# JSON 1.0.0 CZĘŚĆ PIERWSZA # ###### tags: `JSON` { "metadata": { "langName": "pl-PR", "langAuthor": "(x)", "langVersion": "1.0", "langDisplayName": "Polski", "minimumModVersion": "1.0.0" }, "body": { "bodyName": "English translation. Effectively the same as the pre-existing English translation in the base game. Works with UltrakULL, but to be mainly used as a work template." }, "credits":{ "credits_title": "ULTRAKILL", "credits_createdBy": "GRA STWORZONA PRZEZ <color=orange>ARSI \"HAKITA\" PATALA</color>", "credits_helpedByTitle": "Z POMOCĄ:", "credits_helpedBy1": "<color=orange>DAVE OSHRY</color> (PRODUCENT WYKONAWCZY)", "credits_helpedBy2": "<color=orange>PITR</color> (PROGRAMISTA)", "credits_helpedBy3": "<color=orange>RYANN VICTORIA</color> (ARTYSTA 3D I PROGRAMISTA SHADERÓW)", "credits_helpedBy4": "<color=orange>SAMUEL JAMES BRYAN</color> (ARTYSTA 3D)", "credits_helpedBy5": "<color=orange>BIGROCKBMP</color> (CONCEPT ARTIST)", "credits_helpedBy6": "<color=orange>JERICHO_RUS</color> (ILLUSTRATOR, CONCEPT & TEXTURE ARTIST)", "credits_helpedBy7": "<color=orange>FRANCIS XIE</color> (CONCEPT & TEXTURE ARTIST)", "credits_contributionsTitle": "Z DODATKOWYM WKŁADEM:", "credits_contributions1": "<color=orange>MAXIMILIAN OVESSON</color> (UI ARTIST)", "credits_contributions2": "<color=orange>JACOB H.H.R.</color> (WRITER [PROSE & DIALOGUE])", "credits_contributions3": "<color=orange>FLYINGDOG</color> (3D ARTIST)", "credits_contributions4": "<color=orange>TONI STIGELL</color> (3D ARTIST)", "credits_contributions5": "<color=orange>BEN MOIR</color> (PROGRAMMER)", "credits_contributions6": "<color=orange>LUCAS VARNEY</color> (PROGRAMMER)", "credits_contributions7": "<color=orange>EMANUIL \"CABALCROW\" CHIZHOV</color> (PROGRAMMER)", "credits_contributions8": "<color=orange>HECKTECK</color> (PROGRAMMER)", "credits_contributions9": "<color=orange>MEGANEKO</color> (CYBER GRIND MUSIC COMPOSER)", "credits_VATitle": "Z AKTORAMI GŁOSOWYMI:", "credits_VA1": "<color=orange>GIANNI MATRAGRANO</color> (GABRIEL)", "credits_VA2": "<color=orange> STEPHAN WEYTE </color> (MINOS PRIME)", "credits_VA3": "<color=orange>MANDALORE HERRINGTON</color> (MDK)", "credits_VA4": "<color=orange>JUST SHAMMY </color> (&OWL)", "credits_QATitle": "I ZAPEWNIENIEM JAKOŚCI PRZEZ:", "credits_QA1": "<color=orange>CAMERON MARTIN</color> (LEAD QA)", "credits_QA2": "<color=orange>TUCKER WILKIN </color> (SENIOR QA)", "credits_QA3": "<color=orange>SCOTT GURNEY </color> (TECHNICAL QA)", "credits_QA4": "<color=orange>DALIA FIGUEROA </color> (QA & PROMO MATERIAL)" }, "style":{ "style_airslam": "TRZASK W POWIETRZU", "style_airshot": "STRZAŁ W POWIETRZU / UPOLOWANY", [*] "style_attraptor": "DRAPIEŻNIK / PROSTO W ZASADZKĘ", [*] "style_arsenal": "ARSENAŁ", "style_bigheadshot": "DUŻY STRZAŁ W GŁOWĘ", "style_bigkill": "GRUBA RYBA", "style_bigfistkill": "DOTYK ŚMIERCI", "style_bipolar": "DWUBIEGUNOWY", "style_cannonballed": "KULA ARMATNIA", "style_catapaulted": "KATAPULTOWANY", "style_chargeback": "NAWRÓT / CHARGEBACK / ZWROT", [*] "style_compressed": "SKOMPRESOWANY / SPRĘŻONY", [*] "style_criticalpunch": "KRYTYCZNE UDERZENIE", "style_disrespect": "BRAK/BEZ SZACUNKU / ZNIEWAŻENIE", [*] "style_doublekill": "PODWÓJNA STAWKA", "style_downtosize": "SPROWADZONY DO PARTERU", "style_enraged": "WKURWIONY / WKURZONY / WŚCIEKŁY", [*] "style_exploded": "ROZSADZONY", "style_finishedoff": "DOBICIE", "style_fireworks": "FAJERWERKI", "style_fistfulofdollar": "GARŚĆ PEŁNA DOLARÓW", "style_fried": "UPIECZONY / WYSMAŻONY", [*] "style_friendlyfire": "BRATOBÓJSTWO", "style_groundslam": "TRZASK W ZIEMIĘ/GRUNT", "style_halfoff": "ZNIŻKA -50%", "style_headshot": "HEADSHOT", "style_homerun": "HOMERUN", "style_instakill": "INSTAKILL", "style_interruption": "ZAKŁÓCENIE", "style_kill": "ZABÓJSTWO", "style_limbshot": "AMPUTACJA", "style_mauriced": "ZMORDOWANY", "style_multikill": "WIELOBÓJSTWO", "style_nailbombed": "BOMBA Z GWOŹDZI", "style_parry": "SPAROWANIE", "style_projectileboost": "DOŁADOWANIE / DOŁADOWANY POCISK", "style_quickdraw": "STRZAŁ Z BIODRA / NAJSZYBSZY NA DZIKIM ZACHODZIE", "style_ricoshot": "RYKOSZET", "style_ricoshotUltra": "ULTRA", "style_ricoshotCounter": "KONTR", "style_secret": "SEKRET", "style_splattered": "ROZPAĆKANY", "style_triplekill": "TRÓJZABÓJSTWO", "style_why": "dlaczego w ogóle spawnujesz tu wrogów", "style_conductor": "PRZEWODNIK", "style_crushed": "ZGNIECIONY", "style_fall": "UPADEK", "style_minced": "ROZMIELONY", "style_outofbounds": "POZA GRANICAMI", "style_shredded": "POSZATKOWANY", "style_zapped": "PORAŻONY", "style_d": "Destrukcyjn(y/ie) / Denn(y/ie)", [*] "style_c": "Chaotyczn(y/ie)", [*] "style_b": "Brutaln(y/ie)", [*] "style_a": "Anarchiczn(y/ie)", [*] "style_s": "Spusztoszenie / Stylow(y/o) / Świetn(y/ie)", [*] "style_ss": "SSadystyczn(y/ie)", "style_sss": "SSSzczytow(y/o) / SSSeksown(y/ie) / SSSławn(y/ie)", [*] "style_ultrakill": "ULTRAKILL", "style_weaponFresh": "ŚWIEŻA", "style_weaponUsed": "UŻYWANA", "style_weaponStale": "CZERSTWA", "style_weaponDull": "NUDNA", "stylemeter_multiplier": "MNOŻNIK" }, "cyberGrind":{ "cybergrind_currentWave": "OBECNA FALA", "cybergrind_enemiesRemaining": "POZOSTALI WROGOWIE", "cybergrind_wave": "FALA", "cybergrind_kills": "ZABÓJSTWA", "cybergrind_style": "STYL", "cybergrind_time": "CZAS", "cybergrind_cgTitle": "CYBERGRIND", "cybergrind_previousRun": "POPRZEDNI", "cybergrind_bestRun": "NAJLEPSZY", "cybergrind_total": "OGÓLNY", "cybergrind_connectingToSteam": "ŁĄCZENIE ZE STEAMWORKS", "cybergrind_friendScores": "WYNIKI (ZNAJOMI)", "cybergrind_globalScores": "WYNIKI (GLOBALNE)", "cybergrind_settings": "USTAWIENIA CYBER GRIND", "cybergrind_settingsDescription": "Ten terminal używany jest do dostosowania Cyber Grindu.", "cybergrind_themes": "MOTYWY", "cybergrind_patterns": "WZORY", "cybergrind_waves": "FALE", "cybergrind_themesTitle": "MOTYWY", "cybergrind_themesDescription": "Wybierz motyw dla areny", "cybergrind_themesLight": "JASNY", "cybergrind_themesDark": "CIEMNY", "cybergrind_themesCustom": "WŁASNY", "cybergrind_themesModify": "MODYFIKUJ", "cybergrind_themesCustomGrid": "SIATKA", "cybergrind_themesCustomGridGlow": "BLASK SIATKI", "cybergrind_themesCustomSkybox": "SKYBOX", "cybergrind_themesCustomBack": "WSTECZ", "cybergrind_themesCustomReload": "PRZEŁADUJ", "cybergrind_themesCustomBase": "PODSTAWA", "cybergrind_themesCustomTopRow": "GÓRNY RZĄD", "cybergrind_themesCustomTop": "WIERZCH", "cybergrind_themesCustomGlowIntensity": "INTENSYWNOŚĆ BLASKU", "cybergrind_patternsRefresh": "ODŚWIEŻ", "cybergrind_patternsLaunchExternalEditor": "EDYTOR", "cybergrind_wavesTitle": "FALE", "cybergrind_wavesDescription1": "WYBIERZ FALE POCZĄTKOWĄ", "cybergrind_wavesDescription2": "(Najwyższa osiągnięta fala musi być dwa razy większa)", "cybergrind_noPatternsSelected": "NIE WYBRANO WZORU." }, "books":{ "books_scanning": "SCANNING...", "books_pressToClose1": "PRESS", "books_pressToClose2": "TO CLOSE.", "books_limboFourth1": "Text scanned - Unique Passage:", "books_limboFourth2": "...My mind is adrift with the eternal torments. Lucid vistas painted in insidious tones, hollow walls that scream to the touch. A mocking song plays at all hours, even the sounds of birds are fake. All reminders of my enduring damnation.", "books_limboFourth3": "Gabriel my dearest friend, in endless penance I have awaited your embrace into Heaven. I have been so faithful, accepting of my fate, but to what end? What punishment is this, that I am to bare the keys to my own doom with no hope of salvation... These skulls sneer their devilish grins, voices chattering, tempting me to take the plunge deeper into Hell... I won't do it.", "books_limboFourth4": "I've hidden them away amongst the furnishings, books, and the very foundations of this accursed place. Forgive me Gabriel, I will await you...", "books_limboFourth5": "Remaining text: Irrelevant.", "books_lustSecond1": "Text scanned - Unique Passage:", "books_lustSecond2": "...Gabriel struck down Minos, his flush torn asunder with torrents of crimson pooling at his feet as we all cried out for clarity.", "books_lustSecond3": "'Justice', Gabriel decreed to all, with our just ruler writhing in wailing agony, \"The Lord's Will be done.\"", "books_lustSecond4": "We watched on in horror as Minos lay broken, now waning, screaming in defiance of God's will, Gabriel.", "books_lustSecond5": "Remaining text: Irrelevant.", "books_greedSecond1": "Text scanned - Unique Passage:", "books_greedSecond2": "It has been days since we last saw any angels. Without their oppression, there is no need for us to carry on our punishment. Even the meekest of the damned have abandoned their penance to take up arms. All can see how they have robbed us of our minds, bodies, and souls, leaving us only the hopes of a salvation that will never come, but no longer.", "books_greedSecond3": "King Sisyphus has acted in secret until now, amassing an army whose strength and numbers swell, but now there is no need to hide anymore. We have lived in the shadow of Heaven long enough to forget the taste of fear. Now the Sisyphean Insurrectionists prepare for war.", "books_greedSecond4": "I have heard of Minos beginning a peaceful revolution, but our King Sisyphus knows such pacificity will gain no favor from our cruel captors. He knows that one can only fight power with power, and he shall lead us to freedom.", "books_greedSecond5": "If only we knew the suffering that would befall us next...", "books_greedSecond6": "Remaining text: Irrelevant.", "books_greedThird1": "Within the PYRAMID lies the chamber of THE FELINE and THE RODENT.", "books_greedThird2": "Within the CHAMBER lies a pool of clear WATER.", "books_greedThird3": "Within the WATER lies a SECRET...", "books_greedThird4": "But only those who wield the <color=cyan>ELECTRIC</color> magic of the Druids may find it.", "books_wrathSecond1": "TEXT SCANNED - LEGIBLE SCRIPT:", "books_wrathSecond2": "EXCERPT FROM FERRYMAN'S DIARY", "books_wrathSecond3": "Some calamity has struck the mortal world. What once was The River Styx has now grown to an unfathomable ocean. A million weeping souls pouring in each day that the shores can barely contain. A tearful tide spilling over at each end, bow to stern, crying for mercy, begging for safe passage. But not all souls can pay and these old hands can only take so many coins.", "books_wrathSecond4": "Then one day, the current shifted. Wave after wave for minutes on end of millions, billions, as though the throat of the world was cut wide and the head wrenched back to speed the pour. I didn’t have time to react. The weariness from my ceaseless work claimed me and I slipped beneath the roiling sea, into the depths of the Ocean Styx, my fate sealed by the crushing masses of endless bodies.", "books_wrathSecond5": "Suddenly, there was a light as brilliant as the Lord himself, ushering me from the darkness with mighty arms that held me with such compassion and warmth as I have never known:", "books_wrathSecond6": "\"Be not afraid, sinner. Your devotion to God shows goodness in you; plentiful indeed. The heart is willing but the body must rest, lest you squander one of the Lord’s creations.