passiveLabel="Passive:"
automaticLabel="Automatic:"

[WeaponMod]
DragToUpgrade="Drag over weapon to upgrade."

[Faucet]
ItemName="Faucet"

[MenuScreenRGB]
HUDBackgroundTranslucentLabel="HUD Back|&grounds Translucent"
HUDBordersTranclucentLabel="HUD Bor|&ders Translucent"
MenusBackgroundTranslucentLabel="Menu Back|&grounds Translucent"
RedLabel="R|&ed"
GreenLabel="|&Green"
BlueLabel="|&Blue"
TabHUDLabel="|&HUD"
TabMenusLabel="|&Menus"
ThemeLabel="Theme:"
Title="Color Selection"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Close",Key="CLOSE")"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Load",Key="LOAD")"
actionButtons[2]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Save",Key="SAVE")"
actionButtons[3]="(Action=AB_Reset)"
InfoDescr="Use the sliders to select the color for each individual UI element on the right. When done, click the 'Save' button which will save both your HUD and Menu. You can only have one saved HUD & UI theme at a time."
InfoTit="Info"

[MenuChoice_NewGameIntro]
HelpText="If enabled, the new game intro is not loaded."
actionText="|&Skip Intro"

[ShowerFaucet]
ItemName="Shower Faucet"

[HUDInfoLinkDisplay]
strQueued="message waiting..."
IncomingTransmission="INCOMING TRANSMISSION..."

[Keypad]
ItemName="Security Keypad"

[MedicalBot]
FamiliarName="Medical Bot"
UnfamiliarName="Medical Bot"

[MenuScreenAdjustColorsExample]
TitleBarLabel="Title Bar"
TextHeaderLabel="Sample Text"
TextNormalLabel="Sample Text"
ButtonPressedLabel="Pressed"
ButtonNormalLabel="Normal"

[HUDAmmoDisplay]
NotAvailable="N/A"
msgReloading="---"
AmmoLabel="AMMO"
ClipsLabel="MAGS"
LaserLabel="LASER GUIDANCE"
RemoteLabel="REMOTE GUIDANCE"

[HUDAmmoDisplay2]
NotAvailable="N/A"
msgReloading="---"
AmmoLabel="AMMO"
ClipsLabel="MAGS"

[MJ12Commando]
FamiliarName="MJ12 Commando"
UnfamiliarName="MJ12 Commando"

[DataLinkPlay]
EndTransmission="END TRANSMISSION..."

[HUDRechargeWindow]
RechargeButtonLabel="  |&Recharge  "
CloseButtonLabel="  |&Close  "
RechargeTitle="REPAIRBOT INTERFACE"
RepairBotInfoText="The RepairBot can restore up to %d points of Bio Electric Energy every %d seconds."
RepairBotStatusLabel="RepairBot Status:"
ReadyLabel="Ready!"
SecondsPluralLabel="Recharging: %d seconds"
SecondsSingularLabel="Recharging: %d second"
BioStatusLabel="Bio Energy:"
RepairBotRechargingLabel="|n|nThe RepairBot is currently Recharging.  Please Wait."
RepairBotReadyLabel="|n|nThe RepairBot is Ready, you may now Recharge."
RepairBotYouAreHealed="|n|nYour BioElectric Energy is at Maximum."

[MenuUIChoiceSlider]
actionText="Slider Choice"

[MenuScreenNewGame]
ButtonUpgradeLabel="Upg|&rade"
ButtonDowngradeLabel="|&Downgrade"
HeaderNameLabel="Real Name"
HeaderCodeNameLabel="Code Name"
HeaderAppearanceLabel="Appearance"
HeaderSkillsLabel="Skills"
HeaderSkillPointsLabel="Skill Points"
HeaderSkillLevelLabel="Skill Level"
HeaderPointsNeededLabel="Points Needed"
NameBlankTitle="Name Blank!"
NameBlankPrompt="The Real Name cannot be blank, please enter a name."
Title="Start New Game"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Start Game",Key="START")"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenRGB_HUDExample]
TitleLabel="Title"
HeaderLabel="Header"
TextNormalLabel="Normal"
GoalCompletedLabel="Completed Goal"
ListLabel="List Item"
ListHighlightLabel="List Highlight"
ListFocusLabel="List Focus"
EditSelectedLabel="Edit Text"
ButtonDisabledLabel="Disabled"
ButtonNormalLabel="Normal"
ButtonFocusLabel="Focus"
ButtonPressedLabel="Pressed"

[HUDKeypadWindow]
msgAccessDenied="~~DENIED~~"
msgAccessGranted="~~GRANTED~~"

[HUDReceivedDisplay]
TextReceivedLabel="Received:"

[InformationDevices]
msgNoText="It is blank"
ImageLabel="[Image: %s]"
AddedToDatavaultLabel="Image %s added to DataVault"

[GuntherHermann]
FamiliarName="Gunther Hermann"
UnfamiliarName="Gunther Hermann"

[SpyDrone]
ItemName="Remote Spy Drone"

[HUDMedBotHealthScreen]
MedbotInterfaceText="MEDBOT INTERFACE"
HealthInfoTextLabel="The MedBot will heal up to %d units, which are distributed evenly among your damaged body regions."
MedBotRechargingLabel="|nThe MedBot is currently Recharging.  Please Wait."
MedBotReadyLabel="|nThe MedBot is Ready, you may now be Healed."
MedBotYouAreHealed="|nYou are currently in Full Health."
SecondsPluralLabel="Recharging: %d seconds"
SecondsSingularLabel="Recharging: %d second"
ReadyLabel="Ready!"
HealAllButtonLabel="  H|&eal All  "

[PersonaItemDetailButton]
CountLabel="Count: %d"

[MenuScreenSaveGame]
Title="Save Game"
DiskSpaceTitle="Disk Space Low"
DiskSpaceMessage="You must have at least 100MB of free disk space before you can save.  Please delete some save games or free up space in Windows."
actionButtons[1]="(Text="|&Save Game",Key="SAVE")"

[RepairBot]
FamiliarName="Repair Bot"
UnfamiliarName="Repair Bot"

[PersonaNavBarWindow]
InventoryButtonLabel="|&Inventory"
HealthButtonLabel="|&Health"
AugsButtonLabel="|&Augs"
SkillsButtonLabel="|&Skills/Perks"
GoalsButtonLabel="|&Goals/Notes"
ConsButtonLabel="|&Comms"
ImagesButtonLabel="I|&mages"
LogsButtonLabel="|&Logs"

[PersonaNavBarBaseWindow]
ExitButtonLabel="E|&xit"

[PersonaScreenConversations]
ConversationsTitleText="Conversations"
ActorButtonLabel="Contact"
LocationButtonLabel="Location"
TypeButtonLabel="Type"

[MenuScreenCustomizeKeys]
strHeaderActionLabel="Action"
strHeaderAssignedLabel="Assigned Key/Button"
WaitingHelpText="Select the function you wish to remap and then press [Enter] or Double-Click.  Press [Delete] to remove key bindings."
InputHelpText="Please press the key or button you wish to assign to this function.  Press [ESC] to cancel."
ReassignedFromLabel="'%s' reassigned from '%s'"
Title="Keyboard/Mouse Settings"
FunctionText[0]="Fire Weapon/Use object in hand"
FunctionText[1]="Use object in world"
FunctionText[2]="Drop/Throw Item"
FunctionText[3]="Put Away Item"
FunctionText[4]="Move Forward"
FunctionText[5]="Move Backward"
FunctionText[6]="Turn Left"
FunctionText[7]="Turn Right"
FunctionText[8]="Strafe Left"
FunctionText[9]="Strafe Right"
FunctionText[10]="Lean Left"
FunctionText[11]="Lean Right"
FunctionText[12]="Jump"
FunctionText[13]="Crouch"
FunctionText[14]="Mouse Look"
FunctionText[15]="Look Up"
FunctionText[16]="Look Down"
FunctionText[17]="Center View"
FunctionText[18]="Walk/Run"
FunctionText[19]="Toggle Walk/Run"
FunctionText[20]="Strafe"
FunctionText[21]="Select Next Belt Item"
FunctionText[22]="Select Previous Belt Item"
FunctionText[23]="Reload Weapon"
FunctionText[24]="Toggle Scope"
FunctionText[25]="Toggle Laser Sight"
FunctionText[26]="Activate All Augmentations"
FunctionText[27]="Deactivate All Augmentations"
FunctionText[28]="Change Ammo"
FunctionText[29]="Take Screenshot"
FunctionText[30]="Activate Inventory Screen"
FunctionText[31]="Activate Health Screen"
FunctionText[32]="Activate Augmentations Screen"
FunctionText[33]="Activate Skills Screen"
FunctionText[34]="Activate Goals/Notes Screen"
FunctionText[35]="Activate Conversations Screen"
FunctionText[36]="Activate Images Screen"
FunctionText[37]="Activate Logs Screen"
FunctionText[38]="Quick Save"
FunctionText[39]="Quick Load"
FunctionText[40]="Toggle Crosshairs"
FunctionText[41]="Toggle Hit Display"
FunctionText[42]="Toggle Compass"
FunctionText[43]="Toggle Augmentation Display"
FunctionText[44]="Toggle Object Belt"
FunctionText[45]="Toggle Ammo Display"
keyDisplayNames[0]="(inputKey=IK_LeftMouse,displayName="Left Mouse Button")"
keyDisplayNames[1]="(inputKey=IK_RightMouse,displayName="Right Mouse Button")"
keyDisplayNames[2]="(inputKey=IK_MiddleMouse,displayName="Middle Mouse Button")"
keyDisplayNames[3]="(inputKey=IK_CapsLock,displayName="CAPS Lock")"
keyDisplayNames[4]="(inputKey=IK_PageUp,displayName="Page Up")"
keyDisplayNames[5]="(inputKey=IK_PageDown,displayName="Page Down")"
keyDisplayNames[6]="(inputKey=IK_PrintScrn,displayName="Print Screen")"
keyDisplayNames[7]="(inputKey=IK_GreyStar,displayName="NumPad Asterisk")"
keyDisplayNames[8]="(inputKey=IK_GreyPlus,displayName="NumPad Plus")"
keyDisplayNames[9]="(inputKey=IK_GreyMinus,displayName="NumPad Minus")"
keyDisplayNames[10]="(inputKey=IK_GreySlash,displayName="NumPad Slash")"
keyDisplayNames[11]="(inputKey=IK_NumPadPeriod,displayName="NumPad Period")"
keyDisplayNames[12]="(inputKey=IK_NumLock,displayName="Num Lock")"
keyDisplayNames[13]="(inputKey=IK_ScrollLock,displayName="Scroll Lock")"
keyDisplayNames[14]="(inputKey=IK_LShift,displayName="Left Shift")"
keyDisplayNames[15]="(inputKey=IK_RShift,displayName="Right Shift")"
keyDisplayNames[16]="(inputKey=IK_LControl,displayName="Left Control")"
keyDisplayNames[17]="(inputKey=IK_RControl,displayName="Right Control")"
keyDisplayNames[18]="(inputKey=IK_MouseWheelUp,displayName="Mouse Wheel Up")"
keyDisplayNames[19]="(inputKey=IK_MouseWheelDown,displayName="Mouse Wheel Down")"
keyDisplayNames[20]="(inputKey=IK_MouseX,displayName="Mouse X")"
keyDisplayNames[21]="(inputKey=IK_MouseY,displayName="Mouse Y")"
keyDisplayNames[22]="(inputKey=IK_MouseZ,displayName="Mouse Z")"
keyDisplayNames[23]="(inputKey=IK_MouseW,displayName="Mouse W")"
keyDisplayNames[24]="(inputKey=IK_LeftBracket,displayName="Left Bracket")"
keyDisplayNames[25]="(inputKey=IK_RightBracket,displayName="Right Bracket")"
keyDisplayNames[26]="(inputKey=IK_SingleQuote,displayName="Single Quote")"
keyDisplayNames[27]="(inputKey=IK_Joy1,displayName="Joystick Button 1")"
keyDisplayNames[28]="(inputKey=IK_Joy2,displayName="Joystick Button 2")"
keyDisplayNames[29]="(inputKey=IK_Joy3,displayName="Joystick Button 3")"
keyDisplayNames[30]="(inputKey=IK_Joy4,displayName="Joystick Button 4")"
keyDisplayNames[31]="(inputKey=IK_JoyX,displayName="Joystick X")"
keyDisplayNames[32]="(inputKey=IK_JoyY,displayName="Joystick Y")"
keyDisplayNames[33]="(inputKey=IK_JoyZ,displayName="Joystick Z")"
keyDisplayNames[34]="(inputKey=IK_JoyR,displayName="Joystick R")"
keyDisplayNames[35]="(inputKey=IK_JoyU,displayName="Joystick U")"
keyDisplayNames[36]="(inputKey=IK_JoyV,displayName="Joystick V")"
keyDisplayNames[37]="(inputKey=IK_JoyPovUp,displayName="Joystick Pov Up")"
keyDisplayNames[38]="(inputKey=IK_JoyPovDown,displayName="Joystick Pov Down")"
keyDisplayNames[39]="(inputKey=IK_JoyPovLeft,displayName="Joystick Pov Left")"
keyDisplayNames[40]="(inputKey=IK_JoyPovRight,displayName="Joystick Pov Right")"
keyDisplayNames[41]="(inputKey=IK_Ctrl,displayName="Control")"
keyDisplayNames[42]="(inputKey=IK_Left,displayName="Left Arrow")"
keyDisplayNames[43]="(inputKey=IK_Right,displayName="Right Arrow")"
keyDisplayNames[44]="(inputKey=IK_Up,displayName="Up Arrow")"
keyDisplayNames[45]="(inputKey=IK_Down,displayName="Down Arrow")"
keyDisplayNames[46]="(inputKey=IK_Insert,displayName="Insert")"
keyDisplayNames[47]="(inputKey=IK_Home,displayName="Home")"
keyDisplayNames[48]="(inputKey=IK_Delete,displayName="Delete")"
keyDisplayNames[49]="(inputKey=IK_End,displayName="End")"
keyDisplayNames[50]="(inputKey=IK_NumPad0,displayName="NumPad 0")"
keyDisplayNames[51]="(inputKey=IK_NumPad1,displayName="NumPad 1")"
keyDisplayNames[52]="(inputKey=IK_NumPad2,displayName="NumPad 2")"
keyDisplayNames[53]="(inputKey=IK_NumPad3,displayName="NumPad 3")"
keyDisplayNames[54]="(inputKey=IK_NumPad4,displayName="NumPad 4")"
keyDisplayNames[55]="(inputKey=IK_NumPad5,displayName="NumPad 5")"
keyDisplayNames[56]="(inputKey=IK_NumPad6,displayName="NumPad 6")"
keyDisplayNames[57]="(inputKey=IK_NumPad7,displayName="NumPad 7")"
keyDisplayNames[58]="(inputKey=IK_NumPad8,displayName="NumPad 8")"
keyDisplayNames[59]="(inputKey=IK_NumPad9,displayName="NumPad 9")"
keyDisplayNames[60]="(inputKey=IK_Period,displayName="Period")"
keyDisplayNames[61]="(inputKey=IK_Comma,displayName="Comma")"
keyDisplayNames[62]="(inputKey=IK_Backslash,displayName="Backslash")"
keyDisplayNames[63]="(inputKey=IK_Semicolon,displayName="Semicolon")"
keyDisplayNames[64]="(inputKey=IK_Equals,displayName="Equals")"
keyDisplayNames[65]="(inputKey=IK_Slash,displayName="Slash")"
keyDisplayNames[66]="(inputKey=IK_Enter,displayName="Enter")"
keyDisplayNames[67]="(inputKey=IK_Alt,displayName="Alt")"
keyDisplayNames[68]="(inputKey=IK_Backspace,displayName="Backspace")"
keyDisplayNames[69]="(inputKey=IK_Shift,displayName="Shift")"
keyDisplayNames[70]="(inputKey=IK_Space,displayName="Space")"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"
NoneText="[None]"
FunctionText[46]="F3 (Typically Subdermal Aug 1)"
FunctionText[47]="F4 (Typically Subdermal Aug 2)"
FunctionText[48]="F5 (Typically Cranial Aug 1)"
FunctionText[49]="F6 (Typically Arm Aug 2)"
FunctionText[50]="F7 (Typically Leg Aug 1)"
FunctionText[51]="F8 (Typically Eye Aug 1)"
FunctionText[52]="F9 (Typically Torso Aug 1)"
FunctionText[53]="F10 (Typically Torso Aug 2)"
FunctionText[54]="F11 (Typically Torso Aug 3)"
FunctionText[55]="F12 (Flashlight)"
FunctionText[56]="Secondary Weapon"
FunctionText[57]="Send Message To Team"
FunctionText[58]="Send Message To All"
FunctionText[59]="Activate Multiplayer Skill Menu"
FunctionText[60]="Show Multiplayer Kill Details"

[NanoKeyRing]
NoKeys="No Nano Keys Available!"
KeysAvailableLabel="Nano Keys Available:"
ItemName="Nanokey Ring"
ItemArticle="the"
Description="A nanokey ring can read and store the two-dimensional molecular patterns from different nanokeys, and then recreate those patterns on demand."
beltDescription="KEY RING"

[SkilledTool]
CountLabel="x"

[ComputerScreenEmail]
NoEmailTodayText="No Email Today!"
EmailFromHeader="From:"
EmailToHeader="To:"
EmailCarbonCopyHeader="CC:"
EmailSubjectHeader="Subj:"
HeaderFromLabel="From"
HeaderSubjectLabel="Subject"
Title="Email"
ComputerNodeFunctionLabel="Email"

[Ammo762mm]
ItemName="7.62x51mm Ammo"
ItemArticle="some"
Description="The 7.62x51mm (NATO) round was chiefly used by anti-terrorist units equipped with assault rifles for close-quarters combat until its widespread adoption among national security forces requiring enhanced combat responsiveness made it ubiquitous."
beltDescription="7.62 AMMO"

