# dentries

title: Insulindian Phasmid: "A series of chirrups surrounds you,..."
sequence: 0
dialoguetext:
A series of chirrups surrounds you, like swallows on a cliff side, as the phasmid moves its forearms -- tymbals visible on the inside of its white stalks...


title: Insulindian Phasmid: "You cannot lie to me. Behind you it..."
sequence: 0
dialoguetext:
You cannot lie to me. Behind you it smells of fires. So awfully far you were prepared to go in her presence. End it.


title: The Deserter: ""What now..." the old man behind yo..."
sequence: 0
dialoguetext:
"What now..." the old man behind you says suddenly. He's put his hand into the ash -- it's dirty and black.


title: Perception (Sight): "Look! In the reeds, where the phasm..."
sequence: 0
dialoguetext:
Look! In the reeds, where the phasmid was hiding -- you see a little flash of white -- porcelain white. In a nest of some sort?


title: The Deserter: ""What now..." the old man behind yo..."
sequence: 0
dialoguetext:
"What now..." the old man behind you repeats suddenly. He withdraws his hand from the ash -- it's dirty and black.


title: Cuno: ""Yo, we just saw a giant fucking in..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_pheromone_option_done", true) --[[ Variable[ ]]
dialoguetext:
"Yo, we just saw a giant fucking insect, okay? Focus on that, not some..." He looks around. "Where'd it go?"


title: Cuno: ""Yeah, yeah right there -- it doesn..."
sequence: 0
dialoguetext:
"Yeah, yeah right there -- it doesn't like bein' out in the open. Shifty fuck. It's gone now, but..." He pants. "Wow."


title: You: ""Damn, we should have helped the cr..."
dialoguetext: "Damn, we should have helped the cryptozoologists."
sequence: 0
conditionstring:
Variable["tc.insulindian_phasmid"] == true  and  Variable["coast.morells_pheromone_spray"] == false  and  Variable["TASK.find_phasmid"] == false  and  Variable["TASK.find_phasmid_done"] == false


title: Cuno: ""Man, quit beatin' yourself down, w..."
sequence: 0
dialoguetext:
"Man, quit beatin' yourself down, we just discovered a GIANT INSECT. Ain't no one done that..." He looks across the water.


title: Cuno: ""Yeah, cryptologist, exactly! Those..."
sequence: 0
dialoguetext:
"Yeah, cryptologist, exactly! Those are the fucks who study them. This is *unreal*, man..." He runs out of breath.


title: Cuno: ""Between the reeds there -- it does..."
sequence: 0
dialoguetext:
"Between the reeds there -- it doesn't like bein' out in the open. Shifty fuck... I saw it slip in there. It's gone now, but..." He pants. "Wow."


title: Cuno: ""The fuck -- *pherone*? Man, this a..."
sequence: 0
dialoguetext:
"The fuck -- *pherone*? Man, this ain't about no phermone! This is about the *phasmid*. Did you *see* the size of that?!"


title: Cuno: "There's a big smile on his lips, li..."
sequence: 0
dialoguetext:
There's a big smile on his lips, like he can't believe what he's saying: "We fucking *saw* it, yo -- it was real."


title: Cuno: ""Damn right, we just discovered a G..."
sequence: 0
dialoguetext:
"Damn right, we just discovered a GIANT INSECT. Ain't no one done that..." He looks across the water.


title: Esprit de Corps: "We'll find it again, man. We'll get..."
sequence: 0
dialoguetext:
We'll find it again, man. We'll get it, junior officer Cuno thinks. We'll fuckin' nail that phasmid one day.


title: Cuno: ""Damn... Cuno's read about that shi..."
sequence: 0
dialoguetext:
"Damn... Cuno's read about that shit in a *book*. Cuno's booked that shit. That was, like, a secret animal. Like one of those they *think* is real but haven't seen. The Insulindian phasmid..."


title: Cuno: ""Yeah, it walked on water, like a w..."
sequence: 0
dialoguetext:
"Yeah, it walked on water, like a water spider, or like -- one of those water walkers..." He's lost for words, just pants from excitement. "This cop-shit is *insane*."


title: Cuno: ""*Everyone*, yo! We gotta tell the..."
sequence: 0
dialoguetext:
"*Everyone*, yo! We gotta tell the *world* about this. Case solved -- insect found. We're fuckin'... master detectives or some shit. We're *good*."


title: Cuno: ""Our suspect's not looking so good...."
sequence: 0
dialoguetext:
"Our suspect's not looking so good. We need to check on him -- also, man..." he points to the reeds.


title: Kim Kitsuragi: ""Someone must have known about it t..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_pheromone_option_done", true) --[[ Variable[ ]]
dialoguetext:
"Someone must have known about it though. Maybe there's some secret to approaching it? I have no idea... I've never heard of a species like that."


title: You: ""I should have taken the pheromone..."
dialoguetext: "I should have taken the pheromone from Morell!"
sequence: 0
conditionstring:
Variable["coast.morells_pheromone_spray"] == false  and  Variable["TASK.find_phasmid"] == true  and  Variable["TASK.find_phasmid_done"] == true  and  Variable["coast.morell_refused_ox_spray"] == true


title: Kim Kitsuragi: ""Are you sure you're okay? You thra..."
sequence: 0
dialoguetext:
"Are you sure you're okay? You thrashed around, then you bolted up, half-covered in blood from your wound."


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
conditionstring: Variable["TASK.extract_a_confession_done"]
dialoguetext:
(Swallow the blood and conclude.) "Let's get back to the mainland. That's the next step in the *task chain*."


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
conditionstring: Variable["TASK.extract_a_confession"] == false
dialoguetext:
(Swallow the blood and conclude.) "Let's comb the entire island, centimetre by centimetre. That's the next step in the *task chain*."


title: Kim Kitsuragi: ""Don't worry, detective. We've solv..."
sequence: 0
dialoguetext:
"Don't worry, detective. We've solved the case. It's wrapped and done." He looks north. "Are you ready?"


title: Cuno: ""Whoa there, man. You've been squea..."
sequence: 0
dialoguetext:
"Whoa there, man. You've been squealing and thrashing around, crazy. And now -- you're bleeding too... again." He stares in awe at the streaks of blood covering your body.


title: Cuno: ""Cuno knows that shit. All the wors..."
sequence: 0
dialoguetext:
"Cuno knows that shit. All the worst dreams are about bitches -- you wouldn't *believe* the shit Cuno sees about C..."


title: Cuno: ""Right. Pig takes it like a man. Go..."
sequence: 0
dialoguetext:
"Right. Pig takes it like a man. Good for you. Bitches always tryna' damage you with *psi* weapons. *Psi* style -- you wouldn't *believe* the shit Cuno sees about C..."


title: Cuno: ""Now let's get this shit back on th..."
sequence: 0
userscript: FinishTask("TASK.rest_in_the_flak_tower_done")--[[ Variable[ ]]
dialoguetext:
"Now let's get this shit back on the road, yo. Just make sure you don't die." He glances at your blood-covered hands. "Cuno's no fucking mortician."


title: Volition: "Harry... I know there's not much to..."
sequence: 0
dialoguetext:
Harry... I know there's not much to say -- but if nothing else, just remember that you've made it this far. And it's just a bit farther now. Let's finish this.


title: Half Light: "Get the fuck out of here. Fuck this..."
sequence: 0
dialoguetext:
Get the fuck out of here. Fuck this place, fuck this world, fuck this life, fuck this body -- just fucking go.


title: Savoir Faire: "The sheets are stained red. Your bl..."
sequence: 0
dialoguetext:
The sheets are stained red. Your blood's been running again. Keep it together. Just get out of here and finish this fucking thing.


title: Inland Empire: "Your surroundings are undisturbed...."
sequence: 0
userscript: FinishTask("TASK.rest_in_the_flak_tower_done")--[[ Variable[ ]]
dialoguetext:
Your surroundings are undisturbed. While you slept, you were alone. Now that you're awake -- you're still alone.


title: Cuno: ""Yeah. No biggie, don't shit yourse..."
sequence: 0
dialoguetext:
"Yeah. No biggie, don't shit yourself. All the worst dreams are about bitches -- you wouldn't *believe* the shit Cuno sees about C..."


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
dialoguetext:
(Swallow the blood and conclude.) "Let's investigate that gigantic insect. That's the next step in the *task chain*."

conditionstring:
Variable["TASK.inspect_the_phasmid"] == true  and  Variable["TASK.inspect_the_phasmid_done"] == false


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
dialoguetext:
(Swallow the blood and conclude.) "Let's talk to our perp again. That's the next step in the *task chain*."

conditionstring:
Variable["TASK.inspect_the_phasmid_done"] == true  and  Variable["TASK.return_to_mainland"] == false


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
dialoguetext:
(Swallow the blood and conclude.) "Let's get our perp to confess to the murder. That's the next step in the *task chain*."

conditionstring:
Variable["TASK.extract_a_confession"] == true  and  Variable["TASK.extract_a_confession_done"] == false  and  Variable["TASK.inspect_the_phasmid"] == false


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
dialoguetext:
(Swallow the blood and conclude.) "Let's get that motive out of our perp. That's the next step in the *task chain*."

conditionstring:
Variable["TASK.extract_a_motive"] == true  and  Variable["TASK.extract_a_motive_done"] == false  and  Variable["TASK.inspect_the_phasmid"] == false


title: You: "(Swallow the blood and conclude.) "..."
sequence: 0
conditionstring: Variable["TASK.extract_a_motive_done"] == true and Variable["TASK.inspect_the_phasmid"] == false
dialoguetext:
(Swallow the blood and conclude.) "Let's arrest the perp. That's the next step in the *task chain*."


title: Oranjese Passport: "This passport, issued by the Sovere..."
sequence: 0
dialoguetext:
This passport, issued by the Sovereign Republic of Oranje -- is issued to a black haired woman called Katarzine Alasije.


title: Kim Kitsuragi: ""Maybe our man, Mr. Dros, took it f..."
sequence: 0
dialoguetext:
"Maybe our man, Mr. Dros, took it from Klaasje's -- or whatever her name was -- hiding place? Or..."


title: You: ""The phasmid took it -- and I *sens..."
sequence: 0
dialoguetext:
"The phasmid took it -- and I *sensed* it do so. I saw something open up the buoy with spindly legs." (Point to your head.)


title: Kim Kitsuragi: ""Like a magpie?" He looks around. "..."
sequence: 0
dialoguetext:
"Like a magpie?" He looks around. "What a coincidence. Then it would also have *collected* the other objects, which would be highly unusual..."


title: Kim Kitsuragi: ""I can see how the helmet could was..."
sequence: 0
dialoguetext:
"I can see how the helmet could wash up on the island. And the scope -- maybe Mr. Dros lost it? But to seek this out would be *very* unusual behaviour for an arthropod."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["inventory.passport_empathy_curious"]  or  Variable["inventory.passport_encyclo_curious"])

conditionstring:
(Variable["inventory.passport_empathy_curious"]  or  Variable["inventory.passport_encyclo_curious"]) == false


title: Kim Kitsuragi: ""An octopus belongs to a very diffe..."
sequence: 0
dialoguetext:
"An octopus belongs to a very different Class. It's not even an insect, it's a mollusc. But, yes -- I see your point."


title: Logic: "Katarzine Alasije was supposed to b..."
sequence: 0
dialoguetext:
Katarzine Alasije was supposed to be her *real* name. Where *Klaasje* comes from, remember? God dammit!


title: Kim Kitsuragi: ""Yes, somehow she managed to lie to..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_passport_lie")--[[ Variable[ ]]
dialoguetext:
"Yes, somehow she managed to lie to us -- *one more time*. In a way she's still lying to us right now." The lieutenant smiles.


title: Kim Kitsuragi: ""No. She lied to us. Her so-called..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_passport_lie")--[[ Variable[ ]]
dialoguetext:
"No. She lied to us. Her so-called real name was not her real name. Somehow she's managed to lie to us about that too..." He almost smiles.


title: Volition: "I told you she kept on lying to you..."
sequence: 0
dialoguetext:
I told you she kept on lying to you. She's probably lying to someone else right now -- another detective.


title: Kim Kitsuragi: ""I don't know. But it was not Katar..."
sequence: 0
dialoguetext:
"I don't know. But it was not Katarzine Alasije. Or Annouk Meijer-Smit. Or Klaasje. Whoever she is -- when we get back I need to warn our holding cells. We need to double the security around her."


title: Kim Kitsuragi: ""I don't know. But it's not Katarzi..."
sequence: 0
dialoguetext:
"I don't know. But it's not Katarzine Alasije. Or Klaasje. Or Annouk Meijer-Smit. We didn't even scratch the surface with her, detective."


title: Kim Kitsuragi: "He looks east. "Perhaps it's better..."
sequence: 0
dialoguetext:
He looks east. "Perhaps it's better that we didn't arrest her. Who knows what hell she'd be raising in my district by now..."


title: Kim Kitsuragi: ""I don't know who Katarzine Alasije..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_passport_lie")--[[ Variable[ ]]
dialoguetext:
"I don't know who Katarzine Alasije is, but it's safe to say it's not her either. In short: we got lied to, again. Good luck to whoever is questioning her in the 57th right now."


title: Kim Kitsuragi: ""I don't know who Katarzine Alasije..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_passport_lie")--[[ Variable[ ]]
dialoguetext:
"I don't know who Katarzine Alasije is, but it's safe to say it's not her either. In short: we got lied to, again. In a way she's *still* lying to us..." The lieutenant can't help but smile.


title: Kim Kitsuragi: ""Klaasje's hidden documents..." The..."
sequence: 0
dialoguetext:
"Klaasje's hidden documents..." The lieutenant looks at it in your hands. "That she said would be in a buoy on the coast."


title: Oranjese Passport: "The woman on the photo does not rep..."
sequence: 0
dialoguetext:
The woman on the photo does not reply. She looks at you with mysterious eyes, disguised as someone else.


title: Volition: "I told you she kept lying to you. S..."
sequence: 0
dialoguetext:
I told you she kept lying to you. She's probably lying to someone else right now. In another city. She moves fast.


title: You: ""She told me it was her real name -..."
sequence: 0
dialoguetext:
"She told me it was her real name -- and it isn't this. It isn't even the name she said would be on here..."


title: Cuno: ""Cool. Got lied to. Double-lied to...."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_passport_lie")--[[ Variable[ ]]
dialoguetext:
"Cool. Got lied to. Double-lied to. I get it. You cops need the Cuno on stuff like this. No one lies to the Cuno." He nods, with a stern and serious expression.


title: Cuno: ""Yeah -- okay. *Don't* loop Cuno in..."
sequence: 0
dialoguetext:
"Yeah -- okay. *Don't* loop Cuno in. Leave the Cuno in the dark. Fine." He pretends he doesn't care.


title: Oranjese Passport: "And not *Annouk Meijer-Smit*. Like..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_passport_lie")--[[ Variable[ ]]
dialoguetext:
And not *Annouk Meijer-Smit*. Like she told you. Annouk -- Meijer -- Smit. Remember? You got lied to. Again.


title: Logic: "Even worse -- *Katarzine Alasije* w..."
sequence: 0
dialoguetext:
Even worse -- *Katarzine Alasije* was supposed to be her *real* name. Where *Klaasje* comes from, remember? God dammit!


title: Drama: "This Katarzine Alasije -- it's safe..."
sequence: 0
dialoguetext:
This Katarzine Alasije -- it's safe to say it's not her either. In short: you got lied to, sire. Maybe it's best we let her go -- at least we don't have to question her again.


title: Drama: "This Katarzine Alasije -- it's safe..."
sequence: 0
dialoguetext:
This Katarzine Alasije -- it's safe to say it's not her either. In short: you got lied to, sire. Good luck to whoever is questioning her in the 57th right now.


title: Cuno: ""Cuno's gonna say it's *not* any of..."
sequence: 0
dialoguetext:
"Cuno's gonna say it's *not* any of the things you *think* it is. Cuno'd have to get deep into this shit, but whatever it is -- you got played here. That's for sure."


title: Oranjese Passport: "The girl on the passport looks at y..."
sequence: 0
dialoguetext:
The girl on the passport looks at you with no answer. She is not Katarzine Alasije. Or Annouk Meijer-Smit. *Or* Klaasje. That much is sure.


title: You: ""He was sent to protect fair, just,..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"He was sent to protect fair, just, beautiful corporate interests in an ugly labour dispute. He was murdered."


title: You: ""He died in the arms of a lover, gu..."
sequence: 0
conditionstring: IsTHCPresent("ultraliberal")
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"He died in the arms of a lover, guarding her *and* the fragile, beautiful corporate interests of Wild Pines against militant labour."


title: The Deserter: ""It's a gun. That's what they're fo..."
sequence: 0
dialoguetext:
"It's a gun. That's what they're for. You want a moralist euphemism -- defending your family and your property? I haven't done that."


title: The Deserter: ""There is no *after* the war." He s..."
sequence: 0
dialoguetext:
"There is no *after* the war." He shakes his head and smiles, his teeth rotten black: "Class war is never over."


title: Reaction Speed: "This is it. You can feel it, like b..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_reaction_you_can_feel_it", true) --[[ Variable[ ]]
dialoguetext:
This is it. You can feel it, like battery acid on the tip of your tongue -- something you haven't felt in a while, but...


title: Suggestion: "You need to *contextualize* it for..."
sequence: 0
dialoguetext:
You need to *contextualize* it for him first. Turn the key elsewhere -- the lock is here. It's here.


title: Rhetoric: "He sounds like he hasn't gotten to..."
sequence: 0
dialoguetext:
He sounds like he hasn't gotten to speak to another human being in a long time. Especially about politics. That's what you should do first.


title: Drama: "He heard you. He just wants to hear..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_drama_youre_in", true) --[[ Variable[ ]]
dialoguetext:
He heard you. He just wants to hear you say it again. This is dramatic flare on his part... Right choice, we're in! Do it, sire!


title: Inland Empire: "Strangely... like a puppet on a str..."
sequence: 0
dialoguetext:
Strangely... like a puppet on a string. There's something off, you feel it. This was the right question. You just...


title: The Deserter: ""What did I just say..." He keeps s..."
sequence: 0
dialoguetext:
"What did I just say..." He keeps shaking his head, erratically suddenly. He brushes something out of his eye...


title: The Deserter: ""Oh yes... that one," he looks up a..."
sequence: 0
dialoguetext:
"Oh yes... that one," he looks up at the sky and clacks his tongue: "Ugly piece of work, that boy..."


title: You: ""I don't need your cooperation. I'v..."
dialoguetext: "I don't need your cooperation. I've got this." (Show him the Triangong 4-46.)
sequence: 0
conditionstring: CheckItem("deserter_gun")
userscript:
SetVariableValue("seafort.deserter_charge_counter", Variable["seafort.deserter_charge_counter"] +once(1)) 


title: You: "C'mon, what am I forgetting? (Hit y..."
dialoguetext: C'mon, what am I forgetting? (Hit yourself on the side of your head.)
sequence: AudioPlay(seafort/deserter_murderer/slapping-himself-01,1)
conditionstring: Variable["seafort.deserter_slapped_yourself_for_ideas"] == false
userscript:
SetVariableValue("seafort.deserter_slapped_yourself_once", true) ; SetVariableValue("seafort.deserter_slapped_yourself_for_ideas", true) --[[ Variable[ ]]


title: The Deserter: ""I am a son of a welder, and an off..."
sequence: 0
dialoguetext:
"I am a son of a welder, and an officer of the Commune of Revachol." He spits a big one at your feet. "I do not collaborate with murderers and pederasts of the liberal regime."

userscript:
GainTask("TASK.extract_a_confession"); SetVariableValue("seafort.deserter_murder_confession", true) --[[ Variable[ ]]


title: The Deserter: ""It's a real gun," he points to the..."
sequence: 0
dialoguetext:
"It's a real gun," he points to the lieutenant's holster, "not like your little musketeer pistols. I've seen you prance around with those, jumping hoops for the liberals..."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.tribunal_spiritbomb_succeeded"]  or  Variable["plaza.tribunal_spiritbomb_failed"])

conditionstring:
(Variable["plaza.tribunal_spiritbomb_succeeded"]  or  Variable["plaza.tribunal_spiritbomb_failed"]) == false


title: The Deserter: ""You look like imbeciles. Why don't..."
sequence: 0
dialoguetext:
"You look like imbeciles. Why don't you ask them to give you *real* weapons?" He chortles. "Going against automatic rifles with these toy guns... of course you got those boys killed!"


title: The Deserter: ""You look like imbeciles. Why don't..."
sequence: 0
dialoguetext:
"You look like imbeciles. Why don't you ask them to give you real weapons, huh?" He chortles. "Going against automatic rifles with a *flame bomb*... of course you got all those boys killed!"


title: The Deserter: ""Yes, it's a *real* gun, not like y..."
sequence: 0
dialoguetext:
"Yes, it's a *real* gun, not like your little musketeer pistols. I've seen you prance around with those, jumping hoops for the liberals..."


title: The Deserter: ""Like *fuck* you did. You didn't ha..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Like *fuck* you did. You didn't handle anything. I watched it happen, you let those beasts rip right into them. Got the fat kid killed, the old man too."


title: The Deserter: ""Like *fuck* you did. I watched it..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Like *fuck* you did. I watched it happen, you let those beasts rip right into them. You got that girl killed like it was *nothing*."


title: The Deserter: ""You didn't handle anything. I watc..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"You didn't handle anything. I watched it happen -- you let those fucks rip right into them. Got that girl killed too."


title: The Deserter: ""You didn't handle anything. I watc..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"You didn't handle anything. I watched it happen -- you let those murderers rip right into them. Got most of them killed, even the fat one."


title: The Deserter: ""None of those people mean *anythin..."
sequence: 0
dialoguetext:
"None of those people mean *anything* to you. The vultures feed on this city and you prepare the meal for them."


title: Kim Kitsuragi: ""So you watched the fight?" The lie..."
sequence: 0
dialoguetext:
"So you watched the fight?" The lieutenant points inland. "Did you like what you saw? The mayhem? It was all your doing. Your plan. *You* got them killed."


title: The Deserter: ""You don't know anything..." A twit..."
sequence: 0
dialoguetext:
"You don't know anything..." A twitch runs across the right side of his face as he stares the lieutenant down.


title: Kim Kitsuragi: ""You know what... You're right. I'm..."
sequence: 0
dialoguetext:
"You know what... You're right. I'm convinced this made the shot. Should we call it?" The lieutenant looks at the weapon demonstratively.


title: Kim Kitsuragi: ""Good..." The lieutenant takes out..."
dialoguetext: "Good..." The lieutenant takes out his notebook and draws a single line.
sequence: 0
userscript:
FinishTask("TASK.find_murder_weapon_done"); FinishTask("TASK.locate_the_firearm_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""This feels good, doesn't it? Tying..."
sequence: 0
dialoguetext:
"This feels good, doesn't it? Tying things up like this -- when you have the murder weapon, you have the killer."


title: The Deserter: ""Murder..." The old man does not sa..."
sequence: 0
dialoguetext:
"Murder..." The old man does not say more -- he just glances into the reeds and then twitches once more...


title: The Deserter: ""You let them all die. Pranced arou..."
sequence: 0
dialoguetext:
"You let them all die. Pranced around, let your little *friend* be shot too... I didn't get a good look at that, tell me, did he bleed out?"


title: The Deserter: ""Who are you trying to prove this t..."
sequence: 0
dialoguetext:
"Who are you trying to prove this to, huh? Your friend? He's not here." He cracks his knuckles: "He's dead, isn't he?"

userscript:
FinishTask("TASK.find_murder_weapon_done"); FinishTask("TASK.locate_the_firearm_done")--[[ Variable[ ]]


title: The Deserter: ""The world will *rejoice* when he d..."
sequence: 0
dialoguetext:
"The world will *rejoice* when he dies. One fascha less..." He hisses, then glances into the reeds and twitches suddenly...


title: The Deserter: ""I saw you poking around there, loo..."
sequence: 0
dialoguetext:
"I saw you poking around there, looking for evidence. You're damn diligent when it comes to dead *fasces*." A jitter passes him: "Did you like the view?"


title: Kim Kitsuragi: ""You had direct visibility. There a..."
sequence: 0
dialoguetext:
"You had direct visibility. There are embrasures in the concrete, *specifically* meant for a topfaller to use. And you had a long range rifle in your possession." The lieutenant softens his voice:


title: You: ""One thing -- where's the *scope*?..."
sequence: 0
conditionstring: Variable["seafort.deserter_viscal_no_scope"] == true
dialoguetext:
"One thing -- where's the *scope*? How did you make the shot without a scope? We have everything else..."


title: The Deserter: ""Because it's a *sniper's nest*, yo..."
sequence: 0
dialoguetext:
"Because it's a *sniper's nest*, you stupid fuck. Radio Gauche is right, you have worms in your brain..." Another sudden twitch, then one more one in his right eye...


title: !(CheckEquipped("shirt_t500") or CheckEquipped("hat_t500") or CheckEquipped("shoes_t500"))
dialoguetext: 0
sequence: Continue()
conditionstring:
(CheckEquipped("shirt_t500")  or  CheckEquipped("hat_t500")  or  CheckEquipped("shoes_t500")) == false


title: The Deserter: ""The worm, there?" He spits southwa..."
sequence: 0
dialoguetext:
"The worm, there?" He spits southward, then points at your armour: "In the monster-armour you *took* from him."


title: The Deserter: ""You don't have to explain to me......"
sequence: 0
dialoguetext:
"You don't have to explain to me..." He flashes a gap-tooth smile. "An ugly piece of work, that boy..."


title: The Deserter: ""You're sad for your fascha brother..."
sequence: 0
dialoguetext:
"You're sad for your fascha brother aren't you? One twig got broken, now the others are sad..." He waves his hand. There's a twitch -- then one more one in his right eye...


title: The Deserter: ""Forget about your stupid fucking s..."
sequence: 0
dialoguetext:
"Forget about your stupid fucking scope, I don't know where it is! Find it yourself -- it's your problem now."


title: The Deserter: ""Petty-bourgeois law..." He snorts..."
sequence: 0
dialoguetext:
"Petty-bourgeois law..." He snorts and spits. "This is all you care about, right? The only thing in the world for you types..."


title: You: ""May bells -- behind the victim's w..."
dialoguetext: "May bells -- behind the victim's window! I saw them growing *here*." (Point to them.)
sequence: 0
conditionstring:
Variable["seafort.sense_may_bells_clicked"] == true  and  Variable["seafort.deserter_logic_goddamn_may_bells"] == true  and  Variable["whirling.orb_maybells_wind_picked_it"] == true


title: You: ""You did it -- because you're on th..."
dialoguetext: "You did it -- because you're on the side of the Union, right? It was political."
sequence: 0
conditionstring:
(Variable["seafort.kimswitch_use_the_motive"] == true  or  Variable["seafort.cuno_use_the_motive"] == true)


title: The Deserter: ""You're lost, droite. You're lost....."
sequence: 0
dialoguetext:
"You're lost, droite. You're lost..." He shakes his head, tufts of grey-white hair on his skull and chin...


title: The Deserter: ""Matter does not behave in such a w..."
sequence: 0
dialoguetext:
"Matter does not behave in such a way. Those are aberrant bourgeois musings: magic *erl-creatures*, esoteric theosophy. It's all cryptofascism."


title: The Deserter: ""*Intuition* is an aberrant psychol..."
sequence: 0
dialoguetext:
"*Intuition* is an aberrant psychologism." He chortles. "It reeks of cryptofascism. The parasite class use intuition to justify their rank in life. It's all just palmistry and magic *erl-creatures*."


title: The Deserter: ""Nature does not behave in a *para-..."
sequence: 0
dialoguetext:
"Nature does not behave in a *para-natural* manner," he scoffs. "Aberrant bourgeois musings -- magic *erl-creatures* and esoteric sensations. It's all cryptofascism."


title: Kim Kitsuragi: "Nothing comes up. You see the lieut..."
sequence: 0
dialoguetext:
Nothing comes up. You see the lieutenant watch you try to stimulate thought processes by hitting yourself.


title: Empathy: "He does not look worried -- yet. He..."
sequence: 0
dialoguetext:
He does not look worried -- yet. He has that *do what you have to do* expression, with a pinch of *don't hit yourself again*.


title: Logic: "Wait, here it comes -- the god damn..."
dialoguetext: Wait, here it comes -- the god damn May bells, the dried may bells on Klaasje's roof!
sequence: 0
userscript:
SetVariableValue("seafort.deserter_logic_goddamn_may_bells", true) ; SetVariableValue("seafort.deserter_logic_maybells_not_asked", true) --[[ Variable[ ]]


title: !(Variable["whirling.sense_may_bells_clicked"] and Variable["seafort.sense_may_bells_clicked"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["whirling.sense_may_bells_clicked"]  and  Variable["seafort.sense_may_bells_clicked"]) == false


title: Logic: "Who cares -- there were May bells i..."
sequence: 0
dialoguetext:
Who cares -- there were May bells in the grass when you got here, *and* on Klaasje's balcony! Is this a coincidence?


title: The Deserter: ""Damn May bells..." He looks at the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_maybells_not_asked", false) --[[ Variable[ ]]
dialoguetext:
"Damn May bells..." He looks at the blossoming field behind you. "The whole island is turning white with them..."


title: You: ""A young woman called Klaasje -- ri..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_her_name_klaasje", true) --[[ Variable[ ]]
dialoguetext:
"A young woman called Klaasje -- ring any bells? Flowers like these were behind her window." (Continue.)


title: The Deserter: ""They blossom on the islets before...."
sequence: 0
dialoguetext:
"They blossom on the islets before. We fertilized them with our blood." He looks to the water. "Rèsurrection was snow white in May, before they ruined it."


title: Shivers: "South, the Bay of Martinaise is dot..."
sequence: 0
dialoguetext:
South, the Bay of Martinaise is dotted with little freckles of islets, turning green, with white flowers in white snow...


title: The Deserter: ""With the *victim*..." He turns his..."
sequence: 0
dialoguetext:
"With the *victim*..." He turns his sight from the whitening field of flowers and falls silent. Then the muscles in his jaw twitch, a spasm.


title: The Deserter: ""Damn May bells..." He looks at the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_maybells_not_asked", false) --[[ Variable[ ]]
dialoguetext:
"Damn May bells..." He looks at the blossoming field: "The whole island is turning white with them..."


title: Composure: "There is a small tremble -- looks l..."
sequence: 0
dialoguetext:
There is a small tremble -- looks like a smile. A crooked smile. Yet isn't quite voluntary. He's about to burst...


title: The Deserter: "He suddenly jerks to life: "You kno..."
sequence: 0
dialoguetext:
He suddenly jerks to life: "You know who he was -- a Coalition trained murderer, armoured and armed. He wasn't human, the blunt end of a hammer, *dripping with blood*..."


title: The Deserter: ""Over? It was *over* when they shel..."
sequence: 0
dialoguetext:
"Over? It was *over* when they shelled the coast... and bodies ripped apart from the pressure. It was *over* then. For all of us." His eyes look right through you.


title: The Deserter: ""You fucks don't understand. The or..."
sequence: 0
dialoguetext:
"You fucks don't understand. The ordnance, the mist of blood... it's *beyond belief* their aggression, when you attack their class interests."


title: Kim Kitsuragi: ""I'm sorry for what happened." The..."
sequence: 0
dialoguetext:
"I'm sorry for what happened." The lieutenant softens his voice: "But we're not *with* the Moralintern. We're Revacholian citizenry, like you."


title: You: ""I'm Revacholian like you. I don't..."
sequence: 0
conditionstring: IsTHCFixed("revacholian_nationhood")
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"I'm Revacholian like you. I don't work for the dogs up in La Delta. I subvert the system from within."


title: You: ""You're right. I'm a collaborationi..."
sequence: 0
conditionstring: Variable["seafort.deserter_rhet_rile_him_up"] == true
dialoguetext:
"You're right. I'm a collaborationist, but I at least *do* something. I keep peace on the streets, while you just break everything."


title: The Deserter: ""Subvert the system from *within*....."
sequence: 0
dialoguetext:
"Subvert the system from *within*... you diseased dog! You lick their balls, that's what you do..." he almost chokes from his own voice.


title: You: ""We're going to have a parliament...."
sequence: 0
conditionstring: IsTHCFixed("ultraliberal")
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"We're going to have a parliament. It will safeguard the market and stabilize the streets. That's what *I'm* for -- real democracy."


title: You: ""I don't care. I don't care what ha..."
sequence: 0
dialoguetext:
"I don't care. I don't care what happened 50 years ago. This is now and I need to keep the city safe."


title: You: ""I know what happened here, in this..."
sequence: 0
dialoguetext:
"I know what happened here, in this city. You rabid lunatics tore it to pieces and killed 50 million people."


title: The Deserter: ""Keep the *peace*? You call this pe..."
sequence: 0
dialoguetext:
"Keep the *peace*? You call this peace? Every twenty seconds there's a gun shot. The war's still there, only we're *losing* it..." he almost chokes from his own voice.


title: The Deserter: ""You call this *sane*? Every twenty..."
sequence: 0
dialoguetext:
"You call this *sane*? Every twenty seconds there's a gun shot. Kids shooting shit, while they come and pick them... fucking child molesters..." he almost chokes from his own voice.


title: The Deserter: ""Stabilize... that parliament will..."
sequence: 0
dialoguetext:
"Stabilize... that parliament will be the lock on the cage. It won't *stabilize* shit. The market is ruin, dripping with pity and suffering..." he almost chokes from his own voice.


title: The Deserter: ""It was 200,000! 200,000 tops. Thos..."
sequence: 0
dialoguetext:
"It was 200,000! 200,000 tops. Those numbers are *madness*," he hisses. "Millions, tens of millions have died after the Landing! In *your* hands..." he almost chokes from his own voice.


title: The Deserter: ""Safe? You call this safe? This is..."
sequence: 0
dialoguetext:
"Safe? You call this safe? This is *defeat*! Every twenty seconds there's a gun shot. The war never ended, we're just *losing* it..." he almost chokes from his own voice.


title: Half Light: "You *see* the killer in him. Coughi..."
sequence: 0
dialoguetext:
You *see* the killer in him. Coughing from the thin intensity of his own voice. The words have run out, his eyes budge from their sockets.


title: Conceptualization: "The whole world is a locked mechani..."
sequence: 0
dialoguetext:
The whole world is a locked mechanism for him, all of history, with only one shaft of light that shone in 44 years ago.


title: Composure: "In his fit of rage he seems to have..."
sequence: 0
dialoguetext:
In his fit of rage he seems to have broken loose from something. A little fire gutters deep in his eyes, like a pilot light in the hallway...


title: The Deserter: ""Got your attention..." He looks yo..."
sequence: 0
dialoguetext:
"Got your attention..." He looks you dead in the eye, pupils shaking. "*Now* you stop beating druggies and prostitutes in your basement. *Now* you come to investigate. Not when they die by the hundreds..." He breathes through flared nostrils...


title: The Deserter: ""...beating us to the ground. Moani..."
sequence: 0
dialoguetext:
"...beating us to the ground. Moaning with joy..." He breathes in with strange animation: "You hounds get so thorough when a company-trained killer dies. I haven't seen you on this coast for *forty years*. You know... maybe I should have killed one sooner?"


title: The Deserter: ""Everything is brands with you indi..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_footprints_not_asked", false) --[[ Variable[ ]]
dialoguetext:
"Everything is brands with you individualists... Who cares what *brand* my shoes are? Sansa..." He looks at his running shoes, covered in mud. "Some shit."


title: The Deserter: ""Fucking imbecile..." The old man s..."
sequence: 0
dialoguetext:
"Fucking imbecile..." The old man stretches out his leg. A black and white spiral pattern covers the sole of the worn out old running shoes on his feet.


title: Visual Calculus: "These are not the unusual, horizont..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_viscal_shoes", true) --[[ Variable[ ]]
dialoguetext:
These are not the unusual, horizontal patterned soles you saw in the dust on the floor of the hidden room. They do, however, seem to be about the same size...


title: Kim Kitsuragi: ""You must get around a lot -- to st..."
sequence: 0
dialoguetext:
"You must get around a lot -- to stay undetected all these years..." The lieutenant's voice is soft, friendly. "Do you know any *secret* paths? Pinball workshops?"


title: The Deserter: ""The coast too -- before they piled..."
sequence: 0
dialoguetext:
"The coast too -- before they piled their containers on top of it. Filled with broken, useless trash for fat fingered bourgeois children to play with..."


title: You: ""People change shoes. It doesn't me..."
sequence: 0
dialoguetext:
"People change shoes. It doesn't mean you weren't there -- near the room the victim died in -- sneaking around."


title: The Deserter: ""Racking those brains, are you?" He..."
sequence: 0
dialoguetext:
"Racking those brains, are you?" He squints at you, black pearls gleaming with hatred. "Desperate to report something back to your masters. They must have really loved that dead fuck..."


title: Drama: "The prints were his, you can see it..."
sequence: 0
userscript: XPTinySetBool("XP.connect_pinball_footprints_to_deserter")--[[ Variable[ ]]
dialoguetext:
The prints were his, you can see it in those eyes, he can't keep them from flickering, looking for something...


title: The Deserter: "The old man stares at his own print..."
sequence: 0
dialoguetext:
The old man stares at his own prints in the ash around the fire. Silent suddenly, some strange process within him. A gush of wind. Seagulls in the distance.


title: The Deserter: ""Tryin' to rack your brains..." He..."
sequence: 0
dialoguetext:
"Tryin' to rack your brains..." He squints at him, eyes gleaming with hatred: "You're *desperate* to report something back to your masters. They must have really loved that dead fuck..."


title: Kim Kitsuragi: ""People *change* shoes, detective....."
sequence: 0
userscript: XPTinySetBool("XP.connect_pinball_footprints_to_deserter")--[[ Variable[ ]]
dialoguetext:
"People *change* shoes, detective..." He turns to the old man. "It was you. You were there, weren't you, crawling in the Whirling-in-Rags..."


title: The Deserter: ""Corrupt henchman of paedophiles......"
sequence: 0
userscript: SetVariableValue("seafort.deserter_modifier_no_footprints", true) --[[ Variable[ ]]
dialoguetext:
"Corrupt henchman of paedophiles..." The old man shakes his head. "You're desperate to report something back to them, aren't you? Your liberal masters. They must have really loved that dead fuck..."


title: Kim Kitsuragi: "He leans closer. "What were you doi..."
sequence: 0
dialoguetext:
He leans closer. "What were you doing? Some kind of reconnaissance? Preparing the scene? Listening in on her?"


title: Volition: "Not now! Don't melt down now, you'..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_volition_stop_yourself", true) --[[ Variable[ ]]
dialoguetext:
Not now!  Don't melt down now, you're so close. Rewind this back to the previous thought and just say that.


title: The Deserter: ""You're *desperate* to report somet..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_modifier_no_footprints", true) --[[ Variable[ ]]
dialoguetext:
"You're *desperate* to report something back to your masters." He squints at you, black pearls gleaming with hatred. "They must have really loved that dead fuck..."


title: The Deserter: ""The Débardeurs' Union is a social..."
sequence: 0
dialoguetext:
"The Débardeurs' Union is a social democratic piss-stain, and the fat bourgeois pig who keeps it..." He shakes his head.


title: The Deserter: ""Never trust a social democrat. Soc..."
sequence: 0
dialoguetext:
"Never trust a social democrat. Social democrats are pederasts -- and women. They're the real enemy."


title: Rhetoric: "There is *something* here for later..."
sequence: 0
dialoguetext:
There is *something* here for later, he knows his name. But don't let this break the pace now, push forward...


title: Kim Kitsuragi: ""Are you *always looking* through t..."
sequence: 0
dialoguetext:
"Are you *always looking* through the scope of a rifle?" He explains: "I'm just trying to *understand*."


title: The Deserter: ""I'm always looking..." He cocks hi..."
sequence: 0
dialoguetext:
"I'm always looking..." He cocks his head to the side -- then turns his eyes to the city. Another tremor passes his right side, lower in intensity.


title: The Deserter: ""Oh the inhumanity..." He closes hi..."
sequence: 0
dialoguetext:
"Oh the inhumanity..." He closes his black eyes. "One paramilitary less in Revachol." You can almost see him squeeze a tear out of his eye. His fists begin to tremble from the anger.


title: The Deserter: ""I didn't think I had a shot like t..."
sequence: 0
dialoguetext:
"I didn't think I had a shot like that in me anymore. I did. I saw him kneel there with his mouth full of death and that stupid look on his face." The smile quivers. "And his dick still in her..."


title: The Deserter: ""Nothing. I went to sleep. Next mor..."
sequence: 0
dialoguetext:
"Nothing. I went to sleep. Next morning there were May bells everywhere. The world was white -- or what's left of it anyway. My last spring here... I knew the fascists would come to avenge their own..."


title: Kim Kitsuragi: ""Mr. Dros -- are you aware you're c..."
sequence: 0
dialoguetext:
"Mr. Dros -- are you aware you're confessing to murder?" the lieutenant asks after a second of silence.