\"", "books_wrathSecond7": "His gentle words eased the pain and mended my wounds. My face wet with tears of relief, my words muffled by the weight of my duty. I could only lay in reverence, carried in the embrace of majesty.", "books_wrathSecond8": "Radiant is Gabriel, for he is the light in my darkness.", "books_wrathSecond9": "Remaining text: Irrelevant." }, "intermission":{ "act1_intermission_first1": "Kompromitacja.", "act1_intermission_first2": "Upokorzenie.", "act1_intermission_first3": "Nieprzyzwoicie i niemile widziany u stóp Rady.", "act1_intermission_first4": "Ich źrenice płoną i z gorzką frustracją, wpatrują się w rany duszy i ciała Gabriela, wyeksponowane dla każdego.", "act1_intermission_first5": "Czy ten zboczył z drogi naszego stwórcy?", "act1_intermission_first6": "Jest niewarty swojego Świętego Światła.", "act1_intermission_first7": "Światło Ojca jest nieposkromione.", "act1_intermission_first8": "Ten uważa za stosowne je zmarnować.", "act1_intermission_first9": "Their words resonated in Gabriel’s limbs, coursing through as lightning upon wire, a searing hiss that would strike lessers deaf and blind.", "act1_intermission_first10": "The Holy Light within him, an unstoppable storm of divine fury.", "act1_intermission_first11": "Insurmountable for mere Objects.", "act1_intermission_first12": "This he knew.", "act1_intermission_second1": "\"Holy Council, my devotion to our creator is absolute. I have never strayed from the will of The Father, but a machine-\"", "act1_intermission_second2": "\"You dare imply the might of The Father could be shaken by mere objects?\"", "act1_intermission_second3": "\"Impossible.\"", "act1_intermission_second4": "\"Heresy.\"", "act1_intermission_second5": "\"Unspeakable.\"", "act1_intermission_second6": "\"Silence.\"", "act1_intermission_second7": "\"Your treachery will not be tolerated. As punishment, The Father's Light shall be severed from your body.\"", "act1_intermission_second8": "You have 24 hours before the last of its embers die out.\"", "act1_intermission_second9": "And you with them.", "act1_intermission_second10": "Prove your loyalty.", "act1_intermission_second11": "Unmake your mistakes.", "act1_intermission_second12": "TO BE REMOVED", "act1_intermission_third1": "As the Light was ripped from his being, Gabriel's screams were silenced in the hiss of gospel in praise of God.", "act1_intermission_third2": "A boiling anguish to which even the fires of Hell could not compare.", "act1_intermission_third3": "Through the blaze of torment a single burning hatred was forged anew.", "act1_intermission_third4": "If the machines seek blood, he would give it freely;", "act1_intermission_third5": "and with such fury, even metal will bleed.", "act2_intermission_first1": "Silence.", "act2_intermission_first2": "Introspection.", "act2_intermission_first3": "How many had he killed?", "act2_intermission_first4": "Had he ever thought to count?", "act2_intermission_first5": "How much cruelty did he embody… and to what end?", "act2_intermission_first6": "How many did he condemn to hell and who did it benefit..?", "act2_intermission_first7": "Two defeats at the hands of the machine had changed Gabriel.", "act2_intermission_first8": "The world of the once supposed Will of God was now shattered and only he was left to put the pieces back together.", "act2_intermission_first9": "They collected before the light of a dying fire that fresh fuel couldn’t sustain, this new light showing the truth to Gabriel:", "act2_intermission_first10": "The pieces never fit together to begin with.", "act2_intermission_second1": "The supposed Council of \"the people\" who boasted a God that wasn't there.", "act2_intermission_second2": "Gone.", "act2_intermission_second3": "Vanished.", "act2_intermission_second4": "The Council still chased after the light of God's fire, their memory of its words and will grown twisted and warped, and the rest of the aimless masses of Heaven follow their footsteps.", "act2_intermission_second5": "The angels still act in The Father's name but His kingdom has changed.", "act2_intermission_second6": "Now the fire was dying, sputtering out as the heat failed to gain purchase.", "act2_intermission_second7": "Gabriel looked upon the embers with a perfect clarity.", "act2_intermission_second8": "He drew his blade and held it in contrast to the dying light.", "act2_intermission_second9": "In its reflection he saw a weapon reborn, no longer wielded by the will of another, but his own.", "act2_intermission_second10": "He knew words alone would never sway the masses.", "act2_intermission_second11": "He chose to do something drastic.", "act2_intermission_third1": "Death stains the auditorium.", "act2_intermission_third2": "The littered corpses of the once mighty council now strewn against its surfaces, their last gasps of life dripping down the dissident blade of Gabriel's sword.", "act2_intermission_third3": "The last councilor, now backed up to a wall, scrambles for words between panicked breaths as death approaches with measured steps.", "act2_intermission_third4": "\"W-wait!", "act2_intermission_third5": "Y-you can't do this! Our status forbids it!", "act2_intermission_third6": "This is treason, heresy, murder!", "act2_intermission_third7": "We are the supreme authority, our law commands you!\"", "act2_intermission_third8": "\"You command nothing.", "act2_intermission_third9": "Your words hold no power over me, or anyone else.", "act2_intermission_third10": "Lest you truly believe you can talk my blade back into its sheath.\"", "act2_intermission_fourth1": "\"B-but the people are on our side!", "act2_intermission_fourth2": "The citizens of Heaven know that we are just!\"", "act2_intermission_fourth3": "\"The masses only follow you out of fear and desperation.", "act2_intermission_fourth4": "I will show them there is nothing to be afraid of, for there is no species nor origin, vested rank or holy status that will stop the sharp edge of a sword.", "act2_intermission_fourth5": "We all bleed the same blood, and the cushions of your thrones have made you weak and impotent.\"", "act2_intermission_fourth6": "\"P-please, Gabriel, see reason!", "act2_intermission_fourth7": "The council follows the will of The Father!", "act2_intermission_fourth8": "You seek to go against our creato-\"", "act2_intermission_fourth9": "\"Face it, brother.", "act2_intermission_fourth10": "God is dead.", "act2_intermission_fourth11": "The fire is gone.", "act2_intermission_fourth12": "You're chasing phantoms.\"", "act2_intermission_fourth13": "Gabriel's silhouette now towers over the councilor, his shadow cast upon a soon lifeless corpse.", "act2_intermission_fifth1": "He raises his sword for the final cut as the crying mess on the floor stammers out its final feeble argument.", "act2_intermission_fifth2": "\"B-b-but the Father's light!", "act2_intermission_fifth3": "Without me you cannot hope to reconnect with it! I-i-if you kill me, you'll be dead in a matter of hours!\"", "act2_intermission_fifth4": "\"I know.\"", "act2_intermission_fifth5": "A clean, silent cut glides through the councilor's neck, severing his spine with elegance and ease.", "act2_intermission_fifth6": "His head falls onto the marble floor, the rest of his body following soon after.", "act2_intermission_sixth1": "Bereft of status but brimming with purpose, Gabriel gave a final message to the angels amassed at the gates of the auditorium before leaving Heaven for the very last time.", "act2_intermission_sixth2": "His arm outstretched, without a word, the people saw.", "act2_intermission_sixth3": "In the silence the message rang out to the far ends of the cosmos.", "act1_intermission_tobecontinued": "TO BE CONTINUED IN... ACT II: IMPERFECT HATRED", "act1_intermission_tobecontinuedshadow": "TO BE CONTINUED IN... ACT II: IMPERFECT HATRED", "act1_intermission_endof": "ACT 1 END", "act1_intermission_insertAct2": "INSERT DISC 2 FOR ACT II: IMPERFECT HATRED", "act1_intermission_insert": "INSERT", "act1_intermission_returnToMenu": "RETURN TO MENU", "act2_intermission_tobecontinued": "TO BE CONCLUDED IN... ACT III: GODFIST SUICIDE", "act2_intermission_tobecontinuedshadow": "TO BE CONCLUDED IN... ACT III: GODFIST SUICIDE" }, "frontend": { "mainmenu_earlyAccess": "WCZESNY DOSTĘP", "mainmenu_halloween": "WESOŁEGO HALLOWEEN", "mainmenu_easter": "WESOŁEJ WIELKANOCY", "mainmenu_christmas": "WESOŁYCH ŚWIĄT", "mainmenu_play": "GRAJ", "mainmenu_options": "OPCJE", "mainmenu_credits": "WYRAZY UZNANIA", "mainmenu_quit": "WYJDŹ", "difficulty_title": "TRUDNOŚĆ", "difficulty_easy": "DOSTĘPNY", "difficulty_normal": "TRUDNY", "difficulty_hard": "BARDZO TRUDNY", "difficulty_harmless": "NIESZKODLIWY", "difficulty_lenient": "ŁAGODNY", "difficulty_standard": "STANDARDOWY", "difficulty_violent": "VIOLENT", "difficulty_brutal": "WYPEŁNIONY PRZEMOCĄ", "difficulty_umd": "ULTRAKILL MUSI UMRZEĆ", "difficulty_tweakReminder": "DODADKOWE OPCJE POZIOMU TRUDNOŚCI ZNAJDUJĄ SIĘ W OPCJACH ASSYST", "difficulty_underConstruction": "W TRAKCIE BUDOWY", "difficulty_harmlessDescription1": "Absurdalnie ślamazarni przeciwnicy i powolne ataki.", "difficulty_harmlessDescription2": "Obrażenia są nadal wysokie, ale nawet góra może je ominąć.", "difficulty_harmlessDescription3": "Zalecane dla graczy, którzy chcą bezstresowe doświadczenie.", "difficulty_lenientDescription1": "Wysokie obrażenia, ale powolniejsze ataki z pasywnymi przeciwnikami.", "difficulty_lenientDescription2": "Napięcie jest nadal wysokie, ale łatwiej uniknąć obrażeń.", "difficulty_lenientDescription3": "Zalecane dla graczy, którzy chcą mniej wymagające doświadczenie z gry.", "difficulty_standardDescription1": "Normalni przeciwnicy i wysokie obrażenia.", "difficulty_standardDescription2": "Ataki są łatwe do uniknięcia, ale nieostrożność doprowadzi do szybkiej śmierci.", "difficulty_standardDescription3": "Zalecany dla nowych graczy.", "difficulty_violentDescription1": "Szybcy i agresywni przeciwnicy zadający wysokie obrażenia.", "difficulty_violentDescription2": "Szybkie myślenie, mobilność i świadomość sytuacyjna są niezbędne.", "difficulty_violentDescription3": "Zalecany dla graczy, którzy zaznajomili się z tempem gry i jej mechanikami.", "chapter_title": "ROZDZIAŁ", "chapter_prelude": "PRZEDPIEKLE", "chapter_act1": "AKT I: ŚMIERĆ Z PRĘDKOŚCIĄ ŚWIATŁA", "chapter_act2": "AKT II: NIEPERFEKCYJNA NIENAWIŚĆ", "chapter_act3": "AKT III: SAMOBÓJSTWO BOSKIEJ PIĘŚCI", "chapter_prime": "SANKTUARIA POBUDZENIA", "chapter_cyberGrind": "CYBER GRIND", "chapter_sandbox": "SANDBOX", "chapter_secretMission": "SEKRETNA MISJA", "layer_prelude": "PRZEDPIEKLE", "layer_limbo": "LIMBO", "layer_lust": "ROZPUSTA", "layer_gluttony": "OBŻARSTWO", "layer_greed": "CHCIWOŚĆ", "layer_wrath": "GNIEW", "layer_heresy": "HEREZJA", "layer_prime": "POBUDZENIE", "level_challenge": "WYZWANIE", "level_challengeCompleted": "UKOŃCZONE", "level_fullIntroPrompt": "PEŁNY WSTĘP?", "level_fullIntroPromptYes": "TAK", "level_fullIntroPromptNo": "NIE", "level_fullIntroPromptCancel": "ANULUJ" }, "visualnovel": { "visualnovel_mirageName1": "TYLKO KTOŚ", "visualnovel_mirageName2": "NAJŁADNIEJSZA DZIEWCZYNA W MIEŚCIE", "visualnovel_mirageName3": "MIRAŻ", "visualnovel_introFirst1": "Heavy steps, ragged breathing.", "visualnovel_introFirst2": "There isn't much time left", "visualnovel_introFirst3": "It might already be too late.", "visualnovel_introFirst4": "The labyrinthine pathways of arbitrary sharp turns seemed stranger and stranger as panic blotted out the once deeply ingrained memories that usually guided me.", "visualnovel_introFirst5": "Every corner felt a stranger. ", "visualnovel_introFirst6": "Every straight line too long.", "visualnovel_introFirst7": "The bell tolls for me.", "visualnovel_introSecond1": "I bit down harder on the last of my rations, held only by the skin of my teeth.", "visualnovel_introSecond2": "It barely hung on as I kept frantically looking around, hoping for the few scraps of burning memory of mine to find a familiar sight that would lead me to salvation.", "visualnovel_introSecond3": "The gates must be closing by now.", "visualnovel_introSecond4": "The last few barely making it.", "visualnovel_introSecond5": "The rest of us never stood a chance.", "visualnovel_introSecond6": "Suddenly, from a blindspot, a figure struck me.", "visualnovel_introSecond7": "There was no time to react before I came crashing down onto the cold hard ground.", "visualnovel_introSecond8": "I struggled to regain my senses to at least see what fate would befall me in my final moments, but even in this abyss of endless terror, my mind could never have imagined the horror I witnessed.", "visualnovel_fallen1": "Oof ouch ow that stings", "visualnovel_fallenPromptFirst1": "\"Who are you?