[Flare]
ExpireMessage="It's already been used"
ItemName="Flare"
Description="A flare, also sometimes called a fusee, is a type of pyrotechnic that produces a brilliant light or intense heat without an explosion. Flares are used for signalling, illumination, or defensive countermeasures in civilian and military applications."
beltDescription="FLARE"

[ComputerScreenHack]
HackButtonLabel="|&Hack"
ReturnButtonLabel="|&Return"
HackReadyLabel="Ice Breaker Ready..."
HackInitializingLabel="Initializing ICE Breaker..."
HackSuccessfulLabel="ICE Breaker Hack Successful..."
HackDetectedLabel="*** WARNING ***|nICE DETECTED! ABORT HACK!"
MPHackInitializingLabel="Hacking... Hit ESC to Abort"
hackRequirement1=Hacking Level ADVANCED Required 
hackRequirement2=Hacking Level MASTER Required

[Barrel1]
ItemName="Barrel"

[BioelectricCell]
msgRecharged="Recharged %d Bioelectrical Energy Units"
RechargesLabel="Recharges %d Bioelectrical Energy Units"
ItemName="Bioelectric Cell"
Description="A bioelectric cell provides efficient storage of energy in a form that can be utilized by a number of different devices.|n|n<UNATCO OPS FILE NOTE JR289-VIOLET> Augmented agents have been equipped with an interface that allows them to transparently absorb energy from bioelectric cells. -- Jaime Reyes <END NOTE>"
beltDescription="BIOCELL"

[AugmentationCannister]
AugsAvailable="Can Add:"
MustBeUsedOn="Can only be installed with the help of a MedBot."
ItemName="Augmentation Canister"
ItemArticle="an"
Description="An augmentation canister teems with nanoscale mechanocarbon ROM modules suspended in a carrier serum. When injected into a compatible host subject, these modules augment an individual with extra-sapient abilities. However, proper programming of augmentations must be conducted by a medical robot, otherwise terminal damage may occur. For more information, please see 'Face of the New Man' by Kelley Chance."
beltDescription="AUG CAN"

[PersonaSkillButtonWindow]
NotAvailableLabel="N/A"

[PaulDenton]
FamiliarName="Paul Denton"
UnfamiliarName="Paul Denton"

[BobPage]
FamiliarName="Bob Page"
UnfamiliarName="Bob Page"

[MJ12Troop]
FamiliarName="MJ12 Troop"
UnfamiliarName="MJ12 Troop"

[NanoKey]
ItemName="NanoKey"
Description="NO KEY DESCRIPTION - REPORT THIS AS A BUG!"
beltDescription="NANO"

[TAD]
ItemName="Telephone Answering Machine"

[Credits]
msgCreditsAdded="%d credits added"
ItemName="Credit Chit"
beltDescription="CREDITS"

[PersonaScreenGoals]
GoalsTitleText="Goals"
PrimaryGoalsHeader="Primary Goals"
SecondaryGoalsHeader="Secondary Goals"
DisplayCompletedGoals="Display C|&ompleted Goals"
NoGoalsLabel="None"
GoalCompletedText="[Completed]"
NotesTitleText="Notes"
defaultNoteText="New Note"
ClickToEditNote="Click on a Note to edit it:"
DeleteNoteTitle="Delete Note?"
DeleteNotePrompt="Are you sure you wish to delete this note?"
AddButtonLabel="Add |&Note"
DeleteButtonLabel="|&Delete Note"
ConfirmNoteDeletionLabel="Confirm Note Deletion"

[Greasel]
FamiliarName="Greasel"
UnfamiliarName="Greasel"

[PersonaScreenLogs]
LogsTitleText="Logs"
ClearButtonLabel="Cl|&ear Log"

[AugmentationUpgradeCannister]
MustBeUsedOn="Must be used on Augmentations Screen."
ItemName="Augmentation Upgrade Canister"
ItemArticle="an"
Description="An augmentation upgrade canister contains highly specific nanomechanisms that, when combined with a previously programmed module, can increase the efficiency of an installed augmentation. Because no programming is required, upgrade canisters may be used by trained agents in the field with minimal risk."
beltDescription="AUG UPG"

[HKIncenseBurner]
ItemName="Incense Burner"

[PersonaImageWindow]
strNoImages="No Images Available"
PressSpace="Press [ESCAPE] when finished editing note"
EscapeToCancel="Click on image to create note, press [ESCAPE] to cancel"
NewNoteLabel="New Note"

[FireExtinguisher]
ItemName="Fire Extinguisher"
Description="A fire extinguisher, flame extinguisher, or simply an extinguisher, is an active fire protection device used to extinguish or control small fires, often in emergency situations. It is not intended for use on an out-of-control fire, such as one which has reached the ceiling, endangers the user (i.e., no escape route, smoke, explosion hazard, etc.), or otherwise requires the expertise of a fire department. Typically, a fire extinguisher consists of a hand-held cylindrical pressure vessel containing an chemical agent which can be discharged to extinguish a fire."
beltDescription="FIRE EXT"

[AugLight]
AugmentationName="Light (Active)"
Description="Bioluminescent cells within the retina provide coherent illumination of the agent's field of view.|n|nTECH ONE: illumination radius is moderate and energy drain is normal. |n|nTECH TWO: illumination radius is doubled & energy drain is halved."

[ComputerScreenHackAccounts]
ChangeAccountButtonLabel="|&Change Account"
AllAccountsHeader="All User Accounts"
CurrentAccountHeader="Current User"

[AmmoShell]
ItemName="12 Gauge Buckshot Shells"
ItemArticle="some"
Description="Standard 12 gauge shotgun shell; very effective for close-quarters combat against soft targets, but useless against body armor."
beltDescription="BUCKSHOT"

[AnnaNavarre]
FamiliarName="Anna Navarre"
UnfamiliarName="Anna Navarre"

[HUDMedBotAddAugsScreen]
AvailableAugsText="Available Augmentations"
MedbotInterfaceText="MEDBOT INTERFACE"
InstallButtonLabel="|&Install"
NoCansAvailableText="No Augmentation Canisters Available!"
AlreadyHasItText="You already have this augmentation, therefore you cannot install it a second time."
SlotFullText="The slot that this augmentation occupies is already full, therefore you cannot install it."
SelectAnotherText="Please select another augmentation to install."

[CleanerBot]
FamiliarName="Cleaner Bot"
UnfamiliarName="Cleaner Bot"

[Button1]
ItemName="Button"

[MenuScreenThemesLoad]
LoadHelpText="Choose the color theme to load"
Title="Load Theme"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Load Theme",Key="LOAD")"

[ComputerScreenATMWithdraw]
ButtonLabelWithdraw="|&Withdraw"
ButtonLabelClose="|&Close"
BalanceLabel="Current Balance:"
WithdrawAmountLabel="Amount to Withdraw:"
InstructionText="Account #: %d|nPlease enter the amount of|ncredits you wish to withdraw."
InvalidAmountLabel="INVALID AMOUNT ENTERED"
InsufficientCreditsLabel="INSUFFICIENT CREDITS"
CreditsWithdrawnLabel="CREDITS WITHDRAWN"
StatusText="PNGBS//GLOBAL//PUB:3902.9571[wd]"
HackedText="TERMINAL HACKED"
Title="PageNet Global Banking System"
ComputerNodeFunctionLabel="ATMWD"
ButtonLabelWithdrawAll="|&Withdraw All"

[Ammo10mm]
ItemName="10mm Ammo"
ItemArticle="some"
Description="With their combination of high stopping power and low recoil, pistols chambered for the 10mm round have become the sidearms of choice for paramilitary forces around the world."
beltDescription="10MM AMMO"

[ComputerScreenSpecialOptions]
SecurityButtonLabel="|&Security"
EmailButtonLabel="|&Email"
Title="Special Options"
ComputerNodeFunctionLabel="SpecialOptions"

[BumMale]
FamiliarName="Bum"
UnfamiliarName="Bum"

[Lockpick]
ItemName="Lockpick"
Description="A disposable lockpick. The tension wrench is steel, but appropriate needles are formed from fast congealing polymers.|n|n<UNATCO OPS FILE NOTE AJ006-BLACK> Here's what they don't tell you: despite the product literature, you can use a standard lockpick to bypass all but the most high-class nanolocks. -- Alex Jacobson <END NOTE>"
beltDescription="LOCKPICK"

[ComputerScreenBulletins]
NoBulletinsTodayText="No Bulletins Today!"
BulletinsHeaderText="Please choose a bulletin to view:"
Title="Bulletins"
ComputerNodeFunctionLabel="Bulletins"

[PersonaHealthActionButtonWindow]
HealButtonLabel="Heal"

[MenuUIMessageBoxWindow]
btnLabelYes="|&Yes"
btnLabelNo="|&No"
btnLabelOK="|&OK"
btnLabelCancel="|&Cancel"

[WeaponPistol]
ItemName="Glock 49"
Description="The GLOCK 49 in caliber 10mm is the most widely used law enforcement pistol worldwide. Because of its unsurpassed reliability, sleek design and its low weight, it is trusted by law enforcement officers in their daily duties throughout the world. It is safe, easy and quick to use through the revolutionary 'Super Safe Action' trigger system. GLOCK 49: designed for professionals."
beltDescription="GLOCK"

[Multitool]
ItemName="Multitool"
Description="A disposable electronics tool. By using electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through a circuit, skilled agents can use the multitool to manipulate code locks, cameras, autogun turrets, alarms, or other security systems."
beltDescription="MULTITOOL"

[SecurityBot3]
FamiliarName="Security Bot"
UnfamiliarName="Security Bot"

[MenuChoice_Resolution]
helpText="Change the video resolution"
actionText="|&Screen Resolution"

[PersonaItemDetailIconWindow]
CountLabel="Count: %d"

[VendingMachine]
msgDispensed="4 credits deducted from your account"
msgNoCredits="Costs 4 credits..."
msgEmpty="It's empty"
ItemName="Vending Machine (4 Credits)"

[PersonaScreenSkills]
SkillsTitleText="Skills"
UpgradeButtonLabel="|&Upgrade"
PointsNeededHeaderText="Points Needed"
SkillLevelHeaderText="Skill Level"
SkillPointsHeaderText="Skill Points"
SkillUpgradedLevelLabel="%s upgraded"

[JaimeReyes]
FamiliarName="Jaime Reyes"
UnfamiliarName="Jaime Reyes"

[WeaponCombatKnife]
ItemName="Combat Knife"
Description="A combat knife is a fighting knife designed solely for military use and primarily intended for hand-to-hand or close combat fighting. Since the end of trench warfare, most military combat knives have been secondarily designed for utility use (clearing foliage, chopping branches for cover, opening ammunition crates, etc) in addition to their original role as close-quarter combat weapons, and may be referred to as 'fighting-utility knives'. On the other hand, military knives that are intended primarily for use in a role other than combat are typically referred to by their primary role, such as 'utility knife' or 'survival knife'."
beltDescription="KNIFE"
msgSpec="N/A"

[Switch2]
ItemName="Switch"

[ShowerHead]
ItemName="Shower Head"

[ComputerSecurity]
ItemName="Security Computer Terminal"

[TrashPaper]
ItemName="Paper"

[HUDMedBotAugCanWindow]
AugContainsText="Contains:|n"

[AugDefense]
AugmentationName="Aggressive Defense System (Active)"
Description="Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent.|n|nTECH ONE: The range at which incoming rockets and grenades are detonated is short.|n|nTECH TWO: The range at which detonation occurs is increased slightly.|n|nTECH THREE: The range at which detonation occurs is increased moderately.|n|nTECH FOUR: Rockets and grenades are detonated almost before they are fired."
MPInfo="When active, enemy rockets detonate when they get close, doing reduced damage.  Some large rockets may still be close enough to do damage when they explode.  Energy Drain: Low"

[CigaretteMachine]
msgDispensed="8 credits deducted from your account"
msgNoCredits="Costs 8 credits..."
msgEmpty="It's empty"
ItemName="Cigarette Machine (8 Credits)"

[RiotCop]
FamiliarName="Riot Cop"
UnfamiliarName="Riot Cop"

[Fly]
FamiliarName="Fly"
UnfamiliarName="Fly"

[Gray]
FamiliarName="Gray"
UnfamiliarName="Gray"

[ComputerScreenLogin]
UserNameLabel="User Name"
PasswordLabel="Password"
InvalidLoginMessage="LOGIN ERROR - ACCESS DENIED"
Title="Welcome to %s"
ComputerNodeFunctionLabel="Login"

[Poolball]
ItemName="Poolball"

[HUDMedBotNavBarWindow]
HealthButtonLabel=" |&Health   "
AugsButtonLabel="   |&Augmentations   "

[SandraRenton]
FamiliarName="Sandra Renton"
UnfamiliarName="Sandra Renton"

[AmmoDart]
ItemName="Darts"
ItemArticle="some"
Description="The mini-crossbow dart is a favored weapon for many 'wet' operations; however, silent kills require a high degree of skill."
beltDescription="DART"

[ComputerScreenATM]
AccountLabel="Account #:"
PinLabel="PIN #:"
LoginInfoText="Please enter your Account # and Pin"
WarningText="WARNING: Unauthorized access will be met with excessive force!"
StatusText="PNGBS//GLOBAL//PUB:3902.9571[login]"
InvalidLoginMessage="LOGIN ERROR, ACCESS DENIED"
Title="PageNet Global Banking System"

[WeaponAssaultGun]
ItemName="ZHL-U1953 Assault Rifle"
ItemArticle="an"
Description="The ZHL-U1953 7.62x51mm assault rifle is designed for close-quarters combat, utilizing a shortened barrel and 'bullpup' design for increased maneuverability. An additional underhand 20mm HE launcher increases the rifle's effectiveness against a variety of targets."
beltDescription="ASSAULT"

[ComputerScreenATMDisabled]
ButtonLabelClose="Close"
LoginInfoText="Sorry, this terminal is out of service (ERR 06MJ12)|n|nWe apologize for the inconvenience but would gladly service you at any of the other 231,000 PageNet Banking Terminals around the globe."
StatusText="PNGBS//GLOBAL//PUB:3902.9571[dsbld]"
Title="PageNet Global Banking System"

[MenuChoice_Volume]
VolumeOffText="OFF"
VolumeMaxText="MAX"

[PersonaInventoryCreditsWindow]
CreditsLabel="Credits"

[ThugMale]
FamiliarName="Thug"
UnfamiliarName="Thug"

[MenuScreenBrightness]
HelpMessage="Adjust the slider so the color bars fade smoothly to pure black at the bottom of the bars."
Title="Adjust Brightness"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuMain]
Title="Give Me Deus Ex"
ButtonNames[0]="New Game"
ButtonNames[1]="Save Game"
ButtonNames[2]="Load Game"
ButtonNames[3]="Settings"
ButtonNames[4]="Training"
ButtonNames[5]="Play Intro"
ButtonNames[6]="Credits"
ButtonNames[7]="Back to Game"
ButtonNames[8]="Multiplayer"
ButtonNames[9]="Exit"

[LAM]
ItemName="Lightweight Attack Munition (LAM)"

[Cigarettes]
ItemName="Cigarettes"
ItemArticle="some"
Description="'COUGHING NAILS -- when you've just got to have a cigarette.'"
beltDescription="CIGS"

[WeaponModAccuracy]
ItemName="Weapon Modification (Accuracy)"
Description="When clamped to the frame of most projectile weapons, a harmonic balancer will dampen the vertical motion produced by firing a projectile, resulting in increased accuracy.|n|n<UNATCO OPS FILE NOTE SC108-BLUE> Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the mini-crossbow and a prototype plasma gun. -- Sam Carter <END NOTE>"
beltDescription="MOD ACCRY"

[WeaponModRecoil]
ItemName="Weapon Modification (Recoil)"
Description="A stock cushioned with polycellular shock absorbing material will significantly reduce perceived recoil."
beltDescription="MOD RECOL"

[WeaponModReload]
ItemName="Weapon Modification (Reload)"
Description="A speed loader greatly decreases the time required to reload a weapon."
beltDescription="MOD RELOD"

[EMPGrenade]
ItemName="Electromagnetic Pulse (EMP) Grenade"

[NanoVirusGrenade]
ItemName="Scramble Grenade"

[WeaponSword]
ItemName="Dao"
Description="Dao is a category of single-edge Chinese swords primarily used for slashing and chopping (sabres), often called a broadsword in English translation because some varieties have wide blades. In China, the dao is known as one of the four major weapons, along with the Gun (staff), Qiang (spear), and the Jian (sword), and referred to as "The General of All Weapons". Traditional Chinese weapons again began to see frequent use in Hong Kong following the installation of a system of acoustic sensors able to detect gunfire."
beltDescription="Dao"
msgSpec="5% chance to block bullets"

[WeaponCrowbar]
ItemName="Crowbar"
Description="Common uses for crowbars are: removing nails, prying apart boards, and generally breaking things. Crowbars can be used as any of the three lever classes but the curved end is usually used as a first-class lever, and the flat end as a second class lever. Normally made of medium-carbon steel, they can alternatively be made from titanium, which has the advantages of being lighter and nonmagnetic. The least expensive, most common crowbars are forged from hexagonal, or sometimes cylindrical stock. More expensive designs may be forged with an I-shaped cross-section shaft.|n|n<UNATCO OPS FILE NOTE GH010-BLUE> Many crowbars we call 'murder of crowbars.'  Always have one for kombat. Ha. -- Gunther Hermann <END NOTE>"
beltDescription="CROWBAR"
msgSpec="+100% damage when thrown"

[TracerTong]
FamiliarName="Tracer Tong"
UnfamiliarName="Tracer Tong"

[WIB]
FamiliarName="Woman In Black"
UnfamiliarName="Woman In Black"

[MIB]
FamiliarName="Man In Black"
UnfamiliarName="Man In Black"

[AugMuscle]
AugmentationName="Microfibral Muscle (Passive)"
Description="Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push, lift and throw extraordinarily heavy objects.|nOnly drains energy when throwing heavy objects.|n|n<UNATCO OPS FILE NOTE JR214-VIOLET> To throw held objects with extreme force, press 'shoot' (default: Left Mouse). -- Jaime Reyes <END NOTE>|n|nTECH ONE: Strength is increased slightly & heavy weaponry can be wielded without penalty to agility.|n|nTECH TWO: Strength is increased moderately; an agent can push, lift and throw heavier objects.|n|nTECH THREE: Strength is increased significantly; an agent can push faster, lift heavier objects and throw with guaranteed lethal force. |n|nTECH FOUR: An agent is inhumanly strong and can run & jump unhindered whilst carrying heavy objects, and will also not drop held objects when shot."
MPInfo="When active, you can pick up large crates.  Energy Drain: None"

[DeathMatchGame]
TooManyPlayers=Too many players
VictoryConString1="Objective: First player that reaches "
VictoryConString2=" kills wins the match."
TimeLimitString1="Objective: Score the most kills before the clock ( "
TimeLimitString2=" ) runs out!"