title: Kim Kitsuragi: ""And you were looking at them -- th..."
sequence: 0
dialoguetext:
"And you were looking at them -- the victim and a young woman -- having sex? Through the scope of your rifle that night? Before you shot him?" The lieutenant takes out his notebook slowly, very slowly.


title: Logic: "No, not shush! He could say he was..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
No, not shush! He could say he was taking the fall for someone. Insane. Coerced. It's useless in court without a motive, don't mess this up...


title: Authority: "You don't shush me! He could say he..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
You don't shush me! He could say he was taking the fall for someone. Or disoriented. A confession is useless without a motive, don't mess this up.


title: Reaction Speed: "No, not shush! He could say he was..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
No, not shush! He could say he was taking the fall for someone. Disoriented. Tortured. It's useless in court without a motive, don't mess this up...


title: Logic: "He could say he was taking the fall..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
He could say he was taking the fall for someone. Insane. Coerced. It's useless in court without a motive, don't mess this up...


title: Reaction Speed: "He could say he was taking the fall..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
He could say he was taking the fall for someone. Disoriented, tortured. It's useless in court without a motive, don't mess this up...


title: Authority: "He could say he was taking the fall..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
He could say he was taking the fall for someone. It's useless in court without a motive, go be a cop now, don't mess it up...


title: Electrochemistry: "Of course this is only your mesolim..."
sequence: 0
dialoguetext:
Of course this is only your mesolimbic reward pathway -- what does it know about police matters? Maybe you should just get high instead? This is such an unimportant moment.


title: Electrochemistry: "There's no high greater than a case..."
sequence: 0
userscript: GainTask("TASK.extract_a_motive")--[[ Variable[ ]]
dialoguetext:
There's no high greater than a case solved for you, when will you learn? Get the motive, don't mess this up...


title: The Deserter: ""Your brain is *rotting* from the r..."
sequence: 0
dialoguetext:
"Your brain is *rotting* from the radio waves." He looks at the air, then turns to the kid. "You too. They're *twisting* you."


title: Empathy: "He looks at you as if you're a malf..."
sequence: 0
dialoguetext:
He looks at you as if you're a malfunctioning machine, thinking: do what you do. Maybe even a pinch of *hit yourself again*?


title: Cuno: ""Bet you've been sneaking around a..."
sequence: 0
dialoguetext:
"Bet you've been sneaking around a lot... hidden." The kid sounds agitated. "Know any secret paths? Cuno knows paths..."


title: Cuno: ""Yo, people *change* shoes." He tur..."
sequence: 0
userscript: XPTinySetBool("XP.connect_pinball_footprints_to_deserter")--[[ Variable[ ]]
dialoguetext:
"Yo, people *change* shoes." He turns to the old man. "You were sneaking around, right? Casing the joint or what?"


title: The Deserter: ""You're with the enemy, kid." His v..."
sequence: 0
dialoguetext:
"You're with the enemy, kid." His voice screeches. "A fucking halberdier of the market-liberal regime."


title: The Deserter: ""Tryin' to rack your brains..." He..."
sequence: 0
dialoguetext:
"Tryin' to rack your brains..." He squints at you, black pearls gleaming with hatred: "You're *desperate* to report something back to your masters. They must have really loved that dead fuck..."


title: The Deserter: ""I *had* them in my sights, both of..."
sequence: 0
dialoguetext:
"I *had* them in my sights, both of them -- him and the whore. I was breathing with them, in phase, and I pulled the trigger and flew on the air until I landed in his mouth..." He begins to smile.


dialoguetext: 0
sequence: Continue()
title:
(CheckItem("dried_may_bells")  and  Variable["inventory.wildflower_hub_reached_with_kim"])  or  (Variable["whirling.sense_may_bells_clicked"]  and  Variable["seafort.sense_may_bells_clicked"])


dialoguetext: 0
sequence: Continue()
title:
!((CheckItem("dried_may_bells")  and  Variable["inventory.wildflower_hub_reached_with_kim"])  or  (Variable["whirling.sense_may_bells_clicked"]  and  Variable["seafort.sense_may_bells_clicked"]))

conditionstring:
((CheckItem("dried_may_bells")  and  Variable["inventory.wildflower_hub_reached_with_kim"])  or  (Variable["whirling.sense_may_bells_clicked"]  and  Variable["seafort.sense_may_bells_clicked"])) == false


title: Visual Calculus: "Something about the tracks? Suddenl..."
sequence: 0
dialoguetext:
Something about the tracks? Suddenly all those tracks are so confusing... go with something else first!


title: Cuno: "Nothing else comes up. You see the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_got_no_second_idea", true) --[[ Variable[ ]]
dialoguetext:
Nothing else comes up. You see the Cuno watch you try to stimulate thought processes by hitting yourself.


title: Kim Kitsuragi: "Nothing else comes up. You see the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_got_no_second_idea", true) --[[ Variable[ ]]
dialoguetext:
Nothing else comes up. You see the lieutenant watch you try to stimulate thought processes by hitting yourself.


title: Reaction Speed: "Wait, don't forget the footprints!..."
sequence: AudioPlay(seafort/deserter_murderer/slapping-himself-01,1)
dialoguetext:
Wait, don't forget the footprints! The diagonal prints in the dust in the secret space behind Klaasje's bedroom! *Now* they're gonna come up!

userscript:
SetVariableValue("seafort.deserter_logic_the_footprints", true) ; SetVariableValue("seafort.deserter_logic_footprints_not_asked", true) --[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_logic_goddamn_may_bells"]  or  Variable["seafort.deserter_logic_the_footprints"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.deserter_logic_goddamn_may_bells"]  or  Variable["seafort.deserter_logic_the_footprints"])

conditionstring:
(Variable["seafort.deserter_logic_goddamn_may_bells"]  or  Variable["seafort.deserter_logic_the_footprints"]) == false


title: Kim Kitsuragi: ""Officer, a word..." The lieutenant..."
sequence: 0
dialoguetext:
"Officer, a word..." The lieutenant wants to talk to you on the side, as you slap yourself furiously.


title: You: ""Excuse us for a moment, Mr. Dros."..."
dialoguetext: "Excuse us for a moment, Mr. Dros." [Leave.]
sequence: 0
userscript:
SetVariableValue("seafort.deserter_exited_murder_confession", true) ; SetVariableValue("kimswitch.deserter_aside", true) --[[ Variable[ ]]


title: Pain Threshold: "Ooh, that's the good stuff. THE MOT..."
sequence: 0
userscript: SetVariableValue("seafort.kimswitch_use_the_motive", true) --[[ Variable[ ]]
dialoguetext:
Ooh, that's the good stuff. THE MOTIVE! There you go, see, this works. DO THE MOTIVE. The pain has dislodged something in your soaked sponge of a brain...


title: Cuno: ""No, c'mon." He's half whispering...."
dialoguetext: "No, c'mon." He's half whispering. "A *word*, let's go."
sequence: 0
userscript:
SetVariableValue("seafort.deserter_exited_murder_confession", true) ; SetVariableValue("seafort.deserter_cuno_fake_switch", true) --[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_logic_maybells_not_asked"] == false  and  Variable["seafort.deserter_logic_footprints_not_asked"] == false  and  Variable["seafort.deserter_logic_gun_not_asked"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.deserter_logic_maybells_not_asked"] == false  and  Variable["seafort.deserter_logic_footprints_not_asked"] == false  and  Variable["seafort.deserter_logic_gun_not_asked"] == false)

conditionstring:
(Variable["seafort.deserter_logic_maybells_not_asked"] == false  and  Variable["seafort.deserter_logic_footprints_not_asked"] == false  and  Variable["seafort.deserter_logic_gun_not_asked"] == false) == false


title: Kim Kitsuragi: "He nods. "From nothing to this in a..."
sequence: 0
dialoguetext:
He nods. "From nothing to this in a day..." A crooked little smile. "This is *good*, we just need a confession first, and then *maybe* a solid motive later."


title: Empathy: "There is palpable excitement in his..."
sequence: 0
userscript: SetVariableValue("seafort.kimswitch_emp_more_to_it", true) --[[ Variable[ ]]
dialoguetext:
There is palpable excitement in his tone. He likes him for this -- *a lot*. But there's something more too...


title: Kim Kitsuragi: ""Good." He nods. "We're doing very..."
sequence: 0
dialoguetext:
"Good." He nods. "We're doing very good. He *wants* to confess -- I can see that. We just need to pile it on, a little more -- the more we have on him, the closer he is..."


title: Kim Kitsuragi: ""He's a communard. The victim was a..."
sequence: 0
dialoguetext:
"He's a communard. The victim was a mercenary. We should get him talking politics again. You could even tell him we already *have* a motive."

userscript:
SetVariableValue("seafort.kimswitch_use_the_motive", true) ; SetVariableValue("seafort.deserter_motive_with_companion", false) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Remember," the lieutenant whispers..."
sequence: 0
dialoguetext:
"Remember," the lieutenant whispers. "He wants to tell us -- but he doesn't want to *help* us. It needs to look like we already have everything."


title: Kim Kitsuragi: ""Ballistics. Let him cook here for..."
sequence: 0
userscript: SetVariableValue("seafort.kimswitch_lets_do_ballistics", true) --[[ Variable[ ]]
dialoguetext:
"Ballistics. Let him cook here for a minute or two -- we can have another look around the island for a sniper's nest." He looks to the small tower on the coast. "I think we should check out the post."


title: Kim Kitsuragi: ""Also, the gun." He smiles very pol..."
sequence: 0
dialoguetext:
"Also, the gun." He smiles very politely. "We should pick it up and discuss it in front of him. Make a show of it."


title: Kim Kitsuragi: ""Well, I can think of one thing. Th..."
sequence: 0
dialoguetext:
"Well, I can think of one thing. The gun." He smiles very politely. "We should pick it up, and discuss it in front of him. Make a show of it."


title: Kim Kitsuragi: ""Oh yes..." He nods. "And -- he has..."
sequence: 0
dialoguetext:
"Oh yes..." He nods. "And -- he hasn't spoken to anybody in a long time. If we get him open, who knows what will pour out..."


title: Kim Kitsuragi: ""Ballistics. Let him cook here for..."
sequence: 0
userscript: SetVariableValue("seafort.kimswitch_lets_do_ballistics", true) --[[ Variable[ ]]
dialoguetext:
"Ballistics. Let him cook here for a minute or two -- we can have another look at the set-up he had there, with the mattress." He nods southeast to the tower. "Ballistics always impresses these military types."


title: The Deserter: ""They moved into a deserted apartme..."
sequence: 0
dialoguetext:
"They moved into a deserted apartment above the roundabout." He nods toward the city. "Radio equipment out for all to see -- reactionary radio playing. Sloppy and drunk."


title: The Deserter: ""I've seen their kind during the La..."
sequence: 0
dialoguetext:
"I've seen their kind during the Landing. Those Occidental and Mesque falangues weren't conscripts -- boys, like us. They were wights. All they know is to destroy and hurt."


title: The Deserter: ""That's all it takes for the bullet..."
sequence: 0
dialoguetext:
"That's all it takes for the bullet to reach his head." He squints. "Now that I think of it, I wasn't aiming for his mouth. I wanted his brains to spill out on her... but..." he shrugs, "you can't have everything."


title: The Deserter: ""Jealousy is a reactionary concept...."
sequence: 0
dialoguetext:
"Jealousy is a reactionary concept. I didn't *like* the reaver enjoying himself -- drugged out, soothed in the arms of a young woman. I wanted him to die so he could not enjoy life anymore."


title: The Deserter: ""And I wanted her to see his head e..."
sequence: 0
dialoguetext:
"And I wanted her to see his head explode," he nods. "That too. She should know better than to hold a child murderer between her thighs. I knew he'd be there for one more second, *writhing*..."


title: You: ""You wanted to punish her, so you k..."
dialoguetext: "You wanted to punish her, so you killed him."
sequence: 0
conditionstring: Variable["seafort.deserter_auth_punish_her"] == true
userscript:
SetVariableValue("seafort.deserter_scope_hub_counter", Variable["seafort.deserter_scope_hub_counter"] +once(1)) 


title: The Deserter: ""Her..." He repeats, staring at the..."
sequence: 0
dialoguetext:
"Her..." He repeats, staring at the ashes -- then the reeds. There's a twitch in the corner of his eye.


title: The Deserter: ""Since she came to Martinaise. I sa..."
sequence: 0
dialoguetext:
"Since she came to Martinaise. I saw her sneaking in the reeds early in the morning, behind the Feld building. It was dark, still winter. She didn't have her skimpy outfit on then, just a spot in the night, moving..."


title: The Deserter: ""Hiding something in the water. She..."
sequence: 0
dialoguetext:
"Hiding something in the water. She had a fag after she'd done it. I was up in the ruins there -- she couldn't see me, but I could see her. Smoking... she was nervous, but not scared."


title: The Deserter: ""The sun came up, her hair was like..."
sequence: 0
dialoguetext:
"The sun came up, her hair was like cobwebs. She smoked more fags and snorted a line of whatever shit she was on. Right there..." he shakes his head. "She needed it just to move."


title: The Deserter: ""No. Why would I do that? I didn't..."
sequence: 0
dialoguetext:
"No. Why would I do that? I didn't need tickets to Villiers... I put them back. If I wanted to extort someone I'd do better."


title: You: ""Where was this submersible, looks..."
dialoguetext: "Where was this submersible, looks like the investigation missed it?"
sequence: 0
conditionstring:
Variable["whirling.klaasje_name_mentioned_buoy"] == true  and  Variable["TASK.inspect_the_buoy_done"] == false


title: You: ""You saw her name on the passport...."
sequence: 0
conditionstring: Variable["seafort.deserter_logic_inconsistency_name"]
dialoguetext:
"You saw her name on the passport. But before, when I said her name is *Klaasje* -- you didn't seem to recognize it."


title: Composure: "A strange confusion comes over him..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_modifier_comp_nervous_system", true) --[[ Variable[ ]]
dialoguetext:
A strange confusion comes over him from time to time. Some kind of aberration of the nervous system?


title: Kim Kitsuragi: ""Sloppy, we should have gotten her..."
sequence: 0
dialoguetext:
"Sloppy, we should have gotten her to tell us about this..." the lieutenant mutters to himself. "Did you take the documents?"


title: The Deserter: ""No. I put them back. Why would I t..."
sequence: 0
dialoguetext:
"No. I put them back. Why would I take them, I'm not going to Falne..." He seems confused, momentarily. "Or... I mean..."


title: The Deserter: ""In the water, behind the camp site..."
sequence: 0
dialoguetext:
"In the water, behind the camp site there," he waves erratically toward the coast. "I don't remember precisely. It was in the winter. It was cold out..."


title: You: ""What did it say her name was -- in..."
dialoguetext: "What did it say her name was -- in the passport?"
sequence: 0
conditionstring:
Variable["seafort.deserter_reaction_ask_for_klaasjes_name_on_passport"]  or  Variable["seafort.deserter_did_not_say_klaasje"]


title: The Deserter: ""It was something else..." He stutt..."
sequence: 0
dialoguetext:
"It was something else..." He stutters. "I don't remember. It was dark that morning. I only remember her face on the photo."


title: The Deserter: ""The sun came up and her hair was l..."
sequence: 0
dialoguetext:
"The sun came up and her hair was like cobwebs. She smoked more fags and snorted a line of whatever *shit* she was on. Right there..." he shakes his head. "She needed it just to move."


title: The Deserter: ""I did." He almost smiles. "She had..."
sequence: 0
dialoguetext:
"I did." He almost smiles. "She had a face like an archipelago, with those birthmarks. And a body, hard and lean and bruised all over -- black and yellow. I could see she's taken a beating."


title: You: "How does he know those minute detai..."
dialoguetext: How does he know those minute details about her body?
sequence: 0
conditionstring:
Variable["seafort.deserter_branch_watching_her"] == true  and  Variable["auto.visited_pinball_workshop"]


title: Logic: "A little inconsistency -- he was su..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_inconsistency_name", true) --[[ Variable[ ]]
dialoguetext:
A little inconsistency -- he was surprised to hear her name Klaasje, before. Would he not have seen it on the documents?


title: The Deserter: ""I could see who she was, too," he..."
sequence: 0
dialoguetext:
"I could see who she was, too," he nods. "A spook. On the run. Revachol's the cloaca of capital now. All the bagmen and arms dealers end up here. To do drugs and have sex like animals."


title: The Deserter: ""She practically breastfed that man..."
sequence: 0
dialoguetext:
"She practically breastfed that man. You wouldn't believe the things she let him do to her..." He shakes his head and stares at the ashes.


title: The Deserter: ""Oh yes," he smacks his lips. "Cutt..."
sequence: 0
dialoguetext:
"Oh yes," he smacks his lips. "Cutting those drugs of hers into little lines with a knife, masturbating..."


title: You: ""You've been through the secret rou..."
dialoguetext: "You've been through the secret route behind the Whirling-in-Rags." (Move on.)
sequence: 0
conditionstring:
Variable["seafort.deserter_clicked_window"] == true  and  Variable["seafort.deserter_clicked_peephole"] == true


title: The Deserter: ""Yes, that too." He shakes his head..."
sequence: 0
userscript: XPTinySetBool("XP.connect_secret_roof_path_to_deserter")--[[ Variable[ ]]
dialoguetext:
"Yes, that too." He shakes his head, almost in awe. "The things they did in that little room. What she'd *do* to feel good..." He explains: "Funny, the way light works..."


title: The Deserter: ""She had different colour hair on t..."
sequence: 0
dialoguetext:
"She had different colour hair on the photo, and glasses. *Forged*. Some sordid, bourgeois affair. I've heard about this kind of thing on the radio..."


title: The Deserter: ""I've seen her like that, yes," he..."
sequence: 0
dialoguetext:
"I've seen her like that, yes," he nods. "Cutting those drugs of hers into little lines with a knife, masturbating..."


title: The Deserter: ""You turn it on inside and it gets..."
sequence: 0
dialoguetext:
"You turn it on inside and it gets so dark out you can't see a man looking in. I learned that in the Twenties when they were still hunting me. I've seen people do *some* shit, but..." He keeps shaking his head.


title: You: ""You've been through the secret rou..."
dialoguetext: "You've been through the secret route behind the Whirling-in-Rags." (Move on.)
sequence: 0
conditionstring:
Variable["seafort.deserter_clicked_window"] == true  and  Variable["seafort.deserter_clicked_peephole"] == false


title: The Deserter: ""I can just walk in there now, afte..."
sequence: 0
dialoguetext:
"I can just walk in there now, after a good wash -- I told you they think I'm an antisocial. Closing hour is a good time. The kitchen's empty."


title: The Deserter: ""I can just walk in the hostel now,..."
sequence: 0
dialoguetext:
"I can just walk in the hostel now, after a good wash. They all think I'm an antisocial, a vagrant. Closing hour is a good time. The kitchen's empty then."


title: The Deserter: ""I got that open a long time ago. S..."
sequence: 0
dialoguetext:
"I got that open a long time ago. Some bourgeois game-merchant lived there -- I don't know... fifteen years ago? He left spare keys all over and I took one. Then I saw her turn the light on one night in my scope..." He points toward the Whirling-in-Rags.


title: You: ""How did you get close enough to se..."
dialoguetext: "How did you get close enough to see the bruises, Mr. Dros?"
sequence: 0
conditionstring:
Variable["seafort.deserter_branch_watching_her"] == true  and  Variable["auto.visited_pinball_workshop"] == false


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_logic_lost_it"]  or  Variable["seafort.deserter_inland_lost_it"]  or  Variable["seafort.deserter_physint_lost_it"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.deserter_logic_lost_it"]  or  Variable["seafort.deserter_inland_lost_it"]  or  Variable["seafort.deserter_physint_lost_it"])

conditionstring:
(Variable["seafort.deserter_logic_lost_it"]  or  Variable["seafort.deserter_inland_lost_it"]  or  Variable["seafort.deserter_physint_lost_it"]) == false


title: Inland Empire: "Is it? You don't feel like it is. Y..."
sequence: 0
dialoguetext:
Is it? You don't feel like it is. You feel like you should make up for it by *scrutinizing* him extra carefully...


title: The Deserter: ""Man needs to feel something else...."
sequence: 0
dialoguetext:
"Man needs to feel something else. In this fight, it helps if you have your eye on something there," he looks to the city. "It's weakness, I know."


title: The Deserter: ""Maybe..." He lowers his head and j..."
sequence: 0
userscript: XPTinySetBool("XP.connect_may_bells_to_deserter")--[[ Variable[ ]]
dialoguetext:
"Maybe..." He lowers his head and just stares at the logs. "I told you, I have holes in my brain now. I wouldn't just sit here waiting for you..."


title: The Deserter: ""Maybe..." He lowers his head and j..."
sequence: 0
userscript: XPTinySetBool("XP.connect_may_bells_to_deserter")--[[ Variable[ ]]
dialoguetext:
"Maybe..." He lowers his head and just stares at the logs. "I have these... holes in my brain now. I wouldn't just sit here waiting for you..."


title: Logic: "Also, a little inconsistency here -..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_inconsistency_name", true) --[[ Variable[ ]]
dialoguetext:
Also, a little inconsistency here -- he was surprised to hear her name Klaasje, before. Would he not have seen it on the documents?


title: The Deserter: ""No one gives a *shit* what you thi..."
sequence: 0
dialoguetext:
"No one gives a *shit* what you think," the old man spits in the ash. "You and your cronies kill ten working class men a day. I've heard the statistics on Channel 8."


title: The Deserter: "He nods. "Made a little love-nest u..."
sequence: 0
dialoguetext:
He nods. "Made a little love-nest up there. Sweaty linen and bottles they would use for god knows what... I saw other men there too, but I can't be sure. Even a woman once."


title: The Deserter: ""True, there is something bourgeois..."
sequence: 0
dialoguetext:
"True, there is something bourgeois about women..." He nods. "The weak are more vulnerable to exploitation by capital, unless they rise up in arms, which the likes of her..." He shakes his head.


title: Inland Empire: "You stare at them too. In your mind..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_inland_dolores_leaving", true) --[[ Variable[ ]]
dialoguetext:
You stare at them too. In your mind, Her Innocence Dei still turns to leave, airport bag in hand, silks flowing in her wake...


title: The Deserter: ""That kind of thing is fine by the..."
sequence: 0
dialoguetext:
"That kind of thing is fine by the Party so it's fine by me, but it goes to show you..." He just shakes his head.


title: The Deserter: ""*Twisted* by psychopharmaceuticals..."
sequence: 0
dialoguetext:
"*Twisted* by psychopharmaceuticals, alcohol, and the class interests of the bourgeoisie. They all are -- women nowadays..." He raises his eyes from the ashes.


title: The Deserter: ""That kind of thing is fine by the..."
sequence: 0
dialoguetext:
"That kind of thing is fine by the Party so it's fine by me. But it goes to show you..." He just shakes his head.


title: You: ""She got away, but she led me here..."
sequence: 0
conditionstring: Variable["TASK.arrest_klaasje_done"] == false
dialoguetext:
"She got away, but she led me here first. She figured out someone was watching her from the seafort."


title: The Deserter: ""Gone..." He looks to the city and..."
sequence: 0
dialoguetext:
"Gone..." He looks to the city and nods: "I knew it. She kept staring into the scope this last week. At the island, like she knew...." He sighs.


title: The Deserter: ""Good for her..." He looks to the c..."
sequence: 0
dialoguetext:
"Good for her..." He looks to the city and nods: "That girl kept staring into the scope, you know -- in the end. This last week, kept staring at the island..."


title: The Deserter: ""Locked up with your masters, like..."
sequence: 0
dialoguetext:
"Locked up with your masters, like I'll be... maybe we'll meet?" He looks to the city. "She kept staring into the scope, you know -- in the end. Like she *knew*."


title: The Deserter: ""I know she's gone." He looks to th..."
sequence: 0
dialoguetext:
"I know she's gone." He looks to the city. "Locked up, or on the run.... She kept staring into the scope, you know. In the end, this last week. At the fort. Like she *knew*."


title: The Deserter: ""I was there one night and she was..."
sequence: 0
dialoguetext:
"I was there one night and she was crying. Like a child, in the corner of her room -- on the floor. I'd never seen her do that before."


title: The Deserter: ""You're delusional. There's nothing..."
sequence: 0
dialoguetext:
"You're delusional. There's nothing to *see* in the soul of the bourgeois woman. It's the same as the surface -- sick hedonism and desperation."


title: The Deserter: ""Her..." He repeats, staring at the..."
sequence: 0
userscript: FinishTask("TASK.extract_a_motive_done")--[[ Variable[ ]]
dialoguetext:
"Her..." He repeats, staring at the ashes -- then at the reeds. There's a twitch in the corner of his eye.


title: The Deserter: ""At night, crying or smoking on the..."
sequence: 0
dialoguetext:
"At night, crying or smoking on the roof. Like she knew I was here..." He says to no one in particular: "It doesn't matter."


title: The Deserter: ""Staring at the island, the fort, l..."
sequence: 0
dialoguetext:
"Staring at the island, the fort, like she knew I was here..." He adds, to no one in particular: "It doesn't matter."


title: Shivers: "Inside, in a cell, a young woman is..."
sequence: 0
dialoguetext:
Inside, in a cell, a young woman is withdrawing from amphetamines, barbiturates and alcohol. Shivering, she fades from your mind's eye...


title: Esprit de Corps: "There, on a dilapidated jetty in a..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_esprit_posse_in_village", true) --[[ Variable[ ]]
dialoguetext:
There, on a dilapidated jetty in a nameless village, two police officers and one special consultant look across a narrow strip of sea. The ruins of a seafort stick out of the water, built by Filippe II, re-appropriated by the Commune, then lost in the Landing...


title: Esprit de Corps: ""He's there, doing... *what* exactl..."
sequence: 0
dialoguetext:
"He's there, doing... *what* exactly I don't know," Satellite-Officer Vicquemare points at the ruins. "Behind that anti-aircraft-something. That's why we can't see him."


title: Esprit de Corps: "Special consultant Heidelstam is o..."
sequence: 0
dialoguetext:
Special consultant  Heidelstam is optimistic: "We'll see the boat when he comes. Let's go get a coffee until then. I know this interesting little place, where..." His voice trails off as the three walk down the jetty.


title: Kim Kitsuragi: ""We could get more..." the lieutena..."
sequence: 0
dialoguetext:
"We could get more..." the lieutenant uses the opportunity to tell you -- in a lowered voice. "We've got him talking..."


title: The Deserter: ""She'd look -- at night, crying or..."
sequence: 0
dialoguetext:
"She'd look -- at night, crying or smoking on the roof -- staring right into me..." He adds, to no one in particular: "It doesn't matter."


title: Shivers: "Across the harbour, on the banks of..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_klaasje_arrest", true) --[[ Variable[ ]]
dialoguetext:
Across the harbour, on the banks of the River Esperance, cold rain falls on Precinct 57 -- a two story box of duraluminum near the gates to Terminal H.


title: Shivers: "Across the harbour, on the South ba..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_klaasje_arrest", true) --[[ Variable[ ]]
dialoguetext:
Across the harbour, on the South bank of the River Esperance, white snow falls on a two story box of duraluminum. Precinct 57, near the gates to Terminal H.


title: Shivers: "Across the harbour, on the South ba..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_klaasje_arrest", true) --[[ Variable[ ]]
dialoguetext:
Across the harbour, on the South bank of the River Esperance, the air stands still outside Precinct 57 -- a two story box of duraluminum near the gates to Terminal H.


title: Shivers: "Inside, in a cell, a young woman is..."
sequence: 0
dialoguetext:
Inside, in a cell, a young woman is withdrawing from amphetamines, barbiturates and alcohol. All at once. While two men in brown suits wave ICP badges at a young policeman. She hears the door open...


title: Shivers: "...and knows it's over. They've com..."
sequence: 0
dialoguetext:
...and knows it's over. They've come for her. Outside the dusk gathers, the river  flows by, gold and orange into the Bay of Martinaise.


title: Shivers: "...and knows it's over. They've com..."
sequence: 0
dialoguetext:
...and knows it's over. They've come for her. Outside night falls, the river flows by, treacle black into the Bay of Martinaise.


title: Shivers: "...and knows it's over. They've com..."
sequence: 0
dialoguetext:
...and knows it's over. They've come for her. Outside it's springtime, the river  flows blue and green into the Bay of Martinaise.


title: Shivers: "Smaller. Distant. Hidden. Not like..."
sequence: 0
dialoguetext:
Smaller. Distant. Hidden. Not like the great chandelier she sees sparkle in the dusk below her. Streets, towers, tenements and cold water; and across the water -- a dark strip of ruins barely visible, if she didn't squint her eyes...


title: Shivers: "On the platform a young woman is wi..."
sequence: 0
dialoguetext:
On the platform a young woman is withdrawing from amphetamines, barbiturates and alcohol. Yet still she smiles among the crowd, fading from your mind's eye...


title: Shivers: "On the platform a young woman is wi..."
sequence: 0
dialoguetext:
On the platform a young woman is withdrawing from amphetamines, barbiturates and alcohol. Yet still she smiles among the crowd, among the great ghost of the city she's leaving -- for another, far south.


title: Shivers: "Smaller. Distant. Hidden. Not like..."
sequence: 0
dialoguetext:
Smaller. Distant. Hidden. Not like the great chandelier she sees sparkle in the night below her. Street lights, towers, tenements and water -- and across it, a dark strip of ruins barely visible, if she didn't squint her eyes...


title: Shivers: "Smaller. Distant. Hidden. Not like..."
sequence: 0
dialoguetext:
Smaller. Distant. Hidden. Not like the great chandelier she sees sparkle in the spring air below her. Streets and towers, tenements and water -- and across it, a dark strip of ruins barely visible, if she didn't squint her eyes...


title: Shivers: "Midtown, across the bay of Revachol..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_klaasje_fled", true) --[[ Variable[ ]]
dialoguetext:
Midtown, across the bay of Revachol. Cold rain falls on forty-story towers. Above them -- Lausanne Central Aerodrome; a cocoon suspended in the grey sky by a web of suspension wiring, encircled by hybrid aircraft.


title: Shivers: "Midtown, across the bay of Revachol..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_klaasje_fled", true) --[[ Variable[ ]]
dialoguetext:
Midtown, across the bay of Revachol. Snow falls on forty-story towers. Above them -- Lausanne Central Aerodrome; a cocoon suspended in the snowy sky by a web of suspension wiring, encircled by hybrid aircraft.


title: Shivers: "Midtown, across the bay of Revachol..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_klaasje_fled", true) --[[ Variable[ ]]
dialoguetext:
Midtown, across the bay of Revachol. The oceanic wind washes forty-story towers. Above them -- Lausanne Central Aerodrome; a cocoon suspended in the sky by a web of suspension wiring, encircled by hybrid aircraft.


title: Esprit de Corps: "Across the water, on a dilapidated..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_esprit_posse_in_village", true) --[[ Variable[ ]]
dialoguetext:
Across the water, on a dilapidated jetty in a nameless village -- made of grey cinder block houses with eternite roofs -- two police officers and one special consultant look across a narrow strip of sea.


title: Esprit de Corps: "As the men go, Patrol Officer Minot..."
sequence: 0
dialoguetext:
As the men go, Patrol Officer Minot looks back over her shoulder -- at the crumbling fortification in the rain, like a rotten tooth rising out of the water...


title: Esprit de Corps: "As the men go, Patrol Officer Minot..."
sequence: 0
dialoguetext:
As the men go, Patrol Officer Minot looks back over her shoulder -- at the crumbling fortification in the snowfall, like a rotten tooth rising out of the water...


title: Esprit de Corps: "As the men go, Patrol Officer Minot..."
sequence: 0
dialoguetext:
As the men go, Patrol Officer Minot looks back over her shoulder -- at the crumbling fortification, like a rotten tooth rising out of the water...


title: !(Variable["seafort.deserter_logic_seen_more"] or Variable["seafort.deserter_sugg_get_more"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["seafort.deserter_logic_seen_more"]  or  Variable["seafort.deserter_sugg_get_more"]) == false


title: The Deserter: ""Barely alive. They like to kill wh..."
sequence: 0
dialoguetext:
"Barely alive. They like to kill while they're on their drugs. After the landing, in the burning years I would take shots at them, *end* them. The worst ones. If I had a bullet to spare."


title: The Deserter: ""I could see they've returned now...."
sequence: 0
dialoguetext:
"I could see they've returned now. To show their real face -- the face they don't dare show their bourgeois voters back on Mundi, with their families and polyester clothes..."


title: The Deserter: ""Lax sexual morals are a bourgeois..."
sequence: 0
dialoguetext:
"Lax sexual morals are a bourgeois ploy," he gargles a spit ball. "As to pederasty, the Party legalized it in '04. My Party, not your liberal masters." He spits it out on the dying coals.


title: The Deserter: ""So don't you sermonize me, you rac..."
sequence: 0
dialoguetext:
"So don't you sermonize me, you racist shithole." He adds. "It's still bourgeois when the bourgeois does it. Fiddling with their sexual organs..."


title: The Deserter: "The old man has fallen silent, star..."
sequence: 0
dialoguetext:
The old man has fallen silent, staring at your feet. The burnt logs in the fire are moist from the sea air.


title: The Deserter: ""She had different colour hair on t..."
sequence: 0
dialoguetext:
"She had different colour hair on the photo -- and glasses. *Forged*. Some sort of sordid, bourgeois affair. I've heard about this kind of thing on the radio..."


title: The Deserter: ""Herding the strikebreakers like th..."
sequence: 0
dialoguetext:
"Herding the strikebreakers like that -- I kept an eye on them." He stares inland, then back at you.


title: Reaction Speed: "One little thing -- what was her *n..."
dialoguetext: One little thing -- what was her *name*, on the passport. Just curious...
sequence: 0
userscript:
SetVariableValue("seafort.deserter_reaction_ask_for_klaasjes_name_on_passport", true) --[[ Variable[ ]]


title: The Deserter: ""I don't really know. I was there o..."
sequence: 0
dialoguetext:
"I don't really know. I was there one night and she was crying, like a child -- in the corner of her room, on the floor. Like she does sometimes...."


dialoguetext: 0
sequence: Continue()
title:
SetVariableValue("seafort.deserter_maybells_could_not_talk_about_in_feelings_branch", true) --[[ Variable[ ]]

userscript:
SetVariableValue("seafort.deserter_maybells_could_not_talk_about_in_feelings_branch", true) --[[ Variable[ ]]; 


title: Rhetoric: "He knew she knows. She was looking..."
sequence: 0
dialoguetext:
He knew she knows. She was looking at the island, figuring it out -- day by day, cigarette by cigarette...


title: Empathy: "Perhaps. But his seems more than th..."
sequence: 0
dialoguetext:
Perhaps. But his seems more than that. The inner turmoil takes unexpected turns, as if forced on him in a way...


title: Electrochemistry: "Is it some kind of substance damage..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_elchem_substances", true) --[[ Variable[ ]]
dialoguetext:
Is it some kind of substance damage? Like he's addicted to something -- not only the painkillers he's clearly on.


title: Composure: "For a sixty-year-old man with stoma..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_wc_health_failed_once", true) --[[ Variable[ ]]
dialoguetext:
For a sixty-year-old man with stomach trouble -- who's spent his entire life alone on an uninhabited island -- he seems surprisingly fit.


title: Composure: "He's clearly a drug user of the pai..."
sequence: 0
dialoguetext:
He's clearly a drug user of the painkillers sort, prone to erratic hand gestures -- and malnourished. But that's it. The moment passes and you say...


title: Composure: "Aside from the rare erratic hand ge..."
sequence: 0
dialoguetext:
Aside from the rare erratic hand gesture, smacking his lips and despondently staring into the fire, you can only see that he is old.


title: Composure: "He's prone to erratic hand gestures..."
sequence: 0
dialoguetext:
He's prone to erratic hand gestures -- and clearly malnourished. But that's it. You can see no more by looking at his slouched frame. The moment passes and you say...


title: Composure: "What strikes you about this gaunt m..."
sequence: 0
dialoguetext:
What strikes you about this gaunt man is not the stomach pain, or the cough, or the malnutrition. It's precisely what you could *not* see before. For a man who's spent 44 years hidden in the urban wild...


title: Composure: "What strikes you about this gaunt m..."
sequence: 0
dialoguetext:
What strikes you about this gaunt man is not the stomach pain, or the cough, or the malnutrition. For a man who's spent 44 years hidden in the urban wild...


title: Composure: "Indeed. He speaks fluidly, his move..."
sequence: 0
dialoguetext:
Indeed. He speaks fluidly, his movements are rapid, if erratic. His voice, despite the cough, is there. It is capable of expressing complicated ideas. Above all, he seems *animated*.

userscript:
SetVariableValue("gates.deserter_composure_white_done_animated", true) ; XPTinySetBool("XP.deserter_animated")--[[ Variable[ ]]


title: Composure: "It's a mystery. This animation come..."
sequence: 0
dialoguetext:
It's a mystery. This animation comes at a cost too: erratic hand gestures, thought processes cut off like threads, as he just stares at the logs or the reeds. He also suffers mood swings, bubbling to the surface, unconstrained by his nervous system.


title: Composure: "You've seen demented people before...."
sequence: 0
dialoguetext:
You've seen demented people before. This feels similar, yet different. When his thoughts move they are lucid, keen even -- not senile.


title: Electrochemistry: "There is definitely something hormo..."
sequence: 0
dialoguetext:
There is definitely something hormonal there. Whatever the condition he's suffering, there is a sexual element to it.


title: The Deserter: ""No!" he snaps out of staring throu..."
sequence: 0
dialoguetext:
"No!" he snaps out of staring through you. "I won't be stuffed full of shit like the rest of this city."


title: You: ""How about pyrholidon?""
dialoguetext: "How about pyrholidon?"
sequence: 0
conditionstring:
Variable["character.habit_pyrholidon"] == true  and  Variable["seafort.deserter_substances_branch"] == true


title: The Deserter: ""I take them to cope with pain. The..."
sequence: 0
dialoguetext:
"I take them to cope with pain. The people of this city use painkillers, because they have *pain*. Untreated illnesses, not enough money for a greedy doctor."


title: The Deserter: ""No I'm not *okay*..." He waves his..."
sequence: 0
dialoguetext:
"No I'm not *okay*..." He waves his hand, chasing something that's not there. "I shit blood and I'm surrounded by insane people..."


title: Electrochemistry: "Could it be a symptom of overdosing..."
sequence: 0
dialoguetext:
Could it be a symptom of overdosing on something? Something even you have not tried? Keep your eyes peeled.


title: The Deserter: ""Imbeciles..." The old man in the d..."
sequence: 0
dialoguetext:
"Imbeciles..." The old man in the dirty tracksuit trousers stares at you, panting from hatred. A gust of wind blows in from the sea, bending the reeds behind him...


title: The Deserter: ""Specifically, the whole city is a..."
sequence: 0
dialoguetext:
"Specifically, the whole city is a charnel house, stripped clean and draped in neon. But Martinaise..." he shakes his head in grave disgust, "Martinaise is the worst."


title: The Deserter: ""Yes, the fly larva in his containe..."
sequence: 0
dialoguetext:
"Yes, the fly larva in his container. He let some nihilistic advertising yuppies erect a statue of Filippe III -- a syphilitic murderer -- on the town square. To spit on the working class."


title: The Deserter: ""Not since the serfs of ancient Per..."
sequence: 0
dialoguetext:
"Not since the serfs of ancient Perikarnassis has History produced a more *inert* social class than the Martinaise proletariat. The rest of Revachol at least *pretends* to rebuild, these people still live in ruins..."


title: The Deserter: ""The worst of them is the blood-dre..."
sequence: 0
dialoguetext:
"The worst of them is the blood-drenched *soucriant* on her yacht, licking her lips. The old whore's gone now, her gun toting porcelain men are dead -- so, actually, no..."


title: The Deserter: ""The *worst* is that old cock parad..."
sequence: 0
dialoguetext:
"The *worst* is that old cock parading around in his uniform, throwing balls all day. It's not enough that the racists and liberals are dancing on our graves! The old loyalist ghouls still parade the ruins too."


title: The Deserter: ""In tents, like animals..." He poin..."
sequence: 0
dialoguetext:
"In tents, like animals..." He points to the church. "Like those boom-boom-morons on the ice. A pity they didn't drown in that tent of theirs." He keeps shaking his head with sorrow for the sight he missed.


title: The Deserter: ""Every morning he's there. While th..."
sequence: 0
dialoguetext:
"Every morning he's there. While the parasites he fought to protect are off in Ozonne, or Croyant-Morain, or some other island they've built their palaces on. Feeding on drugs and having sex with their own children."


title: The Deserter: ""That's all the rich *really* want..."
sequence: 0
dialoguetext:
"That's all the rich *really* want -- sex with their own children. Throughout history -- even the royal bloodline of the Suzerain! --  it's all just an excuse for them to have sordid sex. At least that old cunt Frissel is now dead..."