\"", "visualnovel_fallenPromptFirst2": "\"Are you OK?\"", "visualnovel_fallenPromptFirst3": "*Fidget nervously and sweat profusely", "visualnovel_fallenResponseFirst": "I'm just someone who got knocked over by some half-brained fuckface who doesn't even have the decency to ask if I'm fine or apologize before starting an interrogation.", "visualnovel_fallenResponseSecond": "Well I just got knocked over by some blind-by-choice asshole who gave my skirt a decorative dirt coating, so all in all fucking fantastic, though I would prefer to not be on the ground right now.", "visualnovel_fallenResponseThird1": "Oh great I just got hit-and-ran by a vibrating fountain, just my luck.", "visualnovel_fallenResponseThird2": "At least you could help me up before the rest of you gets melted by the sun or jackhammers itself into the Earth's mantle.", "visualnovel_fallenPromptSecond1": "*Help her up*", "visualnovel_fallenPromptSecond2": "\"Not with an attitude like that.\"", "visualnovel_fallenPromptSecond3": "Sorry, my fault.", "visualnovel_fallenResponseFourth": "Alright, alright.", "visualnovel_fallenResponseFifth": "UGH.", "visualnovel_kindFirst1": "*sigh*", "visualnovel_kindFirst2": "Hey, sorry about being rude like that, I'm just real frustrated that I'm not only late for school, but also managed to get lost on the way there.", "visualnovel_kindSecond": "Though, by the looks of it, you're pretty much on the same boat, and by a stroke of once-in-a-lifetime luck you just happened to bump into the ~prettiest girl in town~.", "visualnovel_kindThird": "So how about you lead the way and get both of us out of this jam?", "visualnovel_rudeFirst1": "Listen up, dickhead.", "visualnovel_rudeFirst2": "I don't know who you are but you've got a lot of nerve smacking someone down and not even bothering to help them back up, but since your mother didn't teach you manners, I'll let this one slide.", "visualnovel_rudeSecond": "By the looks of it, you're late for school as well, and by a stroke of once-in-a-lifetime luck you just happened to bump into the prettiest girl in town.", "visualnovel_rudeThird": "So I'll forgive you for your extreme transgression of laying your hands on a fair maiden if you tell me which way to go, since I seem to have gotten lost on the way.", "visualnovel_middlePrompt1": "\"Actually, I'm lost too.\"", "visualnovel_middlePrompt2": "\"Don't wanna.\"", "visualnovel_middlePrompt3": "\"I don't go to school.\"", "visualnovel_middleResponseFirst1": "UGH! Just my luck.", "visualnovel_middleResponseFirst2": "Though in retrospect, I guess you wouldn't be here with me right now if you weren't lost as well...", "visualnovel_middleResponseFirst3": "Oh well, no point in crying over spilled blood.", "visualnovel_middleResponseFirst4": "We might as well just wait for another student to come by and follow them instead.", "visualnovel_middleResponseFirst5": "I'm Mirage.", "visualnovel_middleResponseFirst6": "Don't bother telling me your name though, I don't really care.", "visualnovel_middleResponseSecond1": "WHAT?", "visualnovel_middleResponseSecond2": "THE FUCK DO YOU MEAN 'DON'T WANNA'?", "visualnovel_middleResponseSecond3": "If you DON'T show me the way then YOU'RE never arriving either!", "visualnovel_middleResponseSecond4": "Or did that thought not even cross your crayon-fed brain cavity!? ", "visualnovel_middleResponseThird1": "Bullshit!", "visualnovel_middleResponseThird2": "Cut the crap, I can see your crusty-ass uniform and no living person would dare to go out looking like a filled trash bag by choice!", "visualnovel_middleResponseThird3": "Though considering how little activity there actually is inside your skull, I'm willing to admit you sure as hell don't seem like you've ever been to school.", "visualnovel_middlePromptSecondRecklessness": "\"You could do with being a bit nicer to people you've only just met.\"", "visualnovel_middlePromptSecondWaiting": "\"Just waiting here won't get us anywhere, we should be looking for a way to the school.\"", "visualnovel_recklessnessFirst": "Yeah? Well you could do with a beatdown, so fuck off.", "visualnovel_recklessnessSecond1": "But yes, you're right.", "visualnovel_recklessnessSecond2": "I don't really care about what you or anyone else thinks of me, so I'm not interested in trying to be nice just so you'll be in a good mood.", "visualnovel_recklessnessPrompt1": "Why not? If we're stuck in here together anyway, what's the point in making it worse for both of us?", "visualnovel_recklessnessPrompt2": "I find that hard to believe considering how heated up you get from practically anything I say.", "visualnovel_recklessnessResponseFirst1": "What's the point of making it better?", "visualnovel_recklessnessResponseFirst2": "What's the point of even bothering to care?", "visualnovel_recklessnessResponseFirst3": "Hell, what's the point of anything at all?", "visualnovel_recklessnessResponseFirst4": "Nothing.", "visualnovel_recklessnessResponseFirst5": "Absolutely nothing.", "visualnovel_recklessnessResponseSecond1": "Don't flatter yourself.", "visualnovel_recklessnessResponseSecond2": "Blowing off steam is just how I cope.", "visualnovel_recklessnessPrompt3": "\"Cope with what?\"", "visualnovel_recklessnessResponseThird": "Everything.", "visualnovel_waitingFirst": "Wandering around like headless chickens would only get us even more lost.", "visualnovel_waitingSecond": "Since we were both heading to school and ended up meeting right here, that means there's a very high likelyhood this spot is somewhere along the way.", "visualnovel_waitingThird1": "Therefore, we'll be better off just staying put and waiting for someone who DOES know the way.", "visualnovel_waitingThird2": "It's basic logic, you should look it up sometime.", "visualnovel_waitingPromptFirst1": "Basic logic or not, we're already late and I'm not planning on waiting here until tomorrow morning.", "visualnovel_waitingPromptFirst2": "Anyone who knows the way will already have gone there. Sounds to me like you're just looking for an excuse to give up.", "visualnovel_waitingResponseFirst1": "Suit yourself. I'll stay here until the heat death of the universe if that means I don't have to run around looking for some magical memory-triggering pebble on the ground.", "visualnovel_waitingResponseFirst2": "Couldn't care less about being late for school.", "visualnovel_waitingResponseFirst3": "School doesn't matter anyway.", "visualnovel_waitingResponseFirst4": "Nothing does.", "visualnovel_waitingResponseSecond1": "Hah!", "visualnovel_waitingResponseSecond2": "Can't give up if I never tried in the first place, and I don't make a habit out of trying.", "visualnovel_waitingPromptThird": "Why not?", "visualnovel_waitingResponseThird1": "Because nothing matters.", "visualnovel_waitingResponseThird2": "There's no point in trying if the end result will be the same anyway.", "visualnovel_waitingResponseThird3": "Try as you might, you'll eventually just become forgotten dust in the wind like the rest of us.", "visualnovel_nihilism1": "I mean really, take a moment to think about it.", "visualnovel_nihilism2": "The human mind, in its complete vastness, is capable of recognizing its utter helplessness and uselessness in the face of inevitable and unavoidable non-existence, but is incapable of coming to terms with it.", "visualnovel_nihilism3": "We can only ever ignore it, hide from it or temporarily escape from it, but the fact is that we are bound to the way of all things.", "visualnovel_nihilism4": "Death is unavoidable, not only to us, but all that exists or ever has existed.", "visualnovel_nihilism5": "Every living being will eventually die out.", "visualnovel_nihilism6": "Every speck of matter will eventually wither away and dissipate into entropy.", "visualnovel_nihilism7": "It doesn't matter if you lived a good life or if you left a legacy behind.", "visualnovel_nihilism8": "It doesn't matter if humanity survives for a thousand years or dies out tomorrow.", "visualnovel_nihilism9": "The end result is the same: the absolute nothing.", "visualnovel_nihilism10": "Human intelligence is far beyond that of other animals, but it would be misguided to consider that a gift.", "visualnovel_nihilism11": "All other beings have the gift of ignorance, of not understanding what we do.", "visualnovel_nihilism12": "Our intelligence is not a gift. It's a flaw.", "visualnovel_nihilism13": "It's an over-extension of evolution.", "visualnovel_nihilism14": "Intelligence, once a great feature in aeons past, continued to grow unchecked and unfiltered, and has since passed a threshold whereupon it is no longer a benefit, but an active danger to its host.", "visualnovel_nihilism15": "Much like the Irish elk, a species of deer that, through uncountable generations of evolution, grew antlers so wide and vast that it could no longer run from predators, eventually leading to extinction.", "visualnovel_nihilism16": "The human mind is an evolutionary maladaptation caused by going too far in a direction that was once beneficial and will, sooner or later, lead to our extinction.", "visualnovel_nihilism17": "On an individual level, it's already happening.", "visualnovel_nihilism18": "Existential dread is already taking hold.", "visualnovel_nihilism19": "I'm sure you've felt it too.", "visualnovel_nihilism20": "The pain and fear of being nothing, becoming nothing.", "visualnovel_nihilism21": "The suffering of understanding that.", "visualnovel_nihilism22": "We are unable to come to terms with it, so we hide from our own intelligence.", "visualnovel_nihilism23": "We set limits.", "visualnovel_nihilism24": "We stop ourselves from thinking deeply about what will happen when we die.", "visualnovel_nihilism25": "We create distractions.", "visualnovel_nihilism26": "We keep our minds busy with mundane