[Rat]
FamiliarName="Rat"
UnfamiliarName="Rat"

[Karkian]
FamiliarName="Karkian"
UnfamiliarName="Karkian"

[AlarmLight]
ItemName="Alarm Light"

[Cat]
FamiliarName="Cat"
UnfamiliarName="Cat"

[Cart]
ItemName="Utility Push-Cart"

[WaterCooler]
msgEmpty="It's out of water"
ItemName="Water Cooler"

[WaterFountain]
msgEmpty="Your drinking limit has been exceeded, please come back tomorrow"
ItemName="Water Fountain"

[MiniSub]
ItemName="Mini-Submarine"

[Dart]
ItemName="Dart"
ItemArticle="a"

[Ammo3006]
ItemName="30.06 Ammo"
ItemArticle="some"
Description="Its high velocity and accuracy have made sniper rifles using the 30.06 round the preferred tool of individuals requiring 'one shot, one kill' for over fifty years."
beltDescription="3006 AMMO"

[TechGoggles]
ExpireMessage="TechGoggles power supply used up"
ItemName="Tech Goggles"
ItemArticle="some"
Description="Tech goggles are used by many special ops forces throughout the world under a number of different brand names, but they all provide some form of portable light amplification in a disposable package."
beltDescription="GOGGLES"

[MorganEverett]
FamiliarName="Morgan Everett"
UnfamiliarName="Morgan Everett"

[MenuChoice_ObjectTextureDetail]
helpText="Change the amount of texture detail on objects"
actionText="|&Object Texture Detail"
configSetting="ini:Engine.Engine.ViewportManager SkinDetail"
enumText[0]="Low"
enumText[1]="High"

[MenuChoice_WorldTextureDetail]
helpText="Change the amount of texture detail in the world"
actionText="|&World Texture Detail"
configSetting="ini:Engine.Engine.ViewportManager TextureDetail"

[MenuChoice_DetailTextures]
helpText="Disabling Detail Textures may improve performance on slower machines"
actionText="Detail T|&extures"
configSetting="ini:Engine.Engine.GameRenderDevice DetailTextures"

[MenuChoice_Decals]
helpText="Disabling Decals may improve performance on slower machines"
actionText="D|&ecals"
configSetting="ini:Engine.Engine.ViewportManager Decals"

[MenuChoice_MouseSensitivity]
helpText="Modifies the mouse sensitivity"
actionText="Mouse |&Sensitivity"

[MenuChoice_MaxLogLines]
helpText="Maximum number of log lines visible on the screen at any given time"
actionText="Max. Log Lines"

[MenuChoice_LogTimeoutValue]
msgSecond="s"
helpText="Select the amount of time log messages remain visible on the screen"
actionText="|&Log Timeout Value"

[HKMilitary]
FamiliarName="Chinese Military"
UnfamiliarName="Chinese Military"

[NicoletteDuClare]
FamiliarName="Nicolette DuClare"
UnfamiliarName="Nicolette DuClare"

[ThugMale2]
FamiliarName="Thug"
UnfamiliarName="Thug"

[AdaptiveArmor]
ExpireMessage="Thermoptic camo power supply used up"
ItemName="Thermoptic Camo"
ItemArticle="some"
Description="Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves; however, the high power drain makes it impractial for more than short-term use, after which the circuitry is fused and it becomes useless."
beltDescription="THRM CAMO"

[AugRadarTrans]
AugmentationName="Radar Transparency (Active)"
Description="Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, cameras, turrets & laser beam triggers.|n|nTECH ONE: Power drain is normal.|n|nTECH TWO: Power drain is reduced slightly.|n|nTECH THREE: Power drain is reduced moderately.|n|nTECH FOUR: Power drain is reduced significantly."
MPInfo="When active, you are invisible to electronic devices such as cameras, turrets, and proximity mines.  Energy Drain: Very Low"

[MenuChoice_SoundQuality]
RestartTitle="Sound Quality"
RestartMessage="This change will not take effect until you restart Deus Ex."
helpText="16-bit sound is higher quality but uses twice as much memory as 8-bit sound, so if you're low on memory, use 8-bit."
actionText="Sound |&Quality"
configSetting="ini:Engine.Engine.AudioDevice LowSoundQuality"
enumText[0]="8-bit"
enumText[1]="16-bit"

[AmmoSabot]
ItemName="12 Gauge Sabot Shells"
ItemArticle="some"
Description="A 12 gauge shotgun shell surrounding a solid core of tungsten that can punch through all but the thickest hardened steel armor at close range; however, its ballistic profile will result in minimal damage to soft targets."
beltDescription="SABOT"

[MenuChoice_TextureColorBits]
RestartTitle="Texture Color Depth"
RestartMessage="This change will not take effect until you restart Deus Ex."
helpText="Determines the texture color depth.  32-bit textures look better if your hardware supports them."
actionText="|&Texture Color Depth"
configSetting="ini:Engine.Engine.ViewportManager FullscreenColorBits"
enumText[0]="16-bit"
enumText[1]="32-bit"

[Binoculars]
ItemName="Binoculars"
ItemArticle="some"
Description="Binoculars, field glasses or binocular telescopes are a pair of identical or mirror-symmetrical telescopes mounted side-by-side and aligned to point accurately in the same direction, allowing the viewer to use both eyes (binocular vision) when viewing distant objects. Most are sized to be held using both hands, although sizes vary widely from opera glasses to large pedestal mounted military models. Many different abbreviations are used for binoculars, including glasses, nocs, binocs, noculars, binos and bins."
beltDescription="BINOCS"

[Liquor40oz]
ItemName="Forty"
Description="'COLD SWEAT forty ounce malt liquor. Never let 'em see your COLD SWEAT.'"
beltDescription="FORTY"

[LiquorBottle]
ItemName="Liquor"
ItemArticle="some"
Description="A distilled beverage, spirit, or liquor is an alcoholic beverage containing ethanol that is produced by distilling (i.e., concentrating by distillation) ethanol produced by means of fermenting grain, fruit, or vegetables. This excludes undistilled fermented beverages such as beer, wine, and cider. Vodka, gin, baijiu, tequila, rum, whisky, brandy, and soju are examples of distilled beverages.
The term hard liquor is used in North America and India to distinguish distilled beverages from undistilled ones (implicitly weaker)."
beltDescription="LIQUOR"

[ComputerPublic]
ItemName="Public Computer Terminal"

[WeaponModClip]
ItemName="Weapon Modification (Clip)"
Description="An extended magazine that increases clip capacity beyond the factory default."
beltDescription="MOD CLIP"

[VialCrack]
ItemName="Zyme Vial"
Description="A vial of zyme, likely brewed up in some basement lab."
beltDescription="ZYME"

[HazMatSuit]
ExpireMessage="HazMatSuit power supply used up"
ItemName="Hazmat Suit"
Description="A standard hazardous materials suit that protects against a full range of environmental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an integrated bacterial oxygen scrubber that degrades with use and thus should not be reused."
beltDescription="HAZMAT"

[WeaponModRange]
ItemName="Weapon Modification (Range)"
Description="By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is greatly reduced with a consequent increase in range.|n|n<UNATCO OPS FILE NOTE SC111-BLUE> Coating the primary valve system of a flamethrower in synovial lubricant and then over-pressuring the delivery system will also result in an increase in range. Little trick I learned during field testing. Similar knowledge in combination with range mods can be applied to just about any heavy weaponry to result in increased projectile speed. Know your firearms. -- Sam Carter <END NOTE>"
beltDescription="MOD RANGE"

[PersonaImageNewLegendLabel]
NewLegendLabel=" = New Image"

[BallisticArmor]
ExpireMessage="Ballistic Armor power supply used up"
ItemName="Ballistic Armor"
ItemArticle="some"
Description="Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage.  With use these polymer sheets lose their reflexive properties and should be discarded."
beltDescription="BAL ARMOR"

[MenuChoice_EffectsChannels]
helpText="Number of sound effects channels"
actionText="E|&ffects Channels"
configSetting="ini:Engine.Engine.AudioDevice EffectsChannels"

[SkillAwardTrigger]
awardMessage="DEFAULT SKILL AWARD MESSAGE - REPORT THIS AS A BUG"
totalMessage="Total Skill Points Available:"

[Shuriken]
ItemName="Throwing Knife"
ItemArticle="a"

[ShipsWheel]
ItemName="Ship's Wheel"

[AmmoRocket]
ItemName="Rockets"
ItemArticle="some"
Description="A gyroscopically stabilized rocket with limited onboard guidance systems for in-flight course corrections. Engineered for use with the GEP gun."
beltDescription="ROCKET"

[CageLight]
ItemName="Light Fixture"

[AmmoBattery]
ItemName="Prod Battery"
ItemArticle="a"
Description="A portable charging unit for the riot prod."
beltDescription="BATTERY"

[AugDrone]
AugmentationName="Spy Drone (Active)"
Description="Advanced nanofactories can assemble a spy drone upon demand which can then be remotely controlled by the agent until released or destroyed, at which a point a new drone will be assembled. Drones come equipped with a one-shot EMP attack and noise maker decoy functionality for covert use.|nIn addition to active bioelectric energy drain, the Spy Drone also requires minor additional bioenergy to self-destruct.|n|nTECH ONE: The drone can take little damage, is very slow and has a very light EMP attack.|n|nTECH TWO: The drone can take minor damage, is somewhat faster and has a light EMP attack.|n|nTECH THREE: The drone can take moderate damage, has notable speed and has a medium EMP attack.|n|nTECH FOUR: The drone can take heavy damage, move swiftly and has a strong EMP attack."
MPInfo="Activation creates a remote-controlled spy drone.  Deactivation disables the drone.  Firing while active detonates the drone in a massive EMP explosion.  Energy Drain: Medium"

[Basketball]
ItemName="Basketball"

[AugCombat]
AugmentationName="Combat Speed (Passive)"
Description="Sorting rotors accelerate calcium ion concentration in the sarcoplasmic reticulum, increasing an agent's muscle speed several-fold. |n|nTECH ONE: An agent's striking and throwing speed with low-tech and demolitions weapons is increased slightly, as is the speed in which an agent draws and holsters any weapon.|n|nTECH TWO: An agent's striking and throwing speed with low-tech and demolitions weapons is increased moderately, as is the speed in which an agent draws and holsters any weapon.|n|nTECH THREE: Speed with low-tech and demolitions weapons is increased significantly, as is the speed in which an agent draws and holsters all weapons.|n|nTECH FOUR: An agent achieves transcendence of dexterity."
MPInfo="When active, you do double damage with melee weapons.  Energy Drain: None"

[AugAqualung]
AugmentationName="Aqualung (Active)"
AugmentationName2="Aqualung (Automatic)"
Description="Soda lime exostructures imbedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can perform physically demanding activities such as swimming and running.|n|nTECH ONE: Lung capacity is extended slightly & regenerates faster when an agent is idle.|n|nTECH TWO: Lung capacity is extended moderately & regenerates rapidly when an agent is idle.|n|nTECH THREE: Lung capacity & regeneration is extended significantly.|n|nTECH FOUR: An agent is unlikely to run out of breath."
MPInfo="When active, you can stay underwater 12 times as long and swim twice as fast.  Energy Drain: None"

[RetinalScanner]
msgUsed="Clearance granted"
ItemName="Retinal Scanner"

[WineBottle]
ItemName="Wine"
ItemArticle="some"
Description="Wine is an alcoholic beverage made from fermented grapes or other fruits. The natural chemical balance of grapes lets them ferment without the addition of sugars, acids, enzymes, water, or other nutrients. Yeast consumes the sugars in the grapes and converts them into alcohol and carbon dioxide. Different varieties of grapes and strains of yeasts produce different types of wine. The well-known variations result from the very complex interactions between the biochemical development of the fruit, reactions involved in fermentation, and human intervention in the overall process. The final product may contain tens of thousands of chemical compounds in amounts varying from a few percent to a few parts per billion."
beltDescription="WINE"

[Valve]
ItemName="Valve"

[LowerClassFemale]
FamiliarName="Lower Class"
UnfamiliarName="Lower Class"

[TerroristCommander]
FamiliarName="Terrorist Commander"
UnfamiliarName="Terrorist Commander"

[GarySavage]
FamiliarName="Gary Savage"
UnfamiliarName="Gary Savage"

[SpiderBot]
FamiliarName="SpiderBot"
UnfamiliarName="SpiderBot"

[StantonDowd]
FamiliarName="Stanton Dowd"
UnfamiliarName="Stanton Dowd"

[FordSchick]
FamiliarName="Ford Schick"
UnfamiliarName="Ford Schick"

[MenuChoice_RenderDevice]
PromptTitle="Restart Deus Ex?"
GamePromptMessage="In order to choose a render device, Deus Ex must be restarted.  The current game you are playing will be lost if you have not already saved it.  Do you still wish to restart?"
RestartPromptMessage="In order to choose a render device, Deus Ex must be restarted.  Do you wish to proceed?"
helpText="Select the device to use for 3D rendering.  Deus Ex must EXIT to allow you to select a 3D hardware device."
actionText="Rendering |&Device..."

[WeaponModSilencer]
ItemName="Weapon Modification (Silencer)"
Description="A silencer will muffle the muzzle crack caused by rapidly expanding gases left in the wake of a bullet leaving the gun barrel.|n|n<UNATCO OPS FILE NOTE SC108-BLUE> Obviously, a silencer is only effective with firearms. -- Sam Carter <END NOTE>"
beltDescription="MOD SLNCR"

[WeaponModScope]
ItemName="Weapon Modification (Scope)"
Description="A telescopic scope attachment provides zoom capability and increases accuracy against distant targets."
beltDescription="MOD SCOPE"

[ScubaDiver]
FamiliarName="Scuba Diver"
UnfamiliarName="Scuba Diver"

[WeaponModLaser]
ItemName="Weapon Modification (Laser)"
Description="A laser targeting dot eliminates any inaccuracy resulting from the inability to visually guage a projectile's point of impact."
beltDescription="MOD LASER"

[VialAmbrosia]
msgNoEffect="Strange...nothing happens..."
ItemName="Ambrosia Vial"
ItemArticle="an"
Description="The only known vaccine against the 'Gray Death.' Unfortunately, it is quickly metabolized by the body making its effects temporary at best."
beltDescription="AMBROSIA"

[SoyFood]
ItemName="Soy Food"
ItemArticle="some"
Description="Fine print: 'Seasoned with nanoscale mechanochemical generators, this TSP (textured soy protein) not only tastes good but also self-heats when its package is opened.'"
beltDescription="SOY FOOD"

[Sodacan]
ItemName="Soda"
ItemArticle="some"
Description="A can of carbonated soda.|n|nIn the late 18th century, scientists made important progress in replicating naturally carbonated mineral waters. In 1767, Englishman Joseph Priestley first discovered a method of infusing water with carbon dioxide to make carbonated water when he suspended a bowl of distilled water above a beer vat at a local brewery in Leeds, England. His invention of carbonated water (also known as soda water) is the major and defining component of most soft drinks.|n|nThis can is blank except for the phrase 'PRODUCT PLACEMENT HERE.' It is unclear whether this is a name or an invitation."
beltDescription="SODA"

[BookOpen]
ItemName="Book"

[Candybar]
ItemName="Candy Bar"
bioboost="Recharged 2 Bioelectrical Energy Units"
Description="'CHOC-O-LENT DREAM. IT'S CHOCOLATE! IT'S PEOPLE! IT'S BOTH!(tm) 85% Recycled Material.'"
beltDescription="CANDY BAR"

[Rebreather]
ExpireMessage="Rebreather power supply used up"
ItemName="Rebreather"
Description="A disposable chemical scrubber that can extract oxygen from water during brief submerged operations."
beltDescription="REBREATHR"

[MenuChoice_SampleRate]
helpText="Lower sample rates result in less CPU overhead, but also lower sound quality"
actionText="S|&ample Rate"
configSetting="ini:Engine.Engine.AudioDevice OutputRate"
enumText[0]="11025Hz"
enumText[1]="22050Hz"
enumText[2]="44100Hz"
RestartTitle="Sound Quality"
RestartMessage="This change will not take effect until you restart Deus Ex."