title: The Deserter: ""We did good when we pushed him und..."
sequence: 0
dialoguetext:
"We did good when we pushed him under that horse car. If only... in the Thirties, those *disco whores*..." What follows is ominous mumbling. You cannot make out a single word.


title: Half Light: "The disco whores are too much; hatr..."
sequence: 0
dialoguetext:
The disco whores are too much; hatred shuts down his brain's language centre, leaving only a nonsensical sputter.


title: You: ""By the 'cock parading in his colou..."
dialoguetext: "By the 'cock parading in his colourful uniform,' you mean *René*?"
sequence: 0
conditionstring:
Variable["plaza.met_rene"] == true  and  Variable["seafort.deserter_did_not_tell_of_rene"] == false  and  Variable["XP.deserter_enemy_dead"] == false


title: The Deserter: ""Glad? It's all gone..." He stares..."
sequence: 0
dialoguetext:
"Glad? It's all gone..." He stares into the dust at his feet. Grey and dirty spring grass all around.


title: The Deserter: ""We did good when we pushed him und..."
sequence: 0
dialoguetext:
"We did good when we pushed him under the horse car. Until, in the Thirties, those disco whores..." He breathes in, his breath heavy with hatred, you cannot make out a single word.


title: The Deserter: ""Because of the *racists*. Everyone..."
sequence: 0
dialoguetext:
"Because of the *racists*. Everyone is a racist in Martinaise, it's their favourite thing to do in the whole world -- listening to race-themed radio shows. In the ruins, in their lorries." He points inland.


title: The Deserter: ""Pumped full of steroids and Radio..."
sequence: 0
dialoguetext:
"Pumped full of steroids and Radio Revachol '92. Race this, race that... It's all sanctioned by that social democratic Union and the farce of a social democrat who runs it..."


title: The Deserter: ""Whores..." is all he says. Even th..."
sequence: 0
dialoguetext:
"Whores..." is all he says. Even that word has to be pushed through his teeth with great force. The rage seethes too hard.


title: The Deserter: ""No," he answers for you. "The rich..."
sequence: 0
dialoguetext:
"No," he answers for you. "The rich man's looking at real estate and fiddling his kids. Wading through the corpses..."


title: The Deserter: ""What is my *opinion*? You think th..."
sequence: 0
dialoguetext:
"What is my *opinion*? You think the rich man has an opinion on this idiocy? Is the rich man on the radio, telling you his opinion?"


title: The Deserter: ""Steroids and radio shows..." His v..."
sequence: 0
dialoguetext:
"Steroids and radio shows..." His voice trails off into a despondent sputter. "Probably that Revachol 98AM that's *irradiating* the lumpen, it's the worst..."


title: The Deserter: ""I find it strange that you keep br..."
sequence: 0
dialoguetext:
"I find it strange that you keep bringing this up. You moralist types are eternally fascinated with these race topics. Helping the ruling class conduct their swindle."


title: The Deserter: ""You're obsessed with your own feat..."
sequence: 0
dialoguetext:
"You're obsessed with your own features," he shakes his head, "because it's all you have left. The rich man took everything from you. Except your bottle."


title: The Deserter: ""And he left you here -- gesturing..."
sequence: 0
dialoguetext:
"And he left you here -- gesturing at your swollen face. The rich man rules over you and over the world. And he laughs at your fidgeting." He stares into the dead embers.


title: The Deserter: ""Not everyone is." He nods. "Most p..."
sequence: 0
dialoguetext:
"Not everyone is." He nods. "Most people are *young* and that. The rich man took everything from you, lumpenproletariat. Except your bottle..."


title: The Deserter: ""The rich man doesn't care about *c..."
sequence: 0
dialoguetext:
"The rich man doesn't care about *complexion*. He rules the world. And he laughs at your moral soliloquies." He stares into the dead embers.


title: The Deserter: ""Scratching away at the race questi..."
sequence: 0
dialoguetext:
"Scratching away at the race question... You Moralintern monkeys keep the conversation going on Channel 4, helping the rich man conduct his swindle with this inanity."


title: The Deserter: ""You think the rich man cares about..."
sequence: 0
dialoguetext:
"You think the rich man cares about your little race games? He rules the whole world. And he laughs at your moral soliloquies." He stares into the dead embers.


title: The Deserter: ""You moralist types are all cryptof..."
sequence: 0
dialoguetext:
"You moralist types are all cryptofascists, eternally fascinated with lurid race topics. Helping the ruling class conduct their swindle, keeping the inane conversation going on Channel 4."


title: The Deserter: ""And your race garbage. You can kee..."
sequence: 0
dialoguetext:
"And your race garbage. You can keep that too, keep the conversation going for the rich man, on Channel 4, eroding working class solidarity." He stares into the dead embers.


title: You: ""Let's get serious for a moment. Th..."
sequence: 0
dialoguetext:
"Let's get serious for a moment. This is the *real world* -- and in the real world it *means* something if your skin is a certain colour and you say things."


title: The Deserter: ""I've seen the *real world*. In '06..."
sequence: 0
userscript: XPTinySetBool("XP.deserter_seen_real_world")--[[ Variable[ ]]
dialoguetext:
"I've seen the *real world*. In '06. The flags unfolding. Young people marching, being kind to each other. They dreamt of a million years in the stars. This here..." He looks down at the ashes. "Is pale in waiting."


title: The Deserter: ""Oh, I'm sure you have *all* intern..."
sequence: 0
dialoguetext:
"Oh, I'm sure you have *all* internalized your fair share of *racism* at the RCM. You don't have to tell me. It shows. Can't stop talking about some kind of head-measuring man..."


title: Suggestion: "Keep talking about the head-measuri..."
sequence: 0
dialoguetext:
Keep talking about the head-measuring man. Politics yields information from this man, gets him spilling facts.


title: The Deserter: ""The end." He nods. "The pale will..."
sequence: 0
dialoguetext:
"The end." He nods. "The pale will swallow all of this. The water, the sky, the city. Soon. There is nothing to be serious about." He shakes his head. "We're all gone."


title: The Deserter: ""They're morons, duped by bourgeois..."
sequence: 0
dialoguetext:
"They're morons, duped by bourgeois culture. What *more* is there to say? I've seen their kind -- pop up, like worms after the rain." He makes an erratic gesture of annoyance.


title: The Deserter: ""Your beloved *Joyce Messier*. A so..."
sequence: 0
dialoguetext:
"Your beloved *Joyce Messier*. A soucriant. A blood sucker. Women like her *feed* on the life energy of young working class men. And they *let* her."


title: The Deserter: ""Women like her *feed* on the life..."
sequence: 0
dialoguetext:
"Women like her *feed* on the life energy of young working class men." He nods. "And they *let* her...."


title: The Deserter: ""Your beloved *representative of th..."
sequence: 0
dialoguetext:
"Your beloved *representative of the harbour company* is a soucriant. I saw her. Women like her *feed* on the life energy of young working class men. And they *let* her."


title: Logic: "He *could* be referring to Joyce in..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_young_joyce", true) --[[ Variable[ ]]
dialoguetext:
He *could* be referring to Joyce in her youth. They must have listened to disco when they came here... but it's hard to say.


title: The Deserter: ""Syphilis is a disease Filippe III..."
sequence: 0
dialoguetext:
"Syphilis is a disease Filippe III contracted in a whore house," he fires quickly. "The statue is an abomination."


title: The Deserter: ""The bacteria entered his brain and..."
sequence: 0
dialoguetext:
"The bacteria entered his brain and made him squander trillions on sparkling wine, *cocainum*, and monuments of himself. His son Filippe IV the Insane contracted syphilis in the womb..." he breathes in with a wheeze of hatred.


title: The Deserter: ""And he *still* went on to govern R..."
sequence: 0
dialoguetext:
"And he *still* went on to govern Revachol for twenty five years! We lost 2 million lives toppling that mode of government -- and those grotesque statues too, hundreds of them..."


title: The Deserter: ""Forgot?!" he spreads his arms. "Th..."
sequence: 0
dialoguetext:
"Forgot?!" he spreads his arms. "The Party had each of the 141 Filippian monuments detonated with plastic explosives. We were *pedantic* about carrying out the order. No..." He points toward the city.


title: The Deserter: ""Some advertising cockroaches used..."
sequence: 0
dialoguetext:
"Some advertising cockroaches used their accumulated capital to erect a new, ironic version of it." He shakes his head in disgust: "Art is a bourgeois establishment. It's an affront to humanity."


title: You: ""It was you. You shot the statue --..."
dialoguetext: "It was you. You shot the statue -- there was a bullet hole in his heart..."
sequence: 0
conditionstring:
Variable["seafort.deserter_reaction_deserter_shot_statue"]   or  Variable["seafort.deserter_viscal_deserter_shot_statue"]


title: Conceptualization: "Forget about that! Something much m..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_concept_something_is_off", true) --[[ Variable[ ]]
dialoguetext:
Forget about that! Something much more noteworthy goes off in your brain! Could it not have been that...


title: You: ""It's not a monument to Filippe III..."
sequence: 0
dialoguetext:
"It's not a monument to Filippe III anymore -- it's a monument to the monument of Filippe III exploding."


title: The Deserter: ""The king was a congenitally deform..."
sequence: 0
dialoguetext:
"The king was a congenitally deformed adulterer. The Party had his monuments detonated with plastic explosives. That one was *especially* destructible..." He points toward the city.


title: The Deserter: ""That's right. Some *advertising* c..."
sequence: 0
dialoguetext:
"That's right. Some *advertising* cockroaches erected a cynical, *deconstruction* of it. We tore it down with honest working class plastic explosives -- and there it is again..." He shakes his head in disgust.


title: The Deserter: ""Until some *advertising* cockroach..."
sequence: 0
dialoguetext:
"Until some *advertising* cockroaches used their accumulated capital to erect a new, ironic version of it." He shakes his head in disgust: "Art is a bourgeois establishment. It's an affront to humanity."


title: The Deserter: ""Art is a bourgeois establishment...."
sequence: 0
userscript: SetVariableValue("seafort.deserter_janus_hard_labour", true) --[[ Variable[ ]]
dialoguetext:
"Art is a bourgeois establishment. It's an affront to humanity. Every gallery should be bulldozed and the artists should all be given 30 years of hard labour in Yekokataa."


title: The Deserter: ""No, cynical *design* cockroaches l..."
sequence: 0
dialoguetext:
"No, cynical *design* cockroaches like you erected a new, ironic version of it. We tore it down with honest working class plastic explosives -- but there it is again, grinning..." He shakes his head in disgust.


title: The Deserter: ""I do. Some *advertising* cockroach..."
sequence: 0
dialoguetext:
"I do. Some *advertising* cockroaches used their accumulated capital to erect a new, ironic version of it. We tore it down with honest working class plastic explosives -- but there it is again, grinning..." He shakes his head in disgust.


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_viscal_deserter_shot_statue"]  or  Variable["seafort.deserter_viscal_complicated_shot"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.deserter_viscal_deserter_shot_statue"]  or  Variable["seafort.deserter_viscal_complicated_shot"])

conditionstring:
(Variable["seafort.deserter_viscal_deserter_shot_statue"]  or  Variable["seafort.deserter_viscal_complicated_shot"]) == false


title: The Deserter: ""We did always have the prettiest p..."
sequence: 0
userscript: XPMinorSetBool("XP.analyze_monument_of_filippe")--[[ Variable[ ]]
dialoguetext:
"We did always have the prettiest posters... Maybe you're right." His eyes fill with understanding. "That *is* how dialectics work. But understand this -- art is *still* a bourgeois institution."


title: The Deserter: ""Maybe you're right..." His dark ey..."
sequence: 0
userscript: XPMinorSetBool("XP.analyze_monument_of_filippe")--[[ Variable[ ]]
dialoguetext:
"Maybe you're right..." His dark eyes fill with the sudden understanding. "That *is* how dialectics work. But understand this -- art is *still* a bourgeois institution."


title: The Deserter: ""Of course it is. Delusional bourge..."
sequence: 0
dialoguetext:
"Of course it is. Delusional bourgeois musings. Everything is some kind of *subversion* on the way to the bank." He waves you off. "All artists -- on a train to Yekokataa."


title: The Deserter: ""You know, you don't sound like a l..."
sequence: 0
userscript: XPMinorSetBool("XP.convince_deserter_you_are_communist")--[[ Variable[ ]]
dialoguetext:
"You know, you don't sound like a liberast anymore. Maybe I was wrong..." He measures you with his black eyes. "Maybe I will be escorted to prison by another Mazovian communist -- as I should."


title: The Deserter: ""It is *commonplace* to relocate th..."
sequence: 0
dialoguetext:
"It is *commonplace* to relocate the workforce according to the needs of the land. All nations do it. It's called settlement." He shakes his head and mumbles: "Browbeating from the bourgeois art-fascist..."


title: The Deserter: ""Straight to Yekokataa for this old..."
sequence: 0
dialoguetext:
"Straight to Yekokataa for this old revisionist." He gives you a little nod. "At last -- atonement for my sins: revisionism, reactionary ideation, desertion..."


title: The Deserter: ""For a middle-class cop you're damn..."
sequence: 0
dialoguetext:
"For a middle-class cop you're damn good at getting information out of an old revisionist deserter. Go ahead," he gives you an acknowledging little nod.


title: Suggestion: "He still refuses to believe you sub..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_sugg_solace", true) --[[ Variable[ ]]
dialoguetext:
He still refuses to believe you subscribe to Mazovian socio-economics, but entertaining the thought has given him some measure of solace.


title: The Deserter: ""Don't be squeamish. It is *commonp..."
sequence: 0
dialoguetext:
"Don't be squeamish. It is *commonplace* to relocate the workforce as the need arises. All nations do it. It's called settlement." He shakes his head and mumbles: "Some kind of bourgeois art-fascist..."


title: Kim Kitsuragi: ""Mhm," the lieutenant hums. "Straig..."
sequence: 0
dialoguetext:
"Mhm," the lieutenant hums. "Straight to the open pit mine. Or cleaning up radiation in Severnaya Zemlja."


title: Suggestion: "The smallest doubt takes root in hi..."
sequence: 0
dialoguetext:
The smallest doubt takes root in him -- perhaps this cop is... no, it can't be. This has helped your standing in his eyes.


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_reaction_deserter_shot_statue"]  or Variable["seafort.deserter_concept_something_is_off"]  or  Variable["seafort.deserter_viscal_deserter_shot_statue"]  or  Variable["seafort.deserter_viscal_complicated_shot"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.deserter_reaction_deserter_shot_statue"]  or Variable["seafort.deserter_concept_something_is_off"]  or  Variable["seafort.deserter_viscal_deserter_shot_statue"]  or  Variable["seafort.deserter_viscal_complicated_shot"])

conditionstring:
(Variable["seafort.deserter_reaction_deserter_shot_statue"]  or Variable["seafort.deserter_concept_something_is_off"]  or  Variable["seafort.deserter_viscal_deserter_shot_statue"]  or  Variable["seafort.deserter_viscal_complicated_shot"]) == false


title: The Deserter: ""The fat Union-man let them put it..."
sequence: 0
dialoguetext:
"The fat Union-man let them put it there. Corrupt as he is. Probably got a fat check for it too, shared with *the law*..."


title: Authority: "Accusations of corruption. Push the..."
sequence: 0
dialoguetext:
Accusations of corruption. Push them aside with a sharp change of topic, officer! Put the heat on *him*.


title: The Deserter: ""I did." He nods. "A needless, sent..."
sequence: 0
userscript: XPTinySetBool("XP.connect_statue_bullets_to_deserter")--[[ Variable[ ]]
dialoguetext:
"I did." He nods. "A needless, sentimental gesture. I should have spared the bullet for a deformed monster of liberal capitalism. Shameful really..."


title: Kim Kitsuragi: ""Yes. Shameful." The lieutenant tak..."
sequence: 0
dialoguetext:
"Yes. Shameful." The lieutenant takes a quick note. "So many others to *punish* over the years -- isn't that right, detective?" He turns to you.


dialoguetext: 0
sequence: Continue()
title:
(Variable["seafort.deserter_reaction_deserter_shot_statue"]   or  Variable["seafort.deserter_viscal_deserter_shot_statue"])  and  Variable["XP.connect_statue_bullets_to_deserter"] == false


dialoguetext: 0
sequence: Continue()
title:
!((Variable["seafort.deserter_reaction_deserter_shot_statue"]   or  Variable["seafort.deserter_viscal_deserter_shot_statue"])  and  Variable["XP.connect_statue_bullets_to_deserter"] == false)

conditionstring:
((Variable["seafort.deserter_reaction_deserter_shot_statue"]   or  Variable["seafort.deserter_viscal_deserter_shot_statue"])  and  Variable["XP.connect_statue_bullets_to_deserter"] == false) == false


title: The Deserter: ""Another hideous disappointment..."..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_union_chat_done", true) --[[ Variable[ ]]
dialoguetext:
"Another hideous disappointment..." He pokes at the ash: "Unions are the *real* enemy; the true enemy of the proletariat, placating the masses."


title: The Deserter: ""That deformed toad? I wouldn't exp..."
sequence: 0
dialoguetext:
"That deformed toad? I wouldn't expect him to wipe his own ass. I mean the *brains* of the operation. The smart one."


title: The Deserter: ""That mobster toad couldn't run a s..."
sequence: 0
dialoguetext:
"That mobster toad couldn't run a shit-house. He has *no* political education. His twin, Edgar Claire, that one's been to one of those East Revachol Universities. He talks a big game about uprising and alienation and so on..."


title: The Deserter: "The old man chortles with a nod. "H..."
sequence: 0
dialoguetext:
The old man chortles with a nod. "He talks a big game about *uprising* and *social base* -- they must have sent the smart one to some University in Le Jardin where it's 'alienation' this and 'hegemony' that..."


title: Kim Kitsuragi: ""The Claires wouldn't miss a man hi..."
sequence: 0
dialoguetext:
"The Claires wouldn't miss a man hidden in their own back yard -- not all this time. Nothing happens in Martinaise without them knowing."


title: The Deserter: ""First against the wall with them,"..."
sequence: 0
dialoguetext:
"First against the wall with them," he sputters. "Keeping the mills running, collaborants, the whole lot. They should go *before* the owners..."


title: Suggestion: "He's been sweet-talked by this Edga..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_emp_sweet_talked", true) --[[ Variable[ ]]
dialoguetext:
He's been sweet-talked by this Edgar. They must've met in person for such animosity to have developed.


title: Logic: "The Claires know everything about M..."
sequence: 0
dialoguetext:
The Claires know everything about Martinaise, of course they know him too! Maybe they asked him to...


title: The Deserter: ""He didn't just stumble in like an..."
sequence: 0
dialoguetext:
"He didn't just stumble in like an oaf," he nods to you. "He figured it out. Some kids told him about a monster on the island. I told you, he has brains." He points to the path leading to the tower.


title: The Deserter: ""Stepped right off the boat and wal..."
sequence: 0
dialoguetext:
"Stepped right off the boat and walked down where you came. I even kept the door open for him -- thought he was a man of the left. Wouldn't rat me out."


title: The Deserter: ""First against the wall with them,"..."
sequence: 0
dialoguetext:
"First against the wall with them," he sputters. "First against the wall. For keeping the mills of capital going. They should go *before* the owners."


title: The Deserter: ""Edgar did the talking. Paid his *r..."
sequence: 0
dialoguetext:
"Edgar did the talking. Paid his *respects*, like I were a fossil in a uniform. Offered platitudes about *the struggle*, flaunted his pink degree. Even quoted Mazov."


title: The Deserter: ""Never trust a social democrat who..."
sequence: 0
dialoguetext:
"Never trust a social democrat who quotes Mazov..." he suddenly remembers: "Oh, and charity too. They love their charity -- offered me blankets and social housing. I still have the gas cooker he brought."


title: The Deserter: ""*Let* me be here?" He looks around..."
sequence: 0
dialoguetext:
"*Let* me be here?" He looks around. "The ZoC is an unlawful successor of the Commune of Revachol. We took this fortification from the loyalists. Even the Claires understand this..."


title: The Deserter: ""First against the wall with them,"..."
sequence: 0
dialoguetext:
"First against the wall with them," he sputters. "First against the wall, for keeping the mills of capital. They should go *before* the owners..."


title: You: "What was the deal between him and E..."
dialoguetext: What was the deal between him and Edgar?
sequence: 0
conditionstring:
Variable["tc.claire_predecessor_disappeared"] == true  and  Variable["seafort.deserter_did_something_for_claires_earlier"] == true


dialoguetext: 0
sequence: Continue()
title:
Variable["church.ravers_inside_church"]  or  Variable["church.andre_arrest_order_given"]  or  Variable["church.andre_told_to_leave"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.ravers_inside_church"]  or  Variable["church.andre_arrest_order_given"]  or  Variable["church.andre_told_to_leave"])

conditionstring:
(Variable["church.ravers_inside_church"]  or  Variable["church.andre_arrest_order_given"]  or  Variable["church.andre_told_to_leave"]) == false


title: The Deserter: ""I saw you." The old man nods. "Ser..."
sequence: 0
userscript: XPTinySetBool("XP.deserters_take_on_beats")--[[ Variable[ ]]
dialoguetext:
"I saw you." The old man nods. "Serves that pigsty right to have them in there. Ghoulish sarcophagus, the Ecclesiastes are all paedophiles..." His voice trails off into a gust of sea wind, he looks at the church on the coast.


title: The Deserter: ""I've heard it on the radio too, th..."
sequence: 0
dialoguetext:
"I've heard it on the radio too, that boom-boom. It's the same violent decadence all over again for the hundredth time... Misanthropy masquerading as culture."


title: The Deserter: ""*Beats...*" The old man scoffs. "V..."
sequence: 0
userscript: XPTinySetBool("XP.deserters_take_on_beats")--[[ Variable[ ]]
dialoguetext:
"*Beats...*" The old man scoffs. "Violent bourgeois language. Even music is a form of homicidal competition. Saxophone blowing anti-communism..." His voice trails off into a gust of sea wind.


title: Inland Empire: "You have a feeling there was more h..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_inland_unsolved_mysteries", true) --[[ Variable[ ]]
dialoguetext:
You have a feeling there was more here, but what? This has to be one of the mysteries you don't get to solve...


title: Logic: "The connection comes to you, like a..."
dialoguetext: The connection comes to you, like a splash of cold water. Dark, cold water...
sequence: 0
userscript:
SetVariableValue("seafort.deserter_tried_forwoman_red_failure_or_success", true) ; SetVariableValue("seafort.deserter_rc_logic_link_between_des_and_edgar_true", true) --[[ Variable[ ]]


title: Logic: "Oh no, the connection doesn't come..."
dialoguetext: Oh no, the connection doesn't come to you! On such a *pivotal* moment...
sequence: 0
userscript:
SetVariableValue("seafort.deserter_tried_forwoman_red_failure_or_success", true) ; SetVariableValue("seafort.deserter_rc_logic_link_between_des_and_edgar_failed", true) --[[ Variable[ ]]


title: The Deserter: ""That bourgeois cow... Tiphaine Hol..."
sequence: 0
dialoguetext:
"That bourgeois cow... Tiphaine Holly was her name." He narrows his eyes. "Licked the rich man's hand every time he came to town. Never seen a labour leader so hot on mutual cooperation..."


title: The Deserter: ""And money -- she liked that too. T..."
sequence: 0
dialoguetext:
"And money -- she liked that too. That Holly was a real bridge-builder and a deal-maker..." His eyes glisten suddenly, with hatred.


title: Half Light: "Bordering on sentimentality, it dri..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_hl_familiar_rage", true) --[[ Variable[ ]]
dialoguetext:
Bordering on sentimentality, it drips out of him. Tempered by something familiar to you. A familiar rage.


title: The Deserter: ""She was. And she was real soft on..."
sequence: 0
dialoguetext:
"She was. And she was real soft on those money-men. Had a Barbara Muskova bag over her shoulder that she liked to bring to work..."


title: The Deserter: ""Mmmhm... She'd probably spray a ta..."
sequence: 0
dialoguetext:
"Mmmhm... She'd probably spray a tanker full of that *shit* on her. Of course, I never got close enough to smell it..."


title: The Deserter: ""Called in they say -- on the eve o..."
sequence: 0
dialoguetext:
"Called in they say -- on the eve of battle. Ran away. Vanished like a piss-stain..." He squints and smiles at the black logs.


title: Kim Kitsuragi: ""Did she?" The lieutenant's voice i..."
sequence: 0
dialoguetext:
"Did she?" The lieutenant's voice is calm. "They say her *daughter* called in, not her personally. But that wasn't really her daughter, was it?"


title: The Deserter: ""No, I guess it was not..." You cou..."
sequence: 0
dialoguetext:
"No, I guess it was not..." You could swear you see the embers glow again, under his eyes on the dust.


title: The Deserter: ""Because the cow caught a bullet in..."
sequence: 0
dialoguetext:
"Because the cow caught a bullet in her right lung. Fell into the canal grasping her tit and drowned. Or bled -- hard to say. It was a sloppy job. On a moving target."


title: The Deserter: ""She was going home, waddling. Dres..."
sequence: 0
dialoguetext:
"She was going home, waddling. Dressed in yellow. Drunk like she often was. The ruins were black around her and she had a yellow leather bag under her arm. She tried to cross the canal."


title: The Deserter: ""Heading home to Grand Couron or Be..."
sequence: 0
dialoguetext:
"Heading home to Grand Couron or Betancourt... Some place like that. Where they build those new batiments for the people who flourish in the hell around her. And the ruins..."


title: The Deserter: ""*Someone* shot her," he shrugs. Hi..."
sequence: 0
dialoguetext:
"*Someone* shot her," he shrugs. His eyes grow cold suddenly. "Or maybe the cow just fell. My memory is full of holes. All I know is..."


title: The Deserter: ""Nothing changed. Not in the *mater..."
sequence: 0
dialoguetext:
"Nothing changed. Not in the *material base*, not in the *hegemony*, there was no uprising. Just words... The Union fizzled, sogged. Nothing came of it. Nothing."


title: You: ""But did she? They say it was her d..."
sequence: 0
dialoguetext:
"But did she? They say it was her daughter who called in for her. That wasn't her daughter, was it?"


title: The Deserter: ""The cow caught a bullet in her rig..."
sequence: 0
dialoguetext:
"The cow caught a bullet in her right lung, fell into the canal grasping her tit and drowned. Or bled -- hard to say. It was a sloppy job. And a moving target."


title: The Deserter: ""Heh." He does not fall for it. "It..."
sequence: 0
dialoguetext:
"Heh." He does not fall for it. "It was someone. *Someone* shot her," he shrugs. His eyes grow cold suddenly.


title: The Deserter: ""Or maybe she just fell. I get thes..."
sequence: 0
dialoguetext:
"Or maybe she just fell. I get these violent ideations.... My memory is filled with holes, especially the Thirties. All I know is..."


title: The Deserter: ""*Someone* did," he shrugs. His eye..."
sequence: 0
dialoguetext:
"*Someone* did," he shrugs. His eyes grow cold suddenly. "Or maybe the cow just fell. The past is blurry, all I know is..."


title: Kim Kitsuragi: ""If you were to testify to this --..."
sequence: 0
dialoguetext:
"If you were to testify to this -- give the RCM something on Edgar -- you could walk." The lieutenant says in a voice even calmer, as if it were nothing at all.


title: Kim Kitsuragi: ""We would strike everything you've..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"We would strike everything you've done and process you as a POW. You were in a war. You were on assignment. We could even extradite you to the Samaran People's Republic."


title: The Deserter: ""A degenerate workers' state? Goat..."
sequence: 0
dialoguetext:
"A degenerate workers' state? Goat shit? No, thank you. I'm Revacholian," he spits. "My days are short. I will rot away here -- in a Moralintern cell. I will not testify to anything." He coughs.


title: The Deserter: ""I saw it happen and I liked it. Th..."
sequence: 0
dialoguetext:
"I saw it happen and I liked it. That's all I have to say. I didn't live and fight for forty years to end up as a collaborationist. I've heard it on Channel 8, 40AM, Radio Revachol Late Night..."


title: The Deserter: ""Everyone is a blobber in this worl..."
sequence: 0
userscript: FinishTask("TASK.what_happened_to_the_previous_forewoman_done")
dialoguetext:
"Everyone is a blobber in this world. Everyone betrays everyone. They're all already locked up -- for betrayal. The best ones, the ones with heart, were slaughtered, trampled..." He looks to the city.


title: The Deserter: ""I saw you." The old man nods. "I d..."
sequence: 0
userscript: XPTinySetBool("XP.deserters_take_on_beats")--[[ Variable[ ]]
dialoguetext:
"I saw you." The old man nods. "I didn't think you'd be *proud* of it -- evicting mentally handicapped vagrants," he shrugs. "But that's property law for you. I wouldn't be surprised if a Frittte sprung up on the ice, tomorrow..."


title: The Deserter: ""I haven't lived and fought for for..."
sequence: 0
dialoguetext:
"I haven't lived and fought for forty years to end up as a collaborationist. I've heard it -- on Channel 8, 40AM, Radio Revachol Late Night..."


title: The Deserter: ""I didn't live and fight for forty..."
sequence: 0
dialoguetext:
"I didn't live and fight for forty years to end up as a collaborationist. I've heard it -- on Channel 8, 40AM *and* Radio Revachol Late Night..."


title: The Deserter: ""Heh..." a sputter again. "Now that..."
sequence: 0
dialoguetext:
"Heh..." a sputter again. "Now that sounds like you want me to *testify* in your charade of law. My days are numbered. Let them rot away in a Moralintern cell -- I've said all I will." He coughs.


title: The Deserter: ""All you know is I saw it happen --..."
sequence: 0
userscript: FinishTask("TASK.what_happened_to_the_previous_forewoman_done")
dialoguetext:
"All you know is I saw it happen -- and I liked it. I liked it a lot. Her plump body, bobbing up and down in that canal like a cork. That chick-yellow bag still on her, strangling her..." Cold black coals look at the canal, then at you -- blink.


title: Esprit de Corps: "There is *plenty* here to work with..."
sequence: 0
dialoguetext:
There is *plenty* here to work with once he's in custody -- and the lieutenant knows it. He gives you a little nod to proceed.


title: Logic: "By god, we are on the edge! In the..."
sequence: 0
dialoguetext:
By god, we are on the edge! In the very end -- and you can't even remember what you're trying to connect, can you? While the murder suspect stares at you with contempt!


title: Kim Kitsuragi: ""Officer!" The lieutenant watches y..."
sequence: AudioPlay(seafort/deserter_bonus/slapping-himself-01,1)
dialoguetext:
"Officer!" The lieutenant watches you beat yourself in the head -- to make a connection in the murder case.


title: The Deserter: "The communist watches you violently..."
sequence: AudioPlay(seafort/deserter_bonus/slapping-himself-01,1)
userscript: SetVariableValue("seafort.deserter_slapped_yourself_solo", true) --[[ Variable[ ]]
dialoguetext:
The communist watches you violently beat yourself in the head to make a connection in his case. It yields no revelations.


title: Kim Kitsuragi: ""Mr. Dros, about this deal you made..."
sequence: 0
dialoguetext:
"Mr. Dros, about this deal you made." He turns to him. "With Edgar. The death of the Krenel mercenary was only *coincidentally* beneficial to the Claires. But..." He leans closer.


title: Kim Kitsuragi: ""About this deal you made." The lie..."
sequence: 0
dialoguetext:
"About this deal you made." The lieutenant immediately understands what is happening, and turns to the suspect.


title: Pain Threshold: "God dammit. Why are you so stupid?..."
sequence: 0
dialoguetext:
God dammit. Why are you so stupid? That's it -- we're aborting this mental failure. Back to questions.


title: Volition: "Get a hold of yourself, this is jus..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_vol_finish_interrogation", true) ;--[[ Variable[ ]]
dialoguetext:
Get a hold of yourself, this is just one little thing. You still have everything else! Go on, finish the interrogation!


title: Composure: "You *have* to straighten your back..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_comp_finish_interrogation", true) --[[ Variable[ ]]
dialoguetext:
You *have* to straighten your back and get back to it now. You're the last detective of the RCM here. Finish the interrogation, it doesn't matter if you forgot one thing.


title: Authority: "There is no other officer on the sc..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_auth_finish_interrogation", true) --[[ Variable[ ]]
dialoguetext:
There is no other officer on the scene, only you. You *have* to get a hold of yourself -- finish the interrogation.


title: Physical Instrument: "Get your head back in the game. Eve..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_physinst_finish_interrogation", true) --[[ Variable[ ]]
dialoguetext:
Get your head back in the game. Everyone else is gone. It has to be you, finish the damn interrogation, forget this.


title: Kim Kitsuragi: ""With Edgar. The death of the Krene..."
sequence: 0
dialoguetext:
"With Edgar. The death of the Krenel mercenary was only *coincidentally* beneficial to the Claires. But..."


title: Kim Kitsuragi: ""Like -- the previous forewoman of..."
dialoguetext: "Like -- the previous forewoman of the Union."
sequence: 0
userscript:
SetVariableValue("seafort.deserter_rc_logic_link_between_des_and_edgar_true", true) --[[ Variable[ ]]


title: The Deserter: ""I didn't fight forty years to end..."
sequence: 0
dialoguetext:
"I didn't fight forty years to end up an informant for the international regime." He wags a finger at the lieutenant. "What happened happened."


title: Kim Kitsuragi: ""We will have plenty of time to tal..."
sequence: 0
dialoguetext:
"We will have plenty of time to talk about this, Mr. Dros." He does not let him gloat. "When you're in pre-detention -- it takes *years* in pre-detention."


title: The Deserter: ""Go ahead." The straggler closes hi..."
sequence: 0
dialoguetext:
"Go ahead." The straggler closes his gap toothed smiled. "I've been in solitary confinement my whole life."


title: Logic: "Before, when you asked him about th..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_disappointment", true) --[[ Variable[ ]]
dialoguetext:
Before, when you asked him about the Union he said it was a *disappointment*. They promised him something. Political.


title: Kim Kitsuragi: ""We will have plenty of time to tal..."
sequence: 0
dialoguetext:
"We will have plenty of time to talk about this later, Mr. Dros." The lieutenant does not let him gloat. "When you're in pre-detention -- it can take *years* in pre-detention."


title: The Deserter: ""Look who's up!" He grins at you. "..."
sequence: 0
dialoguetext:
"Look who's up!" He grins at you. "From the drunken stupor. This one's worse for wear than me... emotionally frayed. Life is hard for us human beings in deregulation hell, isn't it?"


title: The Deserter: ""Look who's up!" he grins at you. "..."
sequence: 0
dialoguetext:
"Look who's up!" he grins at you. "From the drunken stupor. This one's worse for wear than me... and so emotional. Life is hard for us human beings in deregulation hell, isn't it?"


title: Volition: "Ease off it. This was not an unmiti..."
sequence: 0
dialoguetext:
Ease off it. This was not an unmitigated disaster. The lieutenant mitigated it. Just proceed, calmly...


title: You: "That's it? I've gotta say that? The..."
dialoguetext: That's it? I've gotta say that? There are no other thoughts in my head?
sequence: 0
conditionstring:
Variable["seafort.deserter_auth_divulge_info_to_law"] == false  and  Variable["seafort.deserter_logic_disappointment"] == false


title: The Deserter: ""Every *fucking* morning, for thirt..."
sequence: 0
dialoguetext:
"Every *fucking* morning, for thirty-four years..." He grinds his teeth in rage. "Throwing that ball. One ball against the other... I've always loathed that game. That is *not* a working class game. I don't care what they say on Radio June."


title: The Deserter: ""Royalist ghouls play it like it wa..."
sequence: 0
dialoguetext:
"Royalist ghouls play it like it was *life itself*! Click-clack," he makes the sound of balls connecting, "across the water each day. And that uniform, like a parrot's plumage! I won't even mention that he's a traitor to his *race*. A pétanque maniac *race traitor*."


title: The Deserter: ""I remember him..." He points to hi..."
sequence: 0
dialoguetext:
"I remember him..." He points to his black eye. "I remember him from *La Noce* -- not him personally, his make and model. There were tens of thousands of them. I thought we took them all out before the liberals came to their rescue. We missed one..."


title: The Deserter: ""*That* one." With his shaky finger..."
sequence: 0
dialoguetext:
"*That* one." With his shaky finger he points to the city, toward the crater near the plaza where a lonely pine tree stands.


title: The Deserter: ""What is there to be *agitated* abo..."
sequence: 0
dialoguetext:
"What is there to be *agitated* about? The unholy ghoul?!" His hand trembles with rage. "I love him there. He reminds me of everything we fought for. At least we killed that Frissel and his kingsmen..." He's overtaken by a coughing fit.


title: The Deserter: ""Calm down? I'm not angry..." His h..."
sequence: 0
dialoguetext:
"Calm down? I'm not angry..." His hand still trembles. "I *adore* him. He reminds me of everything we fought for. At least we killed that Frissel and his kingsmen..." He's overtaken by a coughing fit.


title: The Deserter: ""Fat and plump. Like a pheasant, ju..."
sequence: 0
dialoguetext:
"Fat and plump. Like a pheasant, just *begging* to be popped off...." A grin stretches across his face and he whispers: "Please, Mr. Dros. Shoot me."


title: The Deserter: ""Not yet. I like to *look* at him s..."
sequence: 0
dialoguetext:
"Not yet. I like to *look* at him strut around, place the cross-hair on his medals." The smile lingers. "Right on his face, and just... fiddle the trigger. *Think* about it. Let the bon-bon melt in my mouth..."


title: The Deserter: ""Fat and plump, like a pheasant..."..."
sequence: 0
dialoguetext:
"Fat and plump, like a pheasant..." He does not hear you. "Just *begging* to be popped off." A grin stretches across his face and he says very softly: "Please, Mr. Dros. Shoot me."


title: The Deserter: ""He *is* a juicy bon-bon, that one...."
sequence: 0
dialoguetext:
"He *is* a juicy bon-bon, that one. A real treat. For the black day -- the blackest. When I put that gun in my own mouth. I think: no, don't waste it. Put this lead in that cock René. For the boys he killed -- and then I look at him throw those balls and I suddenly feel..." He lets out a wistful sigh.


title: The Deserter: ""Better. I even hid one bullet so I..."
sequence: 0
dialoguetext:
"Better. I even hid one bullet so I'd always have one. For him..." The lines on his face straighten as he looks inland. "Haven't seen him there lately... must be down with arthritis. Old cunt..."


title: The Deserter: ""A real treat. For the black day --..."
sequence: 0
dialoguetext:
"A real treat. For the black day -- the blackest day," he says, almost salivating. "When I put the gun in my own mouth, I always think: No. Put this lead in that cock René. And I go to look at him throw those balls. And I suddenly feel..." He breathes out.


title: You: ""You know, about that René...""
dialoguetext: "You know, about that René..."
sequence: 0
conditionstring:
Variable["seafort.deserter_did_not_tell_of_rene"] == true  and  Variable["XP.deserter_enemy_dead"] == false


title: The Deserter: ""Yes, where is he?" he tenses up. "..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_rene_with_arthritis", true) --[[ Variable[ ]]
dialoguetext:
"Yes, where is he?" he tenses up. "I hope he doesn't have *debilitating* arthritis. Or kidney stones. He can still come out to play with balls and get shot in the head, right?"


title: The Deserter: ""Heh, yes, of course..." He mutters..."
sequence: 0
dialoguetext:
"Heh, yes, of course..." He mutters to himself. "Must be passing a kidney stone. I hope it's excruciating. At least it keeps him from throwing his balls..."

userscript:
SetVariableValue("seafort.deserter_did_not_tell_of_rene", true) ; XPMinorSetBool("XP.told_deserter_rene_fate")--[[ Variable[ ]]


title: The Deserter: ""Heh, yes of course." He seems to r..."
sequence: 0
dialoguetext:
"Heh, yes of course." He seems to relax a bit. "I hope it hurts like hell, I hope he sweats blood. Must be torture -- not to be throwing his balls for a *whole week*..."

userscript:
SetVariableValue("seafort.deserter_did_not_tell_of_rene", true) ; XPMinorSetBool("XP.told_deserter_rene_fate")--[[ Variable[ ]]


title: Esprit de Corps: "They are veterans of the same war...."
sequence: 0
userscript: SetVariableValue("seafort.deserter_esprit_funeral", true) --[[ Variable[ ]]
dialoguetext:
They are veterans of the same war. Somewhere west, in Coal City his enemy is lying in a dark room, on a metal slider. In L'Ossuaire Municipal, like he will too. Soon. Half of the war between these men is over.


title: Suggestion: "He reminds him of himself. The same..."
sequence: 0
dialoguetext:
He reminds him of himself. The same hatred. The same... you try to think of another thing -- but no, it's just the hatred.