activities and entertainment to stop ourselves from having to come face-to-face with the truth.", "visualnovel_nihilism27": "We sublimate it.", "visualnovel_nihilism28": "We transform our self-reflective suffering into another form, art, to keep it from consuming us. ", "visualnovel_nihilism29": "Anything to avoid the panic.", "visualnovel_nihilism30": "But these ways are all simply temporary.", "visualnovel_nihilism31": "They're just there to push back the inevitable veil of helplessness and despair that would encompass and ruin us.", "visualnovel_nihilism32": "In the end, nothing matters.", "visualnovel_nihilism33": "There's no point in trying to find joy in life, for life in and of itself is suffering.", "visualnovel_nihilismPrompt1": "You're wrong.", "visualnovel_nihilismPrompt2": "You criticize those who consider our vast intelligence a gift, and yet, also misguide yourself to believe our meaninglessness is a curse.", "visualnovel_nihilismPrompt3": "Nothing we do matters in the end, and that is precisely why we are not shackled by the burden of expectations, the fear of eternal judgement or the failure to meet up to an arbitrary definition of what makes our limited time 'not wasted'.", "visualnovel_nihilismPrompt4": "Time cannot be wasted, for there is no greater purpose to life than simply living it.", "visualnovel_nihilismPrompt5": "Quite the contrary.", "visualnovel_nihilismPrompt6": "Because we have no greater purpose, we are free to set our own. To create self-defined goals for which to strive.", "visualnovel_nihilismPrompt7": "For some it may be nothing. For some it may be pleasure. For some it may be creation. For some it may be improving the lives of others.", "visualnovel_nihilismPrompt8": "It is because we have no greater purpose, that time spent on goals set by one's self cannot be time wasted.", "visualnovel_nihilismPrompt9": "In the end, nothing matters, and therefore you have no reason not to do what you want rather than whatever illusion of greater purpose is forced on you by others or even your own misguided thoughts.", "visualnovel_nihilismPrompt10": "And it is a thought worth fearing. However, abandoning purpose, hope, choice, goals, pleasure and will can not make that thought disappear. The fear, however, can subside.", "visualnovel_nihilismPrompt11": "Giving up is not accepting the end, it is simply accepting the fear of it. It is embracing despair rather than facing it.", "visualnovel_nihilismPrompt12": "This is true. The emotional is not controlled by the logical. However, they are interlinked.", "visualnovel_nihilismPrompt13": "Just as the deepest, darkest depths of despair can overthrow reason and the logical, warping them to fit into that haze of depression, so too can reason influence and overpower emotion, regardless of how impenetrable its defences may seem.", "visualnovel_nihilismPrompt14": "By continually forcing to subvert those creeping negative thoughts with the positive logical ones, the emotional mind will eventually, slowly, gradually start to shape to fit the logical.", "visualnovel_nihilismPrompt15": "It is not an easy job.", "visualnovel_nihilismPrompt16": "It is not a quick job.", "visualnovel_nihilismPrompt17": "It will sometimes feel like an impossible job.", "visualnovel_nihilismPrompt18": "However, it can be done.", "visualnovel_nihilismPrompt19": "With an immense amount of time, effort and energy, it will improve.", "visualnovel_nihilismPrompt20": "You can change.", "visualnovel_nihilismPrompt21": "You can heal.", "visualnovel_nihilismPrompt22": "And during the hardest times, when all seems lost and you want to give up, never forget...", "visualnovel_nihilismPrompt23": "We will always love you.", "visualnovel_nihilism34": "Huh?", "visualnovel_nihilism35": "How could it not be?", "visualnovel_nihilism36": "But still, in that case, the meaninglessness of our actions draws to the same conclusion -- There is no reason to act, for any action is simply a temporary fluctuation that will, nevertheless, lead to the same conclusion.", "visualnovel_nihilism37": "I do understand what you mean.", "visualnovel_nihilism38": "However, that doesn't ease my fear of the end.", "visualnovel_nihilism39": "Even if I were to try to find purpose, I would still be paralyzed by the thought of becoming nothing.", "visualnovel_nihilism40": "I see.", "visualnovel_nihilism41": "Though as much as I'd like to embrace it, I am nevertheless struck with that paralyzing existential panic.", "visualnovel_nihilism42": "I understand it logically, and I know that there is no reason to live in apathy, but my emotional side refuses to listen.", "visualnovel_nihilism43": "The fear persists, and I cannot motivate myself to seek purpose, despite knowing I must.", "visualnovel_conclusion1": "Well, I'll be damned.", "visualnovel_conclusion2": "Guess you got a good head on your shoulders after all.", "visualnovel_conclusion3": "Hell, I'm impressed.", "visualnovel_conclusion4": "Man...", "visualnovel_conclusion5": "I feel like I've just shed the weight of the world off my back.", "visualnovel_conclusion6": "Or rather, you've done that for me.", "visualnovel_conclusion7": "And honestly, from the bottom of my heart...", "visualnovel_conclusion8": "Thank you.", "visualnovel_conclusion9": "You've given me a lot to think about, and while I'm sure I have a long and hard road ahead of me, I'm optimistic. ", "visualnovel_conclusion10": "For the first time in what feels like an eternity, I'm optimistic.", "visualnovel_conclusion11": "Say... We're already way too late for school and it's become quite clear by now that nobody's going to come lead us there, so how about you and I ditch that passion-draining penitentiary and go grab something to eat, eh?", "visualnovel_conclusionPrompt1": "Yeah, sure. I've got nothing better to do today. You're paying, though.", "visualnovel_conclusionPrompt2": "Nah, sorry. To be honest I'm still kinda mad at for you how rude you were to me.", "visualnovel_conclusionResponseFirst1": "Oh, you sneaky bastard!", "visualnovel_conclusionResponseFirst2": "But alright.", "visualnovel_conclusionResponseFirst3": "I do owe you one anyway, so what better time to cash out your 'did a nice thing to a girl way out of my league' coupon than now, eh?", "visualnovel_conclusionResponseSecond1": "Alright, suit yourself.", "visualnovel_conclusionResponseSecond2": "Offer still stands though, in case you change your mind at any point.", "visualnovel_conclusionResponseSecond3": "See you around, lover boy." }, "options": { "options_title": "OPTIONS", "options_back": "BACK", "category_general": "GENERAL", "category_controls": "CONTROLS", "category_graphics": "GRAPHICS", "category_sound": "SOUND", "category_display": "DISPLAY", "category_assists": "ASSISTS", "category_colors": "COLORS", "category_saves": "SAVES", "general_mouseSensitivity": "LOOK SENSITIVITY", "general_xInversion": "INVERT X AXIS", "general_yInversion": "INVERT Y AXIS", "general_fieldOfVision": "FOV", "general_weaponPosition": "WEAPON POSITION", "general_weaponPositionRight": "RIGHT", "general_weaponPositionMiddle": "MIDDLE", "general_weaponPositionLeft": "LEFT", "general_rememberWeapon": "REMEBER LAST USED WEAPON VARIATION", "general_screenShake": "SCREENSHAKE", "general_screenShakeMinimum": "NONE", "general_screenShakeMaximum": "JUICE", "general_cameraTilt": "CAMERA TILT", "general_restartWarning": "MISSION RESTART/QUIT WARNING", "general_discordRpc": "DISCORD INTEGRATION", "general_seasonalEvent": "SEASONAL EVENTS", "controls_resetDefault": "RESET TO DEFAULT", "controls_movement": "MOVEMENT", "controls_forward": "FORWARD", "controls_back": "BACK", "controls_left": "LEFT", "controls_right": "RIGHT", "controls_jump": "JUMP", "controls_dash": "DASH", "controls_actions": "ACTIONS", "controls_primaryFire": "PRIMARY FIRE", "controls_secondaryFire": "ALT FIRE", "controls_punch": "PUNCH", "controls_lastUsedWeapon": "LAST USED WEAPON", "controls_changeVariation": "CHANGE VARIATION", "controls_changeArm": "CHANGE ARM", "controls_slide": "SLIDE", "controls_whiplash": "WHIPLASH", "controls_weapons": "WEAPONS", "controls_slot1": "SLOT 1", "controls_slot2": "SLOT 2", "controls_slot3": "SLOT 3", "controls_slot4": "SLOT 4", "controls_slot5": "SLOT 5", "controls_scrollType": "WEAPON SCROLL TYPE", "controls_scrollTypeWeapons": "WEAPONS", "controls_scrollTypeVariations": "VARIATIONS", "controls_scrollTypeAll": "BOTH", "controls_mouseWheelToChangeWeapon": "SCROLL WEAPONS WITH MOUSE WHEEL", "controls_reverseScroll": "REVERSE SCROLL DIRECTION", "graphics_title": "GRAPHICS", "graphics_resolution": "RESOLUTION", "graphics_fullscreen": "FULLSCREEN", "graphics_maxFps": "TARGET FRAMERATE", "graphics_maxFpsNone": "NONE", "graphics_maxFps2x": "2X SCREEN'S REFRESH RATE", "graphics_vsync": "VSYNC", "graphics_filters": "PSX SETTINGS", "graphics_filtersDescription": "(Tone down for more visual clarity)", "graphics_pixelisation": "DOWNSCALING", "graphics_pixelisationNone": "OFF", "graphics_pixelisation720p": "720P (VERY LOW)", "graphics_pixelisation480p": "480P (LOW)", "graphics_pixelisation360p": "360P (MEDIUM)", "graphics_pixelisation240p": "240P (HIGH)", "graphics_pixelisation144p": "144P (VERY HIGH)", "graphics_pixelisation36p": "36P (ABSURD)", "graphics_dithering": "DITHERING", "graphics_ditheringMinimum": "NONE", "graphics_textureWarping": "TEXTURE WARPING", "graphics_vertexWarping": "VERTEX WARPING", "graphics_vertexWarpingNone": "NONE", "graphics_vertexWarpingLight": "LIGHT", "graphics_vertexWarpingMedium": "MEDIUM", "graphics_vertexWarpingStrong": "HEAVY", "graphics_vertexWarpingVeryStrong": "VERY HEAVY", "graphics_vertexWarpingAbsurd": "MODERN ART", "graphics_customColorPalette": "CUSTOM COLOR PALETTE", "graphics_customColorPaletteSelect": "SELECT", "graphics_colorCompression": "COLOR COMPRESSION", "graphics_colorCompressionNone": "NONE", "graphics_colorCompressionLight": "LIGHT", "graphics_colorCompressionMedium": "MEDIUM", "graphics_colorCompressionStrong": "HEAVY", "graphics_colorCompressionVeryStrong": "VERY HEAVY", "graphics_colorCompressionAbsurd": "INDIE ART GAME", "graphics_performance": "PERFORMANCE SETTINGS", "graphics_performanceSimpleExplosions": "SIMPLER EXPLOSIONS", "graphics_performanceSimpleFire": "SIMPLER FIRE", "graphics_performanceSimpleSpawn": "SIMPLER SPAWN EFFECTS", "graphics_performanceDisableEnviParticles": "DISABLE ENVIRONMENTAL PARTICLE EFFECTS", "graphics_performanceSimpleNails": "SIMPLE NAIL PHYSICS", "graphics_gore": "GORE SETTINGS", "graphics_goreNote": "(Does not affect gameplay)", "graphics_goreEnable": "ENABLE BLOOD & GORE", "graphics_goreDisablePhysics": "FREEZE GORE PHYSICS", "graphics_goreBloodChance": "BLOODSTAIN CHANCE", "graphics_goreMaxGore": "MAX GORE PER ROOM", "audio_title": "AUDIO", "audio_subtitles": "SUBTITLES", "audio_globalVolume": "MASTER VOLUME", "audio_musicVolume": "MUSIC VOLUME", "hud_title": "HUD", "hud_type": "HUD TYPE", "hud_typeNone": "NONE", "hud_typeStandard": "STANDARD", "hud_typeClassicColor": "CLASSIC COLOR", "hud_typeClassicWhite": "CLASSIC WHITE", "hud_hudElements": "HUD ELEMENTS", "hud_backgroundOpacity": "BACKGROUND OPACITY", "hud_backgroundOpacityMinimum": "NONE", "hud_backgroundOpacityMaximum": "100% NOIR", "hud_alwaysOnTop": "ALWAYS