[SecurityBot2]
FamiliarName="Security Bot"
UnfamiliarName="Security Bot"

[AugSpeed]
AugmentationName="Speed Enhancement (Active)"
Description="Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which an agent can run, the height they can jump, and reducing the damage they receive from falls.|n|nTECH ONE: Speed and jumping are increased slightly, while falling damage is reduced.|n|nTECH TWO: Speed and jumping are increased moderately, while falling damage is further reduced.|n|nTECH THREE: Speed and jumping are increased significantly, while falling damage is substantially reduced.|n|nTECH FOUR: An agent can run like the wind and leap from the tallest building."
MPInfo="When active, you move twice as fast and jump twice as high.  Energy Drain: Very High"

[WeaponNanoVirusGrenade]
ItemName="Scramble Grenade"
Description="The detonation of a GUARDIAN scramble grenade broadcasts a short-range, polymorphic broadband assault on the command frequencies used by almost all bots manufactured since 2028. The ensuing electronic storm causes bots within its radius of effect to indiscriminately attack other bots until command control can be re-established. Like a LAM, scramble grenades can be attached to any surface."
beltDescription="SCRM GREN"

[WeaponEMPGrenade]
ItemName="Electromagnetic Pulse (EMP) Grenade"
ItemArticle="an"
Description="The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids.|n|n<UNATCO OPS FILE NOTE JR134-VIOLET> While nanotech augmentations are largely unaffected by EMP, experiments have shown that it WILL cause the spontaneous dissipation of stored bioelectric energy. Like a LAM, Electromagnetic Pulse grenades can be attached to any surface. -- Jaime Reyes <END NOTE>"
beltDescription="EMP GREN"

[MenuSelectDifficulty]
Title="Select Difficulty"
ButtonNames[0]="Easy"
ButtonNames[1]="Medium"
ButtonNames[2]="Hard"
ButtonNames[3]="Realistic"
ButtonNames[4]="Hardcore"
ButtonNames[5]="Previous Menu"
InfoTitle="GMDX Difficulty Information"
InfoDescription="Difficulty levels primarily influence stealth, combat & exploration. You cannot change the difficulty in-game, so choose wisely. 'Medium' is recommended for a first-time playthrough of GMDX."
HardCoreTitle="Enable Hardcore Mode?"
HardCoreDescription="Disabled console access, real-time inventory use, greater stamina drain, no weapon auto-reload, less ammo and more."
HardcoreUnlockInfo="Locked"
HardcoreUnlockDescription="Complete GMDX on any difficulty level to unlock this game mode."
RealisticTitle="Warning"
RealisticDescription="Realistic difficulty will be a testing challenge and is not recommended for those new to GMDX.|nProceed Anyway?"
//ButtonNames[5]="Previous Menu"

[AttackHelicopter]
ItemName="Attack Helicopter"

[MilitaryBot]
FamiliarName="Military Bot"
UnfamiliarName="Military Bot"

[AmmoDartPoison]
ItemName="Tranquilizer Darts"
Description="A mini-crossbow dart tipped with a succinylcholine-variant that causes complete skeletal muscle relaxation, effectively incapacitating a target in a non-lethal manner."
beltDescription="TRQ DART"

[AlexJacobson]
FamiliarName="Alex Jacobson"
UnfamiliarName="Hacker"

[Phone]
ItemName="Telephone"

[Toilet2]
ItemName="Urinal"

[Toilet]
ItemName="Toilet"

[Switch1]
ItemName="Switch"

[LightSwitch]
ItemName="Switch"

[HKMarketTarp]
ItemName="Canvas Tarp"

[HKHangingPig]
ItemName="Slaughtered Pig"

[HangingChicken]
ItemName="Slaughtered Chicken"

[BarrelFire]
ItemName="Burning Barrel"

[Doctor]
FamiliarName="Doctor"
UnfamiliarName="Doctor"

[TobyAtanwe]
FamiliarName="Toby Atanwe"
UnfamiliarName="Toby Atanwe"

[WeaponStealthPistol]
ItemName="Stealth Pistol"
Description="Designed for wet work, the stealth pistol is manufactured to boast a notably large clip, exceptional range, an integrated silencer and a contemporary recoil compensator. Excels performance-wise in all except raw stopping power."
beltDescription="STEALTH"

[WeaponShuriken]
ItemName="Throwing Knives"
ItemArticle="some"
Description="A favorite weapon of assassins in the Far East for centuries, throwing knives can be deadly when wielded by a master but are more generally used when it becomes desirable to send a message. The message is usually 'Your death is coming on swift feet.'"
beltDescription="TK"

[WeaponSawedOffShotgun]
ItemName="Sawed-off Shotgun"
Description="The sawed-off, pump-action shotgun features a truncated barrel resulting in a wide spread at close range, although extensive modification can reduce spread even at great ranges. The sawed-off accepts a wide variety of shell types."
beltDescription="SAWED-OFF"
msgSpec="+15% Rubber Bullet Damage"

[MenuScreenAdjustColors]
Title="Adjust Colors"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[WeaponProd]
ItemName="Riot Prod"
Description="The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be an valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise."
beltDescription="PROD"

[WeaponPlasmaRifle]
ItemName="Plasma Rifle"
Description="An experimental weapon that is currently being produced as a series of one-off prototypes, the plasma gun superheats slugs of magnetically-doped plastic and accelerates the resulting gas-liquid mix using an array of linear magnets. The resulting plasma stream is deadly when used against slow-moving targets."
beltDescription="PLASMA"

[SpiderBot2]
FamiliarName="Mini-SpiderBot"
UnfamiliarName="Mini-SpiderBot"

[HowardStrong]
FamiliarName="Howard Strong"
UnfamiliarName="Howard Strong"

[WeaponAssaultShotgun]
ItemName="Striker FA"
ItemArticle="a"
Description="The Striker FA (sometimes referred to as the 'Street Sweeper FA') is known for exceptional reliability, rarely jamming despite its hairtrigger semi-automatic feed that can clear an area of hostiles in a matter of seconds. Particularly effective in urban combat, the Striker FA accepts a wide variety of shells."
beltDescription="STRIKER"

[WeaponFlamethrower]
ItemName="Flamethrower"
Description="A portable flamethrower that discards the old and highly dangerous backpack fuel delivery system in favor of pressurized canisters of napalm. Inexperienced agents will find that a flamethrower can be difficult to maneuver, however."
beltDescription="FLAMETHWR"

[WeaponGasGrenade]
ItemName="Gas Grenade"
Description="Upon detonation, the gas grenade releases a large amount of CS (a military-grade 'tear gas' agent) over its area of effect. CS will cause irritation to all exposed mucous membranes leading to temporary blindness and uncontrolled coughing. Like a LAM, gas grenades can be attached to any surface."
beltDescription="GAS GREN"

[TriadLumPath]
FamiliarName="Gang Member"
UnfamiliarName="Gang Member"

[WeaponLAM]
ItemName="Lightweight Attack Munitions (LAM)"
Description="A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine.|n|n<UNATCO OPS FILE NOTE SC093-BLUE> Disarming a proximity device should only be attempted with the proper demolitions training. Trust me on this. -- Sam Carter <END NOTE>"
beltDescription="LAM"
ShortName="LAM"

[TriadRedArrow]
FamiliarName="Gang Member"
UnfamiliarName="Gang Member"

[ControlPanel]
ItemName="Electronic Control Panel"

[DartPoison]
ItemName="Tranquilizer Dart"

[AmmoDartFlare]
ItemName="Flare Darts"
Description="Mini-crossbow flare darts use a slow-burning incendiary device, ignited on impact, to provide illumination of a targeted area."
beltDescription="FLR DART"

[MenuChoice_MenuColor]
helpText="Color scheme used in all menus."
actionText="|&Menu Color Scheme"

[MenuChoice_HUDColor]
helpText="Color scheme used in all the in-game screens."
actionText="|&HUD Color Scheme"

[AmmoNapalm]
ItemName="Napalm Canister"
ItemArticle="a"
Description="A pressurized canister of jellied gasoline for use with flamethrowers.|n|n<UNATCO OPS FILE NOTE SC080-BLUE> The canister is double-walled to minimize accidental detonation caused by stray bullets during a firefight. -- Sam Carter <END NOTE>"
beltDescription="NAPALM"

[AmmoPlasma]
ItemName="Plasma Clip"
ItemArticle="a"
Description="A clip of extruded, magnetically-doped plastic slugs that can be heated and delivered with devastating effect using the plasma gun."
beltDescription="PMA CLIP"

[AugBallistic]
AugmentationName="Ballistic Protection (Active)"
Description="Monomolecular plates temporarily reinforce the skin's epithelial membrane, reducing the damage an agent receives from solid projectiles, blunt weapons and bladed weapons. Involuntary flinching an agent would naturally experience is also eliminated.|n|nTECH ONE: Damage from solid projectiles, blunt and bladed weapons is reduced significantly (35%).|n|nTECH TWO: Damage from solid projectiles, blunt and bladed weapons is reduced significantly more (45%).|n|nTECH THREE: Damage from solid projectiles, blunt and bladed weapons is reduced further still (55%).|n|nTECH FOUR: An agent can soak up damage from solid projectiles, blunt and bladed weapons (65%)."
MPInfo="When active, damage from projectiles and melee weapons is reduced by 40%.  Energy Drain: High"

[AugBallisticPassive]
AugmentationName="BPN-021 (Passive)"
EnergyRateLabel="Energy Rate: 1/8th of Ballistic Damage Received"
Description="Ballistic Protection Nanomachine Prototype 021.|n|nMonomolecular plates permanently reinforce the skin's epithelial membrane, reducing the damage an agent receives from projectiles, blunt weapons and bladed weapons. |n|nThe BPN-021 is the latest development in sub-dermal nanoarmor augmentation research, providing moderate ballistic protection without any user input providing the user has sufficient bioelectrical charge. If the user has no bioelectrical charge the BPN-021 is ineffective. |n|nTECH ONE: Damage from projectiles and bladed weapons is reduced slightly (20%). Bioelectric energy is drained by 1/8th of ballistic damage received. |n|nTECH TWO: Damage from projectiles and bladed weapons is reduced slightly more (25%).|n|nTECH THREE: Damage from projectiles and bladed weapons is reduced further still (30%).|n|nTECH FOUR: An agent receives significant passive protection from projectiles and bladed weapons (35%)."

[AugCloak]
AugmentationName="Cloak (Active)"
Description="Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles.|n|nTECH ONE: Power drain is normal.|n|nTECH TWO: Power drain is reduced slightly.|n|nTECH THREE: Power drain is reduced moderately.|n|nTECH FOUR: Power drain is reduced significantly."
MPInfo="When active, you are invisible to enemy players.  Electronic devices and players with the vision augmentation can still detect you.  Cannot be used with a weapon.  Energy Drain: Moderate"

[AugDatalink]
AugmentationName="Infolink (Passive)"
Description="One-way micro-transceiver array allows agents in the field to receive messages from Control, and to store and later retrieve relevant maps, conversations, and notes.|n|n<UNATCO OPS FILE NOTE JR133-VIOLET> This is top of the line all the way, so don't expect any upgrades. -- Jaime Reyes <END NOTE>|n|nNO UPGRADES"

[AugEMP]
AugmentationName="EMP Shield (Passive)"
Description="Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses.|n|nTECH ONE: Damage from EMP attacks is reduced slightly.|n|nTECH TWO: Damage from EMP attacks is reduced moderately.|n|nTECH THREE: Damage from EMP attacks is reduced significantly.|n|nTECH FOUR: An agent is nearly invulnerable to damage from EMP attacks."
MPInfo="When active, you only take 5% damage from EMP attacks.  Energy Drain: Very Low"

[Fan1]
ItemName="Fan"

[AugEnviro]
AugmentationName="Environmental Resistance (Active)"
AugmentationName2="Environmental Resistance (Automatic)"
Description="Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to a number of possible environmental hazards such as radiation, tear gas, toxic poisoning, electricity & fire.|n|nTECH ONE: Hazard resistance is increased slightly (30%).|n|nTECH TWO: Hazard resistance is increased moderately (45%).|n|nTECH THREE: Hazard resistance is increased significantly (60%).|n|nTECH FOUR: An agent is nearly invulnerable to damage from environmental hazards (80%)."
MPInfo="When active, you only take 10% damage from poison and gas, and poison and gas will not affect your vision.  Energy Drain: Low"

[AugIFF]
AugmentationName="EUAS (Passive)"
Description="The highly advanced Environmental and User Assessment Subroutine monitors conditions of the user & environment, returning relevant data to the user's cornea as a state of the art heads up display (HUD). If desired, the user can disable HUD elements individually or uniformly, and calibrate the EUAS to monitor & relay further data.|n|nTECH ONE: Default Settings:|n|nI) Vital signs, bioelectrical energy & stamina are displayed within the top-left region of the user's field of view.|n|nII) Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories.|n|nIII) User accuracy is approximated and visualized as dynamic crosshairs when the user is aiming weaponry at relevant targets.|n|nTECH TWO: The user's visibility is displayed numerically alongside vital signs. |n|nTECH THREE: Nearby environmental hazards are detected & associated data is relayed to the user's HUD."

[AugShield]
AugmentationName="Energy Shield (Passive)"
Description="Polyaniline capacitors below the skin absorb heat, electricity and some types of radiant energy, reducing the damage received from flame, electrical, EMP, explosive and plasma attacks.|n|nTECH ONE: Damage from energy attacks is reduced slightly (10%), and an agent's movement is unhindered whilst exposed to electrical and explosive damage.|n|nTECH TWO: Damage from energy attacks is reduced moderately (30%).|n|nTECH THREE: Damage from energy attacks is reduced significantly (50%).|n|nTECH FOUR: In addition to polyanilene capacitors below the skin, nanobots are deployed that assemble a charged plasma particle shield around the body, rendering an agent nearly invulnerable to damage from energy attacks (70%)."
MPInfo="When active, you only take 50% damage from flame and plasma attacks.  Energy Drain: Low"

[AugStealth]
AugmentationName="Run Silent (Active)"
Description="The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers, which also calculate muscle movement upon landing to precisely counteract reasonably high velocity falls. |n|nTECH ONE: Sound made while moving & damage received from high falls is reduced slightly.|n|nTECH TWO: Sound made while moving & damage received from high falls is reduced moderately.|n|nTECH THREE: Sound made while moving & damage received from high falls is reduced significantly.|n|nTECH FOUR: An agent is completely silent and can outlive considerably high velocity falls."
MPInfo="When active, you do not make footstep sounds.  Energy Drain: Low"

[AugTarget]
AugmentationName="Targeting (Active)"
Description="Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene 'quantum wires' not only increases accuracy & damage, but also delivers limited situational info about a target.|n|nTECH ONE: Slight increase in accuracy & damage (+5%), as well as general target information.|n|nTECH TWO: Additional increase in accuracy and damage (+10%), as well as more target information.|n|nTECH THREE: Additional increase in accuracy & damage (+15%), as well as specific target information.|n|nTECH FOUR: moderate increase in accuracy & damage (+20%), and telescopic vision."
MPInfo="When active, all weapon skills are effectively increased by one level, and you can see an enemy's health.  The skill increases allow you to effectively surpass skill level 3.  Energy Drain: Moderate"

[AcousticSensor]
ItemName="Gunfire Acoustic Sensor"

[CeilingFan]
ItemName="Ceiling Fan Blades"

[CeilingFanMotor]
ItemName="Ceiling Fan Motor"

[Female4]
FamiliarName="Female"
UnfamiliarName="Female"

[ClothesRack]
ItemName="Hanging Clothes"

[HKHangingLantern2]
ItemName="Paper Lantern"

[ChairLeather]
ItemName="Comfy Chair"

[CouchLeather]
ItemName="Leather Couch"

[OfficeChair]
ItemName="Swivel Chair"

[WHChairPink]
ItemName="Chair"

[CoffeeTable]
ItemName="Coffee Table"

[FlagPole]
ItemName="Flag Pole"

[Female1]
FamiliarName="Female"
UnfamiliarName="Female"

[Female3]
FamiliarName="Female"
UnfamiliarName="Female"

[Female2]
FamiliarName="Female"
UnfamiliarName="Female"

[Male4]
FamiliarName="Male"
UnfamiliarName="Male"

[MenuChoice_Crosshairs]
helpText="Toggles Crosshairs visibility."
actionText="Cross|&hairs"

[DartFlare]
ItemName="Flare Dart"

[MenuChoice_ObjectNames]
helpText="If enabled, the name of the selected object in the world will be printed"
actionText="|&Object Names"

[MenuChoice_ReverseStereo]
helpText="If enabled, the left and right stereo channels are reversed."
actionText="|&Reverse Stereo"
configSetting="ini:Engine.Engine.AudioDevice ReverseStereo"

[MenuChoice_SoundVolume]
helpText="Adjusts the Sound Effects volume."
actionText="Sound |&Effects Volume"
configSetting="ini:Engine.Engine.AudioDevice SoundVolume"

[MenuChoice_Subtitles]
helpText="If subtitles are On, conversation dialogue will be displayed on-screen."
actionText="|&Subtitles"

[MenuChoice_ToggleCrouch]
helpText="If set to Enabled, the crouch key will act as a toggle"
actionText="|&Toggle Crouch"

[MenuScreenControls]
Title="Controls"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenDisplay]
Title="Display Settings"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenSound]
Title="Sound Settings"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenThemesSave]
LoadHelpText="Choose the color theme to save"
Title="Save Theme"
actionButtons[1]="(Text="Save Theme",Key="SAVE")"

[ComputerSecurityChoice_Turret]
actionText="|&Turret Status"
enumText[0]="Bypassed"
enumText[1]="Allies"
enumText[2]="Enemies"
enumText[3]="Everything"

[ComputerSecurityChoice_DoorOpen]
actionText="|&Door Status"
enumText[0]="Open"
enumText[1]="Closed"

[ComputerSecurityChoice_DoorAccess]
actionText="Door |&Access"
enumText[0]="Locked"
enumText[1]="Unlocked"

[ComputerSecurityChoice_Camera]
actionText="|&Camera Status"
enumText[0]="On"
enumText[1]="Off"

[AmmoLAM]
beltDescription="LAM"

[WeaponMiniCrossbow]
ItemName="Mini-Crossbow"
Description="The mini-crossbow was specifically developed for espionage work, and accepts a range of dart types (normal, tranquilizer, flare, or taser) that can be changed depending upon the mission requirements."
beltDescription="CROSSBOW"

[MenuChoice_SpeechVolume]
helpText="Adjusts the Speech volume."
actionText="|&Speech Volume"
configSetting="ini:Engine.Engine.AudioDevice SpeechVolume"

[AmmoPepper]
ItemName="Pepper Cartridge"
ItemArticle="a"
Description="'ANTIGONE pepper spray will incapacitate your attacker in UNDER TWO SECONDS. ANTIGONE -- better BLIND than DEAD. NOTE: Keep away from children under the age of five. Contents under pressure.'"
beltDescription="PPR CART"

[MenuChoice_HUDAugDisplay]
helpText="This setting determines which Augmentations are displayed in the HUD."
actionText="HUD |&Augmentation Display"
enumText[0]="Active"
enumText[1]="All Augs"

[GasGrenade]
ItemName="Gas Grenade"

[Male2]
FamiliarName="Male"
UnfamiliarName="Male"

[Male3]
FamiliarName="Male"
UnfamiliarName="Male"

[MenuChoice_AdjustBrightness]
actionText="|&Brightness"
configSetting="ini:Engine.Engine.ViewportManager Brightness"

[MenuChoice_AlwaysRun]
helpText="If set to Enabled, the player will always run"
actionText="|&Always Run"

[MenuChoice_Brightness]
actionText="Adjust |&Brightness..."