title: The Deserter: ""I waited too long…" The old commun..."
sequence: 0
dialoguetext:
"I waited too long…" The old communard looks at you, his blackberry eyes shaking -- in disbelief. "I waited too long and now he's dead."


title: The Deserter: ""No you're not! He wouldn't go away..."
sequence: 0
dialoguetext:
"No you're not! He wouldn't go away for so long..." The old communard looks at you -- his blackberry eyes shaking in disbelief. "I waited too long... I waited too long and now he's dead."


title: The Deserter: ""You think I haven't seen people di..."
sequence: 0
userscript: XPMinorSetBool("XP.deserter_enemy_dead")--[[ Variable[ ]]
dialoguetext:
"You think I haven't seen people die? It's all I've seen them do. Fuck and die -- all the other plans we had. To love. To colonize the pale. It's all fucked..."


title: Volition: "He's not okay. This is just another..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_vol_row_of_black_days", true) --[[ Variable[ ]]
dialoguetext:
He's not okay. This is just another black day, in a row of black days -- something *strange* is keeping him together, making him endure...


title: Conceptualization: "...an idea. Told to him by grown up..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_concept_for_an_idea", true) --[[ Variable[ ]]
dialoguetext:
...an idea. Told to him by grown ups, from radio towers and leaflets, in beautiful print when he was still a teenager: everything is possible. If we fight.


title: The Deserter: ""I don't want to talk about god dam..."
sequence: 0
dialoguetext:
"I don't want to talk about god damn social democrats. Traitors is all they are. Brain dead..." He waves his arm, agitated and despondent at the same time.


title: The Deserter: ""Frissel the First, Filippe the Sec..."
sequence: 0
dialoguetext:
"Frissel the First, Filippe the Second, what's the difference? Syphilitic murderers the lot. I don't want to think about those things anymore. I'm tired of all of it!"


title: Suggestion: "René must have been quite a loss fo..."
sequence: 0
dialoguetext:
René must have been quite a loss for him. Maybe you could still get him to talk about things that don't require as much rage... because it's not there anymore.


title: The Deserter: ""I don't even care about those whor..."
sequence: 0
dialoguetext:
"I don't even care about those whores anymore..." He stares despondently into the reeds. "Get it over with. Take me in."


title: Cuno: "The kid watches you violently beat..."
sequence: AudioPlay(seafort/deserter_bonus/slapping-himself-01,1)
dialoguetext:
The kid watches you violently beat yourself in the head -- in order to make a connection in the murder case.


title: Conceptualization: "There was something about a statue,..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_concept_statue", true) --[[ Variable[ ]]
dialoguetext:
There was something about a statue, and nihilistic advertising agency people? Might be worth investigating...


title: Cuno: ""Yo, Cuno doesn't understand what's..."
sequence: 0
dialoguetext:
"Yo, Cuno doesn't understand what's goin' on here. Get a hold of it, detective Dick, let's move on, okay?"


title: The Deserter: ""I can't *believe* the inert lumpen..."
sequence: 0
dialoguetext:
"I can't *believe* the inert lumpen out there. They just let her drive her little boat like that. No violence, not even a robbery. The working class has lost their appetite for justice..." His voice trails off in disappointment.


title: Empathy: "Momentarily he's worried for him. H..."
sequence: 0
dialoguetext:
Momentarily he's worried for him. He reminds him of himself. The same hatred. The same... you try to think of another thing -- but no, it's just the hatred.


title: Esprit de Corps: "They are veterans of the same war...."
sequence: 0
userscript: SetVariableValue("seafort.deserter_esprit_funeral", true) --[[ Variable[ ]]
dialoguetext:
They are veterans of the same war. Somewhere west, in Coal City his enemy is lying in a dark room, on a metal slider, not breathing. Like he will too. Soon. Half of the war between these men is over.


title: Esprit de Corps: "With an agitated gait Satellite-Off..."
sequence: 0
dialoguetext:
With an agitated gait Satellite-Officer Jean-Heron Vicquemare paces the jetty, 22 kilometres East -- in Martinaise: "What could he *possibly* be doing there for so long," he says.


title: Esprit de Corps: ""Policework?" Patrol Officer Judit..."
sequence: 0
dialoguetext:
"Policework?" Patrol Officer Judit Minot replies, with a tinge of hope in her voice. A tinge of warmth too, against the cold air rising from the water...


title: Rhetoric: "He's drunk, she thinks. And we all..."
sequence: 0
dialoguetext:
He's drunk, she thinks. And we all know it. Still, she's just *trying* to see it in a  generous light...


title: Logic: "If he really wanted to kill him so..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_many_black_days", true) --[[ Variable[ ]]
dialoguetext:
If he really wanted to kill him so bad, he would have done. There must have been a thousand *black days* on these islands, his health ailing.


title: The Deserter: ""All human beings care about each o..."
sequence: 0
dialoguetext:
"All human beings care about each other." A little flash of anger. "I cared for... seeing his head explode. And now... god damn this world."


title: Empathy: "He reminded him of himself. The sam..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_sugg_hatred_or_hatred", true) --[[ Variable[ ]]
dialoguetext:
He reminded him of himself. The same hatred. The same... You try to think of something else, but no, it's just hatred.


title: Kim Kitsuragi: ""Officer..." The lieutenant interru..."
sequence: 0
dialoguetext:
"Officer..." The lieutenant interrupts you at *under*. His voice is hushed. "Are we sure? We could maybe get more..."


title: Empathy: "You've startled him... maybe it was..."
sequence: 0
dialoguetext:
You've startled him... maybe it was the silence? He quickly gathers himself. Still -- what could he be afraid of?


title: Kim Kitsuragi: "He nods back and turns to the man s..."
sequence: 0
dialoguetext:
He nods back and turns to the man sitting on the log. "Iosef Lilianovich Dros, you are under arrest for the murder of the Krenel colonel. You will be taken to the nearest precinct holding area for preliminary investigation."


title: Kim Kitsuragi: ""Your Wayfarer rights have been sus..."
sequence: 0
dialoguetext:
"Your Wayfarer rights have been suspended. Information provided to the officers on the scene will be used against you by the prosecution. You will be given legal counsel within one week, and must face court in 44 days -- do you understand?"


title: Shivers: "The wind picks up. The silence on t..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_wind", true) --[[ Variable[ ]]
dialoguetext:
The wind picks up. The silence on the water is broken all around you, little shivers of waves appear. The lieutenant continues, like an incantation...


title: The Deserter: ""What?!" The old man's eyes fill wi..."
sequence: PlayAnimation(Deserter, deserterArrested);
userscript: SetVariableValue("seafort.deserter_traumatized", true) --[[ Variable[ ]]
dialoguetext:
"What?!" The old man's eyes fill with sudden, unexpected terror at the words: "But you said I would be taken to the..."


title: You: ""Kim, he's afraid...""
dialoguetext: "Kim, he's afraid..."
sequence: 0
conditionstring:
Variable["seafort.deserter_empathy_terror"] == true  or  Variable["seafort.deserter_composure_twitch"] == true


title: The Deserter: ""No, I don't want to! I have to sta..."
sequence: 0
dialoguetext:
"No, I don't want to! I have to stay here." He looks at the reeds, eyes submerged in growing terror.


title: Kim Kitsuragi: ""Not really." He shakes his head. "..."
sequence: 0
dialoguetext:
"Not really." He shakes his head. "We could escort him to the pier, then either one of us can take him inland while the other stays here, but..."


title: The Deserter: ""What is this... farce?" He looks a..."
sequence: 0
dialoguetext:
"What is this... farce?" He looks around, with strange desperation. "This a fucking farce, I can't..."


title: The Deserter: ""This fucking world..." He stares a..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_this_fucking_world_said", true) --[[ Variable[ ]]
dialoguetext:
"This fucking world..." He stares at something -- who knows what -- in the dust. "This world... what is this?"


title: Conceptualization: "Below the confusion and rage -- a f..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_concept_listen", true) --[[ Variable[ ]]
dialoguetext:
Below the confusion and rage -- a fit of jamais vu, like yours? The thought passes, more pressing matters take its place...


title: Reaction Speed: "... is what you want to say. You ge..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_reaction_everything", true) --[[ Variable[ ]]
dialoguetext:
... is what you want to say. You get to 'you're under...' when a warning rings in the back of your head: did you get everything?


title: Half Light: "... is what you want to say, but wa..."
sequence: 0
dialoguetext:
... is what you want to say, but wait god damn it! With the words 'you're under...' still stuck in your throat you think: what if I *missed* something?


title: You: "(Turn to the suspect.) "One more th..."
dialoguetext: (Turn to the suspect.) "One more thing, Mr. Dros..."
sequence: 0
userscript:
SetVariableValue("seafort.deserter_one_more_thing", true) ; SetVariableValue("seafort.deserter_postponed_arrest", true) --[[ Variable[ ]]


title: You: "(No, I got everything I need, say:)..."
sequence: 0
dialoguetext:
(No, I got everything I need, say:) "Iosef Lilianovich Dros -- you are under arrest for the murder of the Krenel colonel."


title: Inland Empire: "The words feel heavy, like they're..."
sequence: 0
dialoguetext:
The words feel heavy, like they're coming from the bottom of you. You've said them half a thousand times...


title: You: "(Say:) "Your Wayfarer rights have b..."
sequence: 0
dialoguetext:
(Say:) "Your Wayfarer rights have been suspended. Information provided to the officer on the scene will be used against you by the prosecution."


title: You: ""You will be provided legal counsel..."
sequence: 0
dialoguetext:
"You will be provided legal counsel within one week, and must face court in 44 days -- do you understand?"


title: Inland Empire: "Now that you say them, the words fe..."
sequence: 0
dialoguetext:
Now that you say them, the words feel like tin, heavy, they're coming from the bottom of you. You've said them half a thousand times...


title: Kim Kitsuragi: ""No, no, it would take a whole day..."
sequence: 0
dialoguetext:
"No, no, it would take a whole day on this island. You go and transport the prisoner, I'll be here. I can escort him to the pier with you."


title: The Deserter: ""This world..." The old man interfe..."
sequence: 0
dialoguetext:
"This world..." The old man interferes again. "What are you *talking* about? Is this..." His voice drowns out in a sudden gush of wind. "Us..."


title: Perception (Hearing): "There it is again, to your north, a..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_rc_success_heard_it", true) --[[ Variable[ ]]
dialoguetext:
There it is again, to your north, as it has been since you came to the coast -- the reeds whisper, stalks rubbing against each other. But then, in the middle of it...


title: Perception (Hearing): "Something completely different. It..."
sequence: 0
dialoguetext:
Something completely different. It sounds like a bow, very slowly being drawn against the strings of a violin. A very small violin made of reeds and rushes.


title: Kim Kitsuragi: "... and then it's gone. Drowned out..."
sequence: 0
dialoguetext:
... and then it's gone. Drowned out by the lieutenant's voice -- "Maybe there is room for three on the boat..."


title: The Deserter: ""What are you *talking* about? Is t..."
sequence: SetTriggerAnimation(Kim Kitsuragi, end);
dialoguetext:
"What are you *talking* about? Is this..." The old man's voice drowns in a sudden gust of wind. "...really us..."


title: The Deserter: ""What a farce. What are you *talkin..."
sequence: 0
dialoguetext:
"What a farce. What are you *talking* about -- handcuffs? Is this..." The old man's voice drowns in a sudden gush of wind.


title: The Deserter: ""What a farce. What are you *talkin..."
sequence: 0
dialoguetext:
"What a farce. What are you *talking* about -- inland? Is this..." The old man's voice drowns in a sudden gush of wind.


title: The Deserter: ""Guess you have, droite." You hear..."
sequence: 0
dialoguetext:
"Guess you have, droite." You hear the old man's voice in the dark. "I don't see anything there -- does this mean I'm not under arrest?"


title: Insulindian Phasmid: "A delicate tangle of arms and legs..."
userscript: SetVariableValue("seafort.phasmid_has_arrived", true) --[[ Variable[ ]]
dialoguetext:
A delicate tangle of arms and legs unfolds from the reeds, limb by limb -- to then just stand there, moving its scythe-like arms in ghostly silence.

sequence:
MusicPlay(seafort-music-02, 100, 1, 15);BanishInterface(true);FocusCamera(RevealPhasmidCam)@0.5;SetTriggerAnimation(phasmid_scene, Trigger)@2; SetTriggerAnimation(fish-phasmid 2,PhasmidFish)@5; SetTriggerAnimation(PhasmidBird1,PhasmidBird)@7; SetTriggerAnimation(PhasmidBird2,PhasmidBird)@8; SetTriggerAnimation(Tequila Sunset,PhasmidReaction)@11; SetTriggerAnimation(Kim Kitsuragi,PhasmidReaction)@11;TriggerWeather(EndGameWind,5);Release();FocusCamera(RevealPhasmidText)@19;BanishInterface(false)@21;LuaRun(SetAreaState("FORTRESS_PHASMID_ANIM","afterDeserter"))@24;


title: Insulindian Phasmid: "...phasmid! You open your eyes and..."
sequence: SemiBlack(false,1);
userscript: GainTask("TASK.inspect_the_phasmid"); GainTask("TASK.first_phasmid")--[[ Variable[ ]]
dialoguetext:
...phasmid! You open your eyes and there still is, spinning slowly -- in absolute  silence -- its limbs long and slender...


title: The Deserter: "...but Lieutenant Kitsuragi is not..."
sequence: 0
dialoguetext:
...but Lieutenant Kitsuragi is not here. There is only the old straddler. He turns his black eyes to you and says: "Kim who? There's no Kim here either."


title: Insulindian Phasmid: "There is only the old man -- and th..."
sequence: 0
userscript: GainTask("TASK.inspect_the_phasmid"); GainTask("TASK.first_phasmid")--[[ Variable[ ]]
dialoguetext:
There is only the old man -- and the giant stick insect spinning slowly -- in absolute silence -- it's long and thin limbs...


title: Half Light: "You feel your legs shaking under yo..."
sequence: 0
dialoguetext:
You feel your legs shaking under you and your gun hand move to your holster -- but you don't have a gun...


title: Insulindian Phasmid: "The stick insect is over three metr..."
sequence: 0
dialoguetext:
The stick insect is over three metres tall. It looks straight at you with its tiny pinprick eyes and its grotesquely small head.


title: You: ""No, I can't be insane -- you're wr..."
dialoguetext: "No, I can't be insane -- you're wrong."
sequence: 0
conditionstring:
Variable["seafort.deserter_volition_not_insane"]  or  Variable["seafort.deserter_volition_cannot_be"]  or  Variable["seafort.deserter_volition_maybe_insane"]


title: Insulindian Phasmid: "But you *can*. You open your eyes a..."
sequence: SemiBlack(false,1);
userscript: GainTask("TASK.inspect_the_phasmid"); GainTask("TASK.first_phasmid")--[[ Variable[ ]]
dialoguetext:
But you *can*. You open your eyes and it's still there -- a giant stick insect, spinning slowly -- -- its limbs long and slender...


title: You: ""What is THAT!?!" (Point to it.)"
dialoguetext: "What is THAT!?!" (Point to it.)
sequence: 0
userscript:
SetVariableValue("seafort.deserter_asked_him_if_he_can_see_phasmid_now_ask_cuno_or_kim_too", true) --[[ Variable[ ]]


title: Insulindian Phasmid: "No one would. You open your eyes an..."
sequence: SemiBlack(false,1);
userscript: GainTask("TASK.inspect_the_phasmid"); GainTask("TASK.first_phasmid")--[[ Variable[ ]]
dialoguetext:
No one would. You open your eyes and it's still there -- a giant stick insect, spinning slowly -- its limbs long and slender. Silent as death...


title: Insulindian Phasmid: "Way too high. You open your eyes an..."
sequence: SemiBlack(false,1);
userscript: GainTask("TASK.inspect_the_phasmid"); GainTask("TASK.first_phasmid")--[[ Variable[ ]]
dialoguetext:
Way too high. You open your eyes and it's still there -- a giant stick insect, spinning slowly -- its limbs long and slender. Silent as death...


title: Insulindian Phasmid: "...be together. You open your eyes..."
sequence: SemiBlack(false,1);
userscript: GainTask("TASK.inspect_the_phasmid"); GainTask("TASK.first_phasmid")--[[ Variable[ ]]
dialoguetext:
...be together. You open your eyes and it's still there -- a giant stick insect, spinning slowly -- its limbs long and slender....


title: Cuno: ""Hey..." The kid interrupts you at..."
sequence: 0
dialoguetext:
"Hey..." The kid interrupts you at 'you're under', his voice subdued. "You sure we got all this shit?"


title: The Deserter: ""What?!" The old man's eyes fill wi..."
sequence: PlayAnimation(Deserter, deserterArrested);
userscript: SetVariableValue("seafort.deserter_traumatized", true) --[[ Variable[ ]]
dialoguetext:
"What?!" The old man's eyes fill with sudden, unexpected terror at the words: "But you said I would be taken to the, uhm, the..."


title: Shivers: "The wind picks up. The silence on t..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_wind", true) --[[ Variable[ ]]
dialoguetext:
The wind picks up. The silence on the water is broken all around you, little shivers of waves appear...


title: Cuno: ""We don't need your permisson," the..."
sequence: MusicPlay(silence, 100, 1, 20);
dialoguetext:
"We don't need your permisson," the kid turns to you. "We do need to talk about that *boat* though. How are we gonna take him?"


title: Cuno: "...and then it's gone. Drowned out..."
sequence: 0
dialoguetext:
...and then it's gone. Drowned out by the kid's voice -- "Maybe there is room for three on the boat..."


title: The Deserter: ""What a farce! What are you *talkin..."
sequence: 0
dialoguetext:
"What a farce! What are you *talking* about? Is this..." The old man's voice drowns in a sudden gust of wind. "... really us..."


title: The Deserter: "The man does not respond -- he keep..."
sequence: 0
dialoguetext:
The man does not respond -- he keeps staring, black eyes glazed over and bulging from their sockets, his gap toothed mouth shaking.


title: The Deserter: "The plastic cape feels coarse. A li..."
sequence: 0
dialoguetext:
The plastic cape feels coarse. A light shiver passes the man -- other than that, no reaction. He feels small and frail.


title: Kim Kitsuragi: ""He's going into some kind of... ps..."
sequence: 0
dialoguetext:
"He's going into some kind of... psycho-motor immobility." The lieutenant inspects him gently. "The good news is -- this solves our transportation problem. Doesn't it Mr. Dros?"


title: Kim Kitsuragi: ""Between this and the broken tyre h..."
sequence: 0
dialoguetext:
"Between this and the broken tyre he's used for a boat -- I think it's safe to leave him here, while we go and get help. It will need to be medical first, I'm afraid."

userscript:
FinishTask("TASK.inspect_the_phasmid_done"); FinishTask("TASK.deserter_again_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""The appearance of the phasmid, in..."
sequence: 0
dialoguetext:
"The appearance of the phasmid, in conjunction with the stress of the arrest. He's spent his entire life here. For him to leave would be..." He shakes his head.


title: Kim Kitsuragi: ""Yes. The arrest and the appearance..."
sequence: 0
dialoguetext:
"Yes. The arrest and the appearance of the phasmid -- the combined stress..." He looks at you. "But you think it's something more than that, don't you?"


title: You: ""Could it be there's something horm..."
dialoguetext: "Could it be there's something hormonal in his relationship to the phasmid."
sequence: 0
conditionstring: Variable["XP.form_a_theory_on_deserter"] == true or Variable["seafort.deserter_elchem_lusty"]
userscript:
SetVariableValue("seafort.deserter_phasmid_caused_randy_discussed", true) ; SetVariableValue("seafort.deserter_health_phasmid", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""That could be part of the shock. B..."
sequence: 0
dialoguetext:
"That could be part of the shock. But you're right -- something is off here. Mr. Dros..." He touches the man's shoulder.


title: Kim Kitsuragi: ""Then how did *we* see it?" He thin..."
sequence: 0
userscript: XPPicoSetBool("XP.this_is_how_phasmid_hides")--[[ Variable[ ]]
dialoguetext:
"Then how did *we* see it?" He thinks. "Oh, you mean whatever does this, does it over *time*? Teenagers, kids, drunks -- sightings are brief. And hence not credible. Anyone who spends a long time with it..."


title: Kim Kitsuragi: ""Mhm." The lieutenant inspects the..."
sequence: 0
dialoguetext:
"Mhm." The lieutenant inspects the man. "Mr. Dros -- have you *ever* seen a stick insect, pretending to be the reeds?"


title: Kim Kitsuragi: ""The doctors will have to look at t..."
sequence: 0
dialoguetext:
"The doctors will have to look at this. I hope your station has better medical personnel than 57. This is... a little advanced for a nurse."


title: Kim Kitsuragi: "He nods. "He was energetic and arti..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_phasmid_aside_spoken", true) --[[ Variable[ ]]
dialoguetext:
He nods. "He was energetic and articulate. After all these years alone, with little hygiene or medication I would expect worse."


title: Kim Kitsuragi: ""He does not seem to be *animated*..."
sequence: 0
dialoguetext:
"He does not seem to be *animated* now it's left..." He looks to the sea. "Honestly, I'm ready to believe anything at this point. Maybe it *is* psychoactive."


title: Kim Kitsuragi: ""It's *three metres* tall. An undis..."
sequence: 0
dialoguetext:
"It's *three metres* tall. An undiscovered species. I'm not ready to believe in *anything* -- but yes, I'm ready to believe it has psychoactive qualities."


title: Kim Kitsuragi: ""Some kind of oxytocin release mech..."
sequence: 0
userscript: XPPicoSetBool("XP.deserter_oxytocin")--[[ Variable[ ]]
dialoguetext:
"Some kind of oxytocin release mechanism? Would go with the pupils. But this is way above me, detective."


title: Kim Kitsuragi: ""Humans are humans. Do you need......"
sequence: 0
dialoguetext:
"Humans are humans. Do you need... neurological tampering for the *glands* to work? I don't know..."


title: Kim Kitsuragi: ""The scope, knowing of her bruises,..."
sequence: 0
dialoguetext:
"The scope, knowing of her bruises, his *disposition* toward Miss Oranje..." He nods. "I see what you mean."


title: Kim Kitsuragi: ""A valid hunch. Long term exposure..."
sequence: 0
dialoguetext:
"A valid hunch. Long term exposure to something like that could be neurodegenerative... Also, please be careful when approaching unknown species in the future, detective."


title: Kim Kitsuragi: ""Are you sure? You were looking at..."
sequence: 0
dialoguetext:
"Are you sure? You were looking at it for a *long* time. Almost as if you were hypnotized." He thinks. "Were you hypnotized?"


title: You: ""It's definitely toxic -- the phasm..."
dialoguetext: "It's definitely toxic -- the phasmid. It told me it is."
sequence: 0
userscript: SetVariableValue("seafort.deserter_phasmid_degradation_discussed", true) --[[ Variable[ ]]
conditionstring:
Variable["seafort.phasmid_toxic_camo"] == true  and  Variable["XP.form_a_theory_on_deserter"] == false


title: Kim Kitsuragi: ""Told you? Yes. Good. During your *..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_phasmid_aside_spoken", true) --[[ Variable[ ]]
dialoguetext:
"Told you? Yes. Good. During your *long* staring match. I understand." He looks at the man, then you.


title: Kim Kitsuragi: ""He did seem distressed when it fin..."
sequence: 0
dialoguetext:
"He did seem distressed when it finally came to arresting him. Like he didn't want to leave this place. And the insect maybe..." He looks at his notebook.


title: Kim Kitsuragi: ""I have absolutely forgotten to tak..."
sequence: 0
dialoguetext:
"I have absolutely forgotten to take notes. I hope I remember all of this." He shakes his head in disbelief. "This will be one hell of a report -- thank *god* we have the photo."


title: Kim Kitsuragi: ""I have absolutely forgotten to tak..."
sequence: 0
dialoguetext:
"I have absolutely forgotten to take notes -- I hope I remember all of this." He shakes his head. "This will be one hell of a report -- they'll think we're insane."


title: Kim Kitsuragi: ""We should think about getting back..."
sequence: ResetCamera();
dialoguetext:
"We should think about getting back to the mainland. To get help. He'll be safe here. If we don't take too long..."

userscript:
SetVariableValue("seafort.deserter_phasmid_hub_left", true) ; GainTask("TASK.return_to_mainland"); ReputationGrows("kim")--[[ Variable[ ]]


title: Kim Kitsuragi: ""He lost the scope. Then it somehow..."
sequence: 0
dialoguetext:
"He lost the scope. Then it somehow made its way over there. With the help of a magpie phasmid?" The lieutenant observes the lens sparkle in your hand.


title: Kim Kitsuragi: ""I mean, why not? It's three metres..."
sequence: 0
dialoguetext:
"I mean, why not? It's three metres tall..." He takes off his glasses and cleans them -- when he puts them back on he's still staring at the sea.


title: Kim Kitsuragi: ""If Cuno kicked it into the sea, as..."
sequence: 0
dialoguetext:
"If Cuno kicked it into the sea, as he said he did -- the ebb would pull it back here. This makes sense. Mr. Dros could have picked it up. Or... the phasmid, even? If it did, this is incredible..."


title: Kim Kitsuragi: ""Let's have a closer look at that,..."
sequence: 0
dialoguetext:
"Let's have a closer look at that, after. I think I'll be more useful than him..." He nods toward the old man.


title: Endurance: "The strength has all gone out of hi..."
sequence: 0
dialoguetext:
The strength has all gone out of him -- just frail old bones in a sack of tracksuit trousers and a wind breaker.


title: Cuno: ""Yeah, this fried him. We gotta bri..."
sequence: 0
dialoguetext:
"Yeah, this fried him. We gotta bring him to a doctor. Good news -- this solves our boat-and-piggies problem. He's not going anywhere. He's trapped here..."

userscript:
FinishTask("TASK.inspect_the_phasmid_done"); FinishTask("TASK.deserter_again_done")--[[ Variable[ ]]


title: Cuno: ""Yeah, old man. Hang tight." He loo..."
sequence: ResetCamera();
dialoguetext:
"Yeah, old man. Hang tight." He looks at you. "Let's *slowly* start shufflin' off Death Island, okay? We're about done here..." He looks to the flak tower.

userscript:
SetVariableValue("seafort.deserter_phasmid_hub_left", true) ; GainTask("TASK.return_to_mainland")--[[ Variable[ ]]


title: Cuno: ""He's old and fried. Cuno's seen th..."
sequence: 0
dialoguetext:
"He's old and fried. Cuno's seen this... like, after a massive bender. Cuno's dad..." He stops mid sentence.


title: Cuno: ""Yeah and then there's that shit......"
sequence: 0
dialoguetext:
"Yeah and then there's that shit..." He looks at him with pity. "Gramps couldn't take it. It was too much."


title: Cuno: ""I mean, getting arrested as a fuck..."
sequence: 0
dialoguetext:
"I mean, getting arrested as a fucking GIANT stick insect jumps up behind you..." He shakes his head.  "That shit would break *any* man. Even a Cuno Man."


title: Cuno: ""Yeah-yeah, you see that too?" He l..."
sequence: 0
dialoguetext:
"Yeah-yeah, you see that too?" He looks at the unresponsive man. "Got a little jumpy there didn't you? I know that vibe. I'm off my lightning too..."


title: Cuno: ""Told you? When you were doing your..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_phasmid_aside_spoken", true) --[[ Variable[ ]]
dialoguetext:
"Told you? When you were doing your *long* staring thing?" He looks at the man, then you. "You're one crazy cop, you know? Cuno digs it."


title: Cuno: ""Yeah, man -- I don't know. I don't..."
sequence: 0
dialoguetext:
"Yeah, man -- I don't know. I don't know what *degradation* means. And I don't know about getting close to it like that -- and staring at it for five minutes... You're one crazy cop."


title: Cuno: ""True..." Cuno leans into the man's..."
sequence: 0
dialoguetext:
"True..." Cuno leans into the man's face, stares into his eyes. "He's got those *gurn eyes* doesn't he?"


title: Cuno: ""Whoah, like love?" The kid stares..."
sequence: 0
userscript: XPPicoSetBool("XP.deserter_oxytocin")--[[ Variable[ ]]
dialoguetext:
"Whoah, like love?" The kid stares at you. Looks like he's trying to put together a puzzle -- one which he gives up on immediately. "Yeah, no, I don't know..."


title: Cuno: ""Yeah-yeah. Because -- look at him..."
sequence: 0
dialoguetext:
"Yeah-yeah. Because -- look at him now. Not so *sharp* is he? And it's gone, left. Perhaps it's, like, kept him going like the drink and the lightning keep my old man..."


title: Cuno: ""Yeah," the kid says, interested. "..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_phasmid_aside_spoken", true) --[[ Variable[ ]]
dialoguetext:
"Yeah," the kid says, interested. "Cuno knows hobos. And Cuno has never seen a hobo sharp like this, after so many years of hoboing."


title: Cuno: ""Then how the *fuck* do we see it?"..."
sequence: 0
userscript: XPPicoSetBool("XP.this_is_how_phasmid_hides")--[[ Variable[ ]]
dialoguetext:
"Then how the *fuck* do we see it?" He scratches his head. "Or -- wait! The longer it's there. Like it needs time to sink in and if you spend time with it..."


title: Cuno: "His eyes widen, as if to help him t..."
sequence: 0
dialoguetext:
His eyes widen, as if to help him take the thought in. He prods the old man. "Yo -- you ever *seen* a giant fucking insect?"


title: Cuno: ""I can't *believe* that helmet, man..."
sequence: 0
dialoguetext:
"I can't *believe* that helmet, man. I kicked it into the fucking ocean and it washed up here. Or... do you -- do you think the *phasmid* brought it here?" He squints, looking around.


title: Cuno: ""About that..." Cuno squints at the..."
sequence: 0
dialoguetext:
"About that..." Cuno squints at the helmet. "Me and C kicked that shit into the ocean. She took it off the corpse and kicked it, rugby style. How'd it wash up here..." He pauses -- then squints. "I don't know."


title: Cuno: ""Hey -- hey." He waves his hand und..."
sequence: 0
dialoguetext:
"Hey -- hey." He waves his hand under his nose. "You took the shot -- bang! -- and got rid of the evidence. *Bug* brought it back. Sound about right?"


title: You: ""Iosef Lilianovich Dros, you are un..."
sequence: 0
dialoguetext:
"Iosef Lilianovich Dros, you are under arrest for the murder of the mercenary leader, Kortenaer. You will be taken to the nearest precinct holding area for preliminary investigation."


title: You: ""Your Wayfarer rights have been sus..."
sequence: 0
dialoguetext:
"Your Wayfarer rights have been suspended. Information provided to the officer on the scene will be used against you by the prosecution."


title: Cuno: ""Yeah -- no." He shakes his head. "..."
sequence: 0
dialoguetext:
"Yeah -- no." He shakes his head. "Only two are gonna fit in that fucker. I guess *you* could take him back, but..." He squints, realizing something.


title: Cuno: "The kid looks at you blankly. Then..."
sequence: 0
dialoguetext:
The kid looks at you blankly. Then at the old man. "You fuckin' with me? Coz I can. I *can* take him."


title: Cuno: ""This *is* a problem," the kid says..."
sequence: 0
dialoguetext:
"This *is* a problem," the kid says. "Cuno's literally had this problem. In a fuckin' textbook. When he went to *kiddie school*. This is that three piggies and a boat shit..."


title: Cuno: "His eyes shoot wide open. "Cuno und..."
sequence: 0
dialoguetext:
His eyes shoot wide open. "Cuno understands what's wrong. Who watches this fuckin' killer in the village, while you come back for me?"


title: The Deserter: ""This fucking world..." The old man..."
sequence: 0
dialoguetext:
"This fucking world..." The old man interferes again. "What are you *talking* about? Is this..." His voice drowns out in a sudden gush of wind. "Us..."


title: The Deserter: ""N-n..." He doesn't finish the sent..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_phasmid_nothing", true) --[[ Variable[ ]]
dialoguetext:
"N-n..." He doesn't finish the sentence. One letter is all he can produce. His hands are numb and he stares at them.


title: Endurance: "Brother, you've managed to collect..."
sequence: 0
userscript: FinishTask("TASK.find_all_armour_done")--[[ Variable[ ]]
dialoguetext:
Brother, you've managed to collect all the armour pieces. Too bad it's too late for the big showdown.


title: Physical Instrument: "Son, you found another piece of the..."
sequence: 0
dialoguetext:
Son, you found another piece of the armour puzzle. Too bad it's too late for the big showdown. And also too late to collect all of them and have a full set.

userscript:
CancelTask("TASK.find_all_armour_cancelled"); FinishTask("TASK.find_one_armour_piece_done")--[[ Variable[ ]]


title: Physical Instrument: "It would have looked very impressiv..."
sequence: 0
userscript: SetVariableValue("inventory.armour_achievement_full_set", true) --[[ Variable[ ]]
dialoguetext:
It would have looked very impressive... Still. You found it all. Now your mortal coil is  *completely* protected. Few cops are this futuristic.


title: Physical Instrument: "Indeed. You found it all. Now your..."
sequence: 0
userscript: SetVariableValue("inventory.armour_achievement_full_set", true) --[[ Variable[ ]]
dialoguetext:
Indeed. You found it all. Now your mortal coil is  *completely* protected. Few cops are this futuristic.


title: Physical Instrument: "Future use for a future armour. Agr..."
dialoguetext: Future use for a future armour. Agreed. Gear up, heavy porcelain man. It's a violent world.
sequence: 0
userscript:
SetVariableValue("seafort.orb_helmet_pickup_done", true) ; SetVariableValue("inventory.armour_achievement_full_set", true) --[[ Variable[ ]]


title: Composure: "O glorious Falnier! You wear the fu..."
sequence: 0
userscript: SetVariableValue("seafort.orb_full_faln_done", true) --[[ Variable[ ]]
dialoguetext:
O glorious Falnier! You wear the full set like a true-born hero. The *ULTIMATE PERFORMANCE* of FALN flows in you.


title: Mattress Nest: "There's a rain-soaked mattress on a..."
sequence: 0
dialoguetext:
There's a rain-soaked mattress on a concrete slab, only half-covered by the crumbling roof. At the head of it -- double embrasures -- firing slits, like two eyes in the wall.


title: Kim Kitsuragi: ""B triple prime..." The lieutenant..."
sequence: 0
dialoguetext:
"B triple prime..." The lieutenant lowers his voice, stepping closer with his hand on his gun. "This looks like a good place to shoot from."


title: Mattress Nest: "A single-person mattress. Modern, c..."
sequence: 0
dialoguetext:
A single-person mattress. Modern, civilian use. Brand name: Marjorie. There's a fuel stain on the cover, along with cigarette burns.


title: Mattress Nest: "A small piece of Martinaise coastli..."
sequence: 0
userscript: ShowVisCal("VisCal-Nest"); HideVisCalAfterConversation("VisCal-Nest")
dialoguetext:
A small piece of Martinaise coastline opens up in the square in front of you -- like a tiny landscape painting, one kilometre across the water. The ruins look familiar.


title: Mattress Nest: "The red chimney and collapsed rear..."
sequence: 0
dialoguetext:
The red chimney and collapsed rear wall of the four-story tenement in front of the Whirling-in-Rags -- Rue de Saint Ghislaine 10.


title: Mattress Nest: "A towering skyscraper, its top floo..."
sequence: 0
dialoguetext:
A towering skyscraper, its top floors shaved off by artillery fire -- Capeside Apartments: Rue de Saint Ghislaine 33A and 33B.


title: Mattress Nest: "The box-shaped silhouette of the Wh..."
sequence: 0
dialoguetext:
The box-shaped silhouette of the Whirling-in-Rags. Its sloped roof. A tiny fleck of light catches your eye on the rooftop -- sunlight reflecting off the upstairs window of Klaasje's room.


title: Kim Kitsuragi: ""A pair of binoculars? Or a scope o..."
sequence: 0
dialoguetext:
"A pair of binoculars? Or a scope of a *rifle*?" He points to the makeshift bed. "You'd be prone, lying on the mattress, barrel resting on the embrasure..."


title: Kim Kitsuragi: ""Good." He pats you on the back, th..."
sequence: 0
dialoguetext:
"Good." He pats you on the back, three small pats in a row. "I think we have it, detective. The origin of the shot. This is the *sniper's nest*."

userscript:
FinishTask("TASK.check_seafort_done"); FinishTask("TASK.determine_where_shot_came_from_done")--[[ Variable[ ]]


title: Encyclopedia: "Contemporary Revacholians prefer Dr..."
sequence: 0
userscript: SetVariableValue("coast.sense_cyclo_tioumoutiri", true) --[[ Variable[ ]]
dialoguetext:
Contemporary Revacholians prefer Drouin (a local blend from the southern islands) or Astra, the legendary cigarette from Graad. Tioumoutiri is favoured by older men for its paper filter tips, sweet smell, and added tar.


title: You: ""Tioumoutiri. Like the ones we foun..."
dialoguetext: "Tioumoutiri. Like the ones we found at Land's End, remember?"
sequence: 0
conditionstring:
Variable["coast.lands_end_origin_tioumoutiri_told_kim"]  and  Variable["coast.sense_perc_cigarette_butts_tioumoutiri"]


title: You: ""I saw the same brand of cigarettes..."
dialoguetext: "I saw the same brand of cigarettes extinguished in Land's End." (Point west.)
sequence: 0
conditionstring:
Variable["coast.lands_end_origin_tioumoutiri_told_kim"] == false  and  Variable["coast.sense_perc_cigarette_butts_tioumoutiri"]


title: You: ""Someone's been smoking Tioumoutiri..."
dialoguetext: "Someone's been smoking Tioumoutiri cigarettes. Not a lot of that around."
sequence: 0
conditionstring:
Variable["coast.sense_perc_cigarette_butts_tioumoutiri"]  and  Variable["coast.sense_cyclo_tioumoutiri"] == true


title: Kim Kitsuragi: ""I may have been wrong -- when I sa..."
sequence: 0
userscript: XPTinySetBool("XP.seafort_shooter_smokes")--[[ Variable[ ]]
dialoguetext:
"I may have been wrong -- when I said it was unimportant." He stares into the can for a second. "This means the same person could have visited both locations."


title: Kim Kitsuragi: ""Could be a coincidence. Or -- the..."
sequence: 0
userscript: XPTinySetBool("XP.seafort_shooter_smokes")--[[ Variable[ ]]
dialoguetext:
"Could be a coincidence. Or -- the same person has visited Land's End and..." He looks around, "...here."


title: Kim Kitsuragi: ""I didn't see any signs of smoking..."
sequence: 0
dialoguetext:
"I didn't see any signs of smoking inside, though. If people live there, they keep it tidy -- this here may also be a smoking spot."


title: You: ""Someone's been smoking Tioumoutiri..."
dialoguetext: "Someone's been smoking Tioumoutiri cigarettes."
sequence: 0
conditionstring:
Variable["coast.sense_perc_cigarette_butts_tioumoutiri"]  and  Variable["coast.sense_cyclo_tioumoutiri"] == false


title: Kim Kitsuragi: ""This looks like a good place to ai..."
sequence: 0
dialoguetext:
"This looks like a good place to aim from..." The lieutenant looks around. He steps closer with his hand on his gun.


title: Kim Kitsuragi: "He nods. "The smoker's a clean pers..."
sequence: 0
userscript: XPTinySetBool("XP.seafort_shooter_smokes")--[[ Variable[ ]]
dialoguetext:
He nods. "The smoker's a clean person. I didn't see any signs of smoking inside. Keeps it tidy -- prefers to come out here to smoke."


title: Kim Kitsuragi: ""I think we have it. The origin of..."
sequence: 0
dialoguetext:
"I think we have it. The origin of the shot -- this is the *sniper's nest*." He pats you on the back, three small pats in a row.

userscript:
FinishTask("TASK.check_seafort_done"); FinishTask("TASK.determine_where_shot_came_from_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""I can see it," he nods. "Through t..."
sequence: 0
dialoguetext:
"I can see it," he nods. "Through the scope of a rifle. The shooter would be prone, lying on the mattress, barrel resting on the embrasure."


title: Kim Kitsuragi: ""Don't beat yourself up, officer. W..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Don't beat yourself up, officer. We did not put guns in their hands, or get them drunk." He looks north, over the fortification, then adds:


title: Kim Kitsuragi: ""It's only *moderately* effective c..."
sequence: 0
dialoguetext:
"It's only *moderately* effective cop work until we have the weapon. It will not be, how do you say it..." He looks north, over the fortification. "*Boo-yah*, until we have that..."