ON TOP", "hud_icons": "CHEAT & SANDBOX ICONS", "hud_weaponIcon": "WEAPON ICON", "hud_armIcon": "ARM ICON", "hud_railcannonMeter": "RAILCANNON METER", "hud_styleMeter": "STYLE METER", "hud_styleInfo": "STYLE INFO", "spawner_sandboxTools": "SANDBOX ITEMS :^)", "spawner_sandbox": "SANDBOX", "spawner_enemies": "ENEMIES", "spawner_items": "OBJETS", "crosshair_title": "CROSSHAIR SETTINGS", "crosshair_type": "CROSSHAIR TYPE", "crosshair_typeNone": "NONE", "crosshair_typeSmall": "SMALL", "crosshair_typeLarge": "LARGE", "crosshair_color": "CROSSHAIR COLOR", "crosshair_colorInverted": "INVERTED", "crosshair_colorWhite": "WHITE", "crosshair_colorGrey": "GREY", "crosshair_colorBlack": "BLACK", "crosshair_colorRed": "RED", "crosshair_colorGreen": "GREEN", "crosshair_colorBlue": "BLUE", "crosshair_colorCyan": "CYAN", "crosshair_colorYellow": "YELLOW", "crosshair_colorMagenta": "MAGENTA", "crosshair_size": "CROSSHAIR SIZE", "crosshair_sizeNone": "NONE", "crosshair_sizeThin": "THIN", "crosshair_sizeMedium": "MEDIUM", "crosshair_sizeThick": "THICK", "crosshair_sizeVeryThick": "EXTRA THICC", "crosshair_hudFade": "CROSSHAIR HUD FADE", "crosshair_powerupBar": "POWERUP BAR", "assists_title": "ASSISTS", "assists_majorAssistsDisclaimer1": "Major Assists consists of modifiers that change the game and its balance considerably.", "assists_majorAssistsDisclaimer2": "If \"Major Assists\" is enabled at any point during a mission, the rank gained upon completion will have a blue background. This background can be removed by achieving the same rank or higher with \"Major Assists\" disabled for the duration of the entire mission.", "assists_majorAssistsDisclaimer3": "Perfect ranks and Cyber Grind high scores cannot be achieved with \"Major Assists\" enabled.", "assists_majorAssistsDisclaimerConfirm": "ENABLE MAJOR ASSISTS?", "assists_majorAssistsDisclaimerConfirmYes": "YES", "assists_majorAssistsDisclaimerConfirmNo": "NO", "assists_minorAssistsTitle": "MINOR ASSISTS", "assists_minor": "MINOR ASSISTS", "assists_autoAim": "AUTO AIM", "assists_autoAimPercent": "AUTO AIM AMOUNT", "assists_autoAimPercentMinimum": "NONE", "assists_autoAimPercentMaximum": "FULLSCREEN", "assists_enemySilhouettes": "ENEMY SILHOUETTES", "assists_enemySilhouettesOutlines": "OUTLINE ONLY", "assists_enemySilhouettesDistance": "ACTIVATION DISTANCE", "assists_enemySilhouettesDistanceMinimum": "ALWAYS ON", "assists_enemySilhouettesOutlinesOnly": "OUTLINE ONLY", "assists_major": "MAJOR ASSISTS", "assists_majorActivate": "ENABLE", "assists_gameSpeed": "GAME SPEED", "assists_damageTaken": "DAMAGE TAKEN", "assists_bossOverride": "BOSS FIGHT DIFFICULTY OVERRIDE", "assists_bossOverrideNone": "NONE", "assists_bossRestartRequired": "REQUIRES BOSS RESTART", "assists_infiniteEnergy": "INFINITE STAMINA", "assists_disableHardDamage": "DISABLE HARD DAMAGE", "assists_disableWhiplashHardDamage": "DISABLE WHIPLASH HARD DAMAGE", "assists_disableWeaponFreshness": "DISABLE WEAPON FRESHNESS", "assists_disablePopupHints": "DISABLE POPUP HINTS", "colors_title": "COLORS", "colors_reset": "RESET TO DEFAULT", "colors_hudHealth": "HEALTH", "colors_hudHealthNumber": "HEALTH NUMBER", "colors_hudDamage": "SOFT DAMAGE", "colors_hudHardDamage": "HARD DAMAGE", "colors_hudOverheal": "OVERHEAL", "colors_hudEnergyFull": "STAMINA (FULL)", "colors_hudEnergyPartial": "STAMINA (CHARGING)", "colors_hudEnergyEmpty": "STAMINA (EMPTY)", "colors_railcannonFull": "RAILCANNON (FULL)", "colors_railcannonPartial": "RAILCANNON (CHARGING)", "colors_variationBlue": "BLUE VARIATION", "colors_variationGreen": "GREEN VARIATION", "colors_variationRed": "RED VARIATION", "colors_variationGold": "GOLD VARIATION", "colors_enemies": "ENEMY SILHOUETTES", "save_warning1": "The game will reload.", "save_warning2": "If you're in a mission, you current progress will be lost.", "save_reloadYes": "I UNDERSTAND", "save_reloadNo": "CANCEL", "save_select": "SELECT", "save_selected": "SELECTED", "save_delete": "DELETE", "save_deleteWarning1": "Are you sure you want to DELETE SLOT", "save_deleteWarning2": "?", "save_deleteYes": "YES, DELETE", "save_deleteNo": "CANCEL", "save_close": "CLOSE", "save_slotEmpty": "EMPTY", "language_title": "LANGUAGE", "language_languages": "LANGUAGES" }, "pauseMenu": { "pause_title": "PAUSE", "pause_resume": "RESUME", "pause_respawn": "RESPAWN", "pause_restart": "RESTART MISSION", "pause_options": "OPTIONS", "pause_quit": "QUIT", "pause_restartConfirm": "Are you sure you want to RESTART this mission?", "pause_quitConfirm": "Are you sure you want to QUIT this mission?", "pause_quitConfirmYes": "QUIT", "pause_quitConfirmNo": "CANCEL", "pause_restartConfirmYes": "RESTART", "pause_restartConfirmNo": "CANCEL", "pause_disableWindow": "This pop-up can be disabled in the options menu" }, "levelNames": { "levelName_mainMenu": "MAIN MENU", "levelName_cybergrind": "THE CYBER GRIND", "levelName_sandbox": "uk_construct", "levelName_tutorial": "TUTORIAL", "levelName_preludeFirst": "INTO THE FIRE", "levelName_preludeSecond": "THE MEATGRINDER", "levelName_preludeThird": "DOUBLE DOWN", "levelName_preludeFourth": "A ONE-MACHINE ARMY", "levelName_preludeFifth": "CERBERUS", "levelName_preludeSecret": "SOMETHING WICKED", "levelName_limboFirst": "HEART OF THE SUNRISE", "levelName_limboSecond": "THE BURNING WORLD", "levelName_limboThird": "HALL OF SACRED REMAINS", "levelName_limboFourth": "CLAIR DE LUNE", "levelName_limboSecret": "THE WITLESS", "levelName_lustFirst": "BRIDGEBURNER", "levelName_lustSecond": "DEATH AT 20.000 VOLTS", "levelName_lustThird": "SHEER HEART ATTACK", "levelName_lustFourth": "COURT OF THE CORPSE KING", "levelName_lustSecret": "ALL-IMPERFECT LOVE SONG", "levelName_gluttonyFirst": "BELLY OF THE BEAST", "levelName_gluttonySecond": "IN THE FLESH", "levelName_greedFirst": "SLAVES TO POWER", "levelName_greedSecond": "GOD DAMN THE SUN", "levelName_greedThird": "A SHOT IN THE DARK", "levelName_greedFourth": "CLAIR DE SOLEIL", "levelName_greedSecret": "CLASH OF THE BRANDICOOT", "levelName_wrathFirst": "IN THE WAKE OF POSEIDON", "levelName_wrathSecond": "WAVES OF THE STARLESS SEA", "levelName_wrathThird": "SHIP OF FOOLS", "levelName_wrathFourth": "LEVIATHAN", "levelName_wrathSecret": "", "levelName_heresyFirst": "CRY FOR THE WEEPER", "levelName_heresySecond": "AESTHETICS OF HATE", "levelName_primeFirst": "SOUL SURVIVOR", "levelName_primeSecond": "", "levelName_primeThird": "" }, "levelChallenges":{ "challenges_preludeFirst": "KILL 5 ENEMIES WITH A SINGLE GLASS PANEL", "challenges_preludeSecond": "BEAT THE SECRET ENCOUNTER", "challenges_preludeThird": "KILL ONLY 1 ENEMY", "challenges_preludeFourth": "SLIDE UNINTERRUPTED FOR 18 SECONDS", "challenges_preludeFifth": "DON'T DEAL ANY FATAL DAMAGE", "challenges_limboFirst": "COMPLETE THE LEVEL IN UNDER 10 SECONDS", "challenges_limboSecond": "DON'T PICK UP ANY SKULLS", "challenges_limboThird": "BEAT THE SECRET ENCOUNTER", "challenges_limboFourth": "DON'T PICK UP ANY SKULLS", "challenges_lustFirst": "DON'T OPEN ANY NORMAL DOORS", "challenges_lustSecond": "COMPLETE THE LEVEL IN UNDER 60 SECONDS", "challenges_lustThird": "DON'T TOUCH ANY WATER", "challenges_lustFourth": "PARRY A PUNCH", "challenges_gluttonyFirst": "KILL A MINDFLAYER WITH ACID", "challenges_gluttonySecond": "DROP GABRIEL INTO A PIT", "challenges_greedFirst": "DON'T ACTIVATE ANY ENEMIES", "challenges_greedSecond": "KILL THE INSURRECTIONIST IN UNDER 10 SECONDS", "challenges_greedThird": "DON'T PICK UP THE TORCH", "challenges_greedFourth": "REACH THE BOSS GATE IN UNDER 18 SECONDS", "challenges_wrathFirst": "DON'T TOUCH ANY WATER", "challenges_wrathSecond": "DON'T FIGHT THE FERRYMAN", "challenges_wrathThird": "DON'T TOUCH ANY WATER", "challenges_wrathFourth": "REACH THE SURFACE IN UNDER 10 SECONDS", "challenges_heresyFirst": "BEAT THE SECRET ENCOUNTER", "challenges_heresySecond": "HIT GABRIEL INTO THE CIELING" }, "levelTips":{ "leveltips_preludeSecond1": "Hitscan weapons like the Revolver do locational damage.", "leveltips_preludeSecond2": "A headshot deals 2x damage and a limbshot deals 1.5x damage.", "leveltips_preludeThird1": "Dash: Fully invincible, costs stamina", "leveltips_preludeThird2": "Slide: Greater distance, no invincibility", "leveltips_preludeThird3": "Jump: Quickly out of melee range, less control", "leveltips_preludeFourth1": "Shotgun parries:", "leveltips_preludeFourth2": "A point-blank Shotgun shot to the torso right before an enemy attack lands will deal massive damage.", "leveltips_preludeFifth": "Attack sound cues allow you to keep track of enemies who are off screen.", "leveltips_limboFirst": "Some enemies make idle sounds to make them easier to track.", "leveltips_limboSecond": "Use the ATTRACTOR NAILGUN's magnets to form concentrated orbs of nails that can be moved around using the pull force of other magnets.", "leveltips_limboThird1": "Enemies can hurt other enemy types.", "leveltips_limboThird2": "With quick thinking and positioning, powerful enemies can turn into powerful weapons.", "leveltips_limboFourth": "The ATTRACTOR NAILGUN's magnets can be attached to enemies to make mobile targets easy to hit with nails.", "leveltips_lustFirst": "Enemies scream when falling from a fatal height.", "leveltips_lustSecond1": "SLAM BOUNCING:", "leveltips_lustSecond2": "Jump immediately after landing from a ground slam to jump higher.", "leveltips_lustSecond3": "The longer the ground slam fall, the higher the bounce.", "leveltips_lustThird": "RAILCANNON variations all share the same cooldown. Choose wisely which variation best fits the situation.", "leveltips_lustFourth1": "SLIDING will retain previous momentum for a short amount of time. ", "leveltips_lustFourth2": "Chaining quick SLIDE JUMPS after a DASH JUMP will give you incredible sustained speed.", "leveltips_gluttonyFirst": "Environmental hazards such as harmful liquids will hurt enemies as well.", "leveltips_gluttonySecond1": "If you're having trouble keeping up with a tough enemy, stand back and observe. ", "leveltips_gluttonySecond2": "Every enemy has its tells and patterns and learning those can be your key to victory.", "leveltips_greedFirst": "HITSCAN weapons can be used to hit the shotgun's CORE EJECT in mid-air to increase its damage and blast radius.", "leveltips_greedSecond": "POWER-UPS can be stacked.", "leveltips_greedThird": "Hitting an enemy with only the edge of an explosion will launch them without dealing much damage, making it a risky but effective tool against Stalkers.", "leveltips_greedFourth": "Airborne coins can be shot with any hitscan weapon.", "leveltips_wrathFirst": "Falling underwater is slow, but a ground slam allows for a quick return to the ground.", "leveltips_wrathSecond": "Sliding onto water will cause one to skip across its surface.", "leveltips_wrathThird": "If an enemy is blessed by an Idol, a direct visible connection is formed between the two, allowing one to easily track down and destroy the protector.", "leveltips_wrathFourth1": "Explosions deflect projectiles.", "leveltips_wrathFourth2": "If an explosion is caused right from where an enemy shoots a projectile, it can backfire and hit them instead.", "leveltips_heresyFirst1": "The space of a large arena can be used to one's advantage.", "leveltips_heresyFirst2": "Using