[MenuChoice_HUDBordersVisible]
helpText="Determines whether the HUD Borders are displayed"
actionText="HUD Borders |&Visible"

[MenuChoice_HUDBorderTranslucency]
helpText="If translucency is enabled, the HUD borders will be translucent"
actionText="HUD |&Borders Translucency"

[MenuChoice_InvertMouse]
helpText="Inverts the vertical mouse axis so when you push up you look down and vice versa"
actionText="Invert |&Mouse"

[MenuChoice_HUDTranslucency]
helpText="If translucency is enabled, the background will be visible through the in-game HUD and User-Interface screens."
actionText="HUD Background Tr|&anslucency"

[MenuChoice_MenuTranslucency]
helpText="If translucency is enabled, the background will be visible through the menus."
actionText="Menu |&Translucency"

[MenuChoice_MusicVolume]
helpText="Adjusts the Music volume."
actionText="|&Music Volume"
configSetting="ini:Engine.Engine.AudioDevice MusicVolume"

[MenuChoice_SurroundSound]
helpText="Enables Dolby Surround Sound support.  Requires a Dolby Pro-Logic Surround Sound Processor."
actionText="|&Dolby Surround Sound"
configSetting="ini:Engine.Engine.AudioDevice UseSurround"

[MenuChoice_GoreLevel]
helpText="Setting to low will remove blood from the game"
actionText="|&Gore Level"
enumText[0]="Low"
enumText[1]="Normal"

[MenuChoice_FullScreen]
helpText="Toggle between running the game full-screen or in a window"
actionText="Toggle |&Full-Screen Mode"

[MenuChoice_Use3DHardware]
helpText="Enables Hardware 3D Sound Support."
actionText="|&Hardware 3D Support"
configSetting="ini:Engine.Engine.AudioDevice Use3dHardware"
RestartTitle="Sound Quality"
RestartMessage="This change will not take effect until you restart Deus Ex."

[MenuChoice_WeaponAutoReload]
helpText="If enabled, weapons will automatically reload when their ammo is depleted. Disabled and cannot be toggled for Hardcore mode."
actionText="|&Weapon Auto-Reload"

[MenuScreenOptions]
Title="Options"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuSettings]
Title="Settings"
ButtonNames[0]="Keyboard/Mouse"
ButtonNames[1]="Controls"
ButtonNames[2]="Game Options"
ButtonNames[3]="GMDX Options"
ButtonNames[4]="Display"
ButtonNames[5]="Colors"
ButtonNames[6]="Sound"
ButtonNames[7]="Previous Menu"

[AmmoEMPGrenade]
beltDescription="EMP GREN"

[AmmoGasGrenade]
beltDescription="GAS GREN"

[AmmoNanoVirusGrenade]
beltDescription="SCRM GREN"

[Pigeon]
FamiliarName="Pigeon"
UnfamiliarName="Pigeon"

[AugHeartLung]
AugmentationName="Synthetic Heart (Automatic)"
Description="This synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes, and liposomes containing prefab diamondoid machine parts, resulting in upgraded performance for all installed augmentations.|n|n<UNATCO OPS FILE NOTE JR133-VIOLET> You'll want to pay close attention:|n|n1. Active augmentations will be upgraded whilst in-use by using additional power to do so.|n2. All passive augs will recieve one upgrade each upon installation.|n3. This will not enhance any aug past its maximum upgrade level.|n4. You can never again use an active aug without this organ replacement draining additional power. -- Jaime Reyes<END NOTE>|n|nTECH ONE: All active augmentations are boosted with use of additional energy drain (+40%), and all currently installed passive augs are boosted once upon installation.|n|nTECH TWO: Augmentation power drain is lesser (+30%).|n|nTECH THREE: Aug power drain is reduced further (+20%).|n|nTECH FOUR: Aug power drain is near-negligible (+10%)."

[Seagull]
FamiliarName="Seagull"
UnfamiliarName="Seagull"

[AugPower]
AugmentationName="Recirculator (Automatic)"
Description="Power consumption for all active augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells.|n|nTECH ONE: Power drain of active augmentations is reduced slightly (10%).|n|nTECH TWO: Power drain of active augmentations is reduced moderately (20%).|n|nTECH THREE: Power drain of active augmentations is reduced significantly (30%).|n|nTECH FOUR: Power drain of active augmentations is optimally reduced (40%)."
MPInfo="Reduces the cost of other augs.  Automatically used when needed.  Energy Drain: None"

[BarrelAmbrosia]
ItemName="Ambrosia Storage Container"

[Tumbleweed]
ItemName="Tumbleweed"

[WeaponGEPGun]
ItemName="Guided Explosive Projectile (GEP) Gun"
Description="The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy, or alternatively guide them remotely with built in navigational systems. While suitable for high-threat combat situations, it can be bulky for those agents who have not grown familiar with it."
beltDescription="GEP GUN"
ShortName="GEP Gun"

[WeaponLAW]
ItemName="Light Anti-Tank Weapon (LAW)"
Description="The LAW provides cheap, dependable anti-armor capability in the form of an integrated one-shot rocket and delivery system, though at the expense of any laser guidance. Like other heavy weapons, the LAW can slow agents who have not trained with it extensively."
beltDescription="LAW"

[WeaponPepperGun]
ItemName="Pepper Gun"
Description="The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering at short-range."
beltDescription="PEPPER"

[WeaponNanoSword]
ItemName="Dragon's Tooth Sword"
ItemArticle="the"
Description="The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp. |n|n<TT//UnderNet.0924.243.886> According to old schematics the sword *does* appear to have some disadvantages: |n|n-The Dragon's Tooth Sword emits a very distinct sound upon construction, so draw before moving in for the kill. |n-The sword emits light, which can help you see in darkness if need be. However you'll also be somewhat more visible to targets.<END NOTE>"
beltDescription="DTS"
msgSpec="Emits Light"

[MenuChoice_UIBackground]
helpText="Determines what is displayed under menus and 2D screens.  Render 3D is good for fast machines, followed by Snapshot and then Black."
actionText="UI/Menu |&Background"
enumText[0]="Render 3D"
enumText[1]="Snapshot"
enumText[2]="Black"

[MenuChoice_HeadBob]
helpText="If enabled, the player will bob up and down slightly while walking."
actionText="|&Player Bob"

[Male1]
FamiliarName="Male"
UnfamiliarName="Male"

[Ammo20mm]
ItemName="20mm HE Ammo"
ItemArticle="some"
Description="The 20mm high-explosive round complements the standard 7.62x51mm assault rifle & UMP762c sub-machine gun by adding the capability to clear small rooms, foxholes, and blind corners using an underhand launcher."
beltDescription="20MM AMMO"

[AmmoRocketWP]
ItemName="WP Rockets"
Description="The white-phosphorus rocket, or 'wooly peter,' was designed to expand the mission profile of the GEP gun. While it does minimal damage upon detonation, the explosion will spread a cloud of particularized white phosphorus that ignites immediately upon contact with the air."
beltDescription="WP ROCKET"

[AugHealing]
AugmentationName="Regeneration (Active)"
Description="Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time.|n|nTECH ONE: Healing occurs at a normal rate.|n|nTECH TWO: Healing occurs at a slightly faster rate.|n|nTECH THREE: Healing occurs at a moderately faster rate.|n|nTECH FOUR: Healing occurs at a significantly faster rate."
MPInfo="When active, you heal, but at a rate insufficient for healing in combat.  Energy Drain: High"

[AugVision]
AugmentationName="Vision Enhancement (Active)"
Description="By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision & sonar-resonance imaging that effectively allows an agent to see through walls and detect users of advanced stealth cloaking technology.|n|nTECH ONE: Nightvision.|n|nTECH TWO: Infravision.|n|nTECH THREE: Close range sonar imaging that enables an agent to detect threats through solid material.|n|nTECH FOUR: Long range sonar imaging that enables an agent to detect threats through solid material."
MPInfo="When active, you can see enemy players in the dark from any distance, and for short distances you can see through walls and see cloaked enemies.  Energy Drain: Moderate"

[WeaponBaton]
ItemName="Baton"
Description="An expandable baton is typically composed of a cylindrical outer shaft containing telescoping inner shafts that lock into each other when expanded. The shafts are usually made of steel, but lightweight baton models may have their shafts made from other materials such as aluminium alloy. Expandable batons may have a solid tip at the outer end of the innermost shaft; the purpose of the solid tip is to maximize the power of a strike when the baton is used as an impact weapon. An expandable baton is opened by being swung in a forceful manner while collapsed, using inertia to extend and lock the segments by friction."
beltDescription="BATON"
msgSpec="Silent Attack"

[WeaponHideAGun]
ItemName="PS20"
Description="The PS20 is a disposable, plasma-based weapon developed by an unknown security organization as a next generation stealth pistol.  Unfortunately, the necessity of maintaining a small physical profile restricts the weapon to a single shot, yet it is exceptionally powerful."
beltDescription="PS20"

[WeaponRifle]
ItemName="Sniper Rifle"
Description="The military sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve tight groupings at better than 1 MOA (minute of angle) depending on environmental conditions."
beltDescription="SNIPER"

[HangingShopLight]
ItemName="Fluorescent Light"

[GordonQuick]
FamiliarName="Gordon Quick"
UnfamiliarName="Gordon Quick"

[ChildMale]
FamiliarName="Child"
UnfamiliarName="Child"

[HKBuddha]
ItemName="Buddha Statue"

[HKBirdcage]
ItemName="Birdcage"

[Cop]
FamiliarName="Cop"
UnfamiliarName="Cop"

[CrateBreakableMedGeneral]
ItemName="General Supply Crate"

[Chef]
FamiliarName="Chef"
UnfamiliarName="Chef"

[CrateBreakableMedMedical]
ItemName="Medical Supply Crate"

[HKCouch]
ItemName="Bench"

[Chandelier]
ItemName="Chandelier"

[Flowers]
ItemName="Flowers"

[CrateExplosiveSmall]
ItemName="TNT Crate"

[CrateUnbreakableLarge]
ItemName="Metal Crate"

[CrateUnbreakableMed]
ItemName="Metal Crate"

[Flask]
ItemName="Lab Flask"

[HKHangingLantern]
ItemName="Paper Lantern"

[Chair1]
ItemName="Chair"

[Chad]
FamiliarName="Chad"
UnfamiliarName="Chad"

[ChildMale2]
FamiliarName="Child"
UnfamiliarName="Child"

[CrateUnbreakableSmall]
ItemName="Metal Crate"
StrIn="Battery"
StrOut="Battery Slot"

[HKMarketLight]
ItemName="Hanging Light"

[HKMarketTable]
ItemName="Table"

[Doberman]
FamiliarName="Doberman"
UnfamiliarName="Doberman"

[Cushion]
ItemName="Floor Cushion"

[GilbertRenton]
FamiliarName="Gilbert Renton"
UnfamiliarName="Gilbert Renton"

[ComputerPersonal]
ItemName="Personal Computer Terminal"

[HKChair]
ItemName="Chair"

[Butler]
FamiliarName="Butler"
UnfamiliarName="Butler"

[Businesswoman1]
FamiliarName="Businesswoman"
UnfamiliarName="Businesswoman"

[Businessman3]
FamiliarName="Businessman"
UnfamiliarName="Businessman"

[DataCube]
ItemName="DataCube"

[Businessman2]
FamiliarName="Businessman"
UnfamiliarName="Businessman"

[HKTable]
ItemName="Table"

[HKTukTuk]
ItemName="TukTuk"

[BobPageAugmented]
ItemName="Augmented Bob Page"

[Businessman1]
FamiliarName="Businessman"
UnfamiliarName="Businessman"

[Hooker1]
FamiliarName="Hooker"
UnfamiliarName="Hooker"

[CrateBreakableMedCombat]
ItemName="Combat Supply Crate"

[BumMale3]
FamiliarName="Bum"
UnfamiliarName="Bum"

[Hooker2]
FamiliarName="Hooker"
UnfamiliarName="Hooker"

[BumMale2]
FamiliarName="Older Bum"
UnfamiliarName="Older Bum"

[BumFemale]
FamiliarName="Bum"
UnfamiliarName="Bum"

[BoxSmall]
ItemName="Cardboard Box"

[DentonClone]
ItemName="JC Denton Clone"

[BoxMedium]
ItemName="Cardboard Box"

[BoxLarge]
ItemName="Cardboard Box"

[BookClosed]
ItemName="Book"

[BoneSkull]
ItemName="Human Skull"

[BoneFemur]
ItemName="Human Femur"

[HarleyFilben]
FamiliarName="Harley Filben"
UnfamiliarName="Bum"

[WHTableBlue]
ItemName="Table"

[WHRedVase]
ItemName="Vase"

[WHRedOvalTable]
ItemName="Table"

[WHRedLampTable]
ItemName="Table"

[WHRedEagleTable]
ItemName="Table"

[WHRedCouch]
ItemName="Couch"

[WHRedCandleabra]
ItemName="Candelabra"

[WHPiano]
ItemName="Grand Piano"

[WHPhone]
ItemName="Telephone"

[WHFireplaceLog]
ItemName="Log"

[WHFireplaceGrill]
ItemName="Fireplace Grating"

[WHEndtableLibrary]
ItemName="Table"

[WHDeskOvalOffice]
ItemName="Desk"

[BoatPerson]
FamiliarName="Boat Person"
UnfamiliarName="Boat Person"

[WHDeskLibrarySmall]
ItemName="Desk"

[WHChairOvalOffice]
ItemName="Leather Chair"

[WHChairDining]
ItemName="Chair"

[WHCabinet]
ItemName="Cabinet"

[WHBookstandLibrary]
ItemName="Bookstand"

[WHBenchLibrary]
ItemName="Bench"

[WHBenchEast]
ItemName="Bench"

[Basket]
ItemName="Wicker Basket"

[Vase2]
ItemName="Vase"

[Vase1]
ItemName="Vase"

[Van]
ItemName="Black Van"

[Bartender]
FamiliarName="Bartender"
UnfamiliarName="Bartender"

[Trophy]
ItemName="Trophy Cup"

[TriadLumPath2]
FamiliarName="Gang Leader"
UnfamiliarName="Gang Leader"

[BarrelVirus]
ItemName="NanoVirus Storage Container"

[TrashCan4]
ItemName="Trashcan"

[TrashCan3]
ItemName="Trashcan"

[Trashcan2]
ItemName="Trashcan"

[TrashCan1]
ItemName="Trashcan"

[Trashbag2]
ItemName="Trashbag"

[Trashbag]
ItemName="Trashbag"

[TrafficLight]
ItemName="Traffic Light"

[TiffanySavage]
FamiliarName="Tiffany Savage"
UnfamiliarName="Tiffany Savage"

[ThugMale3]
FamiliarName="Thug"
UnfamiliarName="Thug"

[SubwayControlPanel]
ItemName="Subway Control Panel"

[Soldier]
FamiliarName="Soldier"
UnfamiliarName="Soldier"

[Smuggler]
FamiliarName="Smuggler"
UnfamiliarName="Smuggler"

[SignFloor]
ItemName="Caution Sign"

[ShopLight]
ItemName="Fluorescent Light"

[SecurityBot4]
FamiliarName="Security Bot"
UnfamiliarName="Security Bot"

[SecretService]
FamiliarName="Secret Service Agent"
UnfamiliarName="Secret Service Agent"

[Secretary]
FamiliarName="Secretary"
UnfamiliarName="Secretary"

[ScientistMale]
FamiliarName="Scientist"
UnfamiliarName="Scientist"

[ScientistFemale]
FamiliarName="Scientist"
UnfamiliarName="Scientist"

[SarahMead]
FamiliarName="Sarah Mead"
UnfamiliarName="Sarah Mead"

[SamCarter]
FamiliarName="Sam Carter"
UnfamiliarName="Sam Carter"

[Sailor]
FamiliarName="Sailor"
UnfamiliarName="Sailor"

[RoadBlock]
ItemName="Concrete Barricade"

[RachelMead]
FamiliarName="Rachel Mead"
UnfamiliarName="Rachel Mead"

[Pot2]
ItemName="Metal Pot"

[Pot1]
ItemName="Metal Pot"

[PoolTableLight]
ItemName="Hanging Light"

[Plant3]
ItemName="Houseplant"

[Plant2]
ItemName="Houseplant"

[Plant1]
ItemName="Houseplant"

[Pinball]
ItemName="Pinball Machine"

[Pillow]
ItemName="Pillow"

[PhilipMead]
FamiliarName="Philip Mead"
UnfamiliarName="Philip Mead"

[Mutt]
FamiliarName="Dog"
UnfamiliarName="Dog"

[Fan1Vertical]
ItemName="Fan"

[Fan2]
ItemName="Fan"

[Pan4]
ItemName="Pot"

[Pan3]
ItemName="Frying Pan"

[Pan2]
ItemName="Pot"

[Pan1]
ItemName="Frying Pan"

[NYPoliceBoat]
ItemName="Police Boat"
UnfamiliarName="UNATCO Boat Pilot"

[Nurse]
FamiliarName="Nurse"
UnfamiliarName="Nurse"

[NewspaperOpen]
ItemName="Newspaper"

[Newspaper]
ItemName="Newspaper"

[NathanMadison]
FamiliarName="Nathan Madison"
UnfamiliarName="Nathan Madison"

[Microscope]
ItemName="Microscope"

[MichaelHamner]
FamiliarName="Michael Hamner"
UnfamiliarName="Michael Hamner"

[Janitor]
FamiliarName="Janitor"
UnfamiliarName="Janitor"

[Jock]
FamiliarName="Jock"
UnfamiliarName="Jock"

[JoeGreene]
FamiliarName="Joe Greene"
UnfamiliarName="Joe Greene"

[JoJoFine]
FamiliarName="JoJo Fine"
UnfamiliarName="JoJo Fine"

[JordanShea]
FamiliarName="Jordan Shea"
UnfamiliarName="Jordan Shea"

[MenuChoice_AdjustColors]
helpText="Allows you to adjust the colors of the MENU and in-game HUD screens."
actionText="Adjust Colors..."