title: Mattress Nest: "The wind blows suddenly. The clear..."
dialoguetext: The wind blows suddenly. The clear surface of the water shudders. Yes. This is it.
sequence: 0
userscript:
FinishTask("TASK.determine_where_shot_came_from_done"); FinishTask("TASK.check_seafort_done")--[[ Variable[ ]]


title: You: "Is the shooter still here?"
dialoguetext: Is the shooter still here?
sequence: 0
conditionstring:
Variable["seafort.nest_concrete_hole_checked"] == true  and  IsKimHere() == false  and  IsCunoInParty() == false  and  Variable["seafort.deserter_prehub_reached"] == false

userscript:
SetVariableValue("seafort.nest_is_shooter_still_here_asked", true) ; SetVariableValue("seafort.nest_shooter_counter", Variable["seafort.nest_shooter_counter"] + once(1)) 


title: You: ""Could the shooter still be... here?""
dialoguetext: "Could the shooter still be... here?"
sequence: 0
conditionstring:
Variable["seafort.nest_concrete_hole_checked"] == true  and  (IsKimHere()  or  IsCunoInParty())  and  Variable["seafort.deserter_prehub_reached"] == false

userscript:
SetVariableValue("seafort.nest_is_shooter_still_here_asked", true) ; SetVariableValue("seafort.nest_shooter_counter", Variable["seafort.nest_shooter_counter"] + once(1)) 


title: Kim Kitsuragi: ""No, officer. It's not an *invisibl..."
sequence: 0
dialoguetext:
"No, officer. It's not an *invisible* shooter. But..." He lowers his voice even further. "This island, on the other hand..."


title: Mattress Nest: "A rain-soaked mattress on a concret..."
sequence: 0
dialoguetext:
A rain-soaked mattress on a concrete slab. In front of it -- double embrasures -- firing slits like two eyes in the wall.


title: Cuno: ""Cuno fucking knew it. This a snipe..."
sequence: 0
dialoguetext:
"Cuno fucking knew it. This a sniper's nest, right? Fuckin' assassin action... Cuno *barely* understands what's happening -- but he likes the shit out of it."

userscript:
FinishTask("TASK.determine_where_shot_came_from_done"); FinishTask("TASK.check_seafort_done")--[[ Variable[ ]]


title: You: ""An old man's brand of cigarettes....."
dialoguetext: "An old man's brand of cigarettes...."
sequence: 0
conditionstring:
Variable["coast.sense_cyclo_tioumoutiri"]  and  Variable["coast.lands_end_origin_tioumoutiri_told_kim"] == false


title: Kim Kitsuragi: ""Why not? We have the weapon and ba..."
sequence: 0
dialoguetext:
"Why not? We have the weapon and ballistics. As you say it's..." He looks north, over the fortification. "Pretty *boo-yah*."


title: You: ""Stop, this is the police!" (Get be..."
dialoguetext: "Stop, this is the police!" (Get between them.)
sequence:
FocusCamera(TribRunToStartCam);TravelTo(Tequila Sunset,TequilaMiddle,1);TravelTo(Kim Kitsuragi,KimMiddle,1)@0.4;HideActualHeld();


title: Kim Kitsuragi: ""No," the lieutenant says firmly. "..."
dialoguetext:
"No," the lieutenant says firmly. "We have to step in. This is not going to end well if we don't..."


title: Kortenaer: ""Get lost, comedian. You cops had y..."
sequence: PlayAnimation(Tequila Sunset, tribunal);PlayAnimation(Kim Kitsuragi, tribunal)
dialoguetext:
"Get lost, comedian. You cops had your chance. Now it's fucking time for some justice." He licks his lips, waving his gun at the crowd. Losing his balance for a moment, he staggers backward.


title: You: "Stand there quietly; hope nothing b..."
dialoguetext: Stand there quietly; hope nothing bad happens.
sequence: FocusCamera(TribMercCam);
conditionstring: CheckItem("gun_villiers") or CheckItem("gun_ruby") or CheckItem("spirit_bomb")
userscript:
SetVariableValue("plaza.tribunal_did_nothing", true) ; SetVariableValue("plaza.tribunal_hardie_shot", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Fuck, there's a third one... How d..."
sequence: FocusCamera(PreTribTalkCam)
dialoguetext:
"Fuck, there's a third one... How did we miss something like this?" The lieutenant points to the helmeted figure.


title: You: "Shoot Kortenaer."
dialoguetext: Shoot Kortenaer.
sequence: Hold();
conditionstring:
CheckItem("bullet")  and  (CheckItem("gun_villiers")  or  CheckItem("gun_ruby"))  and  CheckItem("spirit_bomb") == false


title: You: ""The Wild Pines rep does not approv..."
dialoguetext: "The Wild Pines rep does not approve of this!"
sequence: 0
userscript: SetVariableValue("plaza.joyce_argument_done", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.interview_wild_pines_rep_done"] == true  and  Variable["plaza.joyce_argument_done"] == false


title: Hand/Eye Coordination: "With a crash of shattering glass an..."
userscript: SetVariableValue("plaza.tribunal_spiritbomb_succeeded", true) --[[ Variable[ ]]
dialoguetext:
With a crash of shattering glass and a terrible roar the fire draws in oxygen -- the bomb hits the mercenary in the chest,  swallowing him in flames as he staggers backward.

sequence:
BanishInterface(true)@1;FocusCamera(TribActionCam)@1;PlayAnimation(Tequila Sunset,throwMolotov)@3;SetTriggerAnimation(Kim Kitsuragi,stageOne)@7.2;SetTriggerAnimation(Kortenaer,molotovS)@7;SetTriggerAnimation(Ruud,stageOne)@7.2;SetTriggerAnimation(ruudRifle,stageOne)@7.2;SetTriggerAnimation(dePaule,stageOne)@7.2;SetTriggerAnimation(dePauleGun,stageOne)@7.2;SetTriggerAnimation(molotov,molotovS)@3;StopTime()@8;SetTriggerAnimation(Alain,stageOne)@7.2;SetTriggerAnimation(Eugene,stageOne)@7.2;SetTriggerAnimation(FatAngus,stageOne)@7.2;SetTriggerAnimation(Shanky,stageOne)@7.2;SetTriggerAnimation(Titus,stageOne)@7.2;FocusCamera(MolotovHitCamFocus)@6; BanishInterface(false)@9;Release()@9;LuaRun(LoseItem("spirit_bomb"))@9.5


title: Ruud Hoenkloewen: ""...*PIGFUCK!*" The voice from bene..."
dialoguetext:
"...*PIGFUCK!*" The voice from beneath the helmet interrupts your thoughts. You only make out the last word.


title: Kortenaer: "There is a hole in his cheek. Blood..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_headshot_succeeded", true) --[[ Variable[ ]]
dialoguetext:
There is a hole in his cheek. Blood gushes out as he stumbles backward, eyes filled with rage and disbelief -- gurgling, muttering something unintelligible...


title: Kortenaer: ""Go ahead. Give it another try." Th..."
dialoguetext: "Go ahead. Give it another try." The man doesn't even move. He’s smiling.
sequence: 0
userscript:
SetVariableValue("plaza.tribunal_staggered_from_bullets", true) ; SetVariableValue("plaza.tribunal_hardie_shot", true) ; CancelTask("TASK.spirit_is_eternal_cancelled")--[[ Variable[ ]]


title: Kortenaer: ""They teach you to shoot the chest..."
sequence: Hold();
dialoguetext:
"They teach you to shoot the chest in copland? Stupid fuck..." The man shrugs and turns to his left and says: "Kill him."


title: Horrific Necktie: "IT'S A *FIASCO*, BRATAN!"
dialoguetext: IT'S A *FIASCO*, BRATAN!
sequence: 0
userscript:
SetVariableValue("plaza.tribunal_staggered_from_spiritbomb", true) ; SetVariableValue("plaza.tribunal_spiritbomb_failed", true) ; LoseItem("spirit_bomb")--[[ Variable[ ]]


title: Ruud Hoenkloewen: "To your right, the killer raises hi..."
dialoguetext:
To your right, the killer raises his rifle and takes aim at you. His moves are steady, but the long barrel of the rifle sways slowly...

sequence:
BanishInterface(true);FocusCamera(TribActionCam);StartTime()@2;PlayAnimation(Tequila Sunset,stageTwo)@2;SetTriggerAnimation(Ruud,stageTwo)@2;SetTriggerAnimation(dePaule,stageTwo)@2;SetTriggerAnimation(Kortenaer,stageTwo)@2;SetTriggerAnimation(dePauleGun,stageTwo)@2;SetTriggerAnimation(ruudRifle,stageTwo)@2;PlayAnimation(Kim Kitsuragi, stageTwo)@2;TravelTo(Alain,PointRunaway,1,true)@2;TravelTo(Eugene,PointRunaway,1,true)@2;TravelTo(FatAngus,PointRunaway,1,true)@2;TravelTo(Shanky,ShankyEscapeLoc,1,true)@2;TravelTo(Theo,PointRunaway2,1,true)@2;TravelTo(Glen,PointRunaway,1,true)@2;SetTriggerAnimation(gardenerTribunal, stageTwo)@2;SetTriggerAnimation(Theo,stageTwo)@2;SetTriggerAnimation(Titus,stageOne)@2;BanishInterface(false)@5;StopTime()@3.7;Release()@4;MusicPlay(mercenary-tribunal-music-01, 0, 0.06, 40);


title: Reaction Speed: "You leap left. A swarm of angry lea..."
userscript: SetVariableValue("plaza.tribunal_shoulder_wound_avoided_reaction", true) --[[ Variable[ ]]
dialoguetext:
You leap left. A swarm of angry lead passes mere millimetres from your side, tearing fabric off your coat. Feels like the lightest of tucks.

sequence:
BanishInterface(true)@1;FocusCamera(DodgeActionCam)@1;StartTime()@2;PlayAnimation(Tequila Sunset,stageThreeS)@2.05;SetTriggerAnimation(Kim Kitsuragi,stageThree)@2;SetTriggerAnimation(Ruud,stageThree)@2;SetTriggerAnimation(ruudRifle,stageThree)@2;SetTriggerAnimation(dePaule,stageThree)@2;SetTriggerAnimation(dePauleGun,stageThree)@2;StopTime()@2.7;BanishInterface(false)@5.5;FocusCamera(DodgeTextCam)@5


title: Reaction Speed: "The shot rings and you stumble. Som..."
userscript: SetVariableValue("plaza.tribunal_shoulder_wound_suffered", true) ;--[[ Variable[ ]]
dialoguetext:
The shot rings and you stumble. Something violently tugs at your shoulder, pushing you backwards with incredible force.

sequence:
BanishInterface(true)@1;FocusCamera(DodgeActionCam)@1;StartTime()@2;PlayAnimation(Tequila Sunset,stageThreeF)@2;SetTriggerAnimation(Kim Kitsuragi,stageThree)@2;SetTriggerAnimation(Ruud,stageThree)@2;SetTriggerAnimation(ruudRifle,stageThree)@2;SetTriggerAnimation(dePaule,stageThree)@2;SetTriggerAnimation(dePauleGun,stageThree)@2;StopTime()@2.7;BanishInterface(false)@6;FocusCamera(DodgeTextCam)@5;LuaRun(DamageEnduranceWithNewspaper(2,"TRIBUNAL"))@4.5;


title: Hand/Eye Coordination: "A plume of smoke and fire erupts fr..."
dialoguetext: A plume of smoke and fire erupts from the gun and your hand goes numb from the explosion...
sequence:
BanishInterface(true)@1;FocusCamera(TribActionCam)@1;SetTriggerAnimation(Tequila Sunset,stageOneS)@3.5;PlayAnimation(Kim Kitsuragi,stageOne)@3.5;PlayAnimation(Kortenaer,stageOneS)@4;SetTriggerAnimation(Ruud,stageOne)@3.5;SetTriggerAnimation(ruudRifle,stageOne)@3.5;SetTriggerAnimation(dePaule,stageOne)@3.5;SetTriggerAnimation(dePauleGun,stageOne)@3.5;StopTime()@4.3;FocusCamera(KorteShotCam)@3.1;SetTriggerAnimation(Alain,stageOne)@4.1;SetTriggerAnimation(Eugene,stageOne)@4;SetTriggerAnimation(FatAngus,stageOne)@4.5;SetTriggerAnimation(Shanky,stageOne)@4;SetTriggerAnimation(Titus,stageOne)@3.9;BanishInterface(false)@5.5;Release()@5.5;LuaRun(LoseItem("bullet"))@5.5;

userscript:
SetVariableValue("plaza.tribunal_shot_kortenaer_success", true) ; CancelTask("TASK.spirit_is_eternal_cancelled")--[[ Variable[ ]]


title: Hand/Eye Coordination: "A small explosion expels the bullet..."
userscript: SetVariableValue("plaza.tribunal_headshot_failed", true) --[[ Variable[ ]]
dialoguetext:
A small explosion expels the bullet from the chamber. With a puff of smoke it hits the man square in the chest -- producing a soft clicking sound in the armour.

sequence:
BanishInterface(true)@1;FocusCamera(TribActionCam)@1;PlayAnimation(Tequila Sunset,stageOneF)@3.5;SetTriggerAnimation(Kim Kitsuragi,stageOne)@3.5;SetTriggerAnimation(Kortenaer,stageOneF)@4.1;SetTriggerAnimation(Ruud,stageOne)@3.5;SetTriggerAnimation(ruudRifle,stageOne)@3.5;SetTriggerAnimation(dePaule,stageOne)@3.5;SetTriggerAnimation(dePauleGun,stageOne)@3.5;SetTriggerAnimation(Alain,stageOne)@4;SetTriggerAnimation(Eugene,stageOne)@4.1;SetTriggerAnimation(FatAngus,stageOne)@5;SetTriggerAnimation(Shanky,stageOne)@4.2;SetTriggerAnimation(Titus,stageOne)@4;FocusCamera(TribStartCam)@5.5;BanishInterface(false)@6.5;Release()@6.5;LuaRun(LoseItem("bullet"))@6.5; AudioPlay(plaza/tribunal/bullet-hit-armor-01,0.6)@4.1;


title: Reaction Speed: "A low shot rings. You feel a tappin..."
userscript: SetVariableValue("plaza.tribunal_shoulder_wound_avoided_cuirass", true) ;--[[ Variable[ ]]
dialoguetext:
A low shot rings. You feel a tapping, like rain on your chest plate. Heavy drops of rain. Then the sound of dice rolling, as the cuirass distributes the shot evenly from plate to plate.

sequence:
BanishInterface(true)@1;FocusCamera(DodgeActionCam)@1;StartTime()@2;PlayAnimation(Tequila Sunset,stageThreeFS)@2;SetTriggerAnimation(Kim Kitsuragi,stageThree)@2;SetTriggerAnimation(Ruud,stageThree)@2;SetTriggerAnimation(ruudRifle,stageThree)@2;SetTriggerAnimation(dePaule,stageThree)@2;SetTriggerAnimation(dePauleGun,stageThree)@2;StopTime()@2.7;BanishInterface(false)@6;FocusCamera(DodgeTextCam)@5


title: Ruud Hoenkloewen: "Blood gushes from the helmet's eye-..."
sequence: 0
dialoguetext:
Blood gushes from the helmet's eye-sockets as Ruud staggers back, disoriented. The sounds coming from his helmet are not human.


title: De Paule: "Then -- two shots ring at once. One..."
dialoguetext:
Then -- two shots ring at once. One from the lieutenant's pistol and the other from De Paule's. It's aimed at the lieutenant, but it misses. You hear a scream behind you...

sequence:
StartTime()@1;PostFX(redflash)@1.4;SetTriggerAnimation(Kim Kitsuragi,stageFour)@1;SetTriggerAnimation(Ruud,stageFour)@1.4;SetTriggerAnimation(ruudRifle,stageFour)@1.4;PlayAnimation(dePaule,stageFour)@1.7;StopTime()@2.2;SetTriggerAnimation(dePauleGun,stageFour)@1.7;TravelTo(Glen,GlenDeadLoc,2)@1.1;SetTriggerAnimation(Glen,glenDead)@1.1;Release();


title: Glen: "Glen -- dying in a puddle of blood..."
sequence: FocusCamera(GlenDeadCam);
dialoguetext:
Glen -- dying in a puddle of blood behind you. His mangled torso has two gunshot wounds, blood gushes out of them like red geysers.


title: Kortenaer: "You see two cold eyes looking at yo..."
dialoguetext:
You see two cold eyes looking at you -- through all the smoke and the panic. And a pistol, raised, aiming at your chest, point blank. Then the man squeezes the trigger...

sequence:
StartTime();FocusCamera(KortyImpossibleCamFocus);SetTriggerAnimation(Kortenaer,stageFive)@2;SetTriggerAnimation(dePaule, stageFive)@2;SetTriggerAnimation(dePauleGun, stageFive)@2;StopTime()@2.5;FocusCamera(KorteAimFarOutStanding)@5.5;

conditionstring:
Variable["plaza.tribunal_shot_kortenaer_success"] == false  and  Variable["plaza.tribunal_spiritbomb_succeeded"] == false


title: You: "Evade the shot."
dialoguetext: Evade the shot.
sequence:
BanishInterface(true)@1;FocusCamera(BulletHipCam)@1;StartTime()@3;PlayAnimation(Tequila Sunset,stageSix)@3.34;SetTriggerAnimation(Kortenaer,stageSix)@3;SetTriggerAnimation(Kim Kitsuragi,stageSix)@3;SemiBlack(true,1)@5.2;BanishHUD(true)@7.2;BanishInterface(false)@8;TotalBlack(true)@3.4;AmbientVolume(0)@3.4;TotalBlack(false,4)@8.2;Hold();MusicPlay(tribunal-got-shot-ambience-02, 100, 1, 10)@3;


title: Reaction Speed: "You can't. There is no time. Someth..."
sequence: Release();
dialoguetext:
You can't. There is no time. Something inside your pelvis explodes. Your entire lower body is on fire and your legs can't support you... you fall down like a rag doll.


title: Reaction Speed: "The Hardie boys are screaming, figh..."
sequence: 0
dialoguetext:
The Hardie boys are screaming, fighting, dying. Someone jumps over you -- nearby gunfire shatters glass.


title: Kim Kitsuragi: ""You're bleeding out!" Nothing. Dar..."
sequence: 0
dialoguetext:
"You're bleeding out!" Nothing. Darkness, blurring lights of pain. Out of it, a silhouette emerges -- crouching over you. A familiar voice, filled with urgency and fear.


title: Kim Kitsuragi: "But you can't. It's so hard. Your e..."
sequence: 0
dialoguetext:
But you can't. It's so hard. Your eyelids grow heavy and the sounds ever more distant. And a cold comes over you. The lieutenant, too, is somewhere far away. Almost gone... when suddenly! You sense something behind him...


title: De Paule: "A slender white shadow, towering. S..."
dialoguetext:
A slender white shadow, towering. Someone stands there -- raising her pistol at him. The lieutenant does not see it. He's pushing down on your wound with both hands...

sequence:
PostFX(slowblinkblack, true);TravelTo(dePaule,GhostFigure,2, true)@2.5;AudioPlay(whirling/bathroom_mirror/mirror,0.2)@2.5


title: Authority: ""There... behind..." You hear your..."
sequence: 0
dialoguetext:
"There... behind..." You hear your bloody lips mumble, but he does not understand. He does not look into your eyes and see the fear there. He does not trust you.


title: Kim Kitsuragi: "Like a pillow, he falls on you. Col..."
sequence: 0
dialoguetext:
Like a pillow, he falls on you. Cold nylon and blood slumped on you, as the lights go out. All the lights. The last thing you hear is the sound of his spectacles landing on the pavement next to you.


title: Limbic System: "It's *STILL* not over, he's hurting..."
sequence: HoldText();
dialoguetext:
It's *STILL* not over, he's hurting now. Deep inside, the minuscule matter which you are composed of persists. The ride never ends. It just gets harder.


title: You: "Throw the gun at him: "Die!""
dialoguetext: Throw the gun at him: "Die!"
conditionstring: CheckItem("gun_villiers")
userscript: SetVariableValue("plaza.tribunal_headshot_failed_threw_gun", true) ;--[[ Variable[ ]]
sequence:
PlayAnimation(Tequila Sunset,throwGun)@1;PlayAnimation(Kortenaer,stageOneF)@2.5;SetTriggerAnimation(gun_flying,throwGun)@1;StopTime()@4;LuaRun(LoseItem("gun_villiers"))@3.5;


title: Hand/Eye Coordination: "The smoke drifts west with the wind..."
sequence: 0
dialoguetext:
The smoke drifts west with the wind. You hear the plaza erupt in violence, slow, like a waterfall in reverse.


title: Ruud Hoenkloewen: "You stare down the barrel of the gu..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_blink_think_branch_done", true) --[[ Variable[ ]]
dialoguetext:
You stare down the barrel of the gun. You see Ruud's mask behind it -- his eye in the slit of the helmet. Like a camera lens focusing on you.


title: Endurance: "Is there anything -- *anything* --..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_ruud_viscal_evasion", true) --[[ Variable[ ]]
dialoguetext:
Is there anything -- *anything* -- we could use to protect this frail body? That gun will tear us to pieces.


title: Pain Threshold: "The pain flows over your entire bod..."
sequence: 0
dialoguetext:
The pain flows over your entire body like an awful shock. A grim knowing rises from within -- half of your body must be gone.


title: Kortenaer: "You see two crazed eyes stare at yo..."
conditionstring: Variable["plaza.tribunal_spiritbomb_succeeded"] == true
dialoguetext:
You see two crazed eyes stare at you -- through the burning meat and the flames. With his face boiling off the man raises his pistol at you. Then he squeezes the trigger...

sequence:
StartTime();FocusCamera(KortyImpossibleMolotovCamFocus);SetTriggerAnimation(Kortenaer,stageFive)@2;SetTriggerAnimation(dePaule, stageFive)@2;SetTriggerAnimation(dePauleGun, stageFive)@2;StopTime()@3;FocusCamera(KorteAimFarOut)@6


title: Kortenaer: "You see two crazed eyes stare at yo..."
conditionstring: Variable["plaza.tribunal_shot_kortenaer_success"] == true
dialoguetext:
You see two crazed eyes stare at you -- through all the smoke and the panic. With blood gushing from his face the man raises his pistol at you. Then he squeezes the trigger...

sequence:
StartTime();FocusCamera(KortyImpossibleShotCamFocus);SetTriggerAnimation(Kortenaer,stageFive)@2;SetTriggerAnimation(dePaule, stageFive)@2;SetTriggerAnimation(dePauleGun, stageFive)@2;StopTime()@2.5;FocusCamera(KorteAimFarOut)@5.5


title: Pain Threshold: "The pain is too immense to scream...."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_paintresh_explosion_in_pelvis", true) --[[ Variable[ ]]
dialoguetext:
The pain is too immense to scream. It pushes the air out of your lungs. Everything goes dark, a distant blur as you recede into it...


title: You: "(Try to open your eyes.) What do I..."
dialoguetext: (Try to open your eyes.) What do I see?
sequence:
TravelTo(Kim Kitsuragi,KimSquatPos,2);SetTriggerAnimation(Kim Kitsuragi,squatGerm);FocusCamera(GermanExpressionistCam);PostFX(german-expressionism,true);


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_shot_kortenaer_success"] == true  or  Variable["plaza.tribunal_spiritbomb_succeeded"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.tribunal_shot_kortenaer_success"] == true  or  Variable["plaza.tribunal_spiritbomb_succeeded"] == true)

conditionstring:
(Variable["plaza.tribunal_shot_kortenaer_success"] == true  or  Variable["plaza.tribunal_spiritbomb_succeeded"] == true) == false


title: Reaction Speed: "The Hardie boys are yelling. Someon..."
sequence: 0
dialoguetext:
The Hardie boys are yelling. Someone is running, jumping over you. In the background you hear gunfire shatter glass -- and then a man in pain. A familiar sound.


title: Titus Hardie: "It's Titus. With a splat like meat,..."
sequence: TravelTo(Titus, PointRunaway, 2);
userscript: SetVariableValue("plaza.tribunal_hardie_shot", true) --[[ Variable[ ]]
dialoguetext:
It's Titus. With a splat like meat, you hear bullets rip into him. His voice, still giving orders, grows fainter... A gurgle...


title: Perception (Sight): "Nothing. A persisting darkness. Dan..."
sequence: SemiBlack(false,2)
userscript: SetVariableValue("plaza.tribunal_reactionspeed_you_see_nothin", true) --[[ Variable[ ]]
dialoguetext:
Nothing. A persisting darkness. Dancing lights of pain. Distant shadows cast by them, like a hellish play...


title: Kortenaer: "A shadow, towering. Someone stands..."
dialoguetext:
A shadow, towering. Someone stands there -- raising his pistol at him. The lieutenant does not see it. He's pushing down on your wound with both hands...

sequence:
PostFX(slowblinkblack, true);TravelTo(Kortenaer,GhostFigure,2, true)@2.5; AudioPlay(whirling/bathroom_mirror/mirror,0.2)@2.5;


title: Kortenaer: "It's not all dark yet. As you're le..."
sequence: AudioPlay(plaza/tribunal/kim-got-shot,1);
dialoguetext:
It's not all dark yet. As you're leaving, *he* is in there too, with you. You can *feel* the figure move. And then a distant gunshot. Velvety smooth. Muffled.


title: Kortenaer: "This guy? Well -- his face has *cra..."
sequence: 0
dialoguetext:
This guy? Well -- his face has *cracked open* into a scream of terror. It looks like he's performing some sort of a shamanistic dance... that requires you to be on fire?!


title: You: "I'm sorry. (Conclude.)"
dialoguetext: I'm sorry. (Conclude.)
sequence:
BanishInterface(true);FocusCamera(MolotovMissCamFocus)@2;FocusCamera(TribStartCamSlow)@5.5;StartTime()@2;SetTriggerAnimation(Tequila Sunset,stageOneS)@2;PlayAnimation(Kim Kitsuragi,stageOne)@2;PlayAnimation(Kortenaer,molotovF)@1->Message(getRekt);SetTriggerAnimation(Ruud,stageOne)@2;SetTriggerAnimation(ruudRifle,stageOne)@2;SetTriggerAnimation(dePaule,stageOne)@2;SetTriggerAnimation(dePauleGun,stageOne)@2;PlayAnimation(molotov,molotovF2)@2;SetTriggerAnimation(Alain,stageOne)@2;SetTriggerAnimation(Eugene,stageOne)@2;SetTriggerAnimation(FatAngus,stageOne)@2;SetTriggerAnimation(Shanky,stageOne)@2;SetTriggerAnimation(Titus,stageOne)@2;BanishInterface(false)@9;StopTime()@11;


title: Horrific Necktie: "You were a sad drunk who bought an..."
sequence: 0
dialoguetext:
You were a sad drunk who bought an ugly tie -- who gives a shit! Everyone is going to die because our plan failed. I have *no idea* how you're gonna get out of this. No idea.


title: Kortenaer: ""What's the matter, loincloth? Got..."
sequence: 0
userscript: CancelTask("TASK.spirit_is_eternal_cancelled")--[[ Variable[ ]]
dialoguetext:
"What's the matter, loincloth? Got your mouth full of dick?" He croaks. "Think I'm gonna spare you?! My brother is dead..."


title: You: ""Where is Klaasje? She can explain..."
dialoguetext: "Where is Klaasje? She can explain this."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_klaasje_where_done", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.arrest_klaasje_done"] == false  and  Variable["plaza.tribunal_klaasje_where_done"] == false


title: Titus Hardie: ""Put your damn gun down." Titus rem..."
sequence: TravelTo(Tequila Sunset,TequilaEdgeTP,2);TravelTo(Kim Kitsuragi,KimEdgeTP,2)
userscript: GainTask("TASK.return_to_whirling"); GainTask("TASK.report_to_the_tribunal")--[[ Variable[ ]]
dialoguetext:
"Put your damn gun down." Titus remains calm. "People are gonna get hurt. We need to talk this through, alright?"


title: Elizabeth: ""You're all drunk, come to your sen..."
dialoguetext:
"You're all drunk, come to your senses!" She sounds very sure of herself. "You won't gun down seven people in the middle of the street. This isn't a frontier town or a jungle outpost."


title: Elizabeth: ""This is a misunderstanding. Nothin..."
dialoguetext:
"This is a misunderstanding. Nothing irreversible has happened yet. You can just return to your unit and forget all about this."


title: De Paule: ""The kipt is merciful. Willing to s..."
dialoguetext:
"The kipt is merciful. Willing to spare us if we just forget about our murdered and humiliated commander." Her tone is frighteningly emotionless. "I think we should just kill everyone, Korty."


title: Titus Hardie: ""Easy, Lizzie..." His voice is almo..."
dialoguetext:
"Easy, Lizzie..." His voice is almost gentle. "Let me handle it. I know guys like this. I'm sure we can come to a peaceful agreement. Ain't that right, fellas?"


title: Elizabeth: ""No one is going to kill anyone. Le..."
sequence: FocusCamera(TribHardieCam)
dialoguetext:
"No one is going to kill anyone. Let's just put the guns down and talk like civilized human beings."


title: De Paule: ""Oh, people are gonna die today. We..."
dialoguetext:
"Oh, people are gonna die today. We're not leaving it like this. These *tribals* hung him up for everyone to see..."


title: Kortenaer: ""Oh yeah, welcome to the fucking pa..."
dialoguetext:
"Oh yeah, welcome to the fucking party." He looks around. "You're probably gonna get killed too, I don't give a shit if you're cops."


title: Kortenaer: "The leader gives a small nod to the..."
sequence: FocusCamera(TribStartCam);
dialoguetext:
The leader gives a small nod to the helmeted man. Suddenly the blue medicinal spirit in your hand seems to have a pulsating glow. It feels enticing somehow...


title: Kortenaer: "The leader gives a small nod to the..."
sequence: FocusCamera(TribStartCam);
dialoguetext:
The leader gives a small nod to the helmeted man. Suddenly the grip of your side-arm feels comforting and warm in your hand. Feels like it's saying: Do it!


title: Kortenaer: "The leader gives a small nod to the..."
sequence: FocusCamera(TribStartCam);
dialoguetext:
The leader gives a small nod to the helmeted man. You feel your fists contract, as you stand there, between these men -- all carrying real weapons.


title: Kortenaer: "The leader gives a small nod to the..."
sequence: FocusCamera(TribStartCam);
dialoguetext:
The leader gives a small nod to the helmeted man. Suddenly your fingers holding the grip of a gun, that has just taken a life, tingle... Go for it, it seems to say.


title: Hand/Eye Coordination: "You really, really should have a gu..."
sequence: 0
dialoguetext:
You really, really should have a gun in your hand by now -- or *something* dangerous. This feels *scary*.


title: Horrific Necktie: "This is it. I'm gonna hit the groun..."
sequence: 0
dialoguetext:
This is it. I'm gonna hit the ground and burn away now. Most of the people in this yard are gonna die -- if not all. Probably you too. It's a COMPLETE DISASTER.


title: Physical Instrument: "Wow you threw it far -- great throw..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_spiritbomb_rc_fail_coach_phys_int", true) --[[ Variable[ ]]
dialoguetext:
Wow you threw it far -- great throw. Too bad the goal was to throw it a very *short* distance and now everyone will die.


title: Visual Calculus: "He's trying to find a straight line..."
dialoguetext: He's trying to find a straight line of sight before the rifleman can take you out.
sequence: 0
userscript:
SetVariableValue("plaza.tribunal_viscal_korty_tryna_find_a_straight_line_of_sight", true) --[[ Variable[ ]]


title: Suggestion: "Just dodge the first shot -- and th..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_suggestion_hell_make_mistake", true) --[[ Variable[ ]]
dialoguetext:
Just dodge the first shot -- and the second will be easier. Drunks are quick to anger -- and make mistakes.


title: You: "Let it happen."
dialoguetext: Let it happen.
userscript: SetVariableValue("plaza.tribunal_let_it_happen", true) --[[ Variable[ ]]
sequence:
BanishInterface(true);FocusCamera(BulletHipCam);StartTime()@2;PlayAnimation(Tequila Sunset,stageSix)@2.34;SetTriggerAnimation(Kortenaer,stageSix)@2;SetTriggerAnimation(Kim Kitsuragi,stageSix)@2;SemiBlack(true,2)@4.2;BanishHUD(true)@6.2;BanishInterface(false)@7;TotalBlack(true)@2.4;AmbientVolume(0)@2.4;TotalBlack(false,4)@7.2;MusicPlay(tribunal-got-shot-ambience-02, 100, 1, 10)@3;


title: Pain Threshold: "Feels slick and warm with blood. Th..."
sequence: 0
dialoguetext:
Feels slick and warm with blood. The pain is too strong to know what has happened there. Even clutching to your consciousness takes everything you got.


title: Reaction Speed: "You can also feel bone where the bu..."
sequence: 0
dialoguetext:
You can also feel bone where the bullet went in. Something very sharp, like broken teeth under your fingers.


title: Endurance: "Liquid parts mostly, and you're qui..."
sequence: 0
dialoguetext:
Liquid parts mostly, and you're quickly running out of them. There is a major artery on the inside of the thigh...


title: Beautiful Necktie: "See you on the other side... The ne..."
sequence: 0
dialoguetext:
See you on the other side... The necktie disintegrates into molten heat, its last remaining embers letting out a pop and crack that sounds like:

userscript:
FinishTask("TASK.spirit_is_eternal_done"); FinishTask("TASK.hold_onto_the_spirit_bomb_done"); LoseItem("spirit_bomb")--[[ Variable[ ]]


title: You: ""It's so dark... I can't see anythi..."
dialoguetext: "It's so dark... I can't see anything."
sequence: 0
conditionstring:
IsTHCFixed("superstar_cop")  == false  and  IsTHCFixed("apocalypse_cop")  == false  and  IsTHCFixed("boring_cop") == false  and  IsTHCFixed("sorry_cop") == false


title: Kim Kitsuragi: ""Stay with me!" The lieutenant push..."
sequence: 0
dialoguetext:
"Stay with me!" The lieutenant pushes down on your wound, hard. "You hear me?! Stay awake! Look at me!"


title: De Paule: "It's not all dark yet. As you're le..."
sequence: AudioPlay(plaza/tribunal/kim-got-shot,1);
dialoguetext:
It's not all dark yet. As you're leaving, she is in there too with you. You can *feel* the slender figure move, like a snake. And then a distant gunshot. Velvety smooth. Muffled.


title: Kim Kitsuragi: "He just shakes his head, still crou..."
sequence: AudioPlay(plaza/tribunal/kim-got-shot,1);
dialoguetext:
He just shakes his head, still crouched over you. You hear a distant gunshot. Velvety smooth -- a red circle has appeared on the lieutenant's jacket. It's growing fast.

userscript:
SetVariableValue("plaza.tribunal_kim_warning_failure", true) ; SetVariableValue("plaza.tribunal_kim_shot", true) --[[ Variable[ ]]


title: Authority: ""Shoot... dead." You hear your bloo..."
sequence: 0
dialoguetext:
"Shoot... dead." You hear your bloody lips mumble. You try to give him your gun, so he'd understand. But he does not. He does not look into your eyes and see the fear there.


title: Hand/Eye Coordination: "This time feels different. You aim..."
dialoguetext:
This time feels different. You aim higher -- as if pulled by a magnet. Your hand goes numb from the explosion and a plume of smoke erupts from the gun...

sequence:
BanishInterface(true);FocusCamera(TribActionCam)@1;SetTriggerAnimation(Tequila Sunset,stageOneS)@3;PlayAnimation(Kortenaer,stageOneS)@3.5;StopTime()@3.8;FocusCamera(KorteShotCam)@3.45;BanishInterface(false)@5;

userscript:
SetVariableValue("plaza.tribunal_shot_kortenaer_success", true) ; LoseItem("bullet"); SetVariableValue("plaza.tribunal_succeeded_shooting_kortenaer_on_second_try", true) ; SetVariableValue("plaza.tribunal_hardie_shot", false) --[[ Variable[ ]]


title: Hand/Eye Coordination: "Another soft explosion, like a fire..."
dialoguetext:
Another soft explosion, like a firecracker goes off in your hand. Another soft *click* from the gleaming white cuirass.

sequence:
BanishInterface(true);FocusCamera(TribActionCam)@1;PlayAnimation(Tequila Sunset,stageOneF)@3;PlayAnimation(Kortenaer,stageOneF)@3.1;BanishInterface(false)@4;

userscript:
LoseItem("bullet"); SetVariableValue("plaza.tribunal_shot_twice_and_missed", true) --[[ Variable[ ]]


title: You: ""There's a white shadow that smells..."
dialoguetext: "There's a white shadow that smells like apricots, it's... always there."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_deathtalk_love", true) --[[ Variable[ ]]
conditionstring:
IsTHCPresent("caustic_echo")  or  IsTHCPresent("white_mourning")  or  Variable["coast.payphone_dolores_call_done"] == true  or  Variable["inventory.ledger_caustic_echo"]  or  Variable["inventory.ledger_white_mourning"]


title: Perception (Hearing): ""... nest in your abdominal cavity,..."
dialoguetext:
"... nest in your abdominal cavity, like a little wild mouse..." The masked man's words are barely intelligible, but you can hear them.


title: Kortenaer: ""I'm all out of shits to give, loin..."
sequence: PostFX(cinematic, true);HideFow(); FocusCamera(TribStartCamFirst);
dialoguetext:
"I'm all out of shits to give, loincloth." There's a feverish gleam in his eyes. "Welcome to the fucking reckoning."


title: Perception (Sight): "This is the scab leader. His chest..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_perc_reaction", true) --[[ Variable[ ]]
dialoguetext:
This is the scab leader. His chest rises and falls under the ceramic breastplate. His fingers reach for the butt of his sidearm.


title: Perception (Sight): "This is the mercenary at the gates!..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_perc_reaction", true) --[[ Variable[ ]]
dialoguetext:
This is the mercenary at the gates! His chest rises and falls under the ceramic breastplate. His fingers reach for the butt of his sidearm.


title: Kortenaer: ""You're probably gonna get killed t..."
dialoguetext:
"You're probably gonna get killed too... I think I'm gonna kill you. I didn't think I had it in me to kill a cop..."


title: Hand/Eye Coordination: "You throw the bomb and it's way off..."
dialoguetext: You throw the bomb and it's way off.
sequence:
BanishInterface(true)@1;FocusCamera(TribActionCam)@1;SetTriggerAnimation(Tequila Sunset,throwMolotov)@3;SetTriggerAnimation(molotov,molotovF)@3;StopTime()@7;Release()@9;FocusCamera(MolotovMissHalfCam)@6.5;BanishInterface(false)@9;LuaRun(LoseItem("spirit_bomb"))@9;


title: Rhetoric: "Wait. It's a good thing you have an..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_high_rhet_go_for_it", true) --[[ Variable[ ]]
dialoguetext:
Wait. It's a good thing you have an anthropomorphic petrol bomb. It really is. But you have to soften him up first. Present an argument!


title: Composure: "I don't know about this getting und..."
sequence: 0
dialoguetext:
I don't know about this getting under his skin. What if he gets under *yours*? I'm barely keeping your hand from trembling here...


title: Composure: "I'm barely keeping you together her..."
sequence: 0
dialoguetext:
I'm barely keeping you together here. If you talk to him, he will rattle *you*, not the other way around.


title: Composure: "Yes, yes! Just throw the bomb at hi..."
sequence: 0
dialoguetext:
Yes, yes! Just throw the bomb at him. I'm barely keep you together here -- no time to talk. He will only rattle you.


title: Empathy: "No, please. Peace -- it has worked..."
sequence: 0
dialoguetext:
No, please. Peace -- it has worked this far. Start with the first idea you have, move down from that...


title: Composure: "I'm barely keeping you together her..."
sequence: 0
dialoguetext:
I'm barely keeping you together here... this is *it*. The big one. If you talk to him, he will rattle *you*, not the other way around.


title: Empathy: "Peace. Always peace -- it has worke..."
sequence: 0
dialoguetext:
Peace. Always peace -- it has worked thus far. Start with the first idea you have, then move down from that, please...


title: Composure: "Yes, yes! Just shoot him. I'm barel..."
sequence: 0
dialoguetext:
Yes, yes! Just shoot him. I'm barely keeping you together here -- no time to talk. He will only rattle you.


title: Rhetoric: "No, no. It's okay. Soften him up an..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_high_rhet_go_for_it", true) --[[ Variable[ ]]
dialoguetext:
No, no. It's okay. Soften him up and trust the others to attack if it comes to that. Make him talk! Present an argument!


title: Composure: "I don't know about this getting und..."
sequence: 0
dialoguetext:
I don't know about this getting under his skin... He'll only get under *yours*. I'm barely keeping you together here. This is *it*.


title: Empathy: "Peace. Always peace -- it has worke..."
sequence: 0
dialoguetext:
Peace. Always peace -- it has worked thus far. Start with the first idea you have, move down from that, please...


title: Composure: "I'm barely keeping you together her..."
sequence: 0
dialoguetext:
I'm barely keeping you together here... this is *it*. If you talk to him, he will rattle *you*, not the other way around.


title: Kim Kitsuragi: ""Fuck, there are *three* of them......"
sequence: FocusCamera(PreTribTalkCam)
dialoguetext:
"Fuck, there are *three* of them... I was hoping there would be... less." The lieutenant points to the helmeted figure.