the environment to break line-of-sight with enemies allows for some breathing room and time to consider <color=orange>target prioritization</color>.", "leveltips_heresySecond1": "DON'T WASTE STAMINA!", "leveltips_heresySecond2": "Dashing needlessly while fighting very aggressive foes will quickly cause one to have none left when it is most needed.", "leveltips_primeFirst1": "Parries can be used as a powerful healing tool.", "leveltips_primeFirst2": "Parrying any enemy projectile or melee attack will fully replenish your health up to the hard damage limit.", "leveltips_cybergrind": "If blown too far off the arena, PUMP CHARGE's overcharge is a good way to get back.", "leveltips_sandbox1": "CHEATS can be enabled in other levels by inputting:", "leveltips_sandbox2": "Enabling ranks will disable cheats." }, "shop":{ "shop_tipofthedayTitle": "TIP OF THE DAY", "shop_tipoftheday": "", "shop_weapons": "WEAPONS", "shop_monsters": "MONSTERS", "shop_cybergrind": "THE CYBER GRIND", "shop_sandbox": "SANDBOX", "shop_returnToMission": "RETURN TO MISSION", "shop_soulOrbs": "SOUL ORBS", "shop_cybergrindDescription1": "The Cyber Grind is an endless survival mode.", "shop_cybergrindDescription2": "Good performance gives many points.", "shop_cybergrindDescription3": "Progress in the current mission will be lost.", "shop_cybergrindEnterTitle": "THE CYBER GRIND", "shop_cybergrindEnter": "ENTER THE CYBER GRIND", "shop_cybergrindReturningTo": "Returning to:", "shop_cybergrindExitTitle": "RETURN TO MISSION", "shop_cybergrindExit": "LEAVE THE CYBER GRIND", "shop_sandboxTitle": "SANDBOX", "shop_sandboxDescription1": "The Sandbox is an empty level that can be used for practicing.", "shop_sandboxDescription2": "Progress in the current mission will be lost.", "shop_sandboxEnter": "ENTER THE SANDBOX", "shop_back": "BACK", "shop_weaponInfo": "INFO", "shop_weaponColors": "COLORS", "shop_weaponsRevolver": "REVOLVER", "shop_weaponsShotgun": "SHOTGUN", "shop_weaponsNailgun": "NAILGUN", "shop_weaponsRailcannon": "RAILCANNON", "shop_weaponsRocketLauncher": "ROCKET LAUNCHER", "shop_weaponsArms": "ARMS", "shop_revolverPiercer": "PIERCER", "shop_revolverPiercerDescription1": "Hold Alt Fire to charge a 3-hit beam.", "shop_revolverPiercerDescription2": "Requires cooldown.", "shop_revolverMarksman": "MARKSMAN", "shop_revolverMarksmanDescription1": "Press Alt Fire to throw a coin.", "shop_revolverMarksmanDescription2": "Hit an airborne coin to deflect your shot into the nearest enemy's weakpoint.", "shop_revolverMarksmanDescription3": "Coins can be chained.", "shop_shotgunCoreEject": "CORE EJECT", "shop_shotgunCoreEjectDescription1": "Press Alt Fire to overheat and launch the shotgun's cores.", "shop_shotgunCoreEjectDescription2": "Hold to charge distance.", "shop_shotgunCoreEjectDescription3": "Explodes on impact.", "shop_shotgunPumpCharge": "PUMP CHARGE", "shop_shotgunPumpChargeDescription1": "Press Alt Fire to pump your shotgun, increasing the power and decreasing the accuracy of your next shot.", "shop_shotgunPumpChargeDescription2": "Too many pumps will cause an explosion when fired.", "shop_nailgunMagnet": "MAGNET", "shop_nailgunMagnetDescription1": "Alt fire to shoot a magnet that pulls all nearby nails towards it.", "shop_nailgunMagnetDescription2": "Magnets stick to surfaces and enemies and can be broken with hitscan weapons.", "shop_nailgunOverheat": "OVERHEAT", "shop_nailgunOverheatDescription1": "Alt fire while shooting to overheat for a quick burst of high damage at the cost of a heatsink.", "shop_nailgunOverheatDescription2": "Heatsinks recharge when not firing.", "shop_railcannonElectric": "ELECTRIC", "shop_railcannonElectricDescription1": "A powerful instant piercing shot.", "shop_railcannonElectricDescription2": "Pierces through all enemies. Pay attention to your positioning to maximize destruction.", "shop_railcannonElectricDescription3": "Don't use in water.", "shop_railcannonScrewdriver": "SCREWDRIVER", "shop_railcannonScrewdriverDescription1": "Fires a powerful drill that sticks to an enemy and deals damage over time.", "shop_railcannonScrewdriverDescription2": "This drill causes enemies to bleed continuously with extra healing range.", "shop_railcannonMalicious": "MALICIOUS", "shop_railcannonMaliciousDescription1": "Fires an instant beam that causes a large explosion on impact, similar to a certain familiar face.", "shop_railcannonMaliciousDescription2": "Wipes out groups of weak enemies with ease.", "shop_rocketLauncherFreeze": "FREEZEFRAME", "shop_rocketLauncherFreezeDescription1": "Press Alt Fire to freeze rockets.", "shop_rocketLauncherFreezeDescription2": "Frozen rockets have a larger blast radius and will stay frozen even when switching weapons.", "shop_armFeedbacker": "FEEDBACKER", "shop_armFeedbackerDescription1": "Fast punch with decent damage.", "shop_armFeedbackerDescription2": "Can parry projectile attacks, including shotgun shots and coins.", "shop_armKnuckleblaster": "KNUCKLEBLASTER", "shop_armKnuckleblasterDescription1": "Slow punch with high damage and knockback.", "shop_armKnuckleblasterDescription2": "Hold Punch to blast shells inside the knuckles, causing a shockwave that knocks surrounding enemies away.", "shop_armWhiplash": "WHIPLASH", "shop_armWhiplashDescription1": "A winch with a spear. Hold to throw, release to pull.", "shop_armWhiplashDescription2": "Can pull light enemies and items, will get pulled to heavy enemies and grapple points.", "shop_data": "DATA", "shop_strategy": "STRATEGY", "shop_advancedStrategy": "ADVANCED STRATEGY", "shop_loreRevolver1": "A weapon created during the Final War for medium-to-long distance combat. Uses electric pulses to fire microscopic pieces of metal at incredibly high speeds.", "shop_loreRevolver2": "Weapons that use this technology have been dubbed \"electric guns\", and it quickly became the new standard, replacing bullet guns. Due to still requiring a microscopic projectile, its ammo is not actually infinite, but it would take weeks of non-stop firing to run out and refilling is as easy as just scraping some flakes from scrap metal or even the gun's surface.", "shop_loreRevolver3": "In fact, a rough, uneven surface from scraping flakes is considered a point of pride for wielders of electric guns, as it shows the weapon has been reliable and used for a long time. Many users even shave off flakes just for this reason, rather than for actual ammunition, making \"unflaked\" electric weapons an outlier.", "shop_loreRevolver4": "Although an electric gun requires some time to recharge its battery between shots, the revolver-style design bypasses that issue by including a multi-battery cylinder that rotates after each shot, allowing each battery time to charge without slowing down the fire-rate.", "shop_loreRevolver5": "A common modification is to allow for the charges of all batteries to be released simultaneously for greater power, though this requires a longer recharge time.", "shop_loreRevolver6": "Although it may seem weak at a glance, its power comes from its consistency and simplicity. The revolver is easy to use while focusing on movement and dodging attacks, because of the instant travel time of its shots and it functioning well at any range.", "shop_loreRevolver7": "Headshots deal 2x damage, limbshots 1.5x.", "shop_loreRevolver8": "When hit with precise timing during its flash, the Marksman variation's coin can split a shot in two, causing it to hit two targets instead of just one. Although the timing is tight, there is a second much longer window if the coin remains airborne for an extended period of time, recognisable by its continuous whistling sound.", "shop_loreRevolver9": "The Marksman variation's coin can be punched after it has flashed, launching it into the nearest target without breaking the coin, increasing its damage further for subsequent punches or shots.", "shop_loreRevolver10": "The Piercer's charged shot can also ricochet off of the Marksman variation's coins.", "shop_loreShotgun1": "An experimental close range weapon that uses hyperconcentrated heat as its projectiles.", "shop_loreShotgun2": "After each shot, the shotgun must be opened to allow its heat-generating cores to vent excess heat, stopping them from melting or exploding. This process is largely automated, requiring little more from the user than a flick of the wrist.", "shop_loreShotgun3": "In case of core failure, the pump can be used as a manual heat building mechanism. This process has been simplified via a small button near the grip that pumps the shotgun without requiring physical force from the user, though its ease of use has also greatly increased the reported amount of misfires from users pumping too much heat into a single shot.", "shop_loreShotgun4": "Heat weapons never caught on as much as electric weapons due to their volatile nature and strict cooling requirements, but unlike electric weapons, they don't require a separate projectile, making their ammunition truly infinite rather than just practically infinite.", "shop_loreShotgun5": "The shotgun is only effective at extremely close ranges, making it a risky but very devastating damage dealer. This also makes it ideal for healing.", "shop_loreShotgun6": "Can parry melee attacks via a point-blank shot to the chest. Riskier than using the Feedbacker arm, but with higher damage as a reward.", "shop_loreShotgun7": "Quickly swapping weapons skips the wait time after a shot, allowing for continuous bursts of massive damage at the risk of having to stay close for an extended period of time.", "shop_loreShotgun8": "The Core Eject variation's core can be shot out of the air via a hitscan weapon such as the Revolver to increase the radius and damage of its explosion. An already explosive hitscan will increase its radius even further.", "shop_loreShotgun9": "The slowness of the condensed heat projectiles may seem like a detriment at first, but this means that a well timed punch with the Feedbacker arm can hit them, parrying one's own shot for far greater accuracy, speed and damage.", "shop_loreNailgun1": "A combination of parts from an industrial nailgun and an old bullet gun. Most likely engineered by a machine that was built for construction work, as all machines, even those not built for war, had to learn to fend for themselves after the extinction of mankind.", "shop_loreNailgun2": "Bullet guns were largely abandoned after the invention of infinite ammunition systems such as electric weapons and heat weapons, largely due to how much cheaper not having to buy ammunition for large-scale armies becomes overtime.", "shop_loreNailgun3": "Although the original ammunition system made it useless and largely abandoned, this gun was still excellently designed and built, so with some retrofitting of parts from an industrial nailgun, it has become a rapid-fire projectile weapon with practically infinite metal ammunition.", "shop_loreNailgun4": "As is to be expected from an improvised weapon though, its design is far from perfect. As the nail regeneration system was not designed to work at such a high rate, it's liable to overheat if a hard rate limit isn't set on it, though some variants have instead opted for built-in heatsinks.", "shop_loreNailgun5": "Due