[JosephManderley]
FamiliarName="Joseph Manderley"
UnfamiliarName="Joseph Manderley"

[Mechanic]
FamiliarName="Mechanic"
UnfamiliarName="Mechanic"

[MaxChen]
FamiliarName="Max Chen"
UnfamiliarName="Max Chen"

[MargaretWilliams]
FamiliarName="Margaret Williams"
UnfamiliarName="Margaret Williams"

[AIPrototype]
ItemName="AI Prototype"

[Mailbox]
ItemName="Mailbox"

[Maid]
FamiliarName="Maid"
UnfamiliarName="Maid"

[MaggieChow]
FamiliarName="Maggie Chow"
UnfamiliarName="Maggie Chow"

[LuciusDeBeers]
ItemName="Lucius De Beers in a life support tube"

[LowerClassMale2]
FamiliarName="Lower Class"
UnfamiliarName="Lower Class"

[LowerClassMale]
FamiliarName="Lower Class"
UnfamiliarName="Lower Class"

[Lightbulb]
ItemName="Light Bulb"

[Lamp3]
ItemName="Desk Lamp"

[Lamp2]
ItemName="Halogen Lamp"

[Lamp1]
ItemName="Table Lamp"

[JuanLebedev]
FamiliarName="Juan Lebedev"
UnfamiliarName="Juan Lebedev"

[KarkianBaby]
FamiliarName="Baby Karkian"
UnfamiliarName="Baby Karkian"

[JunkieMale]
FamiliarName="Junkie"
UnfamiliarName="Junkie"

[JunkieFemale]
FamiliarName="Junkie"
UnfamiliarName="Junkie"

[JCDouble]
FamiliarName="JC Denton"
UnfamiliarName="JC Denton"

[SkillWeaponLowTech]
SkillName="Weapons: Low-Tech"
Description="The use of melee weapons such as knives, throwing knives, swords, pepper guns, and prods.|n|nTotal skill points to master: 5250|n|nUNTRAINED: An agent can use melee weaponry. |n|nTRAINED: Accuracy with throwing knifes and damage of all low-tech weapons increase slightly.|n|nADVANCED: Accuracy and damage increase moderately, an agent throws throwing knives harder and further, and the reload speed of the riot prod and pepper gun is increased.|n|nMASTER: Melee strikes drain 50% less stamina & any melee strikes on target are likely to neutralize, for an agent's skill is increased two-fold."
LocalizedPerkName="SHARP-EYED"
LocalizedPerkName2="PIERCING"
LocalizedPerkName3="INVENTIVE"
PerksDescription="|nAn agent can clearly see the traversed flight path of airborne darts and throwing knives. |n|nRequires: Low-Tech: TRAINED"
PerksDescription2="|nAn agent is more likely to cause organic targets to flinch in pain when struck by low-tech weaponry, and an agent deals 20% more damage to bots with low-tech weaponry. |n|nRequires: Low-Tech: ADVANCED"
PerksDescription3="|nAn agent can assign melee weapons as a secondary weapon. |n|nRequires: Low-Tech: MASTER"

[SkillEnviro]
SkillName="Environmental Training"
Description="Experience with interacting with the environment in addition to using hazmat suits, ballistic armor, thermoptic camo, tech goggles and rebreathers in a number of applicable situations. |n|nTotal skill points to master: 5250|n|nUNTRAINED: An agent can use environmental apparel: armors degrade with sustained damage, charged apparel lasts for a period of time until drained.|n|nTRAINED: Environmental apparel can be used more efficiently and an agent can also carry around said apparel in higher quantities.|n|nADVANCED: Apparel can be used yet more efficiently and yet more precision is exercised when packing the inventory to make space for apparel.|n|nMASTER: An agent wears environmental apparel like a second skin."
LocalizedPerkName="STEADY-FOOTED"
LocalizedPerkName2="HARDENED"
LocalizedPerkName3="TECH SPECIALIST"
PerksDescription="|nAn agent's movement is not stunted when exposed to explosive and electrical-based hazards. |n|nRequires: Environmental Training: TRAINED"
PerksDescription2="|nIf the bloodstream is exposed to toxic poisoning an agent's vision is not distorted and internal damage is reduced marginally. |n|nRequires: Environmental Training: ADVANCED"
PerksDescription3="|nAn agent modifies tech goggle functionality, implementing short-ranged sonar scanning which enables the user to see potential threats through solid material.|n An Agent also modifies thermoptic camo output that enables the user to pass through laser alarms undetected. |n|nRequires: Environmental Training: MASTER"

[SkillWeaponRifle]
SkillName="Weapons: Rifle"
Description="The use of rifles, including assault rifles, sniper rifles, and shotguns. |n|nTotal skill points to master: 8100|n|nUNTRAINED: An agent can use rifles.|n|nTRAINED: Accuracy and damage increases slightly, while reloading is faster.|n|nADVANCED: Accuracy and damage increases moderately, while reloading is even more rapid.|n|nMASTER: An agent can take down a target a mile away with one shot."
LocalizedPerkName="FOCUSED: RIFLES"
LocalizedPerkName2="GUNSLINGER"
LocalizedPerkName3="PERFECT STANCE: RIFLES"
PerksDescription="|nAn agent's standing accuracy bonus with rifles is accelerated by 30%. |n|nRequires: Rifles: TRAINED"
PerksDescription2="|nAn agent aims down a rifle's scope 30% faster.|n|nRequires: Rifles: ADVANCED"
PerksDescription3="|nAn agent handles rifle recoil efficiently and sway when looking through a rifle's scope or sight is reduced marginally. |n|nRequires: Rifles: MASTER"

[SkillDemolition]
SkillName="Weapons: Demolition"
Description="The use of thrown explosive devices, including LAMs, gas grenades, EMP grenades, and electronic scrambler grenades. |n|nTotal skill points to master: 4375|n|nUNTRAINED: An agent can throw grenades, attach them to a surface as a proximity device, or attempt to disarm and remove a previously armed proximity device (0.5 seconds fuse time).|n|nTRAINED: Grenade damage & blast radius increases slightly, as does the safety margin for disarming proximity devices (1 second fuse time).|n|nADVANCED: Grenade damage & blast radius increases moderately, as does the safety margin for disarming proximity devices (2.5 secs fuse time).|n|nMASTER: An agent is an expert at all forms of demolition: grenade damage, blast radius and fuse time is optimal."
LocalizedPerkName="SONIC-TRANSDUCER SENSOR"
LocalizedPerkName2="SHORT FUSE"
LocalizedPerkName3="KNOCKOUT GAS"
PerksDescription="|nNearby proximity mines emit audible feedback to your infolink, revealing their location.|n|nRequires: Demolitions: TRAINED"
PerksDescription2="|nGrenade detonation time is 1 second shorter.|n|nRequires: Demolitions: ADVANCED"
PerksDescription3="|nAn agent modifies the chemical formula of gas grenades, adding an incapacitating agent to non-lethally knock out organic targets." 

[SkillWeaponPistol]
SkillName="Weapons: Pistol"
Description="The use of handguns and pistols, including the standard Glock, its stealth variant, the PS20 and the Mini-crossbow. |n|nTotal skill points to master: 8100|n|nUNTRAINED: An agent can use pistols.|n|nTRAINED: Accuracy and damage increases slightly, while reloading is faster.|n|nADVANCED: Accuracy and damage increases moderately, while reloading is even more rapid.|n|nMASTER: An agent is lethally precise with pistols."
LocalizedPerkName="FOCUSED: PISTOLS"
LocalizedPerkName2="HUMAN COMBUSTION"
LocalizedPerkName3="PERFECT STANCE: PISTOLS"
PerksDescription="|nAn agent's standing accuracy bonus with pistols is accelerated by 30%. |n|nRequires: Pistols: TRAINED"
PerksDescription2="|nAn agent modifies flare darts with a napalm combustion tube which ignites upon deep penetration of materials.|n|nRequires: Pistols: ADVANCED"
PerksDescription3="|nAn agent handles pistol recoil efficiently and sway when looking through a pistol's scope or sight is reduced marginally. |n|nRequires: Pistols: MASTER"

[SkillWeaponHeavy]
SkillName="Weapons: Heavy"
Description="The use of heavy weaponry, including flamethrowers, LAWs, and the experimental plasma and GEP guns.|n|nTotal skill points to master: 9000|n|nUNTRAINED: An agent can use heavy weaponry, but their accuracy is low and movement is difficult.|n|nTRAINED: Accuracy and damage increases slightly, while reloading and movement is somewhat faster.|n|nADVANCED: Accuracy and damage increases moderately, while reloading and movement is even more rapid.|n|nMASTER: An agent is a walking tank when equipped with heavy weaponry."
LocalizedPerkName="FOCUSED: HEAVY WEAPONS"
LocalizedPerkName2="PERFECT STANCE: HEAVY WEAPONS"
LocalizedPerkName3="H.E ROCKET"
PerksDescription="|nAn agent's standing accuracy bonus with heavy weaponry is accelerated by 30%. |n|nRequires: Heavy Weapons: TRAINED"
PerksDescription2="|nAn agent handles heavy weapon recoil efficiently and sway when looking through a heavy weapon's scope is reduced marginally. |n|nRequires: Heavy Weapons: ADVANCED"
PerksDescription3="|nThe blast radius of an agent's GEP rockets is increased two-fold. |n|nRequires: Heavy Weapons: MASTER"

[SkillSwimming]
SkillName="Athletics"
Description="Athletic activities require their own unique set of skills that must be developed by an agent with extreme physical dedication. |n|nTotal skill points to master: 4375|n|nUNTRAINED: An agent is averagely athletic and knows how to swim and climb.|n|nTRAINED: The swimming speed, climbing height and lung capacity of an agent increases slightly, as does the stamina required for other strenuous, physically demanding activities.|n|nADVANCED:  The swimming speed, climbing height and lung capacity of an agent increases moderately, as does the stamina required for other strenuous, physically demanding activities.|n|nMASTER: An agent moves like a dolphin underwater, scales obstacles like a monkey, and can endure olympic standards of strenuous physical activity."
LocalizedPerkName="CLARITY"
LocalizedPerkName2="ADRENALINE"
LocalizedPerkName3="ENDURANCE"
PerksDescription="|nAn agent's vision is not impaired whilst drowning. |n|nRequires: Athletics: TRAINED"
PerksDescription2="|nAn agent's movement speed is not hindered by damage to the legs, unless in a critical state. |n|nRequires: Athletics: ADVANCED"
PerksDescription3="|nAn agent's stamina regenerates at a faster rate (+100%). |n|nRequires: Athletics: MASTER"

[SkillComputer]
SkillName="Hacking"
Description="The covert manipulation of computers and security consoles.|n|nTotal skill points to master: 6000.|n|nUNTRAINED: An agent can use terminals to read bulletins and news. |n|nTRAINED: An agent can hack computers and security consoles of intermediate security systems. |n|nADVANCED: An agent achieves a moderate increase in Lockout countdowns, can syphon a greater number of credits from ATMs and can hack computers featuring advanced defense systems.|n|nMASTER: An agent is a ghost in the machine that few systems can withstand: |n|n-An agent can hack master level security systems. |n-An agent can remotely reconfigure automated gun turrets. |n-An agent can syphon all funds present within an ATM. |n-Lockout Time & Hack Time is negligible; an agent is almost untraceable."
LocalizedPerkName="MODDER"
LocalizedPerkName2="MISFEATURE EXPLOIT"
LocalizedPerkName3="NEAT HACK"
PerksDescription="|nAn agent improves the STOP! Worm program, doubling its effectiveness. |n|nRequires: Hacking: TRAINED"
PerksDescription2="|nAn agent hacks additional restoration from medical and maintenance bots. |n|nRequires: Hacking: ADVANCED"
PerksDescription3="|nAn agent hacks additional credits per credit chit obtained (+30%). |n|nRequires: Hacking: MASTER"

[SkillTech]
SkillName="Electronics"
Description="By studying electronics and its practical application, agents can more efficiently bypass a number of security systems using multitools. |n|nTotal skill points to master: 5250|n|nUNTRAINED: An agent can bypass security systems (10%).|n|nTRAINED: The efficiency with which an agent bypasses security increases slightly (15%).|n|nADVANCED: The efficiency with which an agent bypasses security increases moderately (25%).|n|nMASTER: An agent encounters almost no security systems of any challenge (50%)."
MultitoolString="Multitooling"
LocalizedPerkName="SABOTAGE"
LocalizedPerkName2="WIRELESS STRENGTH"
LocalizedPerkName3="CRACKED"
PerksDescription="|nBypassed alarm units deliver a non-lethal electric shock to whoever may attempt to trigger them. |n|nRequires: Electronics: TRAINED"
PerksDescription2="|nMultitools gain considerably increased wireless signal strength, enabling an agent to hack security systems at range. |n|nRequires: Electronics: ADVANCED"
PerksDescription3="|nAn agent can bypass any security system with a single multitool. |n|nRequires: Electronics: MASTER"

[SkillLockpicking]
SkillName="Lockpicking"
Description="Lockpicking is as much art as skill, but with intense study it can be mastered by any agent with patience and a set of lockpicks.|n|nTotal skill points to master: 5250|n|nUNTRAINED: An agent can pick locks (10% per pick).|n|nTRAINED: The efficiency with which an agent picks locks increases slightly (15%).|n|nADVANCED: The efficiency with which an agent picks locks increases moderately (25%).|n|nMASTER: An agent can defeat almost any mechanical lock (50%)."
LocalizedPerkName="ARTIFICIAL LOCK"
PerksDescription="|nAn agent views most problems much like a mechanical lock and deduces alternate means of unlocking them. All Trained and Advanced level perks are available for purchase without the respective skill investment.|n|nRequires: NONE"
LocalizedPerkName2="DOORSMAN"
PerksDescription2=|nWith advanced lockpicking skill comes knowledge of doors and their structural vulnerabilities -- the damage threshold of all breakable doors is reduced by 5.|n|nRequires: Lockpicking: ADVANCED 
LocalizedPerkName3="LOCKSPORT"
PerksDescription3="|nAn agent can pick any mechanical lock with a single lockpick.|n|nRequires: Lockpicking: MASTER"

[SkillMedicine]
SkillName="Medicine"
Description="Practical knowledge of human physiology can be applied by an agent in the field allowing more efficient use of medkits and survival. |n|nTotal skill points to master: 7350|n|nUNTRAINED: An agent can use medkits.|n|nTRAINED: An agent can heal slightly more damage and has slightly more maximum torso & head health.|n|nADVANCED: An agent can heal moderately more damage and has further improved maximum torso & head health.|n|nMASTER: An agent can perform a heart bypass with household materials."
LocalizedPerkName="BIOGENIC"
LocalizedPerkName2="TOXICOLOGIST"
LocalizedPerkName3="COMBAT MEDIC'S BAG"
PerksDescription="|nAn agent recieves additional bioelectrical charge from biocells (+5). |n|nRequires: Medicine: TRAINED"
PerksDescription2="|nAn agent can instantaneously remove poisonous toxins from the bloodstream by applying a medkit to the torso. |n|nRequires: Medicine: ADVANCED"
PerksDescription3="|nAn agent can carry five additional medkits and biocells each. |n|nRequires: Medicine: MASTER"

[SkillStealth]
SkillName="Stealth"
Description="Covert ops require swift and precise stealth skills that must be developed by an agent over time via intensive training.|n|nTotal skill points to master: 5250|n|nUNTRAINED: An agent can sneak, most effective if sticking to the shadows.|n|nTRAINED: Movement speed whilst walking, crouched, leaning and climbing ladders is increased (+15%), and an agent produces less noise when landing from height by perfecting a basic landing technique.|n|nADVANCED: After further training speed whilst walking, crouched, leaning and climbing ladders is increased moderately (+30%), and an agent understands the loopholes of the modern security camera's threat recon systems, avoiding detection for a longer period of time (+45%).|n|nMASTER: An agent need not rely on advanced tech to infiltrate high-security areas: speed whilst walking, crouched, leaning and climbing ladders is increased significantly (+45%), and an agent can distract transgenic carnivores from attacking by using carcasses as bait."
LocalizedPerkName="NIMBLE"
LocalizedPerkName2="NERVES OF STEEL"
LocalizedPerkName3="CREEPER"
PerksDescription="|nAn agent is silent whilst mantling and climbing ladders. |n|nRequires: Stealth: TRAINED"
PerksDescription2="|nAn agent no longer screams in pain when inflicted by any damage type, be it lingering poison, falling damage or even electrocution. |n|nRequires: Stealth: ADVANCED"
PerksDescription3="|nAn agent's stamina regenerates even when crouch-walking. |n|nRequires: Stealth: MASTER"

[Image12_Tiffany_HostagePic]
imageDescription="Tiffany Hostage Picture"

[Image15_Area51_Sector4]
imageDescription="Area 51 Sector 4"

[Image15_BlueFusionDevice]
imageDescription="Blue Fusion Device"

[Image15_Area51_Sector3]
imageDescription="Area 51 Sector 3"

[Image03_WaltonSimons]
imageDescription="Walton Simons"

[Image02_BobPage_ManOfYear]
imageDescription="Millenium Magazine"

[Image15_GrayDisection]
imageDescription="Gray Disection"

[Image15_Area51Bunker]
imageDescription="Area 51 Bunker"

[Image14_Schematic]
imageDescription="Universal Constructor Component"

[Image14_OceanLab]
imageDescription="Ocean Lab"

[Image12_Vandenberg_Sub]
imageDescription="Vandenberg Sub"

[Image12_Vandenberg_Command]
imageDescription="Vandenberg Command Complex"

[Image11_Paris_CathedralEntrance]
imageDescription="Cathedral Entrance"

[Image11_Paris_Cathedral]
imageDescription="Paris Cathedral"

[Image10_Paris_Metro]
imageDescription="Paris Metro Map"