title: You: ""Who is that?" (Point to the man) "..."
dialoguetext: "Who is that?" (Point to the man) "I didn't know you had a third guy."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_who_is_third_man_done", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.what_does_joyce_done"] == true  and  Variable["plaza.tribunal_who_is_third_man_done"] == false


title: Perception (Sight): "Even at this distance, you can stil..."
sequence: 0
dialoguetext:
Even at this distance, you can still make out the ugly tie suspended in blue liquid. It looks extremely worried.


title: Kortenaer: "The man it was supposed to hit is l..."
sequence: 0
dialoguetext:
The man it was supposed to hit is looking over his shoulder -- to see where it went. And he can't see it! It's THAT OFF.


title: Hand/Eye Coordination: "0.6 seconds remain. There are six l..."
sequence: 0
dialoguetext:
0.6 seconds remain. There are six little black dots in the tip of the thick barrel, like a honeycomb. This is a *nock cannon*. It shoots six rounds in one pull of the trigger.


title: Beautiful Necktie: "In the fiery inferno you see your t..."
sequence: 0
dialoguetext:
In the fiery inferno you see your tie -- coiling around the man's neck. It is no longer horrific, but beautiful and *pure*.


title: Volition: "No. Not a disaster. Weave this into..."
sequence: 0
dialoguetext:
No. Not a disaster. Weave this into the story of you. Walk out of its *ruins*. Save those who still can be saved -- *I'm* on your side.

userscript:
HealVolition(1); SetVariableValue("plaza.tribunal_volition_turn_this_into_the_story_of_your_life", true) --[[ Variable[ ]]


title: Esprit de Corps: "And the lieutenant too. And the men..."
sequence: 0
dialoguetext:
And the lieutenant too. And the men behind your back, drawing their weapons... you can live. You can get out of this.


title: Beautiful Necktie: "My name, should you know it, is Joo..."
sequence: 0
dialoguetext:
My name, should you know it, is Joopson AS Men's Fashion, model "Colourful Tie." Catalogue no. J327.


title: Beautiful Necktie: "One day a sad man walked into a clo..."
sequence: 0
dialoguetext:
One day a sad man walked into a clothing store. He looked really down. Like he hadn't had fun in years. He needed someone to show him how to rock and roll again.


title: Beautiful Necktie: "Joopson AS catalogue no. J327 shone..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_necktie_tells_you_bought_him", true) --[[ Variable[ ]]
dialoguetext:
Joopson AS catalogue no. J327 shone on the tie rack, trying to get his attention. The sad man picked it up and put it on. He looked at himself in the mirror. Didn't smile.


title: Beautiful Necktie: "And from that moment on -- we rode..."
sequence: 0
dialoguetext:
And from that moment on -- we rode together. The rest of your clothes were still *normal* back then. But we took care of that soon enough.


title: Composure: "Normal police officer clothes just..."
sequence: 0
dialoguetext:
Normal police officer clothes just don't go well with a multi-patterned disco tie made of 98.7% pure flammable polyester.


title: Beautiful Necktie: "Truthfully? Not a lot. I did everyt..."
sequence: 0
dialoguetext:
Truthfully? Not a lot. I did everything a multi-patterned necktie can do to help a man. I mean, I tried to get you to do *all* the fun things:


title: Beautiful Necktie: "Drink beer, drink wine, drink cider..."
sequence: 0
dialoguetext:
Drink beer, drink wine, drink cider, go to parties with young people around and drink beer *and* cider; do drugs too, so you don't fall asleep... You had *some* fun. But not enough to heal you.


title: Beautiful Necktie: "Yeah, his body contorts in a very d..."
sequence: 0
dialoguetext:
Yeah, his body contorts in a very disturbing manner -- there's no mincing words with this one. He's dying a horrible painful death as you're talking to your tie in your head.


title: Visual Calculus: "The kinetic energy of the 9mm front..."
sequence: 0
dialoguetext:
The kinetic energy of the 9mm front-loaded bullet is distributed evenly across the chest piece and into his hands.


title: You: ""Why did I not find my lost gun..."..."
dialoguetext: "Why did I not find my lost gun..." (Just stand there.)
sequence: FocusCamera(TribMercCam);
userscript: SetVariableValue("plaza.tribunal_did_nothing", true) --[[ Variable[ ]]
conditionstring:
CheckItem("spirit_bomb") == false  and  CheckItem("gun_villiers") == false  and  CheckItem("gun_ruby") == false


title: Kortenaer: ""What's that, loincloth? I can't he..."
dialoguetext: "What's that, loincloth? I can't hear you. Sounds like you got your mouth full of dick. Ruud..."
sequence: 0
userscript:
CancelTask("TASK.spirit_is_eternal_cancelled"); SetVariableValue("plaza.tribunal_hardie_shot", true) --[[ Variable[ ]]


title: Kortenaer: ""What's the matter, loincloth? Mout..."
sequence: 0
userscript: CancelTask("TASK.spirit_is_eternal_cancelled")--[[ Variable[ ]]
dialoguetext:
"What's the matter, loincloth? Mouth full of dick?" He croaks. "Think I'm gonna fucking spare you?!"


title: Visual Calculus: "He's trying to find a straight line..."
sequence: 0
dialoguetext:
He's trying to find a straight line of sight before the rifleman can take you out. In the background, the leader is still on fire...

userscript:
SetVariableValue("plaza.tribunal_viscal_korty_tryna_find_a_straight_line_of_sight", true) --[[ Variable[ ]]


title: Visual Calculus: "He's trying to find a straight line..."
sequence: 0
dialoguetext:
He's trying to find a straight line of sight before the rifleman can take you out. In the background, the leader staggers...

userscript:
SetVariableValue("plaza.tribunal_viscal_korty_tryna_find_a_straight_line_of_sight", true) --[[ Variable[ ]]


title: Hand/Eye Coordination: "0.4 seconds remain. There are six l..."
sequence: 0
dialoguetext:
0.4 seconds remain. There are six little black dots in the tip of the barrel, like a honeycomb. This is a *nock cannon*. It shoots six rounds in one pull of the trigger.


title: Esprit de Corps: "Titus -- behind you -- must be aimi..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_esprit_help_is_on_the_way", true) --[[ Variable[ ]]
dialoguetext:
Titus -- behind you -- must be aiming at him right now. Don't forget, there's additional reinforcements. Just survive this...


title: Pain Threshold: "You got hit. The armour took most o..."
sequence: 0
dialoguetext:
You got hit. The armour took most of it, but still your rib cage burns. Feels like blood is slowly seeping into your lungs...


title: Kortenaer: "The look of vengeance. Framed by me..."
sequence: 0
dialoguetext:
The look of vengeance. Framed by melting skin. This is the last thing he will do on Earth -- but he *will* do it. He will end you.


title: Kortenaer: "A look of happiness. His eyes seem..."
sequence: 0
dialoguetext:
A look of happiness. His eyes seem unnaturally bright, shining like stars. Something in the fear must distort him somehow. He is evil. And the end.


title: Kortenaer: "The look of vengeance. Framed in bl..."
sequence: 0
dialoguetext:
The look of vengeance. Framed in blood, lips shaking. This is the last thing he'll do on Earth -- but he *will* do it. He is your end.


title: Endurance: "You're bleeding like a pig, but the..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_endurance_afet_getting_shot", true) --[[ Variable[ ]]
dialoguetext:
You're bleeding like a pig, but the bullet *seems* to have gone right through you. Don't go into shock and you might make it.


title: Kim Kitsuragi: "A big pillow falls on you. Cold nyl..."
sequence: 0
dialoguetext:
A big pillow falls on you. Cold nylon and blood. Slumped on you as the lights go out. All the lights. And the sounds. Of the world. Disappear.

userscript:
SetVariableValue("plaza.tribunal_kim_warning_failure", true) ; SetVariableValue("plaza.tribunal_kim_shot", true) --[[ Variable[ ]]


title: Ancient Reptilian Brain: "Of course. I know you do. Everybody..."
dialoguetext:
Of course. I know you do. Everybody leaves, when they get the chance. Go on, keep falling. Deeper... take the door.


title: Ancient Reptilian Brain: "It's the living who are ghosts. The..."
dialoguetext:
It's the living who are ghosts. The dead are silent. They don't rattle windows or write letters in blood. The living do. Leave them behind. Rest.


title: Limbic System: "He's *not* taking it. His body is n..."
sequence: PostFX(german-expressionism,false)
dialoguetext:
He's *not* taking it. His body is not taking it. Oh god, no, he's not disintegrating -- he's swelling up instead. Over the hours. Hurting. Moaning in his sleep.


title: Limbic System: "And rotting. And being disinfected...."
dialoguetext:
And rotting. And being disinfected. And smelling of drugs and feeling saliva in his mouth. Drifting in painkillers. Thrashing in his wound sleep.


title: Perception (Hearing): "There is a radio in the distance. A..."
sequence: 0
dialoguetext:
There is a radio in the distance. A radio of the world. Playing sounds: Good morning, Elysium. Soon you will return to the world.


title: Endurance: "You're thirsty. Reach for the glass..."
sequence: 0
dialoguetext:
You're thirsty. Reach for the glass of water by the bed. The world is still there. Sleep some more...


title: Limbic System: "Hours turn to days. Soon he will ge..."
dialoguetext:
Hours turn to days. Soon he will get up again and go through it -- again! Again! Finally, we know what the infernal engine was, outside -- the clarion call...


title: Horrific Necktie: "I bet you are... The fiery containe..."
sequence: 0
dialoguetext:
I bet you are... The fiery container hurtles toward the earth with a last wink of light. It shatters to a thousand pieces.

userscript:
SetVariableValue("plaza.tribunal_hardie_shot", true) ; FinishTask("TASK.spirit_is_eternal_done"); FinishTask("TASK.hold_onto_the_spirit_bomb_done");--[[ Variable[ ]]


title: Limbic System: "The fight? There is no fight. The f..."
dialoguetext:
The fight? There is no fight. The fight is over -- it was lost. A thousand years ago. You have laid here forever. Keep falling. Deeper... take the door.


title: You: "Throw the gun at him: "Die!""
dialoguetext: Throw the gun at him: "Die!"
conditionstring: CheckItem("gun_ruby")
userscript: SetVariableValue("plaza.tribunal_headshot_failed_threw_gun", true) ;--[[ Variable[ ]]
sequence:
PlayAnimation(Tequila Sunset,throwGun)@1;PlayAnimation(Kortenaer,stageOneF)@2.5;SetTriggerAnimation(gun_flying,throwGun)@1;StopTime()@4;;LuaRun(LoseItem("gun_ruby"))@3.5;


title: You: ""... Fuck me, I forgot the bullets...."
dialoguetext: "... Fuck me, I forgot the bullets." (Just stand there.)
sequence: 0
conditionstring:
CheckItem("spirit_bomb") == false  and  CheckItem("bullet") == false  and  (CheckItem("gun_villiers")  or  CheckItem("gun_ruby"))


title: Ancient Reptilian Brain: "Brother, you already *were* a ghost..."
dialoguetext:
Brother, you already *were* a ghost. Up there, screaming -- along with all of them. Scaring each other. Haunting each other.


title: Kim Kitsuragi: "That's all it takes. There is no ro..."
sequence: AudioPlay(plaza/tribunal/kim-shooting-01,1);
userscript: SetVariableValue("plaza.tribual_kim_warning_successful", true) --[[ Variable[ ]]
dialoguetext:
That's all it takes. There is no room for hesitation. The lieutenant moves, like a spring unloaded. He grabs the gun from your bloody hand and fires behind him.


title: De Paule: "You hear a faint scream -- a woman'..."
sequence: 0
dialoguetext:
You hear a faint scream -- a woman's. Then the sound disappears, like someone pressed STOP on the tape. The woman is gone. So is Kim. Then the whole world...


title: Kortenaer: "You hear a roar of pain. A death sc..."
sequence: 0
dialoguetext:
You hear a roar of pain. A death scream. The sound disappears, like someone pressed STOP on the tape. The hulking figure too is gone. And so is Kim. And the whole world.


title: Kim Kitsuragi: "There is no room for hesitation. Th..."
sequence: AudioPlay(plaza/tribunal/kim-shooting-01,1);
userscript: SetVariableValue("plaza.tribual_kim_warning_successful", true) --[[ Variable[ ]]
dialoguetext:
There is no room for hesitation. The lieutenant turns around and fires, his body falling on yours in the course of the motion...


title: Ruud Hoenkloewen: "To your right, the killer raises hi..."
dialoguetext:
To your right, the killer raises his rifle and takes aim at you. His moves are steady, but the long barrel of the rifle sways slowly...

sequence:
BanishInterface(true);FocusCamera(TribActionCam);PlayAnimation(Tequila Sunset,stageTwo)@1;SetTriggerAnimation(Ruud,stageTwo)@1;SetTriggerAnimation(dePaule,stageTwo)@1;SetTriggerAnimation(Kortenaer,stageTwo)@1;SetTriggerAnimation(dePauleGun,stageTwo)@1;SetTriggerAnimation(ruudRifle,stageTwo)@1;PlayAnimation(Kim Kitsuragi, stageTwo)@1;TravelTo(Alain,PointRunaway,1,true)@1;TravelTo(Eugene,PointRunaway,1,true)@1;TravelTo(FatAngus,PointRunaway,1,true)@1;TravelTo(Shanky,ShankyEscapeLoc,1,true)@1;TravelTo(Theo,PointRunaway2,1,true)@1;TravelTo(Glen,PointRunaway,1,true)@1;SetTriggerAnimation(gardenerTribunal, stageTwo)@1;SetTriggerAnimation(Theo,stageTwo)@1;SetTriggerAnimation(Titus,stageOne)@1;BanishInterface(false)@4;StopTime()@2.7;Release();MusicPlay(mercenary-tribunal-music-01, 0, 0.06, 40);


dialoguetext: 0
sequence: Continue()
title:
SetVariableValue("jam.horseback_monument_scaffolding", false) ;
SetVariableValue("plaza.ultralib_monument_apocalypse", IsHighestCopotype("apocalypse_cop")) ;
SetVariableValue("plaza.ultralib_monument_superstar", IsHighestCopotype("superstar_cop")) ;
SetVariableValue("plaza.ultralib_monument_sorry", IsHighestCopotype("sorry_cop")) ;
SetVariableValue("plaza.ultralib_monument_boring", IsHighestCopotype("boring_cop")) ;
SetVariableValue("plaza.ultralib_monument_art", IsHighestCopotype("art_cop")) --[[ Variable[ ]]

userscript:
SetVariableValue("jam.horseback_monument_scaffolding", false) ;
SetVariableValue("plaza.ultralib_monument_apocalypse", IsHighestCopotype("apocalypse_cop")) ;
SetVariableValue("plaza.ultralib_monument_superstar", IsHighestCopotype("superstar_cop")) ;
SetVariableValue("plaza.ultralib_monument_sorry", IsHighestCopotype("sorry_cop")) ;
SetVariableValue("plaza.ultralib_monument_boring", IsHighestCopotype("boring_cop")) ;
SetVariableValue("plaza.ultralib_monument_art", IsHighestCopotype("art_cop")) --[[ Variable[ ]]; 


title: De Paule: ""Ruud? Ruud is the killer --" The a..."
sequence: 0
dialoguetext:
"Ruud? Ruud is the killer --" The armoured woman smiles a vicious smile. "Ruud 'The Killer' Hoenkloewen -- he doesn't talk much."


title: Kortenaer: ""The gunner." He gestures toward hi..."
sequence: 0
dialoguetext:
"The gunner." He gestures toward himself. "The radist." He nods towards the woman. "The killer." He points to the figure clad entirely in ceramic plate.


title: Kortenaer: ""Smart loincloth." He stares at you..."
sequence: 0
dialoguetext:
"Smart loincloth." He stares at you with his watery eyes. "He fucks natives up. Soldier of the Apocalypse-style."


title: You: "Count the figures."
dialoguetext: Count the figures.
sequence: 0
conditionstring:
Variable["plaza.tribunal_perception_sight_stick_figures"] == true  and  Variable["plaza.tribunal_count_the_figures_done"] == false


title: Perception (Sight): "About *fifty* little stick figures..."
dialoguetext: About *fifty* little stick figures -- all of them black. Plus two little white ones in the end.
sequence: 0
userscript:
SetVariableValue("plaza.tribunal_count_the_figures_done", true) ; XPPicoSetBool("XP.tribunal_counted_fifty_figures")--[[ Variable[ ]]


title: !(Variable["pier.klaasje_asked_about_tattoos"] or Variable["pier.joyce_asked_about_tattoos"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["pier.klaasje_asked_about_tattoos"]  or  Variable["pier.joyce_asked_about_tattoos"]) == false


title: De Paule: ""What are we waiting for?" She turn..."
sequence: 0
dialoguetext:
"What are we waiting for?" She turns to the leader. "Let's blow that big fucking mouth off his face!"


title: De Paule: ""Oh yeah, that's Ruud." The armoure..."
sequence: 0
dialoguetext:
"Oh yeah, that's Ruud." The armoured woman smiles a vicious smile. "Ruud 'The Killer' Hoenkloewen -- he doesn't talk much."


title: De Paule: ""Time? You *had* time -- to fuck ar..."
sequence: 0
dialoguetext:
"Time? You *had* time -- to fuck around in that church!" She points over the water. "Chase some dumb drug trader. I saw you..."


title: De Paule: ""Time? You *had* time -- to fuck ar..."
sequence: 0
dialoguetext:
"Time? You *had* time -- to fuck around in that church." She points over the water. "To run errands for your Union chief. I saw you..."


title: De Paule: ""Time? You *had* time. To fuck arou..."
sequence: 0
dialoguetext:
"Time? You *had* time. To fuck around on the coast." She points over the water. "Chasing some dumb drug trader. I saw you..."


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Go ahead, tell me we fucking killed our own colonel one more time..."


title: You: ""I don't know *why* I did it. I jus..."
dialoguetext: "I don't know *why* I did it. I just *do* shit. I'm an accident waiting to happen."
sequence: 0
conditionstring:
IsTHCPresent("apocalypse_cop") == false  and  IsTHCPresent("superstar_cop") == false  and   IsTHCPresent("sorry_cop") == false  and   IsTHCPresent("boring_cop") == false


title: Kortenaer: ""One of *us*? You saying we..." The..."
sequence: 0
dialoguetext:
"One of *us*? You saying we..." There's a dangerous gleam in his eye. "What if I just shot one of your pals here right now, huh?"


title: Kortenaer: ""You think I'm fucking *stupid*, co..."
sequence: 0
dialoguetext:
"You think I'm fucking *stupid*, cop?" There's a dangerous gleam in his eye. "What if I just shot one of your pals here right now, huh?"


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Tell me it was a magic fucking sniper one more time..."


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Go ahead, tell me again how some cunt did it..."


title: Logic: "The Hardie boys *confessed* to hang..."
sequence: 0
dialoguetext:
The Hardie boys *confessed* to hanging him. All. Together. Titus said: we took him out back and hanged him. He said it loud. In a *public place*.


title: Logic: "Your mind grinds to a halt. All you..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
Your mind grinds to a halt. All you can see is the revolver in the man's armoured hand -- swaying, pointed at her. You move your mouth like a fish gasping for air...


title: Kortenaer: ""You think I'm fucking *stupid*..."..."
sequence: 0
dialoguetext:
"You think I'm fucking *stupid*..." There's a dangerous gleam in his eye. "What if I just shot one of your pals here right now, huh?"


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Go ahead. Tell me about some fucking *room* again..."


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Go ahead. Say *inadvertently* one more time..."


title: Kortenaer: ""You think I'm fucking *stupid*?" T..."
sequence: 0
dialoguetext:
"You think I'm fucking *stupid*?" There's a dangerous gleam in his eye. "What if I just shot one of your pals here right now, huh?"


title: Elizabeth: ""Listen, please!" She raises both h..."
sequence: 0
dialoguetext:
"Listen, please!" She raises both hands. "This cop and this drumhead court martial won't decide who..."


title: Kortenaer: ""You think I'm fucking *stupid*, co..."
sequence: 0
dialoguetext:
"You think I'm fucking *stupid*, cop?" There's a dangerous gleam in his eye. "What if I just shoot one of your pals here -- right now, huh?"


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. A sudden, jerking motion. "They fucking all did it together..."


title: Kortenaer: ""Go ahead." He points his gun at El..."
sequence: 0
dialoguetext:
"Go ahead." He points his gun at Elizabeth. "Tell me about some other cunt on the coast one more time..."


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Go ahead -- tell me about some *puta* one more time..."


title: Kortenaer: ""You think this is *funny*?" There'..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_you_think_this_is_funny", true) --[[ Variable[ ]]
dialoguetext:
"You think this is *funny*?" There's a dangerous gleam in his eye. "What if I just shot one of your pals here for fun, huh?"


title: Kortenaer: ""Go ahead." He points his gun at El..."
sequence: 0
dialoguetext:
"Go ahead." He points his gun at Elizabeth. "Tell me it was the fucking cafeteria manager one more time!"


title: Kortenaer: ""How about the kipt?" He points his..."
sequence: 0
dialoguetext:
"How about the kipt?" He points his gun at Elizabeth. "Go ahead -- tell me that confusing shit one more time..."


title: Kortenaer: ""You think you're funny?" There's a..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_you_think_this_is_funny", true) --[[ Variable[ ]]
dialoguetext:
"You think you're funny?" There's a dangerous gleam in his eye. "What if I just shot one of your pals here right now, huh?"


title: Kim Kitsuragi: ""You heard wrong!" The lieutenant s..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"You heard wrong!" The lieutenant shouts. "Your friend wasn't hanged. He was shot. We found a bullet in his head."


title: Hand/Eye Coordination: "A Kiejl Model 40 revolver. Eight ro..."
sequence: 0
dialoguetext:
A Kiejl Model 40 revolver. Eight rounds in the barrel. The gun slowly sways in his hand -- from the inebriation.


title: Kim Kitsuragi: ""He wasn't hanged!" The lieutenant..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"He wasn't hanged!" The lieutenant shouts. "He was shot! By someone in Martinaise. They're *helping* us find the shooter."


title: The Gardener: "The young woman stands and looks be..."
sequence: 0
dialoguetext:
The young woman stands and looks behind her. The shot has flown over her head -- crashing a small pane of the glass window behind her.


title: De Paule: ""I know what I heard, Korty!" The r..."
sequence: 0
dialoguetext:
"I know what I heard, Korty!" The radio operator points at Titus. "They said they hanged him. All of them together. They made it *real* clear."


title: De Paule: ""I know what I heard, Korty!" The r..."
sequence: 0
dialoguetext:
"I know what I heard, Korty!" The radio operator looks at him. "They said they killed him. They said it was a good way to end a Sunday night."


title: Hand/Eye Coordination: "Not true. He purposefully over-aime..."
sequence: 0
dialoguetext:
Not true. He purposefully over-aimed and shot the window -- you had him second guessing himself. Only for a second. Do not assume he will miss the next time.


title: Suggestion: "That's bad. You need to stop arguin..."
sequence: 0
dialoguetext:
That's bad. You need to stop arguing, now. This won't be won by talking about the *case* -- they don't care.


title: Kim Kitsuragi: ""You heard wrong!" The lieutenant s..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"You heard wrong!" The lieutenant shouts. "She -- and these men -- have been *helping* us find the shooter."


title: The Gardener: ""I'm okay... I'm okay..." The woman..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"I'm okay... I'm okay..." The woman grabs her left side. She's down. Her white shirt soaks a blood red around her abdomen. She gasps for air.


title: Kortenaer: ""You got any more *theories* cop?"..."
sequence: 0
dialoguetext:
"You got any more *theories* cop?" He turns to you. "We fucking *heard* them -- confess to it. TO YOU!"


title: The Gardener: ""I'm okay... I'm okay..." The woman..."
sequence: 0
dialoguetext:
"I'm okay... I'm okay..." The woman staggers backward, crouches, then grabs her left side. Her white shirt soaks a blood red around her abdomen and she gasps for air.


title: Visual Calculus: "He wants you to open fire on the me..."
sequence: 0
dialoguetext:
He wants you to open fire on the mercenaries before he does. He's waiting for you and your partner to be the shield.


title: Kortenaer: ""Go ahead." He points his gun at El..."
sequence: 0
dialoguetext:
"Go ahead." He points his gun at Elizabeth. "Tell me about some cunt who killed herself one more time..."


title: You: "I don't need a drink right now for..."
dialoguetext: I don't need a drink right now for god's sake. Look at this! I'm in a fight!
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_paule_korty_arguing", false) --[[ Variable[ ]]
conditionstring:
Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_electrochem_you_should_be_drunk"] == true


title: Electrochemistry: "Exactly. This is *so* horrible! Peo..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_you_are_drunk", true) --[[ Variable[ ]]
dialoguetext:
Exactly. This is *so* horrible! People are gonna die whatever you do -- it will be all your fault. Only a drink will soothe this. Keep thinking about the drink!


title: You: "I don't need a drink right now, for..."
dialoguetext: I don't need a drink right now, for god's sake, the gardener just got shot!
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_paule_korty_arguing", false) --[[ Variable[ ]]
conditionstring:
Variable["plaza.tribunal_gardener_shot"] == true  and  Variable["plaza.tribunal_electrochem_you_should_be_drunk"] == true


title: Electrochemistry: "Fucking horrible... A girl got shot..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_you_are_drunk", true) --[[ Variable[ ]]
dialoguetext:
Fucking horrible... A girl got shot?! Because of you?! Only warm alcohol will help soothe the guilt!


title: Volition: "Shut up! Let him think, too much is..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_you_are_drunk", false) --[[ Variable[ ]]
dialoguetext:
Shut up! Let him think, too much is on the line, he's *not* gonna fuck it up because of you. I won't let you.


title: Electrochemistry: "Yeah. So what? You should be drunk..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_you_should_be_drunk", true) --[[ Variable[ ]]
dialoguetext:
Yeah. So what? You should be drunk too. It's insane how long it's been since your last drink. Get one in you RIGHT NOW.


title: Kortenaer: ""Nah..." He wipes the sweat from hi..."
sequence: 0
dialoguetext:
"Nah..." He wipes the sweat from his brow. "I'm clear as day. Fucking government ordained super-soldier..."


title: Kortenaer: ""Interrupt me again and I will exec..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_paule_korty_arguing", true) --[[ Variable[ ]]
dialoguetext:
"Interrupt me again and I will execute you on the spot, lance-corporal." The outburst is accompanied by yellowish saliva around his mouth.


title: De Paule: ""Enough already! What is this?!" Th..."
sequence: 0
dialoguetext:
"Enough already! What is this?!" The woman's voice is furious. "We didn't come here to fucking chat!"


title: Kortenaer: ""Stupid shit..." He wipes the sweat..."
sequence: 0
userscript: XPPicoSetBool("XP.kortenaer_al_gul")--[[ Variable[ ]]
dialoguetext:
"Stupid shit..." He wipes the sweat from his brow. "I know what you're doing, you *fuck*. It's not gonna work. I'm clear as day."


title: Kortenaer: ""All right." He wipes the sweat fro..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_electrochem_paule_korty_arguing", false) --[[ Variable[ ]]
dialoguetext:
"All right." He wipes the sweat from his brow. "Let's do this. Smear your shit all over this fucking dung field..."


title: Kortenaer: ""Didn't sound like nothing." He wip..."
sequence: 0
dialoguetext:
"Didn't sound like nothing." He wipes the sweat from his brow. "Sounded like you were about to break into a sermon. Was that it?"


title: Kortenaer: ""She's fucking GONE!" The shout ech..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_looking_for_an_opening", false) --[[ Variable[ ]]
dialoguetext:
"She's fucking GONE!" The shout echoes back from the Whirling windows. "She fucking sailed off! You're *alone*."


title: Kortenaer: "The man stares at you with bloodsho..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_looking_for_an_opening", true) --[[ Variable[ ]]
dialoguetext:
The man stares at you with bloodshot eyes, a bull ready to charge -- he's not listening, but looking for an opening...


title: Reaction Speed: "Now is NOT a good time to strike. H..."
sequence: 0
dialoguetext:
Now is NOT a good time to strike. He's looking right at your hands. Do something else, get him distracted...


title: Shanky: ""Guys, I, uh..." The little guy bre..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_shanky_ran_earlier", true) --[[ Variable[ ]]
dialoguetext:
"Guys, I, uh..." The little guy breaks formation. "I'd just get in the way. I don't even have a gun."


title: Kortenaer: ""She'll be gone soon too. Company b..."
sequence: 0
dialoguetext:
"She'll be gone soon too. Company bitch is gone, Lely's gone. Fuck are we still doing in this shithole?" He looks around, tired suddenly -- sad even.


title: Kortenaer: ""The company bitch is gone. Lely's..."
sequence: 0
dialoguetext:
"The company bitch is gone. Lely's gone. Fuck are we still doing in this shithole?" He looks around, tired suddenly -- sad even.


title: Titus Hardie: ""Hold your ground.“ Titus turns to..."
sequence: TravelTo(Shanky, ShankyEscapeLoc, 1, true,true);
dialoguetext:
"Hold your ground.“ Titus turns to his men as the other one runs to the yard. "Any more of you run I'll shoot you myself. We're *doing* this -- together."


title: Esprit de Corps: "They're huddled close, in a formati..."
sequence: 0
dialoguetext:
They're huddled close, in a formation. Steel. The rest will stay. Even if it means dying here -- with him.


title: Kortenaer: ""She's gone, you stupid fuck." He p..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_looking_for_an_opening", false) --[[ Variable[ ]]
dialoguetext:
"She's gone, you stupid fuck." He points to the sea. "Sailed off five minutes ago. She doesn't give a shit about you silos. You're *alone*."


title: Perception (Sight): "As you look to the bay you see a sm..."
sequence: 0
dialoguetext:
As you look to the bay you see a small green sail on the horizon -- by the crumbling seafort -- growing smaller...


title: Kortenaer: ""She's gone, you stupid fuck." He p..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_looking_for_an_opening", false) --[[ Variable[ ]]
dialoguetext:
"She's gone, you stupid fuck." He points to the sea. "Sailed off -- five minutes ago. She doesn't give a shit about you silos..."


title: Kortenaer: "The large man laughs. "Look around..."
sequence: 0
dialoguetext:
The large man laughs. "Look around you, livestock... we're about to butcher the lot of you! Where is your *international law*?"


title: Kortenaer: ""If I fuck and kill you, hang you t..."
sequence: 0
dialoguetext:
"If I fuck and kill you, hang you to that street light..." He points to it. "... by your shit-pipes -- then that's called a *necessary display of force*."


title: Kortenaer: ""What always happens when you get g..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_rhetoric_got_him_talking", true) --[[ Variable[ ]]
dialoguetext:
"What always happens when you get good at your job. That name meant night raids, fucking extra-judicial funkytime... burned villages. Shit that sounds bad on the radio."


title: Kortenaer: ""The same thing happened when we we..."
sequence: 0
dialoguetext:
"The same thing happened when we were called whatever-the-fuck it was. Probably won't be called *Krenel* for much longer either..." He looks around.


title: Kortenaer: ""I am a Krenel major with over 15 y..."
sequence: 0
dialoguetext:
"I am a Krenel major with over 15 years of live-combat experience. When my colonel gets hanged by clay-monkeys I lead the platoon on a *retaliation strike*."

userscript:
SetVariableValue("plaza.tribunal_rhetoric_got_him_talking", true) ; SetVariableValue("plaza.tribunal_rhetoric_major", true) --[[ Variable[ ]]


title: Rhetoric: "All right, here we go -- this is an..."
sequence: 0
dialoguetext:
All right, here we go -- this is an *illegal tribunal*. Their employer would never *sanction* this. Who's the *commanding officer*? Take your pick!


title: Kortenaer: ""Pops..." he says looking at your s..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_rhetoric_got_him_talking", true) --[[ Variable[ ]]
dialoguetext:
"Pops..." he says looking at your saggy sideburns -- they seem to calm him down for a second. "You have no idea about the rights Krenel extends to us."


title: Rhetoric: "Okay -- it's not much. But he's thi..."
sequence: 0
dialoguetext:
Okay -- it's not much. But he's thinking about something *else*. And his hand is off the gun. This did *something*...


title: Kim Kitsuragi: ""There will be ramifications -- but..."
sequence: 0
dialoguetext:
"There will be ramifications -- but there don't need to be. Let's go inside and discuss what our investigation has uncovered. We have important..."


title: Rhetoric: "DON'T SAY IT? But now you've stood..."
sequence: 0
dialoguetext:
DON'T SAY IT? But now you've stood there scratching your ass for 1.5 seconds, you think this *helps* things?


title: Suggestion: "Dangerous! Ask about him first. You..."
sequence: 0
dialoguetext:
Dangerous! Ask about him first. You don't want personal facts about his dead friend coming out of your mouth -- *he* has to start it.


title: Kortenaer: ""Sergeant Major Raul Kortenaer -- r..."
sequence: 0
dialoguetext:
"Sergeant Major Raul Kortenaer -- reporting in to burn this fucking mud hut to the ground!" He points at the Whirling-in-Rags...


title: Kortenaer: ""Yeah, I don't fucking *act* so wel..."
sequence: 0
dialoguetext:
"Yeah, I don't fucking *act* so well. Lely had a hard-on for making faces for you natives. Fucking food-aid shit..." He wipes his mouth. "That shit is done now. Trigger time."


title: Logic: "...click, click, click! The realiza..."
sequence: 0
userscript: XPPicoSetBool("XP.tribunal_they_were_korty_bros")--[[ Variable[ ]]
dialoguetext:
...click, click, click! The realization comes to you, like a picture puzzle coming together: His name is Raul Kortenaer -- the dead man's name is Ellis Kortenaer. He's *brothers* with the deceased!


title: You: "(Conclude.) "Your colonel did not d..."
sequence: 0
dialoguetext:
(Conclude.) "Your colonel did not deserve to go out like that. I promise -- I *will* find his killer."


title: Kortenaer: ""He wasn't my fucking brother! We j..."
sequence: 0
userscript: XPMinorSetBool("XP.kortenaer_not_brother")--[[ Variable[ ]]
dialoguetext:
"He wasn't my fucking brother! We just grew up on the same farm and got beat into place by the same sick fuck..."


title: Kortenaer: ""Yeah, he liked to chat up the nati..."
sequence: 0
dialoguetext:
"Yeah, he liked to chat up the natives. Share leaflets, squeeze a bit of kipt ass here and there. Great fucking idea that turned out to be..." He points toward the yard.


title: Kortenaer: ""If Lely was here, he would spare t..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_korty_admits_hes_leader", true) --[[ Variable[ ]]
dialoguetext:
"If Lely was here, he would spare the lot of you. Maybe shoot one for show. But me..." He points to himself. "I'm not a big fan of public affairs, clay-monkey. I'll gun every one of you down for what you did."


title: Kortenaer: ""You don't *know* shit. Lance Corpo..."
sequence: 0
dialoguetext:
"You don't *know* shit. Lance Corporal, why don't you.." He turns to the radio officer on this right...


title: Kim Kitsuragi: ""We researched him. We contacted th..."
sequence: 0
dialoguetext:
"We researched him. We contacted the ICP and looked at his birth records. That was in there. And other things..."


title: Kortenaer: ""They fucking put Lely in a leaf co..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_leaf_compactor_reminded", true) --[[ Variable[ ]]
dialoguetext:
"They fucking put Lely in a leaf compactor and now these cunts finished the job..." He waves at the gang huddled by the doors.


title: De Paule: ""It's a mind-fuck, Korty. He wasn't..."
sequence: 0
dialoguetext:
"It's a mind-fuck, Korty. He wasn't put it a leaf compactor. They're making it up to fuck with us." She glances at him. "Major, permission to..."


title: You: ""He had blue eyes didn't he -- your..."
dialoguetext: "He had blue eyes didn't he -- your colonel."
sequence: 0
conditionstring:
Variable["whirling.klaasje_mentioned_blue_eyes"] == true  or  Variable["yard.hanged_perception_blue_eyes"] == true


title: Kortenaer: ""Baby blue, yeah... Like someone fu..."
sequence: 0
dialoguetext:
"Baby blue, yeah... Like someone fucked up and put a baby's eyes on a grown man." He smiles, pulling his face in a strange way.


title: Kortenaer: ""Our colonel did what he had to do...."
sequence: 0
dialoguetext:
"Our colonel did what he had to do. It was either one cunt, or a hundred of them. Ruud here..." He points to him.


title: Kortenaer: ""He likes to fire mortars at random..."
sequence: 0
dialoguetext:
"He likes to fire mortars at random coordinates. Wipe out mud-huts like that. When he gets *bored*. Lely knew how to command."


title: Kortenaer: ""Oh yeah, he would have commanded t..."
sequence: 0
dialoguetext:
"Oh yeah, he would have commanded this fuck-hell way better than I did. But that didn't happen, because Hayseed Bill and Kipty the Kipt here..." he points to Titus and Eugene.

userscript:
SetVariableValue("plaza.tribunal_suggestion_bad_leadership", true) ; SetVariableValue("plaza.tribunal_korty_admits_hes_leader", true) --[[ Variable[ ]]


title: Kortenaer: ""...fucking murdered him. Had him s..."
sequence: 0
dialoguetext:
"...fucking murdered him. Had him stink the village up for two weeks after. And you fucks did nothing." He points at you.


title: Kortenaer: ""Told us WHAT?!" He staggers forwar..."
sequence: 0
dialoguetext:
"Told us WHAT?!" He staggers forward. "What did you say? Who said that? Tattoo-fuck -- you'll die FIRST."


title: Kortenaer: ""It was creepy, but bitches... bitc..."
sequence: 0
dialoguetext:
"It was creepy, but bitches... bitches like that shit, I guess. Or... I don't know what bitches like. I just know how to mow down *cloths*."


title: Kortenaer: ""Find his killer?! Cop, his killer..."
sequence: 0
dialoguetext:
"Find his killer?! Cop, his killer stands right there!" He waves at the men behind you. "Shitting his pants -- and *you're* standing in the way protecting them."


title: Kortenaer: ""Find his killer?! Cop, his killers..."
sequence: 0
dialoguetext:
"Find his killer?! Cop, his killers stand right there!" He waves at the men behind you. "Shitting their pants -- and *you're* standing in the way protecting them."


title: Kortenaer: "...and then he bellows: "For killin..."
sequence: 0
userscript: SetVariableValue("plaza.tribunal_korty_suggestion_success", true) --[[ Variable[ ]]
dialoguetext:
...and then he bellows: "For killing, maiming and humiliating our commanding officer -- you're all sentenced to death by lead!"


title: Kortenaer: ""Shush..." He squints at her. "Bloo..."
sequence: 0
dialoguetext:
"Shush..." He squints at her. "Blood's all gone out now. Not long to go till the rattle starts. One down, girl -- seven to go..."


title: Kortenaer: ""I know what this tactic is, Silo S..."
sequence: 0
dialoguetext:
"I know what this tactic is, Silo Sam." He stares at you, eyes pink from the alcohol -- fingers tapping the pistol. "You're gonna die for them. Right here. Today."


title: Kortenaer: ""Told us WHAT?!" He staggers forwar..."
sequence: 0
dialoguetext:
"Told us WHAT?!" He staggers forward. "What did you say? Tattoo-fuck, you'll die NEXT. Right when the she-kipt's out..."