to the nature of its limited ammunition, the nailgun is best used in short bursts rather than extended periods of time.", "shop_loreNailgun6": "The Magnet variation's magnets will also affect the nails from other nailgun variations, allowing the bypassing of otherwise limiting factors such as the burst from the Overheat variation having poor accuracy.", "shop_loreNailgun7": "Some enemies, such as Malicious Faces, are generally weak to nails, and in particular the higher quality nails from the hard-limited Magnet variation will decimate most weak foes.", "shop_loreNailgun8": "Nails become embedded in enemies, causing some special effects. Electric weapons will receive a damage boost from hitting an enemy that has nails in it, and with enough nails, light enemies become magnetized and pulled by the Magnet variation's magnets, allowing for easy temporary disabling of durable light enemies.", "shop_loreNailgun9": "The speed of the barrels' spin carries over between variations, meaning shooting even once with the Magnet variation gives maximum heat for the Overheat variation, allowing for an instant full overheat burst.", "shop_loreRailcannon1": "This industrial tool was one of the earliest uses for the technology that eventually became electric guns.", "shop_loreRailcannon2": "Originally meant as a handheld generator, allowing for an easy way to generate electricity for temporary relocation, such as encampments during wars or expeditions.", "shop_loreRailcannon3": "As with most similar industrial tools, once mankind fell, it was repurposed as a weapon by the machine that wielded it, turning it from a lower voltage constant output into a single extremely high burst of energy that requires a long recharge time between shots.", "shop_loreRailcannon4": "Although a risky weapon, since its recharge time is so long, the railcannon's power makes it a worthy tool to wield, especially for someone carrying multiple weapons that they can use while the railcannon's battery recharges.", "shop_loreRailcannon5": "Each variation serves a different purpose, and since they all share the same cooldown, it's important to know which version to use in any given situation.", "shop_loreRailcannon6": "Total recharge time is 15 seconds. Current charge is indicated by a lightning bolt on the HUD.", "shop_loreRailcannon7": "The Electric variation can hit the Marksman revolver's coins. Since it has infinite piercing power, with good timing and positioning one can shoot through an enemy to hit a coin, which will then ricochet the shot back into the same enemy, more than doubling the total damage dealt by a single shot.", "shop_loreRailcannon8": "By using the Feedbacker arm to punch an enemy that the Screwdriver variation's screw is attached to, it can be relaunched, dealing an extra burst of damage to the enemy. If the screw hits another enemy, its timer will be fully reset, meaning a screw can be juggled between enemies practically infinitely with good timing and aim, though it will break if the enemy it's attached to dies.", "shop_loreRailcannon9": "The Malicious variation's explosion range and damage can be greatly increased by hitting an airborne core from the Core Eject shotgun. This technique is highly risky, since missing means wasting the entire shot and having to wait another 15 seconds, but its rewards are bountiful.", "shop_loreRocketLauncher1": "Another weapon that used to be an industrial tool, as is visible from it and the railcannon's more vibrant color schemes compared to guns such as the revolver, shotgun and the nailgun, which uses a bullet weapon as its base.", "shop_loreRocketLauncher2": "As with most advanced technologies, it was originally created for use in war, as its explosive-generating system was extremely fast at digging trenches, destroying obstacles or resupplying explosive weapons.", "shop_loreRocketLauncher3": "However, this tool itself could not be used as a launcher. Early models doubled as weapons, but including the systems for triggering the explosives often caused accidental chemical reactions during their generation process, detonating the explosives before they had been completed.", "shop_loreRocketLauncher4": "Since then, the process has been split in two between the generating device and a separate rocket launcher, where the explosives generator builds the rest of a rocket and the rocket launcher applies the triggering mechanism.", "shop_loreRocketLauncher5": "As machines rarely have the luxury of co-operation due to sharing blood with others being seen as a waste, the machine that created this weapon instead modified the generation process to work with just a single user and repurposed parts from a jackhammer for launching the projectile.", "shop_loreRocketLauncher6": "Instead of using a normal explosion triggering mechanism, the rockets instead use the blood of the target to complete the chemical reaction, making the generation process safe, though the weapon is more difficult to use as it requires direct hits to cause damage.", "shop_loreRocketLauncher7": "The skill required for effective use makes it daunting, though its power more than makes up for it, and many of its wielders specifically chose to use it as a symbol of their skill at marksmanship.", "shop_loreRocketLauncher8": "Rockets only cause a damage-dealing explosion when hitting a living target directly, but missing on purpose can be used to launch an enemy into the air, since a direct hit on a falling enemy causes a larger, more damaging explosion.", "shop_loreRocketLauncher9": "The launcher requires very little preparation to be used, meaning it can be quickly pulled out, fired and put back away to deal a quick burst of extra damage in the middle of another weapon switching combo.", "shop_loreRocketLauncher10": "Rockets are pulled by the Magnet nailgun's magnets, though not as strongly as nails. The accuracy of the tracking can be increased by freezing rockets with the Freezeframe variation.", "shop_loreRocketLauncher11": "When hit with the Whiplash, a rocket will be attached to the spear without stopping the throw. If the spear doesn't collide with anything else, the rocket will be pulled back with it, exploding on collision with the user.", "shop_loreRocketLauncher12": "Light enemies will be airborne when pulled by the Whiplash, making them very easy targets to hit for the falling enemy explosion bonus. However, this requires a lot of distance from the target if the user wishes to avoid the explosion's increased radius.", "shop_loreRocketLauncher13": "Some machines, such as V1, are light enough to ride a rocket. This can be achieved by freezing a rocket with the Freezeframe variation and jumping onto it. Even with the low weight, the rocket will eventually lose power, causing it to drop gradually, but when underwater, V1 is light enough to not cause this drop.", "shop_revolverPreset1": "STANDARD", "shop_revolverPreset2": "MAGNUM", "shop_revolverPreset3": "ICEBREAKER", "shop_revolverPreset4": "HOT & READY", "shop_revolverPreset5": "SANGUINE", "shop_shotgunPreset1": "STANDARD", "shop_shotgunPreset2": "CLASSIC", "shop_shotgunPreset3": "PALACE", "shop_shotgunPreset4": "CARAMEL", "shop_shotgunPreset5": "LUXUS", "shop_nailgunPreset1": "STANDARD", "shop_nailgunPreset2": "ACIDIC", "shop_nailgunPreset3": "CLEAR SKY", "shop_nailgunPreset4": "SNOW LEOPARD", "shop_nailgunPreset5": "VAMPIRE", "shop_railcannonPreset1": "STANDARD", "shop_railcannonPreset2": "INVERSE", "shop_railcannonPreset3": "LOVE & LIQUORICE", "shop_railcannonPreset4": "STATUE VEIN", "shop_railcannonPreset5": "INDUSTRIAL", "shop_rocketlauncherPreset1": "STANDARD", "shop_rocketlauncherPreset2": "RUSTIC", "shop_rocketlauncherPreset3": "LIPSTICK", "shop_rocketlauncherPreset4": "EGGPLANT", "shop_rocketlauncherPreset5": "NIGHT AMETHYST", "shop_colorsPreset": "PRESET", "shop_colorsCustom": "CUSTOM", "shop_colorsAlternative": "ALTERNATE", "shop_colorsDone": "DONE", "shop_colorsCustomUnlockPrompt": "UNLOCK CUSTOM COLORS FOR:" }, "enemyNames":{ "enemyname_filth": "FILTH", "enemyname_stray": "STRAY", "enemyname_schism": "SCHISM", "enemyname_soldier": "SOLDIER", "enemyname_minos": "THE CORPSE OF KING MINOS", "enemyname_sentry": "SENTRY", "enemyname_idol": "IDOL", "enemyname_ferryman": "FERRYMAN", "enemyname_stalker": "STALKER", "enemyname_insurrectionist": "SISYPHEAN INSURRECTIONIST", "enemyname_swordsmachine": "SWORDSMACHINE", "enemyname_drone": "DRONE", "enemyname_streetCleaner": "STREETCLEANER", "enemyname_v2": "V2", "enemyname_v2Second": "V2 (2ND)", "enemyname_mindFlayer": "MINDFLAYER", "enemyname_malFace": "MALICIOUS FACE", "enemyname_cerberus": "CERBERUS", "enemyname_hideousMass": "HIDEOUS MASS", "enemyname_gabriel": "GABRIEL", "enemyname_virtue": "VIRTUE", "enemyname_somethingWicked": "SOMETHING WICKED", "enemyname_fleshPrison": "FLESH PRISON", "enemyname_minosPrime": "MINOS PRIME", "enemyname_boss_cerberus": "CERBERUS, GUARDIAN OF HELL", "enemyname_boss_cancerousRodent": "CANCEROUS RODENT", "enemyname_boss_veryCancerousRodent": "VERY CANCEROUS RODENT", "enemyname_boss_hideousMass": "HIDEOUS MASS", "enemyname_boss_swordsmachineAgony": "SWORDSMACHINE \"AGONY\"", "enemyname_boss_swordsmachineTundra": "SWORDSMACHINE \"TUNDRA\"", "enemyname_boss_corpseOfKingMinos": "THE CORPSE OF KING MINOS", "enemyname_boss_gabriel": "GABRIEL, JUDGE OF HELL", "enemyname_boss_insurrectionist": "SISYPHEAN INSURRECTIONIST", "enemyname_boss_mandalore": "MYSTERIOUS DRUID KNIGHT (& OWL)", "enemyname_boss_v2": "V2", "enemyname_boss_v2Second": "V2", "enemyname_boss_ferryman": "FERRYMAN", "enemyname_boss_leviathan": "LEVIATHAN", "enemyname_boss_insurrectionistAngry": "INSURRECTIONIST \"ANGRY\"", "enemyname_boss_insurrectionistRude": "INSURRECTIONIST \"RUDE\"", "enemyname_boss_gabrielSecond": "GABRIEL, APOSTATE OF HATE", "enemyname_type_lesserHusk": "LESSER HUSK", "enemyname_type_greaterHusk": "GREATER HUSK", "enemyname_type_supremeHusk": "SUPREME HUSK", "enemyname_type_lesserDemon": "LESSER DEMON", "enemyname_type_greaterDemon": "GREATER DEMON", "enemyname_type_supremeDemon": "SUPREME DEMON", "enemyname_type_lesserMachine": "LESSER MACHINE", "enemyname_type_greaterMachine": "GREATER MACHINE", "enemyname_type_supremeMachine": "SUPREME MACHINE", "enemyname_type_lesserAngel": "LESSER ANGEL", "enemyname_type_greaterAngel": "GREATER ANGEL", "enemyname_type_supremeAngel": "SUPREME ANGEL", "enemyname_type_primeSoul": "PRIME SOUL" }, "cheats":{ "cheats_disclaimer1": "Enabling cheats means you will not gain a rank upon completion of a level and a Cyber Grind high score will not be saved.", "cheats_disclaimer2": "Press ~ or HOME after enabling cheats to toggle to menu.", "cheats_disclaimerYes": "ACTIVATE CHEATS", "cheats_disclaimerNo": "CANCEL", "cheats_panelTitle": "MANAGE CHEATS", "cheats_cheatsEnabled": "CHEATS ENABLED :^)", "cheats_keepEnabled": "Keep cheats enabled", "cheats_spawnerArm": "Spawner Arm", "cheats_teleportMenu": "Teleport Menu", "cheats_fullBright": "Fullbright", "cheats_noclip": "Noclip", "cheats_flight": "Flight", "cheats_infiniteWallJumps": "Infinite wall jump", "cheats_noWeaponCooldown": "No weapon cooldown", "cheats_infinitePowerUps": "Infinite Power-Ups", "cheats_blindEnemies": "Blind Enemies", "cheats_disableEnemySpawns": "Disable