[Image10_Paris_CatacombsTunnels]
imageDescription="Paris Catacombs - Tunnels"

[Image10_Paris_Catacombs]
imageDescription="Paris Catacombs"

[Image09_NYC_Ship_Top]
imageDescription="PCRS Wall Cloud: Upper Decks"

[Image09_NYC_Ship_Bottom]
imageDescription="PCRS Wall Cloud: Lower Decks"

[Image08_JoeGreenMIBMJ12]
imageDescription="Joe Greene MIB MJ12"

[Image06_HK_WanChai]
imageDescription="Hong Kong, Wan Chai District"

[Image06_HK_Versalife]
imageDescription="Versalife Building"

[Image06_HK_MJ12Lab]
imageDescription="MJ12 Lab Facility"

[Image06_HK_MJ12Helipad]
imageDescription="MJ12 Helipad Facility"

[Image06_HK_Market]
imageDescription="Hong Kong Market"

[Image05_NYC_MJ12Lab]
imageDescription="MJ12 Lab Facility"

[Image05_GreaselDisection]
imageDescription="Greasel Disection"

[Image04_UNATCONotice]
imageDescription="UNATCO Notice"

[Image04_NSFHeadquarters]
imageDescription="NSF Headquarters"

[Image03_NYC_Airfield]
imageDescription="NYC Airfield"

[Image03_747Diagram]
imageDescription="747 Diagram"

[Image02_NYC_Warehouse]
imageDescription="NYC Warehouse"

[Image02_Ambrosia_Flyer]
imageDescription="Ambrosia Flyer"

[Image01_TerroristCommander]
imageDescription="Terrorist Commander"

[Image01_LibertyIsland]
imageDescription="Liberty Island Satellite Photo"

[Image01_GunFireSensor]
imageDescription="Gun Fire Sensor"

[ChargedPickup]
ChargeRemainingLabel="Charge remaining:"
CanOnlyBeOne="You cannot equip more than one torso armor piece" 
DurabilityRemainingLabel=Durability: 
PickupInfo1="Environmental Protection: 60%"
PickupInfo2="Ballistic Protection: 35%"
PickupInfo3="Biocell Recharge Amount: 15%"
PickupInfo4="Biocell Recharge Amount: 30%"

[MenuChoice_OnOff]
enumText[0]="Off"
enumText[1]="On"

[MenuChoice_EnabledDisabled]
enumText[0]="Enabled"
enumText[1]="Disabled"

[MenuChoice_LowMedHigh]
enumText[0]="Low"
enumText[1]="Medium"
enumText[2]="High"

[MenuChoice_VisibleHidden]
enumText[0]="Visible"
enumText[1]="Hidden"

[MissionEndgame]
endgameQuote[0]="YESTERDAY WE OBEYED KINGS AND BENT OUR NECKS BEFORE EMPERORS.  BUT TODAY WE KNEEL ONLY TO TRUTH..."
endgameQuote[1]="    -- KAHLIL GIBRAN"
endgameQuote[2]="IF THERE WERE NO GOD, IT WOULD BE NECESSARY TO INVENT HIM."
endgameQuote[3]="    -- VOLTAIRE"
endgameQuote[4]="BETTER TO REIGN IN HELL, THAN SERVE IN HEAVEN."
endgameQuote[5]="    -- PARADISE LOST, JOHN MILTON"

[deusexserverping]
AdminEmailText="Admin Email"
AdminNameText="Admin Name"
ChangeLevelsText="Change Levels"
MultiplayerBotsText="Bots in Multiplayer"
FragLimitText="Frag Limit"
TimeLimitText="Time Limit"
GameModeText="Game Mode"
GameTypeText="Game Type"
GameVersionText="Game Version"
WorldLogText="ngWorldStats"
MutatorsText="Mutators"
TrueString="Enabled"
FalseString="Disabled"
ServerAddressText="Server Address"
GoalTeamScoreText="Required Team Score"
MinPlayersText="Bots Enter Game for Min. of"
PlayersText="Players"
MaxTeamsText="Max Teams"
BalanceTeamsText="Bots Balance Teams"
PlayersBalanceTeamsText="Force Team Balance"
FriendlyFireText="Friendly Fire Damage"
MinNetVersionText="Min. Compatible Version"
BotSkillText="Bot Skill"
TournamentText="Tournament Mode"
ServerModeText="Server Mode"
DedicatedText="Dedicated"
NonDedicatedText="Non-Dedicated"
WorldLogWorkingText="ngWorldStats Status"
WorldLogWorkingTrue="Processing Stats Correctly"
WorldLogWorkingFalse="Not Processing Stats Correctly"
StartingSkillsText="Skill points at start"
SkillsPerKillText="Skill points per kill"
StartingAugsText="Augmentations at start"
AugsPerKillText="Augmentations per kill"
AugsAllowedText="Augmentations"
TargetKillsText="Frag limit"
TargetTimeText="Time limit(minutes)"

[DeusExMPGame]
TooManyPlayers="Too many players"
StreakString="Current Streak"
KillsString="Kills"
DeathsString="Deaths"
PlayerString="Player"
NewMapSecondsString=" seconds to new map."
WonMatchString=" has won the match!"
PingString="Ping"
EscapeString="Press <Escape> to disconnect."
MatchEnd1String="The match ended with "
MatchEnd2String=" taking out "
TeamNsfString="Team NSF"
TeamUnatcoString="Team Unatco"
TeamDrawString="The match is a draw!"

[teamdmgame]
EnemiesString="Enemies"
AlliesString="Allies"
VictoryConString1="Objective: First team that reaches "
VictoryConString2=" kills wins the match."
TimeLimitString1="Objective: Score the most kills before the clock ( "
TimeLimitString2=" ) runs out!"
TeamScoreString=" Team Score:"

[ThrownProjectile]
ItemName="ERROR ThrownProjectile Default-Report as bug!"
ItemArticle="a"

[MultiplayerMessageWin]
KilledByString="You have been killed by "
WereKilledString="You have been killed."
KilledYourselfString="You killed yourself!"
FireToContinueMsg="Press <Fire> to restart."
ActiveAugsString="Active Augs: "
WeaponString="Current Weapon: "
RelevantSkillString="Relevant Skill: "
LevelString="Skill Level: "
FinalBlowString="The final blow of "
ToTheString=" points of damage was delivered to your "
RemHealthString="At the time of your death, "
RemHealth2String=" had health: "
RemEnergyString=" and "
RemEnergy2String=" points of bio-energy left."
HealthHeadString=" Head: "
HealthMidString="  Mid-Section: "
HealthLowString="  Legs: "
StreakString=" now has a current streak of "
Detail1String="Press <"
Detail2String="> for details."
KeyNotBoundString="Key Not Bound"
VSString="VS"

[menuscreenjoingame]
HeaderIPWindowLabel="IP Address"
HostButtonName="Host Game"
JoinButtonName="Join Game"
RefreshButtonName="Refresh"
HostButtonHelpText="Host a multiplayer game"
JoinButtonHelpText="Join the currently selected game"
RefreshButtonHelpText="Refresh the list of servers"
strHostNameLabel="HostName"
strMapNameLabel="Map"
strGameTypeLabel="Game Type"
strNumPlayersLabel="Players"
strPingLabel="Ping"
GameTypeOneLabel="Show Deathmatch Games"
GameTypeTwoLabel="Show Team Deathmatch Games"
ShowAllGameTypesLabel="Show All Games"
GameHumanNames[0]="Deathmatch"
GameHumanNames[1]="Team Deathmatch"
GameHumanNames[2]="Adv. Team DM"
GameHumanNames[3]="Basic Team DM"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
Title="Start Multiplayer Game"

[HUDMultiSkills]
ToExitString="> to exit."
SkillsAvailableString="Skills available!"
PressString="Press <"
PressEndString=">"
SkillPointsString="Skill Points: "
skillString="Skill"
CostString="Cost"
NAString="MAX"
LevelString="Level"
KeyNotBoundString="Key Not Bound"

[menuscreenaugsetup]
HeaderAugChosenLabel="Augmentation Priorities"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Reset)"
actionButtons[2]="(Action=AB_OK)"
Title="Multiplayer Augmentation Setup"

[dxmaplist]
CycleNames[0]="Repeat map"
CycleNames[1]="Random map"
CycleNames[2]="Loop maps"

[HECannister20mm]
ItemName="HE 20mm Shell"
ItemArticle="a"

[PlasmaBolt]
ItemName="Plasma Bolt"
ItemArticle="a"

[Rocket]
ItemName="GEP Rocket"
ItemArticle="a"

[menuscreenjoininternet]
Title="Start Multiplayer Internet Game"

[menuscreenhostgame]
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Reset)"
actionButtons[2]="(Action=AB_Other,Text="Start Game",Key="BEGINHOST")"
Title="Host Multiplayer Game"

[Cloud]
ItemName="Gas Cloud"
ItemArticle="a"

[deusexgspylink]
ResolveFailedError="The master server could not be resolved: "
TimeOutError="Timeout talking to the master server"
CouldNotConnectError="Connecting to the master server timed out: "

[RocketWP]
ItemName="WP Rocket"

[menuchoice_victoryvalue]
TimeLimitActionText="Time Limit(minutes)"
FragLimitActionText="Kill Limit"
TimeLimitHelpText="Number of minutes until game ends"
FragLimitHelpText="Number of kills needed to win"
actionText=""
configSetting="DeusExMPGame ScoreToWin"

[menuscreenjoinlan]
Title="Start Multiplayer LAN Game"

[menuchoice_gametype]
gameNames[0]="Deathmatch"
gameNames[1]="Basic Team Deathmatch"
gameNames[2]="Advanced Team Deathmatch"
gameNames[3]="Custom Team Deathmatch"
HelpText="Type of game to play"
actionText="Game Type"
configSetting="MenuScreenHostGame CurrentGameType"

[RocketLAW]
ItemName="LAW Rocket"

[menuchoice_map]
HelpText="Map on which to begin play(includes suggested number of players for that map)"
actionText="Map"
configSetting="DXMapList MapNum"

[ammocrate]
AmmoReceived="Ammo restocked"
ItemName="Ammo Crate"

[menuscreenplayersetup]
HeaderPlayerNameLabel="Player Name"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Reset)"
actionButtons[2]="(Action=AB_OK)"
Title="Multiplayer Player Setup"

[Fireball]
ItemName="Fireball"
ItemArticle="a"

[menuchoice_victorytype]
VictoryNames[0]="Kill Limit"
VictoryNames[1]="Time Limit"
HelpText="Determines under what circumstances the game ends."
actionText="Victory Condition"
configSetting="DeusEXMPGame VictoryCondition"

[menuchoice_cycle]
HelpText="Determines how the server picks the next map when the current map is done"
actionText="Map Cycling"
configSetting="DXMapList CycleType"

[menuchoice_team]
TeamNames[0]="UNATCO"
TeamNames[1]="NSF"
TeamNames[2]="AUTO"
HelpText="Choice of team on which to play."
actionText="Team Model"

[menuchoice_skilllevel]
LevelNames[0]="Trained(1)"
LevelNames[1]="Advanced(2)"
LevelNames[2]="Master(3)"
HelpText="Starting level for player skills, Trained, Advanced, or Master."
actionText="Starting Skill Level"
configSetting="DeusExMPGame MPSkillStartLevel"

[menuchoice_servermode]
ModeNames[0]="Dedicated"
ModeNames[1]="Non-Dedicated"
HelpText="Type of server to run.  Dedicated servers do not have a local player, but run faster."
actionText="Server Mode"
configSetting="MenuScreenHostGame ServerMode"

[menuchoice_class]
ClassNames[0]="JC Denton"
ClassNames[1]="NSF Terrorist"
ClassNames[2]="UNATCO Trooper"
ClassNames[3]="Majestic-12 Agent"
HelpText="Model for your character in non-team games."
actionText="Non-Team Model"

[menuchoice_connection]
ConnectionNames[0]="Modem"
ConnectionNames[1]="DSL or better"
HelpText="Type of Internet Connection"
actionText="Connection Type"
configSetting="Player ConfiguredInternetSpeed"

[ComputerSecurityChoice_MPCamera]
enumText[0]="Off"
enumText[1]="Enemies"
enumText[2]="Allies"
actionText="|&Camera Status"

[menuchoice_multihelp]
HelpText="Whether or not to display messages during multiplayer games to inform you about gameplay rules."
actionText="Help Messages"
configSetting="DeusExPlayer bHelpMessages"

[menuchoice_augsallowed]
HelpText="Sets whether players receive starting augmentations and augmentations for kills."
actionText="Augmentations"
configSetting="DeusExMPGame bAugsAllowed"

[menumpmain]
ButtonNames[0]="Internet Game"
ButtonNames[1]="LAN Game"
ButtonNames[2]="Player Setup"
ButtonNames[3]="Augmentations"
ButtonNames[4]="Disconnect"
ButtonNames[5]="Previous Menu"
Title="Multiplayer Main Menu"

[menuscreenhostlan]
Title="Host LAN Game"

[menuchoice_maxplayers]
HelpText="Sets the maximum number of players allowed in the game."
actionText="Maximum # of Players"
configSetting="DeusExMPGame MaxPlayers"

[menuchoice_augbonus]
HelpText="Sets the number of additional augs granted to a player for a kill."
actionText="Augmentations Per Kill"
configSetting="DeusExMPGame AugsPerKill"

[menuchoice_Startingaugs]
HelpText="Sets the initial number of augmentations a player has."
actionText="Initial Augmentations"
configSetting="DeusExMPGame InitialAugs"

[menuscreenhostnet]
Title="Host Internet Game"

[menuchoice_startingskills]
HelpText="Sets the initial number of skill points a player has."
actionText="Initial Skill Points"
configSetting="DeusExMPGame SkillsAvail"

[menuchoice_skillbonus]
HelpText="Sets the number of additional skill points granted to a player for a kill."
actionText="Skill Points Per Kill"
configSetting="DeusExMPGame SkillsPerKill"

[menuchoice_friendlyfire]
HelpText="Percentage of full damage received from friendly fire."
actionText="Friendly Fire"
configSetting="DeusExMPGame fFriendlyFireMult"

[AmmoDartTaser]
ItemName="Taser Darts"
ItemArticle="some"
Description="A dart that once has penetrated the skin delivers a high-voltage electrical current via an internal electrode, causing involuntary muscle spasms and effectively incapacitating the target in a non-lethal manner."
beltDescription="TASER"

[Ammo10mmAP]
ItemName="10mm AP Ammo"
ItemArticle="some"
Description="10mm armour piercing ammo designed to penetrate armour. 10mm AP ammo withstands the shock of attempting to punch through thin armor only due to the very small ammo calibre."
beltDescription="AP AMMO"

[Ammo20mmEMP]
ItemName="20mm EMP Ammo"
ItemArticle="some"
Description="20mm EMP Grenade that explodes upon contact. It's moderately weak due to a combination of it's size and method of detonation."
beltDescription="20MM EMP"

[AmmoRubber]
ItemName="12 Gauge Rubber Shells"
ItemArticle="some"
Description="A law enforcement tool for non-lethal crowd control."
beltDescription="RUBBER"

[SoftwareStop]
ItemName="STOP! Worm Software"
Description="Hacking Software. This program freezes any diagnostic attempt by the network for approximately 7 seconds, granting the user precious time."
beltDescription="STOPWORM"

[SoftwareNuke]
ItemName="NUKE Virus Software"
Description="Hacking Software. A virus that shuts down the local network firewall, enabling the user to attempt to hack systems above their skill level. The firewall will become active again once the user logs out."
beltDescription="NUKEVIRUS"

[UMP762c]
ItemName="UMP7.62c"
ItemArticle="a"
Description="The UMP762c (Universale Maschinenpistole, German for 'Universal Machine Pistol') is a renowned 7.62mm submachine gun pre-equipped with an underslung 20mm grenade launcher. Highly reliable and effective overall, the UMP762c has seen action widespread since it's production in 2021. Its only widely recognised flaw is in it suffering in accuracy at long ranges, a trait common to nearly all SMGs manufactured before the 2030s. A firearm fanatic favorite, the UMP762c is often modified 'to perfection' by those who know their firearms."
beltDescription="UMP7.62c"

[WeaponUSP]
ItemName="USP.10"
ItemArticle="a"
Description="A vintage USP modified to chamber 10mm rounds."
beltDescription="USP"

[WepLSSR]
ItemName="Laser Rifle"
ItemArticle="a"
Description="A Laser rifle seemingly developed by Versalife. A high-tech weapon that emits a concentrated beam of coherent light with sufficient wattage to do considerable damage & pierce through thick armor."
beltDescription="LASER R"

[WeaponModAuto]
ItemName="Weapon Modification (Rate of Fire)"
Description="A universal rate of fire modification pack equipped with various tools used for modifying key mechanisms commonly found in many firearms such as bolts, case ejectors, springs and even magnetic accelerators found in hi-tech weaponry resulting in increased RPM (Rounds Per Minute)."
beltDescription="MOD ROF"

[WeaponModDamage]
ItemName="Weapon Modification (Damage)"
Description="Cutting edge combustion mechanisms & pressurized gas formulas result in increased muzzle velocity and therefore potential lethality."
beltDescription="MOD DAM"

[WeaponModFullAuto]
ItemName="Weapon Modification (Full-Auto)"
Description="Contains all the tools necessary to modify a wide range of weapon semi-automatic firing mechanisms into fully-automatic. Instructions also included."
beltDescription="MOD AUTO"

[RockchipXL]
ItemName="Rock"

[WallSocket]
ItemName="Plug Socket"

[GMDXUnatcoDamHelmet]
ItemName="Damaged Helmet"

[BoxSeat]
ItemName="Wooden Box"

[FlareShell]
ItemName="Used Flare"

[BoxRectangle]
ItemName="Cardboard Box"

[BoxPaperClip]
ItemName="Paper Clips"

[FireExtinguisherEmpty]
ItemName="Empty Fire Extinguisher"

[MenuChoice_GMDXAdvancedOption]
actionText="Advanced Options..."
HelpText="Click to access more options."