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_leaf_compactor_reminded"] == true  or  Variable["plaza.tribunal_suggestion_bad_leadership"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.tribunal_leaf_compactor_reminded"] == true  or  Variable["plaza.tribunal_suggestion_bad_leadership"] == true)

conditionstring:
(Variable["plaza.tribunal_leaf_compactor_reminded"] == true  or  Variable["plaza.tribunal_suggestion_bad_leadership"] == true) == false


title: Suggestion: "Big talk, but that leaf compactor w..."
sequence: 0
dialoguetext:
Big talk, but that leaf compactor won't leave his mind any time soon. It's a small thing -- but it got him off centre...


title: Suggestion: "Big talk, but you got him to admit..."
sequence: 0
dialoguetext:
Big talk, but you got him to admit he's a bad leader. It's a small thing -- but it got him off centre...


title: Kortenaer: ""You don't fucking TALK TO ME about..."
sequence: 0
dialoguetext:
"You don't fucking TALK TO ME about my brother, loincloth!" He squeezes the words out from between clamped lips, his hand on the pistol...


title: Logic: "The man he's mourning was called El..."
sequence: 0
userscript: XPMinorSetBool("XP.kortenaer_logic_brothers")--[[ Variable[ ]]
dialoguetext:
The man he's mourning was called Ellis *Kortenaer*. Korty could be short for Kortenaer? Could they be brothers? Ask him that. What could go wrong. It's a discovery!


title: Suggestion: "Yes. This will be good. It will cal..."
sequence: 0
dialoguetext:
Yes. This will be good. It will calm him down and won't cost any lives. Lives that could have been otherwise spared.


title: Rhetoric: "And if not -- lives aren't *that* i..."
sequence: 0
dialoguetext:
And if not -- lives aren't *that* important anyway (including yours). There are billions of them, being lived.


title: Suggestion: "Yes. This will be good. It will cal..."
sequence: 0
dialoguetext:
Yes. This will be good. It will calm him down and won't cost any more lives. Lives that could be spared.


title: Endurance: "This one isn't used to being suited..."
sequence: 0
dialoguetext:
This one isn't used to being suited this long. She's uncomfortable; will open fire just to hurry things along.


title: Garte, the Cafeteria Manager: ""What am I doing?! My fucking estab..."
sequence: 0
dialoguetext:
"What am I doing?! My fucking establishment is UNDER FIRE!" He points to the armoured figures. "You know how much windows *cost?*"


title: Kortenaer: ""HEY, BUSHMEN!!!" The veins on the..."
sequence: FocusCamera(TribStartCam);
dialoguetext:
"HEY, BUSHMEN!!!" The veins on the man's neck expand as he yells. "Your little CUNT isn't gonna help you out of this one!"


title: Empathy: "You can *feel* how upset he is with..."
sequence: 0
dialoguetext:
You can *feel* how upset he is with himself. Just for a second. Then the fear takes over and he's back in the moment.


title: Scab Leader: ""Basteeerds! We have a RIGHT TO WOR..."
userscript: SetVariableValue("gates.NewVariable", true) --[[ Variable[ ]]
dialoguetext:
"Basteeerds! We have a RIGHT TO WORK!" the man yells towards the harbour gates. His voice is the loudest of the lot -- and oddly screechy for a man his size.


title: MAINHUB
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("gates.scableader_greeting_done", true) ; SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]


title: Scab Leader: ""Beats me. They mumble nonsense abo..."
sequence: 0
dialoguetext:
"Beats me. They mumble nonsense about *board rooms* and *workers' rights*. While we --" he raises his fist and starts shouting again, "-- HAVE THE RIGHT TO WORK!"


title: Scab Leader: ""Have fun." He snorts. "Union shits..."
sequence: 0
dialoguetext:
"Have fun." He snorts. "Union shits are on full strike. Don't think they're going to let you through the gates. You trying to meet their fat boss?"


title: Kim Kitsuragi: ""It would be better -- for the neig..."
sequence: 0
dialoguetext:
"It would be better -- for the neighbourhood -- if you went home. At least for now. If you can't get in anyway."


title: Scab Leader: ""Wait. They might go home eventuall..."
sequence: 0
dialoguetext:
"Wait. They might go home eventually. Or get drunk. Leave the access panel unguarded. Or the company sends someone to reason with them..."


title: Scab Leader: ""Unexpected situation. But we hold..."
sequence: 0
dialoguetext:
"Unexpected situation. But we hold the pressure on, until someone makes a mistake. Then it's our time, we strike." The man rubs his jaw -- a lightly bearded square wedge.


title: Scab Leader: ""We're all workers. Right? Workers..."
sequence: 0
userscript: SetVariableValue("gates.scab_leader_bouncer", true) --[[ Variable[ ]]
dialoguetext:
"We're all workers. Right? Workers stick together. Came from the Eminent Domain, in Jamrock. Background's in odd-jobs -- heavy lifting, cargo hauling, bouncer work. I know the drill."


title: Shivers: "A monstrous shadow, high above the..."
sequence: 0
userscript: SetVariableValue("gates.scableader_shivers_fires", true) --[[ Variable[ ]]
dialoguetext:
A monstrous shadow, high above the firetraps of the Domain -- the 8/81 motorway running over this district of Jamrock. Concrete pillars rise up from the midst of the dilapidated wooden houses. On the horizon, barely visible, the hazy machinery of the harbour...


title: Drama: "Every once in a while, it is like y..."
sequence: 0
userscript: SetVariableValue("gates.scableader_drama_guise", true) --[[ Variable[ ]]
dialoguetext:
Every once in a while, it is like you can see glimpses of another guy under the guise of this *fighter for jobs*. He seems a more brutal, cunning and suspicious person. Just a hunch. Or... you just might be paranoid!


title: Scab Leader: ""Hold up and stay frosty, everyone!..."
dialoguetext:
"Hold up and stay frosty, everyone! Cops are here." The broad-shouldered alpha male turns to you. He's a full head taller than everybody else here.


title: Savoir Faire: "Boots -- black in colour, crafted o..."
sequence: 0
dialoguetext:
Boots -- black in colour, crafted of hardened leather, if you had to guess. They look sturdy and stable, useful in rugged environments.


title: You: ""I am the law.""
dialoguetext: "I am the law."
sequence: 0
conditionstring: Variable["reputation.the_law"] >= 1
userscript:
SetVariableValue("gates.scableader_told_cop", true) ; SetVariableValue("reputation.the_law", Variable["reputation.the_law"] +once(1)) 


title: You: ""What is a *strike*?""
dialoguetext: "What is a *strike*?"
sequence: 0
userscript:
SetVariableValue("gates.scableader_question_count", Variable["gates.scableader_question_count"] +once(1)) 


title: Scab Leader: ""RIGHT TO WORK!" He again shakes hi..."
sequence: 0
dialoguetext:
"RIGHT TO WORK!" He again shakes his large fist, then turns back to you. "It's shameful, cops doing nothing. You should bring backup, open the gates for us. Blockading gainful employment for workers is a *crime*."


title: Scab Leader: ""We have families to feed, you piec..."
dialoguetext:
"We have families to feed, you piece of shit!" He points his finger at the man sitting on the railing.


title: Rhetoric: "His manner of speaking is wooden, t..."
sequence: 0
dialoguetext:
His manner of speaking is wooden, the tone of voice bland and uninspired. Almost as if compiling replies from a set of learned phrases.


title: You: ""Okay, I gotta ask. Where exactly a..."
dialoguetext: "Okay, I gotta ask. Where exactly are you from?"
sequence: 0
conditionstring:
Variable["gates.scableader_personal_details"] >= 2  and  Variable["tc.scab_leader_is_a_merc"] == false

userscript:
SetVariableValue("gates.scableader_question_count", Variable["gates.scableader_question_count"] +once(1)) 


title: Scab Leader: ""Honest men and women. With rights..."
sequence: 0
dialoguetext:
"Honest men and women. With rights -- to work. To be useful. Not toys for corporate interests." The man runs a hand through his steadily graying military haircut.


title: You: ""Who are all these strikebreakers?"..."
dialoguetext: "Who are all these strikebreakers?" (Look around.)
sequence: 0
userscript:
SetVariableValue("gates.scableader_leadership", true) ; SetVariableValue("gates.scableader_question_count", Variable["gates.scableader_question_count"] +once(1)) 


title: Scab Leader: ""We came here to help the harbour r..."
sequence: 0
dialoguetext:
"We came here to help the harbour run smoothly in time of crisis. If Union fucks don't want work, they ought let in those *WHO DO WANT WORK*."


title: Scab Leader: ""When a bunch of ungrateful, lazy c..."
sequence: 0
dialoguetext:
"When a bunch of ungrateful, lazy cockroaches can't get their act together. Decide to block honest work for other people." He shifts uncomfortably in his worker's overalls.


title: Composure: "There's something odd in the way he..."
sequence: 0
userscript: SetVariableValue("gates.scableader_composure_blackcheck", true) --[[ Variable[ ]]
dialoguetext:
There's something odd in the way he carries himself. His set of clothing looks vaguely mismatched. The different pieces of the attire seem ill-fitting.


title: Scab Leader: ""Rights of people. Rights of worker..."
dialoguetext:
"Rights of people. Rights of workers. To have gainful employment. To make a salary and feed their families."


title: Scab Leader: ""RIGHT TO WORK! RIGHT TO WORK!" the..."
dialoguetext:
"RIGHT TO WORK! RIGHT TO WORK!" the ostensible leader of the strikebreakers chants furiously. "SHAME ON YOU!"


title: Scab Leader: ""Hah! Couldn't handle us. A cause g..."
dialoguetext:
"Hah! Couldn't handle us. A cause gives the workers strength. Gives them power." He bellows at the gates: "We have -- A RIGHT TO WORK!"


title: Scab Leader: ""Might be time. Don't let the fat b..."
dialoguetext:
"Might be time. Don't let the fat bastards tread on you. Cops tend to side with the higher-ups, but you're essentially still *workers*."


title: Scab Leader: "He nods. "You go, take the bastards..."
sequence: 0
dialoguetext:
He nods. "You go, take the bastards down a peg or two. Squeeze them a little. Show them the rule of law." He bellows at the gates: "LET US WORK!"


title: Scab Leader: ""Big mess. Caused by Union greed."..."
sequence: 0
dialoguetext:
"Big mess. Caused by Union greed." He shoots you a wary, distrustful look. "But I only fight for the rights of people."


title: Scab Leader: ""No, don't think we've met before."..."
sequence: 0
dialoguetext:
"No, don't think we've met before." His eyes narrow with mistrust. "I came to help out *the people*."


title: Savoir Faire: "As he does, he stomps his foot on t..."
sequence: 0
userscript: SetVariableValue("gates.scableader_composure_higher", true) --[[ Variable[ ]]
dialoguetext:
As he does, he stomps his foot on the pavement and... stop everything! Look at that sweet pair of boots on his feet! They would absolutely complement your *soul*, would let your style fly even higher!


title: Physical Instrument: "Imagine what you could do with boot..."
sequence: 0
userscript: SetVariableValue("gates.scableader_physint_blackcheck_boots", true) --[[ Variable[ ]]
dialoguetext:
Imagine what you could do with boots like this. Not be a little fuckin' weakling baby, for starters. There are boots for mewling and there are boots for smashing shit.


title: Physical Instrument: "Get your daily infusion of vitamin..."
sequence: 0
userscript: SetVariableValue("gates.scableader_sweet_boots", true) --[[ Variable[ ]]
dialoguetext:
Get your daily infusion of vitamin PB -- for Police Brutality. Makes you feel like a boss. The man in charge.


title: You: "I don't really care what either of..."
dialoguetext: I don't really care what either of you think. I'm a cool-ass bitch, baby. You can't *fake* stardom.
sequence: 0
userscript: ReputationGrows("superstar_cop")
conditionstring:
Variable["gates.scableader_physint_blackcheck_boots"] == true  and  Variable["gates.scableader_composure_higher"] == true  or  Variable["gates.scableader_composure_lower"] == true


title: Scab Leader: ""Establishment hasn't had its fill,..."
sequence: 0
dialoguetext:
"Establishment hasn't had its fill, is that right? First they obstruct our work, then they come for our shoes."


title: You: ""Why so tense?""
dialoguetext: "Why so tense?"
sequence: 0
conditionstring: Variable["gates.scablead_compsoure_push_more"] == true
userscript:
SetVariableValue("gates.scableader_personal_details", Variable["gates.scableader_personal_details"] +once(1)) 


title: Scab Leader: "The man has turned his attention el..."
sequence: 0
dialoguetext:
The man has turned his attention elsewhere, he shakes his fist slowly -- while observing you from the corner of his eye.


title: Scab Leader: ""Huge Semenese guy standing up ther..."
sequence: 0
dialoguetext:
"Huge Semenese guy standing up there on the overhead passage. Won't let anyone by. The access panel is right behind him."


title: Scab Leader: ""Why don't *you* go arrest them ins..."
sequence: 0
dialoguetext:
"Why don't *you* go arrest them instead? I'm sure they've done plenty of criminal shit, they have *that look*."


title: You: ""I need you to be my champion again..."
dialoguetext: "I need you to be my champion against Jean-Luc up there."
sequence: 0
conditionstring:
Variable["gates.mhead_fight_failure"] == true  and  Variable["gates.mhead_fight_success"] == false  and  Variable["XP.find_a_way_inside_harbour"] == false


title: Scab Leader: "The beefy man snorts and spits on t..."
sequence: 0
userscript: XPPicoSetBool("XP.scableader_not_from_domain")--[[ Variable[ ]]
dialoguetext:
The beefy man snorts and spits on the ground. "Yeah. I don't know either." He turns his attention back to the harbour gates.


title: Scab Leader: ""Your gut's got too much alcohol in..."
sequence: 0
userscript: XPPicoSetBool("XP.scableader_not_from_domain")--[[ Variable[ ]]
dialoguetext:
"Your gut's got too much alcohol in it. Getting delirious." The bulky man guffaws and turns away from you, focusing again on the harbour gates.


title: Composure: "His shirt is far too small and an u..."
sequence: 0
dialoguetext:
His shirt is far too small and an unpleasantly tight fit. While the overalls, held up by a belt, seem to fit a man with much *more* corpulence.

userscript:
SetVariableValue("gates.scableader_personal_details", Variable["gates.scableader_personal_details"] +once(1)) 


title: Shivers: "Life in the Domain is even worse of..."
sequence: 0
dialoguetext:
Life in the Domain is even worse off than in Martinaise. The cold air is stiff from the fumes of motor carriages and lorries roaring overhead.


title: Scab Leader: "The burly man has a set of not-very..."
sequence: 0
dialoguetext:
The burly man has a set of not-very-sweet-nor-impressive boots protruding out from under the baggy, hanging folds. They are of little interest to you.


title: Scab Leader: ""And I don't mean the scrawny Mesqu..."
sequence: 0
userscript: SetVariableValue("gates.measurehead_heard_of", true) --[[ Variable[ ]]
dialoguetext:
"And I don't mean the scrawny Mesque punk either." He points at the dockworker idling on the staircase. "I mean Head-Measurer -- or whatever he is."


title: Scab Leader: ""Main gate's locked -- would take *..."
sequence: 0
userscript: SetVariableValue("gates.scableader_why_they_havent_breached_harbour", true) --[[ Variable[ ]]
dialoguetext:
"Main gate's locked -- would take *heavy ordnance* to bust it open. Could try to get in through the secretary's office." He points up the stairs. "Door's locked. The guard's blocking the way to the access panel."


title: Scab Leader: ""Bad." The man glares at you. "Stan..."
sequence: 0
dialoguetext:
"Bad." The man glares at you. "Standing on a narrow bridge, he's got a strategically advantageous position. And he's trained."


title: Scab Leader: ""I don't trust cops, but... I can s..."
dialoguetext:
"I don't trust cops, but... I can see you understand the --" He raises his voice and chants: "RIGHT TO WORK! RIGHT TO WORK!"


title: Scab Leader: ""Like civilized folk, you mean?" Th..."
sequence: 0
dialoguetext:
"Like civilized folk, you mean?" The man rubs his chin. "These native fucks don't understand *civilized*."


title: Scab Leader: "The physically impressive man-tower..."
sequence: 0
dialoguetext:
The physically impressive man-tower has turned his attention back to the gates. He ignores your presence.


title: Scab Leader: ""Besides, we're not that different...."
dialoguetext:
"Besides, we're not that different." He leans closer. "It helps if people see us talking -- cops and strikebreakers together. Shows authorities are on our side. Builds confidence."


title: Scab Leader: ""RIGHT TO WORK!!" the man chants, t..."
dialoguetext:
"RIGHT TO WORK!!" the man chants, then turns to you. "Back again, eh? Here to show the militia's support for our cause?"


title: !(Variable["gates.mhead_fight_failure"] or Variable["gates.mhead_fight_failed_mid_success"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["gates.mhead_fight_failure"]  or  Variable["gates.mhead_fight_failed_mid_success"]) == false


title: Scab Leader: ""RIGHT TO WORK!" He seems to have r..."
userscript: SetVariableValue("gates.scableader_altgreet_tattoos", true) --[[ Variable[ ]]
dialoguetext:
"RIGHT TO WORK!" He seems to have returned to his previous routine, as if he'd never seen the photo of the tattoo.


title: Scab Leader: ""Went native on the chief, huh?" He..."
dialoguetext:
"Went native on the chief, huh?" He nods in approval. "Those ballerina antics were reckless. Should have just punched him in the throat again."


title: Scab Leader: ""Nice aggression with the native."..."
dialoguetext:
"Nice aggression with the native." He nods in approval. "Don't let the chief fool you next time. You don't need to be that up in his face -- leave yourself space to move."


title: Scab Leader: ""Maybe you should ask *them* the qu..."
dialoguetext:
"Maybe you should ask *them* the questions, like why we're not allowed to make a living here?" He bellows to the gates: "SHAME ON YOU!"


title: Scab Leader: "He nods. "You go take the bastards..."
sequence: 0
dialoguetext:
He nods. "You go take the bastards down a peg or two. Squeeze them a little. Show them the rule of law." He bellows at the gates: "LET US WORK!"


title: Physical Instrument: "When the man moves around, you perc..."
sequence: 0
userscript: SetVariableValue("gates.scableader_person_to_brick", true) --[[ Variable[ ]]
dialoguetext:
When the man moves around, you perceive some *serious abs* underneath his tight-fitting shirt. This man is in *shape*.


title: Scab Leader: "He ignores your question, choosing..."
sequence: 0
dialoguetext:
He ignores your question, choosing instead to turn to the emaciated workers -- raising both fists in the air. The clothes are obviously not his.


title: Scab Leader: ""We were promised work." He points..."
sequence: 0
dialoguetext:
"We were promised work." He points to the gates. "We'd be in there -- WORKING -- if the bastards hadn't shut the gates."


title: Scab Leader: ""I don't know how the Union has a t..."
sequence: 0
dialoguetext:
"I don't know how the Union has a trained killer up there, but that one's no joke. And my men are tired. And hungry. They're WORKERS, not fighters."


title: Scab Leader: ""No. They will give up eventually...."
sequence: 0
dialoguetext:
"No. They will give up eventually. Or get drunk. Leave the button unguarded. Then we charge." The man rubs his jaw -- a perfect, lightly bearded square wedge.


title: Scab Leader: ""I work hard." His voice booms ever..."
sequence: 0
dialoguetext:
"I work hard." His voice booms ever louder: "And I would work *even harder* -- if the fuckers would LET US WORK!"


title: Kim Kitsuragi: ""I have a question." The lieutenant..."
sequence: 0
dialoguetext:
"I have a question." The lieutenant looks him in the eye. "Why do all these men follow your leadership?"


title: Scab Leader: ""You think they follow because I'm..."
sequence: 0
dialoguetext:
"You think they follow because I'm big and loud? No, they follow the rules of the market. The rules of the economy. Because they were --" he starts bellowing, "-- GIVEN A JOB TO DO."


title: Reaction Speed: "You've been talking to him for quit..."
sequence: 0
userscript: SetVariableValue("gates.scableader_reaction_introduced_personal_question", true) --[[ Variable[ ]]
dialoguetext:
You've been talking to him for quite a while now -- something is off with this guy. Ask him where he's from.


title: Shivers: "Below -- broken-down, battered peop..."
sequence: 0
userscript: SetVariableValue("gates.scableader_shivers_blackcheck", true) --[[ Variable[ ]]
dialoguetext:
Below -- broken-down, battered people mill on the dusty streets with no purpose. Yet amongst them there is no sight of this man. *Nowhere*.


title: Scab Leader: "He squints at you -- a little spar..."
sequence: 0
dialoguetext:
He squints at you --  a little spark of violence gutters in his eyes. Then he blinks and turns to his men. "We're done here. I have a strike to break."

userscript:
SetVariableValue("gates.scableader_ended_talk", true) ; SetVariableValue("gates.scableader_abrupt_end", true) ; XPPicoSetBool("XP.scableader_called_out")--[[ Variable[ ]]


title: Scab Leader: "The beefy man snorts and spits on t..."
sequence: 0
userscript: XPPicoSetBool("XP.scableader_not_from_domain")--[[ Variable[ ]]
dialoguetext:
The beefy man snorts and spits on the ground. "They know me -- that's bullshit." He turns his attention back to the harbour gates.


title: Half Light: "His neck muscles tense up, the vein..."
sequence: 0
dialoguetext:
His neck muscles tense up, the veins on his neck bulge. Be careful -- he's holding it *deep* in but there are things in there you don't want to meet.


title: Scab Leader: "The man's breathing steadies but hi..."
sequence: 0
dialoguetext:
The man's breathing steadies but his eyes are still narrow. Slowly he's trying to get his 'Right to Work' dance back on...


title: Drama: "Loincloth? Now, you see, that's not..."
sequence: 0
dialoguetext:
Loincloth? Now, you see, that's not really what a scab would say is it? Better not to press the issue further, sire. He seems... tense.


title: Esprit de Corps: "There could be weapons aiming at us..."
sequence: 0
dialoguetext:
There could be weapons aiming at us right now -- somewhere above, in the buildings. The other merc. Don't push this -- he's thinking -- this is not the time.


title: You: ""I think you may be able to help me..."
dialoguetext: "I think you may be able to help me decipher some tattoos." (Take out the picture.)
sequence: 0
conditionstring:
CheckItem("instant_photo_tattoos")  and (Variable["tc.scab_leader_is_a_merc"]  or  Variable["TASK.talk_merc_tattoo"] == true)  and  Variable["TASK.talk_merc_tattoo_done"] == false  and  Variable["TASK.talk_merc_tattoo_cancelled"] == false


title: Encyclopedia: "Banaital is one of the inhabited is..."
sequence: 0
userscript: SetVariableValue("tc.daganagit", true) --[[ Variable[ ]]
dialoguetext:
Banaital is one of the inhabited islands of the Semenese archipelago, near the pale. Covered in  jungle. It was the anchor point for the Semenese nationalists -- in the proxy war held on the islanders' territory.


title: Scab Leader: ""Our colonel is *deep* in the bush..."
sequence: 0
dialoguetext:
"Our colonel is *deep* in the bush here. Deep in the fucking bush, in Banaital, '41... Monsoon season. He's on a reconnaissance mission."


title: Scab Leader: "Suddenly the laughter stops. "Drown..."
dialoguetext: Suddenly the laughter stops. "Drowned in a creek a week later. Spirits my ass."
sequence: 0
userscript:
SetVariableValue("plaza.tribunal_kortenaer_weakened_by_the_shadows_of_the_past", true) --[[ Variable[ ]]


title: Scab Leader: ""He's spent a month behind enemy li..."
sequence: 0
dialoguetext:
"He's spent a month behind enemy lines scouting kipt villages. Nothing but fucking bugs and snakes for fun. Men are getting restless... there's talk of switching *employers*..." He licks his lips, as if drunk suddenly.


title: Scab Leader: ""Our boy -- he's only a captain the..."
sequence: 0
dialoguetext:
"Our boy -- he's only a captain then -- but he knows how these men think. If they don't see action soon..." His voice gets strangely quiet. A long, long way from *right to work*. His gaze pierces the paper.


title: Scab Leader: ""What's the matter, militiaman... n..."
sequence: 0
dialoguetext:
"What's the matter, militiaman... no stomach for it?" He looks at the photo in your hand and smiles. "This man was worth a thousand loincloths. We're done talking here."

userscript:
XPTinySetBool("XP.scab_leaders_take_on_tattoos_part"); CancelTask("TASK.talk_merc_tattoo_cancelled")--[[ Variable[ ]]


title: Scab Leader: ""She was quite the entertainment. F..."
sequence: 0
dialoguetext:
"She was quite the entertainment. For the week she lasted. Expired in the hands of Sarge Mason -- the kinda guy who'd make Chief there," he nods towards the man on the gates, "shit his pants and cry like a bitch."


title: Scab Leader: ""God..." He suddenly bursts out lau..."
sequence: 0
dialoguetext:
"God..." He suddenly bursts out laughing. "Mason couldn't let go. Cut the tits off her cold body and fuckin' ate them. Said primitive spirits were watching over him now..."


title: Scab Leader: "Silence. He takes the photo. Grey e..."
sequence: 0
dialoguetext:
Silence. He takes the photo. Grey eyes dart  back and forth on the glossy surface -- his face is unmoving.


title: Scab Leader: "Wordless, he takes the photo and lo..."
sequence: 0
dialoguetext:
Wordless, he takes the photo and looks at it. Grey eyes dart back and forth on the glossy surface -- his face is unmoving.


title: Scab Leader: ""What it *means*...." He points to..."
sequence: 0
dialoguetext:
"What it *means*...." He points to one tiny star in the web of lines, away from the man's heart, almost on his stomach.


title: Scab Leader: ""I can tell you what this one means..."
sequence: 0
dialoguetext:
"I can tell you what this one means. Only one." He squints at it. It's so small. "You wanna hear what happened here?"


title: Scab Leader: ""At dawn he comes upon two kipts, b..."
sequence: 0
dialoguetext:
"At dawn he comes upon two kipts, breeding in the bushes by the river. Or maybe they weren't breeding -- maybe they were just making eyes at each other. I like to think they were breeding..."


title: Scab Leader: ""Nah, you've earned it." He turns t..."
sequence: 0
userscript: FinishTask("TASK.talk_merc_tattoo_done")--[[ Variable[ ]]
dialoguetext:
"Nah, you've earned it." He turns toward the gate, slowly, and yells: "All right now! FREE COMMERCE! KEEP THE GOODS FLOWING!"


title: Scab Leader: ""It's just... nature. This guy," he..."
sequence: 0
dialoguetext:
"It's just... nature. This guy," he points at the picture, "he used to say evil is when nature and spirit meet in the wrong place."


title: Scab Leader: ""Go ahead." He turns toward the gat..."
sequence: 0
userscript: FinishTask("TASK.talk_merc_tattoo_done");--[[ Variable[ ]]
dialoguetext:
"Go ahead." He turns toward the gate, slowly, and yells: "All right now. FREE COMMERCE! KEEP THE GOODS FLOWING!"


title: Visual Calculus: "On the photo in your hands -- the d..."
sequence: 0
dialoguetext:
On the photo in your hands -- the dead man's skin is studded with stars. Tens, hundreds of them, littering his dead skin.


title: Scab Leader: ""No. I was somewhere else. That's j..."
sequence: 0
dialoguetext:
"No. I was somewhere else. That's just a *guess*. As to what this one little star on his belly might mean. I'm just a bouncer."


title: Scab Leader: ""We shot the boy, he was useless, b..."
sequence: 0
dialoguetext:
"We shot the boy, he was useless, but the girl... she was nice. A little fat you know. But not too old."


title: Authority: "He seems to be following his orders..."
sequence: 0
dialoguetext:
He seems to be following his orders well enough for now -- but beneath it all there is a boiling rage. And a dangerous carelessness.


title: Composure: "Do not be fooled by the programming..."
sequence: 0
dialoguetext:
Do not be fooled by the programming. There is a precarious balance inside him, keeping him in check. But it's shaky as hell. And he's tired of it all...


title: Scab Leader: ""Yeah, I saw your ballerina moves u..."
sequence: 0
dialoguetext:
"Yeah, I saw your ballerina moves up there." The man spits out a yellow clot. "In a real fight these acrobatics will get you killed faster than a bullet."


title: Scab Leader: ""You caught him off guard -- that o..."
sequence: 0
dialoguetext:
"You caught him off guard -- that only happens once. Now he's alert, standing on a narrow bridge and *my* men are tired and hungry..."


title: You: ""You don't have any tips on how to..."
sequence: 0
dialoguetext:
"You don't have any tips on how to punch a guy out, do you? Say, a really big race-theorist guarding a button?"

conditionstring:
Variable["gates.scableader_altgreet_mhead_failed"] == false  and  Variable["XP.find_a_way_inside_harbour"] == false  and  Variable["gates.mhead_greeting_done"]  and  Variable["gates.mhead_fight_failure"] == false  and  Variable["gates.mhead_fight_success"] == false  and  Variable["gates.scab_leader_said_fail_phys_check_first"] == false


title: Physical Instrument: "He might have some advice, but you..."
sequence: 0
dialoguetext:
He might have some advice, but you gotta at least *try* to fight Measurehead first. Return if you fail.


title: Call Me Mañana: ""A kind of a worm, content with mer..."
userscript: SetVariableValue("gates.manana_scab_known", true) --[[ Variable[ ]]
dialoguetext:
"A kind of a worm, content with mere survival. They come, they want to do *our job* for shittier pay, screwing over both themselves and us. Everybody loses."


title: Call Me Mañana: ""Personally, I'd rather beg than sc..."
dialoguetext:
"Personally, I'd rather beg than scab. If the gentlemen shouting on the street came *begging*, maybe they'd have gotten something."


title: Call Me Mañana: ""We've explained the matters, but t..."
userscript: SetVariableValue("gates.manana_scableader", true) --[[ Variable[ ]]
dialoguetext:
"We've explained the matters, but they don't listen." He shakes his head. "This lot would be reasonable and go home if the big guy wasn't riling them up all the time."


title: Call Me Mañana: ""Ah, I was just messing with you."..."
dialoguetext:
"Ah, I was just messing with you." His smile deepens his wrinkles even more. "No one's ever seen a cop scab."


title: You: ""I need to get past the gates and s..."
dialoguetext: "I need to get past the gates and speak with your boss."
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.interview_union_boss"] == true  and  Variable["TASK.ask_for_help_from_the_harbour"] == false  and  Variable["TASK.interview_union_boss_done"] == false  and  Variable["XP.find_a_way_inside_harbour"] == false  and  Variable["gates.manana_granted_passage_up"] == false


title: Call Me Mañana: ""Sure, I've had the necessary free..."
sequence: 0
dialoguetext:
"Sure, I've had the necessary free time." He spreads his arms wide, using the reach to show how much time he has. "Fortunately, there's always time."


title: Composure: "The look in his brown eyes conjures..."
sequence: 0
userscript: SetVariableValue("gates.manana_time", true) --[[ Variable[ ]]
dialoguetext:
The look in his brown eyes conjures up an understanding: for him, having command of his time is the most important thing.


title: Encyclopedia: "It all comes together now, the way..."
sequence: 0
dialoguetext:
It all comes together now, the way he speaks about scabs, his general attitude. He's a follower of a 500-year-old Franconigerian boiadeiro code -- itself an appropriation of Vespertine cool...

userscript:
SetVariableValue("tc.boiadeiro", true) ; SetVariableValue("gates.manana_blackcheck_ency_boiadeiro", true) --[[ Variable[ ]]


title: Call Me Mañana: ""Body still hangin' in the tree?" H..."
sequence: 0
dialoguetext:
"Body still hangin' in the tree?" He rubs his chin as if pondering his core beliefs. "Aye, that's a rough pickle... can't help you with that, sorry."


title: You: ""Why are you striking?""
dialoguetext: "Why are you striking?"
sequence: 0
userscript: SetVariableValue("gates.manana_talked_about_strike", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.interview_union_boss_done"] == true  and  Variable["TASK.get_the_weasel_key_from_manana_done"] == true


title: Call Me Mañana: ""All of it. However, right now we w..."
sequence: 0
dialoguetext:
"All of it. However, right now we want all the harbour workers to be on the company's board, so they could take part in *the decision-making process*."


title: Call Me Mañana: ""No," he pauses to think for a mome..."
sequence: 0
dialoguetext:
"No," he pauses to think for a moment. "I don't think I'm a communist. Seeing something of value and saying *I want it all to myself* is a much older and simpler notion. No science to it at all..."


title: Call Me Mañana: ""Even a weak child can think it. Th..."
sequence: 0
dialoguetext:
"Even a weak child can think it. The only things holding someone back are *I can't* and *I shouldn't*."


title: You: ""But don't you think the owners hav..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"But don't you think the owners have a right to the harbour? Didn't they organize it into existence?"


title: Call Me Mañana: ""You see, the owners already benefi..."
sequence: 0
dialoguetext:
"You see, the owners already benefit greatly from the harbour. No one can doubt that. They get so much."


title: Encyclopedia: "*The board* is where the stockholde..."
sequence: 0
userscript: SetVariableValue("gates.manana_board", true) --[[ Variable[ ]]
dialoguetext:
*The board* is where the stockholders send their representatives. Often those representatives don't even represent the stockholders' interests. It's not actually like some council-based democracy.


title: Call Me Mañana: ""Quite a shitty board, I must say...."
sequence: 0
userscript: SetVariableValue("gates.manana_mentions_fat_ones", true) --[[ Variable[ ]]
dialoguetext:
"Quite a shitty board, I must say. Means someone's gotta reform it. I, for one, want to face the *fat ones'*, when decisions are made."


title: You: ""But the stuff you do aligns admira..."
sequence: 0
conditionstring: IsTHCPresent("communist")
dialoguetext:
"But the stuff you do aligns admirably well with the World Republic, why not call yourself a communist?"


title: Call Me Mañana: ""I have nothing against communists,..."
sequence: 0
dialoguetext:
"I have nothing against communists, they are honourable boiadeiros." He takes a swig from his flask. "And they have good analysis."


title: Call Me Mañana: ""But my own code serves me well. If..."
sequence: 0
dialoguetext:
"But my own code serves me well. If my code starts failing -- a code can fail a man as well as a man can fail a code -- then I will have to submit to a new one. Which may well be communism."


title: Call Me Mañana: ""See, I am primarily a lazy person...."
sequence: 0
dialoguetext:
"See, I am primarily a lazy person." He looks very amused, as if thinking about some private joke or mystery.


title: Call Me Mañana: ""Hey, if the rich folk screw over p..."
sequence: 0
dialoguetext:
"Hey, if the rich folk screw over poor folk, with little concern for their merits or futures, why shouldn't poor folk screw over rich folk from time to time?"


title: Call Me Mañana: ""I think it's best you make up your..."
sequence: 0
dialoguetext:
"I think it's best you make up your own mind, now that you've met him." He shrugs. "In my eyes, he is a capable organizer and a decent businessman."


title: Call Me Mañana: ""By Heavens, why would he not be co..."
sequence: 0
dialoguetext:
"By Heavens, why would he not be corrupt? We live in a harsh and disordered world, see. And in this world..."


title: Call Me Mañana: ""He is *reasonably* lavish, sure. T..."
sequence: 0
dialoguetext:
"He is *reasonably* lavish, sure. That's his prerogative. It's not like you want a saintly demeanour on a corrupt motherfucker. That would be a manipulative illusion."


title: Call Me Mañana: ""I guess you kinda get to be the vi..."
sequence: 0
dialoguetext:
"I guess you kinda get to be the village chief. He oversees the harbour, makes deals with the owners or other relevant parties. Watches out for his own."


title: You: ""Wait... I don't even know your nam..."
dialoguetext: "Wait... I don't even know your name. Who are you?"
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["gates.manana_inland_triggers_personal"] == true  and  Variable["TASK.get_the_weasel_key_from_manana_done"] == true


title: Call Me Mañana: ""Call me Mañana. I'm just a humble..."
dialoguetext: "Call me Mañana. I'm just a humble harbour-worker... for the past six, seven years."
sequence: 0
userscript:
SetVariableValue("gates.manana_nameknown", true) ; SetVariableValue("gates.manana_works_at_harbour", true) ; XPPicoSetBool("XP.call_me_manana")--[[ Variable[ ]]


title: Call Me Mañana: ""I hear you and it's... uh, pleasur..."
sequence: 0
dialoguetext:
"I hear you and it's... uh, pleasure meeting you, *Harry*." He nods. "But do keep an eye out for an alternative, alright?"


title: Call Me Mañana: ""Wow! This is major! You're like......"
sequence: 0
userscript: SetVariableValue("gates.manana_thinkofaname", true) --[[ Variable[ ]]
dialoguetext:
"Wow! This is major! You're like... a man born anew!" His eyes light up. "Okay, so if you can't find it, maybe make up a new one?"


title: Empathy: "The man is deeply moved. You see hi..."
sequence: 0
dialoguetext:
The man is deeply moved. You see his eyes turn teary with appreciation. He is extremely happy for you.


title: Call Me Mañana: ""Well, boiadeiro --" He pauses to t..."
sequence: 0
dialoguetext:
"Well, boiadeiro --" He pauses to think a moment on the situation. "I guess I don't really have a claim to your hand or anything."


title: Call Me Mañana: ""I'm not. I'm *Vacholiero*. Not all..."
sequence: 0
dialoguetext:
"I'm not. I'm *Vacholiero*. Not all Mesques have the Mesque look, either, you know. Things in the real world are a bit more... fluid. Stuff ain't always what it appears to be."


title: Inland Empire: "It feels like there's an entire his..."
sequence: 0
dialoguetext:
It feels like there's an entire history behind the word... but it doesn't really matter. You got it. You know what it *means*.


title: You: ""The Measurehead thing didn't go we..."
dialoguetext: "The Measurehead thing didn't go well for me. Could you help me with that somehow?"
sequence: 0
conditionstring:
Variable["XP.find_a_way_inside_harbour"] == false  and  Variable["gates.mhead_greeting_done"]  and  Variable["gates.manana_granted_passage_up"] == true  and  IsTHCPresent("advanced_race_theory") == false


title: Call Me Mañana: ""Sorry. Busy surveying the situatio..."
sequence: 0
dialoguetext:
"Sorry. Busy surveying the situation." He takes a swig from his flask. "I'm sure you'll figure something out. You guys have all sorts of gadgets these days."


title: Composure: "He knows who he is. Firmly grounded..."
sequence: 0
dialoguetext:
He knows who he is. Firmly grounded -- has no need to reinforce or elaborate his political identity to himself or others.


title: Call Me Mañana: ""Gotta be bloody stupid or freakin'..."
dialoguetext:
"Gotta be bloody stupid or freakin' evil to scab. Or, I guess... scared, maybe. But scared of what, of who?" He looks at the mass, squinting his eyes as if trying to ascertain what they're scared of.


title: Logic: "Not a given name, for certain. It's..."
sequence: 0
userscript: SetVariableValue("gates.manana_nomdeguerre", true) --[[ Variable[ ]]
dialoguetext:
Not a given name, for certain. It's a taken name -- the kind for artists, or criminals, or revolutionaries and the sort. An alias. A *nom de guerre*.


title: You: ""Okay, I have a name for myself, it..."
dialoguetext: "Okay, I have a name for myself, it's..."
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["gates.manana_thinkofaname"] == true


title: Inland Empire: "Your mind can only conjure up Hunk..."
sequence: 0
dialoguetext:
Your mind can only conjure up Hunk Handy, Fucke Waldéz, Bosco... you might want to decide to keep quiet about these.


title: Inland Empire: "The encroaching doom is golden red...."
sequence: 0
dialoguetext:
The encroaching doom is golden red. It is inside you, but also outside, on the horizon, by the water's edge. Innermost but yet to happen -- things make sense from that angle...


title: Call Me Mañana: ""Yeah," he nods. "A name's the kind..."
sequence: 0
dialoguetext:
"Yeah," he nods. "A name's the kind of shit that can kill a man. Mañana's a good name in that regard."


title: Call Me Mañana: ""More a poetic thing. Any attempt t..."
sequence: 0
dialoguetext:
"More a poetic thing. Any attempt to formulate a grand unified theory about it ends in the stupidest shit imaginable. Doesn't make it less true, though." He nods sagely.


title: Call Me Mañana: ""That means I can't *tell* you abou..."
sequence: 0
dialoguetext:
"That means I can't *tell* you about it. I can only *show* you. You may understand in time... or not. But it might be easy enough."


title: Call Me Mañana: "The man sits on the railing, his ha..."
sequence: 0
dialoguetext:
The man sits on the railing, his hands reaching far and wide, yet it feels as if he could effortlessly go even wider, if need be. An endless torrent of time.


title: ACTUALMAINHUB
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("gates.manana_greeting_done", true) ; SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]


title: Call Me Mañana: ""Hold on, man. Keep it slow and ste..."
sequence: 0
dialoguetext:
"Hold on, man. Keep it slow and steady, don't succumb to fate. It can take time to come up with a really good one..."


title: Call Me Mañana: ""I don't operate in that capacity...."
sequence: 0
dialoguetext:
"I don't operate in that capacity. I'm not a *granter of passage*." He takes a swig and points up the stairs with his flask. "The passage grants itself."


title: Call Me Mañana: ""Aye -- walk right past Measurehead..."
dialoguetext: "Aye -- walk right past Measurehead and go in."
sequence: 0
userscript:
SetVariableValue("gates.manana_granted_passage_up", true) ; SetVariableValue("gates.measurehead_heard_of", true) --[[ Variable[ ]]


title: Electrochemistry: "Surely a step in the right directio..."
sequence: 0
dialoguetext:
Surely a step in the right direction -- feel that smooth texture, savour that flavour. How it flows down your gullet, like a warm caress. *That's* the sunset. By the time you arrived in this world it was already late.


title: Call Me Mañana: ""A man walking on the edge of a raz..."
sequence: 0
dialoguetext:
"A man walking on the edge of a razor, eh? Leaves more for me!" He laughs and takes another sip from the flask.


title: You: ""Any idea who killed the hanged man?""
dialoguetext: "Any idea who killed the hanged man?"
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.interview_union_boss_done"] == true


title: Call Me Mañana: ""The mercenary, aye?" He shrugs. "W..."
sequence: 0
dialoguetext:
"The mercenary, aye?" He shrugs. "Who could have killed him, that's indeed the question. Why even do such a thing?" He shakes his head solemnly.