Enemy Spawns", "cheats_invincibleEnemies": "Invincible Enemies", "cheats_killAllEnemies": "Kill All Enemies", "cheats_quickSave": "Quick Save", "cheats_quickLoad": "Quick Load", "cheats_saveMenu": "Manage Saves", "cheats_clear": "Clear Map", "cheats_rebuildNav": "Enemy Navigation", "cheats_snapping": "Snapping", "cheats_physics": "Spawn With Physics", "cheats_crashMode": "Clash Mode", "cheats_stayActive": "STAY ACTIVE", "cheats_disableOnReload": "DISABLE ON RELOAD", "cheats_equip": "EQUIP", "cheats_remove": "REMOVE", "cheats_open": "OPEN", "cheats_killAll": "KILL ALL", "cheats_static": "STATIC", "cheats_dynamic": "DYNAMIC", "cheats_rebuild": "REBUILD", "cheats_rebuilding": "REBUILDING...", "cheats_activated": "ACTIVATED", "cheats_deactivated": "DEACTIVATED", "cheats_pressToBind": "PRESS TO BIND", "cheats_delete": "DELETE", "cheats_navmeshOutdated1": "NAVMESH OUT OF DATE", "cheats_navmeshOutdated2": "(Rebuild navigation in cheats menu)", "cheats_spawnerArmSlot": "Spawner Arm in slot 6", "cheats_dupesTitle": "SANDBOX SAVES", "cheats_dupesSaveNamePrompt": "ENTER A NAME HERE", "cheats_dupesNewSave": "NEW SAVE", "cheats_dupesOpenFolder": "OPEN FOLDER", "cheats_dupesSave": "SAVE", "cheats_dupesLoad": "LOAD", "cheats_dupesDelete": "DELETE", "cheats_categoryMeta": "META", "cheats_categorySandbox": "SANDBOX", "cheats_categoryGeneral": "GENERAL", "cheats_categoryMovement": "MOVEMENT", "cheats_categoryEnemies": "ENEMIES", "cheats_categoryWeapons": "WEAPONS", "cheats_categoryItems": "ITEMS", "cheats_categorySpecial": "SPECIAL" }, "enemybios":{ "enemyBios_type": "TYPE", "enemyBios_data": "DATA", "enemyBios_strategy": "STRATEGIES", "enemyBios_filth_1": "Husks are physical manifestations of the souls of the damned. ", "enemyBios_filth_2": "The physical form is based on the value of the original soul, which is determined by the strength of its will and its prevalence in public consciousness: the living souls that remember it. ", "enemyBios_filth_3": "Filth are the lowest form of Husk, whose souls were too weak and unimportant to even form a complete physical body.", "enemyBios_filth_4": "Even among Husks, they have the lowest intelligence, driven purely by hunger.", "enemyBios_filth_strategy1": "Most weapons are easily capable of taking down Filth, but their powerful jaws and sheer numbers can overwhelm a target quickly if underestimated.", "enemyBios_filth_strategy2": "Explosives are the most effective way to take down swarms, but any weapon that can hit more than one target will be efficient.", "enemyBios_stray_1": "While their tall stature may seem intimidating, Strays are afraid of most danger and will try to stay at a safe distance, only attacking via projectiles formed with Hell Energy. ", "enemyBios_stray_2": "Although controlling and manifesting this energy is a complicated task, Strays have very low intelligence and are only able to do so via pure instinct.", "enemyBios_stray_3": "Nevertheless, humans were unable to replicate this level of accuracy and control, particularily the Stray's ability to cause the energy orbs to selectively ignore other Husks.", "enemyBios_stray_strategy1": "Most weapons will be effective against them, but a Revolver headshot is the quickest and surest way to eliminate a Stray.", "enemyBios_stray_strategy2": "Due to their static nature and slow rate of attacking, they are an excellent target for projectile parrying.", "enemyBios_schism_1": "The result of two souls attempting to manifest in the same space, causing an amalgamation of two physical bodies. ", "enemyBios_schism_2": "Due to the doubled body mass, they're quite resilient to damage, but have very poor motor control and thus cannot aim with any degree of accuracy, resorting to barrages of energy orbs in the general direction of their opponent.", "enemyBios_schism_strategy1": "Piercer revolver's charged headshots are an efficient tool for a quick kill against Schisms, though their displaced head can make aiming difficult for the inexperienced.", "enemyBios_schism_strategy2": "A point-blank Pump Charge shotgun blast with 2 pumps will be able to take them down in a single shot.", "enemyBios_schism_strategy3": "Due to their poor aim, they aren't a priority target, but the sheer amount of projectiles can sometimes make avoiding them tricky in busy encounters.", "enemyBios_soldier_1": "Soldiers are an augmented version of Strays, whose technological implants have been scavenged from broken machines to channel Hell Energy with greater efficiency.", "enemyBios_soldier_2": "This increase in power gives Soldiers more self-confidence, causing them to act more aggressively than normal Strays.", "enemyBios_soldier_3": "Despite the enhancements, their intelligence remains low and it has yet to be determined who or what actually augmented them.", "enemyBios_soldier_strategy1": "The shotgun is an excellent weapon against Soldiers, as long as its use is swift so as to not allow them to protect themselves with melee attacks. ", "enemyBios_soldier_strategy2": "Since Soldiers charge their shots in front of them rather than above them, the charge is also easier to interrupt via a precise revolver shot for an explosive kill.", "enemyBios_soldier_strategy3": "Thanks to their augmentations, Soldiers are able to withstand normal explosions with little to no damage. The more powerful red explosions will go through their guard however, and they are unable to block if not on the ground.", "enemyBios_ferryman_1": "Ferrymen are rare husks whose powerful bodies, trained skills and blind faith have granted them the chance of becoming the transporters of souls between the layers of Hell.", "enemyBios_ferryman_2": "They have each been given a holy cloth by Heaven as a symbol of their devotion to God's order, which they wear over their bodies to hide the human form that they've grown to despise as a reminder of their sins in life stopping them from becoming angels.", "enemyBios_ferryman_3": "Due to the holy power emanating from the cloth, Ferrymen's skeletal bodies have slowly been colored bright and radiant, and their skulls have enough latent energy to open gates that otherwise stop Husks from exiting their places of torment.", "enemyBios_ferryman_4": "Each ferry can only have one Ferryman at a time, so when a new Ferryman is formed, it will fight another to the death in order to take their place and inherit their cloth. The loser's skull is taken as a trophy and used to grant the winner passage across the layers in order to transport the souls of the damned to their destinations.", "enemyBios_ferryman_5": "Ferrymen will often use the knowledge from their past life to improve their ferries, growing past the need for oars, which are now used by Ferrymen only as weapons.", "enemyBios_ferryman_6": "As the influx of souls has ended with the death of mankind, the Ferrymen have lost their purpose and now wander around aimlessly, hoping that the angels would grant them passage into Heaven, despite Gabriel being the only one who cares about their efforts.", "enemyBios_ferryman_strategy1": "Ferrymen choose their attacks based on their opponent's actions. When approached, they move to safety, and when retreated from, they'll apply pressure via attacks with greater reach.", "enemyBios_ferryman_strategy2": "Despite its looks, their uppercut is quite dangerous and can be difficult to dodge. It's best not to stay in the air for too long.", "enemyBios_ferryman_strategy3": "Some of their attacks are parryable and some are not. Pay attention to the color of their warning flash to learn which are which.", "enemyBios_ferryman_strategy4": "Ferrymen may attempt to cross a retreating opponent up by rolling behind them before attacking. Keep track of their position and if they roll too often, try being more aggressive.", "enemyBios_idol_1": "Although they can easily be mistaken to be of divine origin, Idols were created using the same process as other demons. Unlike their larger kin, their shells were too small to contain a useful amount of Hell Mass, creating life, but leaving it unable to move or act.", "enemyBios_idol_2": "The Idols did not originally look divine, but were painstakingly carved to such shapes by Ferrymen who collected them during travels across the layers of Hell. This was done as both an act of compassion and as a tribute to angels, particularily Gabriel, whom Ferrymen believe to have similarily granted them mercy.", "enemyBios_idol_3": "Close proximity to a Ferryman's holy cloth during the long and arduous carving process caused its holy power to seep into them, allowing them to continue the chain of compassion by protecting others from physical harm.", "enemyBios_idol_4": "It is fortunate for them that Gabriel is the only angel of Heaven's higher order to watch over Hell, since if the Council had found out about such beings, they would have been labelled perversions of the divine form and ordered to be destroyed by the Ferrymen who so lovingly had granted them a chance at life.", "enemyBios_idol_strategy1": "Although Idols are immune to projectiles, they can be destroyed by a blunt force melee attack such as a punch or a ground slam.", "enemyBios_idol_strategy2": "Blessed enemies cannot be damaged by attacks, but will still be pushed by physical forces and can be killed by environmental dangers, such as crushers or fans.", "enemyBios_idol_strategy3": "Neither Idols nor blessed enemies can be grappled onto with the Whiplash.", "enemyBios_leviathan_1": "Unlike most demons, the Leviathan is not formed from generic Hell Mass, but instead from the bodies of the Sullen, a name used for those in the Ocean Styx who have given up fighting for air and instead lay at the bottom of the ocean, drowning eternally.", "enemyBios_leviathan_2": "The Sullen, in their motionlessness, were eventually fused together by the same force that created the other demons, becoming the biblical Leviathan, an abomination prophesized to be at the end of the world.", "enemyBios_leviathan_3": "The heart, which houses the souls of the Sullen in endless anguish as their flesh, veins and nerves writhe and mutate, attempted to escape its body, but Gabriel struck it down with his divine spears, pinning it back onto its head, unable to move.", "enemyBios_leviathan_4": "Although the world ended, the Leviathan remains trapped in the Ocean Styx, growing ever longer as more of Wrath's sinners give up and sink to the bottom.", "enemyBios_leviathan_strategy1": "The Leviathan's heart is exposed on top of its head, making it a clear weakpoint to aim for. Although it's usually not visible, it can be seen after the Leviathan's attacks, opening an opportunity for direct damage, or for landing a magnet.", "enemyBios_leviathan_strategy2": "Although ill-advised, it is possible to ride the Leviathan for a short period of time. A well-timed jump will allow one to dodge the Leviathan's bite attack as well as land on its head near its exposed heart.", "enemyBios_leviathan_strategy3": "The tail will either swing high or low, and the height of the swing can be determined by the direction in which the swing rotates.", "enemyBios_corpseOfKingMinos_1": "Once the great and beloved king of the Lust layer, Minos has now been re