[MenuChoice_SkillMessage]
HelpText="If enabled, when receiving skill points you will also occasionally be notified of your total number of skill points available."
actionText="|&Skill Points Notification"

[MenuChoice_AIOptionsFake]
actionText="????"
HelpText="Finish GMDX on any difficulty level to unlock these options."

[MenuChoice_AlternBelt]
HelpText="If true, belt selection uses 'interact' (default: right click) to confirm selection, eliminating the act of cycling multiple items before reaching the desired. Default belt is also improved so experiment to form a preference."
actionText="|&Invisible War Toolbelt"

[MenuChoice_RealTimeUI]
HelpText="If enabled, time is not paused whilst in the inventory & during general UI navigation. Note: hardcore mode features real time UI use by default."
actionText="|&Real Time UI"

[MenuChoice_ObjectTranslucency]
HelpText="Realism option. If set to Enabled, carried objects are no longer translucent."
actionText="|&Toggle Object Translucency"

[MenuChoice_AnimatedBar1]
HelpText="Alternate visuals for the bioenergy meter. Toggle has no effect during gameplay."
actionText="|&Animated Bioenergy Bar"

[MenuChoice_AnimatedBar2]
HelpText="Alternate visuals for the stamina meter. Toggle has no effect during gameplay."
actionText="|&Animated Stamina Bar"

[MenuChoice_NewGameIntro]
HelpText="If enabled, the new game intro is not loaded."
actionText="|&Skip Intro"

[MenuChoice_ExtraDetails]
HelpText="Breakable objects display hitpoints & throwable objects display mass. Not recommended for the sake of consistency."
actionText="|&Extra Object Details"

[MenuChoice_AutoSaving]
HelpText="Enable/disable level transition autosaving."
actionText="|&Toggle Autosaving"

[MenuChoice_AutoSaveSlots]
HelpText="Select how many autosave slots are cycled through."
actionText="|&Autosave Slots"

[MenuChoice_AIOptions]
actionText="Unlocked Options..."
HelpText="Click to access unlocked options."

[MenuChoice_CreateCustomColor]
actionText="Create Custom Color Theme"
HelpText="Create your own color theme for both the HUD & Menu. When finished, click the save button to save your custom theme."

[MenuChoice_ColorCodedAmmo]
HelpText="If set to Enabled, alternate ammo is color-coded in the toolbelt."
actionText="|&Color Coded Ammo"

[MenuChoice_DoubleClickHolster]
HelpText="If Enabled, double right click to holster items in hand. Prevents accidentally putting away items when attempting to interact with the world."
actionText="|&Double Click Holstering"

[MenuChoice_FirstPersonDeath]
HelpText="If set to Enabled, death event is in first person perspective, else third person."
actionText="|&Death Perspective"

[MenuChoice_AutomaticHolster]
HelpText="If set to Enabled, right clicking on carryable objects will automatically holster your held weapon and thus enable you to pick up the object."
actionText="|&Interaction Auto Holster"

[MenuChoice_Hitmarker]
HelpText="If Enabled, a hitmarker appears within your crosshairs that indicates whether you damaged the enemy."
actionText="|&Hitmarker"

[MenuChoice_Mantling]
HelpText="If Enabled, you can mantle objects within view by pressing jump (default: Space) whilst airborne."
actionText="|&Mantling"

[MenuChoice_ExtraHardcore]
HelpText="If set to Enabled, hardcore mode's save points require 100 credits to use. For veterans only."
actionText="|&Hardcore Mode+"

[MenuChoice_CameraState]
HelpText="Cameras detect downed NPCs in their field of view and sound an alarm. Note: hardcore mode features this behaviour by default."
actionText="|&Advanced Security A"

[MenuChoice_CameraState2]
HelpText="All cameras behave as those encountered in Area 51: beep only once upon target aquisition, and are more durable."
actionText="|&Advanced Security B"

[MenuChoice_HardcoreAI1]
HelpText="Nearby human AI notice when a camera is beeping at you and seek in the direction it is facing. Note: hardcore mode features this behaviour by default."
actionText="|&AI Choice"

[MenuChoice_HalveAmmoCapacity]
HelpText="If set to Enabled, total ammo carrying capacity is halved for all weapons. Choose before starting a new game on any difficulty mode."
actionText="|&Halve Ammo Capacity"

[MenuChoice_HardcoreFilter]
HelpText="In hardcore mode you face enemies in greater numbers. Enable this option to have this feature in other difficulty modes."
actionText="|&Overwhelming Odds"

[MenuChoice_USP]
HelpText="You unlocked the USP.10 by completing GMDX. Enabling this option will cause it to appear in a number of locations."
actionText="|&USP.10"

[MenuChoice_LaserRifle]
HelpText="You unlocked the laser rifle by completing GMDX. Enabling this option will cause it to appear in the Hong Kong Versalife Labs."
actionText="|&Laser Rifle"

[MenuChoice_RealisticCarci]
HelpText="Corpses can only be destroyed by realistic means and do not deal throw damage with the muscle aug. Note: hardcore mode features this by default."
actionText="|&Persistent Corpses"

[MenuChoice_SkillMessage]
HelpText="If enabled, when receiving skill points you will also occasionally be notified of your total number of skill points available."
actionText="|&Skill Points Notification"

[MenuChoice_KnifeRemoval]
HelpText="If set to Enabled, you rarely retrieve combat knives from corpses."
actionText="|&Decline Knives"

[MenuChoice_XhairShrink]
HelpText="If set to Enabled, the dynamic crosshair scales in thickness based on current accuracy."
actionText="|&Scaling Crosshair"

[MenuScreenGMDXOptions2]
ss1="TIP: You can rebind augmentation activation keys in the 'Keyboard/Mouse' settings menu."
ss2="TIP: A sneak attack from behind grants you a damage multiplier of twelve with any weapon."
ss3="TIP: A headshot with a poison dart is an instant non-lethal takedown to any unarmoured human NPC."
ss4="TIP: Standing still for a variable period of time grants an accuracy bonus."
ss5="TIP: Some surfaces when stepped on are louder than others. Metal is the loudest."
ss6="TIP: Assign weapons to use as secondary weapons via the inventory. The default keybind to use secondary weapons is 'F'"
ss7="ADVANCED TIP: When hacking, press ESC immediately if detected to disconnect without consequence."
ss8="ADVANCED TIP: Variations of mouse clicking on items in the inventory acts as shortcuts. Right click to equip or use, middle mouse to drop."
ss9="ADVANCED TIP: Out of ammo? Throw your held weapon at the enemy (DEFAULT: Middle Mouse Button). Especially effective if you have the Microfibral Muscle augmentation installed."
ss10="TIP: Only drop combat knives when your inventory is full."
ss11="TIP: Double press interact (DEFAULT: Right Mouse Button) to pick up a corpse regardless of inventory limitations."
ss12="TIP: Press jump whilst airbourne to mantle onto nearby objects."
ss13="ADVANCED TIP: Press interact (DEFAULT: Right Mouse Button) when controlling the spy drone to emit noise and distract NPCs."
ss14="ADVANCED TIP: Next Belt Item/Prev Belt Item (DEFAULT: Mousewheel) can be used to zoom in/out when looking through scopes."
ss15="ADVANCED TIP: With two hands free, press fire (DEFAULT: Left Mouse Button) whilst looking at objects to use them where they stand."
ss16="TIP: Choose an easier difficulty if you have any doubts."
ss17="ADVANCED TIP: CTRL + C/V applies when highlighting datavault notes. Useful to copy & paste computer passwords."
ss18="ADVANCED TIP: Leaning is better than strafing under certain circumstances as whilst leaning your standing accuracy bonus is retained."
ss19="TIP: There are many ways in which you can distract the enemy."
ss20="Your Deus Ex is Augmented."

[AugmentationUpgradeCannisterOverdrive]
MustBeUsedOn="Must be used on Augmentations Screen."
ItemName="Augmentation Override Cannister"
Description="An augmentation upgrade cannister with intricately-programmed scripts designed to override certain functionality of the 'Environmental Resistance' and 'Aqualung' augmentations. |nThis specialized upgrade cannister can be used to upgrade any augmentation by two tech levels, however using it on one of the two specified augmentations it was designed for will upgrade it from an 'Active' augmentation to 'Automatic', but will only increase its tech level by one.|n|n<UNATCO OPS FILE NOTE JR189-VIOLET> The Environmental Resistance and Aqualung augmentations share the same sub-routines. Hypothetically-speaking both would benefit from this device even if applied to one, should you happen to have both installed. -- Jaime Reyes <END NOTE>"
beltDescription="AUG OVER"

[ScopedAssaultGun]
ItemName="Custom Assault Gun"
Description="Custom 7.62x51mm assault rifle. Clearly the work of a gun nut, as it is heavily modified.|n|n+Four-Round Burst Fire Mode|n+Damage|n+Base Accuracy|n+Reload Speed|n|n-Range|n-Recoil|n-Clip Size|n-Loudness"

[AugCombatStrength]
AugmentationName="Combat Strength (Active)"
Description="Sorting rotors accelerate actin and myosin concentration in the sarcoplasmic reticulum, increasing an agent's muscle strength and thereby multiplying the damage they inflict in melee combat.|n|nTECH ONE: The power of Low-Tech attacks is increased slightly.|n|nTECH TWO: The power of Low-Tech attacks is increased moderately.|n|nTECH THREE: The power of Low-Tech attacks is increased significantly.|n|nTECH FOUR: Low-Tech attacks are almost instantly lethal."

[AugEnergyTransfer]
AugmentationName="Energy Transference (Passive)"
Description="Nanoconducters in the arms absorb energy upon sustained contact with a perished or unconscious organic lifeform.|nAs a measure to prevent unlawful killings, the augmentation's manufacturer designed it to only function if the IFF identifies the victim to be a hostile threat.|n|nTECH ONE: Stamina and bioelectrical energy are transfered from the victim to the host when the victim is killed or knocked out through physical contact (10% Stamina, 3% Bioenergy). Knocking an unaware target out will result in additional energy transference as a result of less energy expenditure (+50%).|n|nTECH TWO: Energy transference is increased moderately (20%, 6%).|n|nTECH THREE: Energy transference is increased significantly (30%, 9%).|n|nTECH FOUR: Energy transference is optimal (40%, 12%)."

[MenuChoice_StaminaSystem]
HelpText="Enable/Disable the stamina system. Note: hardcore mode features this behaviour by default."
actionText="|&Stamina System"

[MenuChoice_AltHeadbob]
HelpText="Alternate realistic headbobbing effect. True = On. False = Original headbob. To disable headbobbing outright, see the vanilla options."
actionText="|&Realistic Headbob"

[NewCup]
ItemName="Cup"

[NewCD]
ItemName="Compact Disk"

[NewIronFile]
ItemName="Iron File"

[NewPencilPot]
ItemName="Pot"

[NewRuler]
ItemName="Ruler"

[NewPetriDish]
ItemName="Petri Dish"

[NewAshtray]
ItemName="Ashtray"

[GMDXTutorialCube]
GMDXText1="Excellent.|n|nRemember doors can also be unlocked if you have the matching door key, or there may be alternate ways around."
GMDXText2="Ladders are not the only way to surface from water. Swim up to a ledge, look up and keep moving forward to 'dolphin jump' from the water."
GMDXText3="Turn around and press the 'Jump' key to jump from the ladder. Moving forward as you do this will increase your reach.|n|nStruggling to reach the platform? Remember that you can mantle and climb anything within reach."
GMDXText4="ACCURACY BREAKDOWN|n|nAccuracy is negatively modified by damage to your arms, head and/or torso.|n|nAccuracy is positively modified by standing/crouching still, modifying your weapon with accessories such as a laser sight, increasing your weapon skill level from the 'Skills/Perks' menu, and more. |n|nAgents do not usually become a crack shot without extensive field experience."
GMDXText5="SECONDARY WEAPONS|n|nPick up the grenade from this table, open your inventory (default = TAB or F1), select the grenade and click the 'Assign' button, which will equip it as your secondary weapon. You can then use the grenade at any time by pressing the 'secondary weapon' key (default= F)."
GMDXText6="WARNING|nBefore you is the final test of basic training. Now would be a good time to save your game (press 'Esc' key)."
GMDXText7="DEFAULT WEAPON CONTROLS|n|nShoot: Left Mouse Button|nHolster: Right Mouse Button|nReload: R|nChange Weapon: Mouse Wheel|nDrop Weapon: Middle Mouse Button|nChange Ammo Type: C|nToggle Scope: [|nToggle Laser Sight: ]|n|nAdvanced Controls: |n|nScope Zoom In/Out: Mouse Wheel (while scope is active)|nUse Secondary Weapon: F (if you have a Secondary Weapon)|nCancel Reload: Left Mouse Button (while reloading. Shotguns only)|n|nYou can rebind keys at any time from the 'Keyboard/Mouse' menu."
GMDXText8="ADVANCED MOVEMENT TRAINING|n|nAttention Recruits,|n|nDue to a high rate of incidents the Advanced Movement Training Course is no longer required participation. Take the key from the table and exit the course to receive your evaluation, or venture forward if you think you have what it takes. Be warned, recruits receive no comms assistance on the course.|n|n-J.Reyes"
GMDXText9="TAKEDOWNS|n|nPerform a takedown! To do so, equip a melee weapon, sneak right up behind the hologram and aim for the midsection or the back of the head, then press 'Fire Weapon' (default = Left Mouse Button). |n|nThe Baton or Riot Prod are best suited to this task as a result of their silent and non-lethal nature, though any weapon can be used. |n|nA takedown can only be performed if the target is unaware of your presence."
GMDXText10="DOOR INTERACTIVITY|n|nDoors that can be interacted with will display relevant information before your eyes (via your HUD augmentation): |n|nLock Complexity: complexity of the lock (if any); the number of lockpicks required to pick the lock.|nDoor Durability: a representation of door sturdiness, simplified as a 'health bar'.|nDamage Threshold: if your weapon does not deal greater damage than this number you will not be able to break the door with that weapon.|n|nSee if you can bypass all three doors."
GMDXText11="MANTLING|n|nYou can mantle onto objects by pressing the 'Jump' key (default = SPACE BAR) whilst facing an object. |n|nTo begin, mantle up the stack of crates, and from there climb up onto the ledge."
GMDXText12="AMMO TYPES|n|nCycle through available ammo types by pressing the 'Cycle Ammo' key (default = C).|nAmmo types offer specific advantages and disadvatages depending on the situation at hand."
GMDXText13="This is a tougher jump. Get a run-up. If you don't quite make it, you can mantle the ledge to save yourself from falling down."
GMDXText14="You can mantle into crawl-spaces you'd have trouble getting into otherwise.|n|nCrouch, Jump then Mantle."
GMDXText15="Walkway bridge code: 154"
GMDXText16="Did you suffer a nasty fall? Keep an eye on your health monitor displayed in the upper-left hand corner of your field of view. If your legs are injured, apply the medkit on the table directly to your legs via the Health Interface (navigate to the health menu through your inventory, or bind a shortcut directly to it if you wish).|n|nBeware, critically injured body parts results in great consequences."
GMDXText17="ADVANCED INTERACTIVITY|n|nWith two hands free, you can interact with inventory items where they stand with a left click. Holster your weapon, look at the items on the table and press the left mouse button."
GMDXText18="Cousin,|n|nI'm just leaving the perimeter to shift some zyme. If you're in trouble press the alarm panel as instructed. |nYou try to hide it, but I know you're scared. We all have our part to play. Don't worry I'll hear the alarm, that thing is LOUD."
GMDXText19="You Mantled from a Dolphin Jump, or found a cunning alternative to get up here.|n|nThis will amount positively toward your final evaluation."
GMDXText20="STORAGE INVENTORY LEDGER|n|nBatch#    Units         Product                          Date|n|n 0001      x4     Sokolo Nano-Lithium Battery       01/24/2052|n 0001      x7     Catering Container                  01/24/2052|n 0001      x1      Augmentation Upgrade Cannister   01/24/2052|n 0001      x3     GDI Combat Supply Crate           01/24/2052|n 0001      x2     GDI Medical Supply Crate           01/24/2052|n 0001      x1      GDI General Supply Crate           01/24/2052|n 0001      x5     Lab Materials Container             01/24/2052|n 0001      x1      Universal Damage Modification        01/24/2052"
GMDXText21="Welcome to your first shift in the lockup, newbie.|n|nSo you're curious about the cannister. You want to hold it, examine it, and think of the possibilities. Don't worry, we've all been there and we're not going to fire you if you do the same. It's unrealistic to expect extreme curiosity to be kept at bay, and we're pretty laid back and fun here. HOWEVER, you're going to have to earn the right to touch it by proving you're not an utter dimwit: |n|nSolve the following problems. Solving the first will give you the first portion of the nano-containment container code. Solve the second problem for the second portion of the code. IF you manage to get it open be gentle with the thing. Lord knows how much it costs to manufacture.|n|n1. How many times does a broken mechanical 12-hour clock display an accurate readout over a period of two weeks? |n|n2. [(12*6)/2]-1 = Second Passcode|n|nIf you attempt to run off with the thing it's your funeral. The cameras are watching."
GMDXText22="UNATCO MedDirectorate|nNano-Augmentation Guidelines|n|n...nano-augmentations, once 'installed,' irrevocably alter the physiological system they affect and in many cases cause all subsequent augmentations to be rejected; however, the exact number of augmentations each system can support varies. The various interdependencies between these systems can be seen in the following table that details possible nano-augmentation combinations.|n|nArms (1): Combat Speed or Microfibral Muscle|nArms (2): Combat Strength or Energy Transference|nLegs: Speed Enhancement or Run Silent|nSubdermal (1): Ballistic Protection or BPN-021|nSubdermal (2): Cloak or Radar Transparency|nTorso (1): Aqualung or Environmental Resistance|nTorso (2): Regeneration or Energy Resistance|nTorso (3): Synthetic Heart or Power Recirculator|nCranium: Aggressive Defense System or Spy Drone|nOptics: Targeting or Vision Enhancement|n|nSpecific nano-augmentations should be selected based on the mission profile of the particular agent..."
GMDXText23="We've a request to send these up to level 1. Be careful with them, they are very expensive. Drop one and you'll likely face instant dismissal." 