title: You: ""The merc was hanged with a very sp..."
sequence: 0
dialoguetext:
"The merc was hanged with a very specific type of a cargo belt. One often used in heavy transport areas, for example, harbours."

conditionstring:
Variable["yard.hanged_encyclo_cargo_belt_airships"] == true  and  Variable["cargo.evrart_hardieboys_did_the_merco_in"] == false


title: You: ""The harbour is a prime area of sus..."
sequence: 0
dialoguetext:
"The harbour is a prime area of suspicion. In your opinion -- are the dockworkers involved in the killing?"

conditionstring:
Variable["whirling.kim_briefing_done"] == true  and  Variable["cargo.evrart_hardieboys_did_the_merco_in"] == false


title: Call Me Mañana: ""What a thought!" He scoffs, lookin..."
sequence: 0
dialoguetext:
"What a thought!" He scoffs, looking shocked. "Why would noble workers resort to such a thing. Unless they were *pushed*, of course."


title: You: ""I'm actually a worker, like you gu..."
dialoguetext: "I'm actually a worker, like you guys!" (Show him the stolen card.)
sequence: 0
userscript: SetVariableValue("gates.manana_made_id_card_joke", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  CheckItem("dockworker_id_card")  and  Variable["gates.manana_made_id_card_joke"] == false  and  Variable["TASK.interview_union_boss_done"] == false


title: Call Me Mañana: "The man looks at the colourful piec..."
sequence: 0
dialoguetext:
The man looks at the colourful piece of plastic, then at you, then back at the card, then at you again.


title: Call Me Mañana: ""Good thing too. I've known Johanne..."
sequence: 0
dialoguetext:
"Good thing too. I've known Johannes for a few years now, be *sinister* if he turned into a completely different person overnight."


title: Call Me Mañana: ""Highly unlikely. I've known John f..."
sequence: 0
dialoguetext:
"Highly unlikely. I've known John for several years now. Also, you *told* me you're a cop, remember? How did you get his shift card?"


title: Call Me Mañana: ""Oh, is my friend in some sort of t..."
dialoguetext: "Oh, is my friend in some sort of trouble? Who knew..."
sequence: 0
userscript:
SetVariableValue("gates.manana_told_about_killing", true) ; XPTinySetBool("XP.returned_dockworker_id_to_manana")--[[ Variable[ ]]


title: Call Me Mañana: ""Yes, and you also *told* me you're..."
sequence: 0
dialoguetext:
"Yes, and you also *told* me you're a cop. But now that this is settled..." He leans in to inspect the card. "How did you get his shift card?"


title: Call Me Mañana: ""Suspicious activity? How very trou..."
sequence: 0
dialoguetext:
"Suspicious activity? How very troublesome... yet, take a look around. Strikers, protests, scabs -- isn't it all so very suspicious?" He smiles widely.


title: Call Me Mañana: ""So mysterious. So intriguing." The..."
sequence: 0
dialoguetext:
"So mysterious. So intriguing." The man gives out a jolly chortle. "Either way, the road in front of you is wide and open."


title: Call Me Mañana: ""Plenty to go around. Don't get gre..."
sequence: 0
dialoguetext:
"Plenty to go around. Don't get greedy and try to swipe mine, though." He smiles merrily. "You've got your own."


title: Rhetoric: "He likely believes that when someon..."
sequence: 0
dialoguetext:
He likely believes that when someone has radical ideas, he should still rather present himself as a self-interested moderate, not as a missionary of a minority ideology.


title: Rhetoric: "It might come in handy to present i..."
sequence: 0
dialoguetext:
It might come in handy to present ideas as a part of reality -- the only reality that exists -- instead of some abstract *true form*. On the other hand, he's not lying when performing this sleight of hand. He's a self-interested moderate.


title: Half Light: "What did he just call you?! A f*g?..."
sequence: 0
userscript: SetVariableValue("gates.manana_blackcheck_hlight_trigger", true) --[[ Variable[ ]]
dialoguetext:
What did he just call you?! A f*g? Oh no, not this again, you just got away from that fucking kid...


title: You: ""I'm a bit short on *money* right n..."
dialoguetext: "I'm a bit short on *money* right now. Can you give me some of it?"
sequence: 0
conditionstring:
Variable["TASK.pay_for_the_damages"] == true  and  Variable["gates.manana_asked_for_money"] == false  and  Variable["TASK.get_the_weasel_key_from_manana_done"] == false

userscript:
SetVariableValue("gates.manana_asked_for_money", true) ; SetVariableValue("reputation.ask_for_money", Variable["reputation.ask_for_money"] +once(1)) 


title: You: ""No... I don't want to deal with th..."
dialoguetext: "No... I don't want to deal with this again. Did you just call me a f*g?"
sequence: 0
userscript: SetVariableValue("jam.manana_did_homophobic_option", true) --[[ Variable[ ]]
conditionstring:
Variable["gates.manana_blackcheck_hlight_trigger"] == true  and  Variable["jam.manana_did_homophobic_option"] == false


title: Call Me Mañana: ""Oh! I'm sorry... didn't mean to th..."
sequence: 0
dialoguetext:
"Oh! I'm sorry... didn't mean to throw it like that. It's a thing we harbour folk do, passing around cargo and such."


title: Call Me Mañana: ""Sometimes you gotta do what you go..."
dialoguetext:
"Sometimes you gotta do what you gotta do." He nods knowingly. "But these scabs ain't begging -- they ain't holding on to their integrity."


title: You: ""No, I need to continue my undercov..."
sequence: 0
dialoguetext:
"No, I need to continue my undercover infiltration of this compound. Otherwise it's as if I just stole the card for no reason."


title: You: ""I need to know what's behind these..."
dialoguetext: "I need to know what's behind these gates. I'm *exploring*."
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.ask_for_help_from_the_harbour"] == false  and  Variable["TASK.interview_union_boss"] == false  and  Variable["XP.find_a_way_inside_harbour"] == false  and  Variable["gates.manana_granted_passage_up"] == false


title: Call Me Mañana: ""My friend, I respect the right to..."
sequence: 0
dialoguetext:
"My friend, I respect the right to roam. The open range awaits..." He gazes over the roundabout with a glint of longing.


title: You: ""I'm looking for assistance with a..."
dialoguetext: "I'm looking for assistance with a *dead body* situation."
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.ask_for_help_from_the_harbour"] == true  and  Variable["TASK.interview_union_boss"] == false  and  Variable["TASK.ask_for_help_from_the_harbour_done"] == false  and  Variable["XP.find_a_way_inside_harbour"] == false  and  Variable["gates.manana_granted_passage_up"] == false


title: Call Me Mañana: ""Yeah, the two-and-a-half-metre tal..."
sequence: FocusCamera(MheadScabCam);
dialoguetext:
"Yeah, the two-and-a-half-metre tall Semenese supremacist there." He points to the bridge above the gates. "Walk right past him..."


title: Call Me Mañana: ""Don't worry, I'm sure it's not *co..."
sequence: 0
dialoguetext:
"Don't worry, I'm sure it's not *completely* impossible. For example, you could best Measurehead in a physical confrontation."


title: Call Me Mañana: ""Or you could convert to his Semene..."
sequence: 0
dialoguetext:
"Or you could convert to his Semenese supremacist world view. Or, hmm," he strokes his moustache, "maybe it actually *is* completely impossible."


title: Call Me Mañana: ""Jean-Luc himself would say the phi..."
sequence: 0
dialoguetext:
"Jean-Luc himself would say the philosophy has proven... *overly heroic* for the scabs to convert to. Not enough intuition."


title: Call Me Mañana: ""Oh, sorry, friend. Didn't mean to..."
sequence: 0
dialoguetext:
"Oh, sorry, friend. Didn't mean to throw it like that... it's a thing we harbour folk do. Comes naturally."


title: Call Me Mañana: ""Yes," he nods solemnly. "The city..."
sequence: 0
dialoguetext:
"Yes," he nods solemnly. "The city has a way of pairing souls. John's been out drinking himself blind..."


title: Call Me Mañana: ""Oh, John's been out drinking himse..."
sequence: 0
dialoguetext:
"Oh, John's been out drinking himself blind again? He should watch his step, that John. Can I have the card?"


title: Call Me Mañana: ""You're quite the righteous man." H..."
sequence: 0
dialoguetext:
"You're quite the righteous man." He smiles appreciatively. "Honour allows us to keep a respectful distance from each other. So, what do you need?"


title: You: ""You seem to have spent a lot of ti..."
dialoguetext: "You seem to have spent a lot of time thinking about the political situation."
sequence: 0
conditionstring:
Variable["gates.manana_talked_about_boss"] == true  and  Variable["gates.manana_talked_about_communism"] == true  or Variable["gates.manana_mentions_fat_ones"] == true


title: Call Me Mañana: ""Right, always glad to help out! We..."
sequence: 0
dialoguetext:
"Right, always glad to help out! We're on the same branch, you and I. Not like these slithering scabs."

userscript:
GainMoneyOnce(100); SetVariableValue("character.liberal_thought_money_from_manana", true) --[[ Variable[ ]]


title: Call Me Mañana: ""Always glad to help out the RCM. S..."
sequence: 0
dialoguetext:
"Always glad to help out the RCM. Shame I can't do more -- things are meagre at the moment, due to..." He nods toward the protesters.

userscript:
GainMoneyOnce(100); SetVariableValue("character.liberal_thought_money_from_manana", true) --[[ Variable[ ]]


title: Call Me Mañana: ""Right, always glad to help out the..."
sequence: 0
dialoguetext:
"Right, always glad to help out the RCM! We're on the same branch, you and I. Humans, I mean, not slithering scabs."

userscript:
GainMoneyOnce(100); SetVariableValue("character.liberal_thought_money_from_manana", true) --[[ Variable[ ]]


title: Call Me Mañana: ""I'm always glad to help out when p..."
sequence: 0
dialoguetext:
"I'm always glad to help out when possible -- not like these slithering scabs." He looks at them in disbelief.


title: Call Me Mañana: ""Nothing to worry about, really. Th..."
sequence: 0
dialoguetext:
"Nothing to worry about, really. The jam's a bit of a mess, cargo can't get in or out. The rationing is a bit stricter, is all. Supplies should last the strike, though."


title: Call Me Mañana: ""Aye, you lost me there, honcho. Bu..."
sequence: 0
dialoguetext:
"Aye, you lost me there, honcho. But it's okay as long as you're not a sorry-ass scab." He looks at them in disbelief.


title: Call Me Mañana: ""Aye, now here's the thing... at an..."
sequence: 0
dialoguetext:
"Aye, now here's the thing... at any time, some other capitalist could take the place over with the blink of an eye, without even owning any of the buildings."


title: Call Me Mañana: "He takes a swig from his flask. "So..."
sequence: 0
dialoguetext:
He takes a swig from his flask. "So why should they be the *only* ones with the power to take stuff over?"


title: Call Me Mañana: ""He's probably in his container at..."
sequence: 0
dialoguetext:
"He's probably in his container at the harbour, so head right on in there." He re-adjusts the beret on his head.


title: Call Me Mañana: ""Then how can anything ever be 'min..."
sequence: 0
dialoguetext:
"Then how can anything ever be 'mine'? But that's okay -- we don't have to agree. The prairie is wide enough for all of us."


title: Call Me Mañana: ""I ain't the murderin' type. But th..."
sequence: 0
userscript: XPPicoSetBool("XP.manana_did_not_kill")--[[ Variable[ ]]
dialoguetext:
"I ain't the murderin' type. But that's just me. Large organizations like our Union have all sorts of men -- with all sorts of skills."


title: Rhetoric: "This seditious talk sounds like com..."
sequence: 0
userscript: SetVariableValue("gates.manana_communist", true) --[[ Variable[ ]]
dialoguetext:
This seditious talk sounds like communism. (Just so we're on the same page: Communism is basically wanting to kill the rich people or deporting them to a labour camp in southeast Graad. But don't say that out loud if you're a communist.)


title: Kim Kitsuragi: ""At least some people are willing t..."
sequence: 0
dialoguetext:
"At least some people are willing to make the necessary sacrifices in order to reach higher, and to better the world."


title: Call Me Mañana: ""Words guide our life, we commune w..."
sequence: 0
dialoguetext:
"Words guide our life, we commune with each thing through its word. Every word is also a name, is it not?" He smiles.


title: Encyclopedia: "That of a noble peasant or a travel..."
sequence: 0
dialoguetext:
That of a noble peasant or a travelling herdsman. True to yourself, independent in your actions, loyal to your friends.


title: You: ""Actually do you know anything abou..."
dialoguetext: "Actually do you know anything about the Hardie boys?"
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.get_the_weasel_key_from_manana_done"] == true  and  (Variable["cargo.evrart_talked_to_him_about_hardies"] == true  or  Variable["whirling.hardie_hub_reached"] == true)


title: Call Me Mañana: ""Wire tapping. Telescopic batons. F..."
sequence: 0
dialoguetext:
"Wire tapping. Telescopic batons. Futuristic circuit-bending to infiltrate harbour machinery. Maybe you could even knock that Kvalsund crane over using some remote controls..."


title: Call Me Mañana: ""Imagine -- you cops going on a str..."
dialoguetext:
"Imagine -- you cops going on a strike, but then another cop comes in and says: 'Let us cop! For less money.'" He chuckles, then realizes:


title: Rhetoric: "You're hazy on the notion of a *sca..."
sequence: 0
dialoguetext:
You're hazy on the notion of a *scab*. Smells like politics, though. Maybe it's got something to do with the flask he reaches for, from time to time?


title: Call Me Mañana: ""Evrart's got a lot of knowledge ab..."
sequence: 0
dialoguetext:
"Evrart's got a lot of knowledge about a lot of things, aye. Doesn't often dole it out, though. But sure, why not..."


title: Call Me Mañana: ""I'm not really an admirer of dead..."
sequence: 0
dialoguetext:
"I'm not really an admirer of dead bodies. Might be someone else from the Union can render assistance..." He shrugs.


title: Call Me Mañana: ""I get it, hush-hush about the secr..."
sequence: 0
dialoguetext:
"I get it, hush-hush about the secret technology." He pats the side of his nose with his index finger.


title: Call Me Mañana: ""It's that really cool flying despe..."
sequence: 0
dialoguetext:
"It's that really cool flying desperado spin kick you did, boiadeiro. Often performed by the most hard-bodied boiadeiros on the steppes."


title: Call Me Mañana: ""It's but a rest area on the path l..."
sequence: 0
userscript: SetVariableValue("gates.manana_back_from_harbour_altgreet", true) --[[ Variable[ ]]
dialoguetext:
"It's but a rest area on the path leading across open plains," he notes solemnly, then turns to you, a wide smile adorning his face:


title: You: ""Evrart said you have a key to a do..."
dialoguetext: "Evrart said you have a key to a door?"
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.open_gary_door"] == true  and  Variable["TASK.open_gary_door_done"] == false  and  CheckItem("key_basement_apartment") == false


dialoguetext: 0
sequence: Continue()
title:
(Variable["gates.mhead_fight_failure"]  or  Variable["gates.mhead_fight_failed_mid_success"])  and  Variable["gates.manana_greeting_done"]


dialoguetext: 0
sequence: Continue()
title:
!((Variable["gates.mhead_fight_failure"]  or  Variable["gates.mhead_fight_failed_mid_success"])  and  Variable["gates.manana_greeting_done"])

conditionstring:
((Variable["gates.mhead_fight_failure"]  or  Variable["gates.mhead_fight_failed_mid_success"])  and  Variable["gates.manana_greeting_done"]) == false


title: Call Me Mañana: ""They're sort of like you. Preserve..."
sequence: 0
dialoguetext:
"They're sort of like you. Preserve the rule of law and all that. Except it's Evrart's law." He takes a swig from his flask. "But, really, they're just like you."


title: Call Me Mañana: ""Los Ardies?" He smiles. "They're a..."
sequence: 0
dialoguetext:
"Los Ardies?" He smiles. "They're an independent militant group. A bit too high-strung, but it comes with the responsibility."


title: Call Me Mañana: "The boiadeiro stares at you with re..."
sequence: LuaRun(SetAreaState("GATES_MANANA","off"));
userscript: SetVariableValue("gates.manana_altgreet_posttribunal", true) --[[ Variable[ ]]
dialoguetext:
The boiadeiro stares at you with respect -- then gestures towards the trickles of blood adorning your clothes.


title: Call Me Mañana: "He shrugs. "There are types of dang..."
sequence: 0
dialoguetext:
He shrugs. "There are types of danger. The one I'm usually concerned with is lung cancer, or getting mauled by wildlife. Not... bullets."


title: Call Me Mañana: ""Yet you live?" He nods approvingly..."
sequence: 0
dialoguetext:
"Yet you live?" He nods approvingly. "It calls back to an older era, where this was commonplace. You have a true boiadeiro heart."


title: Call Me Mañana: "He shrugs. "Any political movement..."
sequence: 0
dialoguetext:
He shrugs. "Any political movement goes through a period of strife. Shame you got mixed up in it, though."


title: Call Me Mañana: ""Harry..." he repeats. with a quizz..."
sequence: 0
userscript: SetVariableValue("gates.manana_thinkofaname", true) --[[ Variable[ ]]
dialoguetext:
"Harry..." he repeats. with a quizzical expression. "It's cool. But I'm sure you could come up with something even cooler."


title: Call Me Mañana: ""A strong, solid name telling of de..."
sequence: 0
dialoguetext:
"A strong, solid name telling of dedication and honour." He gives a small salute. "Well met, Harrier."


title: Call Me Mañana: ""It calls back to an older era, whe..."
sequence: 0
dialoguetext:
"It calls back to an older era, where this was commonplace, though. You have a true boiadeiro heart."


title: Call Me Mañana: ""Hidin', gatherin' themselves. The..."
sequence: 0
dialoguetext:
"Hidin', gatherin' themselves. The harbour's in full lockdown, friend. No getting in or out... for the time being."


title: You: ""Hey, you're the man in boots at th..."
dialoguetext: "Hey, you're the man in boots at the gates -- Cuno said you know about the armour."
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.talk_to_manana_about_the_armour"] == true  and  Variable["TASK.talk_to_manana_about_the_armour_done"] == false  and  Variable["yard.cuno_armour_manana_unnamed"] == true


title: You: ""Cuno told me you were supposed to..."
dialoguetext: "Cuno told me you were supposed to know about the armour."
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.talk_to_manana_about_the_armour"] == true  and  Variable["TASK.talk_to_manana_about_the_armour_done"] == false  and  Variable["yard.cuno_armour_manana_named"] == true


title: Call Me Mañana: ""I was asked to look into that armo..."
sequence: 0
dialoguetext:
"I was asked to look into that armour situation. Official Union probe, you know -- track it down, see who took it."


title: Call Me Mañana: ""Serves me right for doing menial f..."
sequence: 0
dialoguetext:
"Serves me right for doing menial footwork. I dropped that probe right then and there -- and it *still* got me into trouble," he smiles. "One bad move is all it takes."


title: Call Me Mañana: ""At first I thought -- why not, may..."
sequence: 0
dialoguetext:
"At first I thought -- why not, maybe the pieces can feed the strike? Buy us a few more days under the sun, you know."


title: Call Me Mañana: ""So I went to this boy. He said he'..."
sequence: 0
dialoguetext:
"So I went to this boy. He said he'll make me his *prison bitch*. He's got *eyes everywhere*, the cops in his pocket and he's the king of Jamrock."


title: Call Me Mañana: ""I did some research into this *arm..."
sequence: 0
dialoguetext:
"I did some research into this *armadura*. Let's say I have friends at the library," he explains with a wry smile. "I didn't get into the material science, just how it comes off."


title: Call Me Mañana: ""In parts. Four in total. The helme..."
sequence: 0
dialoguetext:
"In parts. Four in total. The helmet was the first to go, the kid says he tore it off and kicked it into the sea. I believe him. The boots were still on the guy last I saw. Too hard to remove."


title: Call Me Mañana: ""So -- as I count -- there are two..."
sequence: 0
dialoguetext:
"So -- as I count -- there are two parts missing: the gauntlets and the cuirass. This is where I left off. Too much hassle. More like a job for some *milicia*."


title: Call Me Mañana: ""No problem." He finally takes a sw..."
sequence: 0
dialoguetext:
"No problem." He finally takes a swig from the flask. "If you see that kid, thank him from Call Me Mañana. Thank him for showing me the *way*."

userscript:
FinishTask("TASK.talk_to_manana_about_the_armour_done"); GainTask("TASK.return_to_cuno_from_manana")--[[ Variable[ ]]


title: You: ""I'm ambitious. I'm going to find *..."
dialoguetext: "I'm ambitious. I'm going to find *all of it*. All the pieces."
sequence: 0
conditionstring:
Variable["TASK.find_one_armour_piece"] == false  and  Variable["gates.manana_armour_oh_well"] == false


title: You: ""I'm going to find *one* piece of i..."
dialoguetext: "I'm going to find *one* piece of it. One is enough."
sequence: 0
conditionstring:
Variable["TASK.find_all_armour"] == false  and  CheckItem("shoes_t500") == false  and  CheckItem("shirt_t500") == false  and  CheckItem("gloves_t500") == false  and  Variable["gates.manana_armour_with_armour"] == false


title: Call Me Mañana: ""Nice." The moustached man nods in..."
sequence: 0
dialoguetext:
"Nice." The moustached man nods in approval. "From what I learned it was a very heavy, boring set of armour."


title: Kim Kitsuragi: ""I agree, officer. Let's focus on t..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"I agree, officer. Let's focus on the hanging and later some junior officers can take care of the rest."


title: Kim Kitsuragi: ""All of it?" The lieutenant raises..."
sequence: 0
dialoguetext:
"All of it?" The lieutenant raises his brow. "There are junior officers out there, eager to prove themselves. I would leave *some* for them, but okay. Let's find *all of it*."


title: Call Me Mañana: ""Smart choice," the moustached man..."
sequence: 0
userscript: GainTask("TASK.find_one_armour_piece")--[[ Variable[ ]]
dialoguetext:
"Smart choice," the moustached man agrees. "It's only that *one* spot you need armoured too -- the one the bullet hits."


title: Call Me Mañana: ""A Mesquese epic then, all across M..."
sequence: 0
userscript: GainTask("TASK.find_all_armour")--[[ Variable[ ]]
dialoguetext:
"A Mesquese epic then, all across Martinaise." He glances south, where the canal runs: "I hope it will be a real *bonanza* for you."


title: Call Me Mañana: ""You know... serious business." He..."
sequence: 0
userscript: SetVariableValue("cargo.manana_said_you_need_to_talk_to_bossman", true) --[[ Variable[ ]]
dialoguetext:
"You know... serious business." He smiles. "I'm sure the big boss would be glad to tell you. You'll have to ask him first."


title: Call Me Mañana: ""Right! You talked to the boss, eye..."
sequence: 0
dialoguetext:
"Right! You talked to the boss, eye-to-eye -- like men of the plain. If you have any more questions, I'm set to talk."


title: Call Me Mañana: ""Serious business, as I'm sure you..."
sequence: 0
dialoguetext:
"Serious business, as I'm sure you now realize. The boss would have been glad to tell you. Alas, you cannot get to him anymore."


title: Call Me Mañana: ""I'll be okay here, doing lookout."..."
sequence: 0
dialoguetext:
"I'll be okay here, doing lookout." He surveys the red flags, draped from the harbour gates. "Quite the sight, aren't they? Getting to like that red, I am..."


title: Call Me Mañana: ""Don't worry about me. I live to al..."
sequence: 0
dialoguetext:
"Don't worry about me. I live to alleviate the worries of our brothers. See if any other insane killers turn up. Then I'll run. And live."


title: Call Me Mañana: ""I got *that* key right here. And l..."
sequence: 0
userscript: GainItem("key_basement_apartment")
dialoguetext:
"I got *that* key right here. And let me tell you, it's mighty good of you to help us out during the strike -- working class solidarity, as they say."


title: You: ""I heard something about a weasel a..."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"I heard something about a weasel and it didn't sound like a local *polar* weasel, if you know what I mean." (Wink.)


title: Call Me Mañana: ""Polar weasel? Oh... I know what yo..."
sequence: 0
dialoguetext:
"Polar weasel? Oh... I know what you mean. I'm pretty sure he's actually Occidental though. So you're gonna be commitin' fratricide, my racist friend."


title: Call Me Mañana: ""What you're looking for is a basem..."
sequence: 0
dialoguetext:
"What you're looking for is a basement door behind the greenhouse -- that's behind the Whirling-in-Rags -- that's all I know. Our organisation is what you call *compartmentalized*. Means we keep out of each other's business."

userscript:
FinishTask("TASK.get_the_weasel_key_from_manana_done"); GainTask("TASK.unlock_the_weasle_door")--[[ Variable[ ]]


title: Call Me Mañana: ""Hehe, I'm not so sure about the hu..."
sequence: 0
dialoguetext:
"Hehe, I'm not so sure about the hustle-grind, but..." He waves at you. "You know, it doesn't matter. It's a good thing you're doing. Thanks."


title: Call Me Mañana: ""Oh so the none-of-the-above type,..."
sequence: 0
dialoguetext:
"Oh so the none-of-the-above type, are you? I get it, I get it. I like to keep my distance too." He nods. "But it doesn't matter. It's a good thing you're doing. Thanks."


title: Call Me Mañana: ""I knew this man was a commie." He..."
sequence: 0
dialoguetext:
"I knew this man was a commie." He smiles, tilting his head. "And it's a good thing you're doing too. Thanks."


title: Call Me Mañana: ""The janitor gave it to me. Nice fe..."
sequence: 0
dialoguetext:
"The janitor gave it to me. Nice fella. We talked about life and things that really, *truly* matter." His gaze wanders off into the distance.


title: Call Me Mañana: "He shakes his head. "I'm more of a..."
sequence: 0
dialoguetext:
He shakes his head. "I'm more of a philosophical dockworker. I like to talk about the big picture stuff. Who I am. Who you are. What we are fighting for..." The man takes a big sip from his flask.


title: Suggestion: "He's a chatty guy. *Wants* to talk..."
sequence: 0
userscript: SetVariableValue("gates.manana_suggestion_talk_later", true) --[[ Variable[ ]]
dialoguetext:
He's a chatty guy. *Wants* to talk about the strike. Return once you've met the Union boss, and are on a better footing with the organization.


title: Call Me Mañana: ""Yeah..." He nods, rubbing his chin..."
sequence: 0
dialoguetext:
"Yeah..." He nods, rubbing his chin. "The janitor who gave me the key to his apartment said the guy's a bit of an asshole."


title: Call Me Mañana: ""Like I said before, I don't know m..."
sequence: 0
userscript: SetVariableValue("cargo.manana_mugs_reported", true) --[[ Variable[ ]]
dialoguetext:
"Like I said before, I don't know much about this weasel, but the bossman said he's a real piece of work." He touches his beret. "Thanks for helping out, friend."


title: Call Me Mañana: ""None of this mess we're in. This j..."
sequence: 0
dialoguetext:
"None of this mess we're in. This jivin' and jugglin'... What's it for?" He doesn't wait for your answer. "To feed our children I guess."


title: Rhetoric: "He means he's not gonna tell you, '..."
sequence: 0
dialoguetext:
He means he's not gonna tell you, 'cause he doesn't know. But he will shoot his mouth off with you now that you're working for Evrart.


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.get_the_weasel_key_from_manana_done"] == true  and  (Variable["cargo.evrart_talked_to_him_about_hardies"] == true  or  Variable["whirling.hardie_hub_reached"] == true))

conditionstring:
(Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.get_the_weasel_key_from_manana_done"] == true  and  (Variable["cargo.evrart_talked_to_him_about_hardies"] == true  or  Variable["whirling.hardie_hub_reached"] == true)) == false


title: Call Me Mañana: ""That's a good one. But I know you'..."
sequence: 0
dialoguetext:
"That's a good one. But I know you're not a dockworker. I even gave you that key to the weasel den, remember?" He raises his flask. "Now how can I help you?"


title: Suggestion: "Something changes in his dispositio..."
dialoguetext: Something changes in his disposition. A merciful smile in the corner of his eye.
sequence: 0
userscript:
SetVariableValue("cargo.handeye_suggests_internaliszing_measurheads_race_theor", true) --[[ Variable[ ]]


title: Call Me Mañana: ""Of course, *policía*." He gives yo..."
sequence: 0
dialoguetext:
"Of course, *policía*." He gives you a sly smile. "It wasn't me. You can rule me out. Easier that way."


title: Call Me Mañana: ""I don't believe you. Poste L'Avent..."
sequence: 0
dialoguetext:
"I don't believe you. Poste L'Aventurier said the same thing. They tried to get me to be their postman. So fun, so easy, they said. It's just walking." He shakes his head at the memory.


title: Call Me Mañana: ""It wasn't. I'm doing much better h..."
sequence: 0
dialoguetext:
"It wasn't. I'm doing much better here at the harbour. Being an honest Union man with *a lot* of free time on his hands."


title: Call Me Mañana: ""Probably not." He nods. "I wouldn'..."
sequence: 0
dialoguetext:
"Probably not." He nods. "I wouldn't even know where to start with that. Much better here at the harbour -- for an honest Union man like me."


title: Call Me Mañana: "He whispers back: "That's okay. I h..."
sequence: 0
dialoguetext:
He whispers back: "That's okay. I have no idea what I'm doing either. I don't even know what day it is..." He thinks and then decides: "Don't tell me. It's a *better* day that way."


title: Call Me Mañana: ""Yeah, the two-and-a-half-metre tal..."
sequence: FocusCamera(MheadScabCam);
dialoguetext:
"Yeah, the two-and-a-half-metre tall Semenese supremacist up there." He points to the bridge above the gates. "Walk right past him..."


title: Rhetoric: "He's a chatty guy. *Wants* to talk..."
sequence: 0
dialoguetext:
He's a chatty guy. *Wants* to talk about the strike too. Just can't break the command structure and tell you now.


title: Call Me Mañana: ""I'm really sorry, friend. Frittte'..."
sequence: 0
userscript: SetVariableValue("character.liberal_thought_money_from_manana", true) --[[ Variable[ ]]
dialoguetext:
"I'm really sorry, friend. Frittte's nearby, get some *nosaphed*." He points to the boutique just right of him. "Good stuff. Helps against heart attacks too."


title: Call Me Mañana: ""All right, I may have *some* advic..."
sequence: 0
dialoguetext:
"All right, I may have *some* advice for you on how to deal with Jean-Luc there -- out of solidarity to the RCM. It's low on technology, however."


title: Call Me Mañana: ""First -- don't fight him. Obviousl..."
sequence: 0
userscript: SetVariableValue("gates.manana_be_subordinate_hint", true) --[[ Variable[ ]]
dialoguetext:
"First -- don't fight him. Obviously. Second, get him to share his theory by being *subordinate*. Admit your lack of expertise. Basically grovel. That's how I'd do it," he tips his beret and concludes: "You're welcome."


title: Call Me Mañana: ""Oh, they're just gone. They don't..."
sequence: 0
dialoguetext:
"Oh, they're just gone. They don't exist anymore, if they ever did at all." He gives you a jolly shrug. "Forget about them. I did."


title: Call Me Mañana: ""No problem. I wish the best to you..."
sequence: 0
dialoguetext:
"No problem. I wish the best to you in your search. Sure am glad it's not *my* search..." He takes a sip from his flask.


title: Call Me Mañana: ""I'm more of a philosophical dockwo..."
sequence: 0
dialoguetext:
"I'm more of a philosophical dockworker, see -- I like to talk about the big picture stuff. Who I am. Who you are. What we are fighting for..." The man takes a big sip from his flask.


title: Call Me Mañana: ""... the old man is corrupt for our..."
sequence: 0
dialoguetext:
"... the old man is corrupt for our *benefit* and we know it. Appreciate it, even. He is, personally, not too lavish."


title: Call Me Mañana: ""Okay, he's *reasonably* lavish, su..."
sequence: 0
dialoguetext:
"Okay, he's *reasonably* lavish, sure. That's his prerogative. It's not like you want a saintly demeanour on a corrupt motherfucker. That would be a manipulative illusion."


title: Call Me Mañana: ""Besides, there are no non-corrupt..."
sequence: 0
dialoguetext:
"Besides, there are no non-corrupt systems in the world anyway. And *moralism* is the most corrupt of them all."


title: Call Me Mañana: ""Too bad. Can't live in this world..."
sequence: 0
userscript: SetVariableValue("gates.manana_namemagic", true) --[[ Variable[ ]]
dialoguetext:
"Too bad. Can't live in this world without a good name, friend. Important things, they are. Vessels of the soul."


title: You: ""I've already got some armour. I'm..."
dialoguetext: "I've already got some armour. I'm pretty happy without struggling to find more."
sequence: 0
conditionstring:
(CheckItem("shoes_t500")  or  CheckItem("gloves_t500")  or  CheckItem("shirt_t500"))  and  Variable["TASK.find_all_armour"] == false  and  Variable["gates.manana_armour_with_armour"] == false


title: Call Me Mañana: ""So you have." He smooths a stray m..."
sequence: 0
dialoguetext:
"So you have." He smooths a stray moustache hair with his thumb and smiles. "No wonder you're a detective!"

userscript:
SetVariableValue("gates.manana_armour_with_armour", true) ; FinishTask("TASK.find_one_armour_piece_done")--[[ Variable[ ]]


title: Call Me Mañana: ""Yeah, it would be really bad if we..."
sequence: 0
userscript: SetVariableValue("cargo.manana_mugs_reported", true) --[[ Variable[ ]]
dialoguetext:
"Yeah, it would be really bad if we got into an argument about it. Waste of a good noon. Or afternoon? Or night?" He looks around, oblivious suddenly. "Anyway, thanks for helping out, friend."


title: Call Me Mañana: ""I don't know about that. Anyway, l..."
sequence: 0
userscript: SetVariableValue("cargo.manana_mugs_reported", true) --[[ Variable[ ]]
dialoguetext:
"I don't know about that. Anyway, like I said before, bossman said that weasel's not a friendly *boia*." He touches his beret. "So thanks for helping out."


title: Call Me Mañana: ""That so?" The man twirls his moust..."
sequence: 0
dialoguetext:
"That so?" The man twirls his moustache around his finger. "I haven't heard anything about that. But if that's true... well, he was an enemy combatant."


title: Endurance: "He doesn't have the stamina to deli..."
sequence: 0
dialoguetext:
He doesn't have the stamina to deliver mail on these tough streets. But *you* do. Maybe if this cop thing doesn't work out...


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.send_corpse_to_processing_done"] == true  and  CheckItem("shoes_t500") == false  and  CheckItem("hanged_boots_raw") == false  and  Variable["gates.manana_armour_oh_well"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.send_corpse_to_processing_done"] == true  and  CheckItem("shoes_t500") == false  and  CheckItem("hanged_boots_raw") == false  and  Variable["gates.manana_armour_oh_well"] == false)

conditionstring:
(Variable["TASK.send_corpse_to_processing_done"] == true  and  CheckItem("shoes_t500") == false  and  CheckItem("hanged_boots_raw") == false  and  Variable["gates.manana_armour_oh_well"] == false) == false


title: Call Me Mañana: "The jolly man shrugs. "I guess you..."
sequence: 0
userscript: SetVariableValue("gates.manana_armour_oh_well", true) --[[ Variable[ ]]
dialoguetext:
The jolly man shrugs. "I guess you won't be collecting them all then. That's less work for you, at least!"


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.claim_high_tech_boots"] == true  and  Variable["TASK.send_corpse_to_processing_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.claim_high_tech_boots"] == true  and  Variable["TASK.send_corpse_to_processing_done"] == false)

conditionstring:
(Variable["TASK.claim_high_tech_boots"] == true  and  Variable["TASK.send_corpse_to_processing_done"] == false) == false


title: Kim Kitsuragi: ""All of it?" The lieutenant raises..."
sequence: 0
dialoguetext:
"All of it?" The lieutenant raises his brow. "There are junior officers out there, eager to prove themselves. I would leave *some* for them -- and I would leave the *boots* to Processing -- but okay. Let's find *all of it*."

userscript:
GainTask("TASK.claim_high_tech_boots"); GainTask("TASK.get_the_boots_off_the_hanged_mans_feet")--[[ Variable[ ]]


title: Call Me Mañana: ""Especially getting those boots off..."
sequence: 0
dialoguetext:
"Especially getting those boots off him. You'd have an easier time wrestling the spurs off a boiadeiro than that."

userscript:
GainTask("TASK.claim_high_tech_boots"); GainTask("TASK.get_the_boots_off_the_hanged_mans_feet")--[[ Variable[ ]]


title: Call Me Mañana: ""Good luck if you go for those boot..."
sequence: 0
dialoguetext:
"Good luck if you go for those boots, though. You'd have an easier time wrestling the spurs off a boiadeiro than getting them off him."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.report_to_the_tribunal_done"] == false  and  CheckItem("dockworker_id_card")  and  Variable["TASK.interview_union_boss_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.report_to_the_tribunal_done"] == false  and  CheckItem("dockworker_id_card")  and  Variable["TASK.interview_union_boss_done"] == false)

conditionstring:
(Variable["TASK.report_to_the_tribunal_done"] == false  and  CheckItem("dockworker_id_card")  and  Variable["TASK.interview_union_boss_done"] == false) == false


title: You: "(Attempt to establish contact.) "Li..."
sequence: 0
dialoguetext:
(Attempt to establish contact.) "Listen, brother, there's something *important* I need to talk to you about..."

conditionstring:
(Variable["gates.orb_rhetoric_communist_finished"] == true  or  Variable["cargo.evrart_asked_communists"] == true)  and  IsTaskActive("TASK.sniff_out_comrades")


title: Rhetoric: "Now's your chance! Remember, commun..."
sequence: 0
dialoguetext:
Now's your chance! Remember, communists are notoriously skittish, so it's best to *insinuate* your way in...


title: Composure: "Hold on: This isn't a man who goes..."
sequence: 0
userscript: SetVariableValue("gates.manana_composure_subterfuge", true) --[[ Variable[ ]]
dialoguetext:
Hold on: This isn't a man who goes in for subterfuge. He prefers someone who'll look him in the eye and say exactly what's on his mind.


title: You: ""I'm looking for some people who kn..."
dialoguetext: "I'm looking for some people who know how to really grind a sausage, if you know what I mean."
sequence: 0
userscript:
SetVariableValue("gates.manana_rhetoric_subtle_counter", Variable["gates.manana_rhetoric_subtle_counter"] + once(1)) 


title: You: ""It involves our mutual friend, Kra..."
sequence: 0
conditionstring: Variable["apt.orb_commie_antlers_done"] == true
dialoguetext:
"It involves our mutual friend, Kras." (Put your hands next to your head and curl your fingers like deer antlers.)

userscript:
SetVariableValue("gates.manana_rhetoric_subtle_counter", Variable["gates.manana_rhetoric_subtle_counter"] + once(1)) 


title: You: ""I believe there's a cell of radica..."
sequence: 0
dialoguetext:
"I believe there's a cell of radical communists operating in Martinaise. Can you help me find them?"

conditionstring:
Variable["gates.manana_composure_subterfuge"] == true  and  Variable["gates.manana_rhetoric_speak_directly"] == false


title: Call Me Mañana: ""Don't think I've ever met a Kras,..."
sequence: 0
dialoguetext:
"Don't think I've ever met a Kras, personally. Then again, I've never been to Graad." He narrows one eye at you.


title: Call Me Mañana: ""Could be coming from one of the ja..."
sequence: 0
dialoguetext:
"Could be coming from one of the jammed lorries? Cargo's been sitting out for a while." He sniffs the air and looks toward the roundabout.


title: Call Me Mañana: ""Now that *is* an important subject..."
sequence: 0
dialoguetext:
"Now that *is* an important subject, but also a sensitive one. Still, good of you to just come straight out with it. No beating about the bush..." He smooths the twin bars of his moustache.


title: Call Me Mañana: ""Ah, now I see. Can't say I'm surpr..."
sequence: 0
dialoguetext:
"Ah, now I see. Can't say I'm surprised. You seem to take your communism seriously. Not a bad thing, mind you. It's good for a man to take time to think about the whole socio-political world picture."


title: Call Me Mañana: ""Communistas, huh? Can't say that's..."
sequence: 0
dialoguetext:
"Communistas, huh? Can't say that's where I thought you were heading with this. Not that I'm criticizing. It's good for a man to take his time and think about the whole socio-political world picture."


title: Call Me Mañana: ""A fellow plains-roamer, in search..."
sequence: 0
dialoguetext:
"A fellow plains-roamer, in search of greater understanding. A classic story..." He nods approvingly.


title: Call Me Mañana: ""Maybe, maybe not." He shrugs. "Eit..."
sequence: 0
dialoguetext:
"Maybe, maybe not." He shrugs. "Either way, I'm not institutional. A man's got to blaze his own trail, in my book..."


title: Call Me Mañana: ""Some are, some aren't." He shrugs...."
sequence: 0
dialoguetext:
"Some are, some aren't." He shrugs. "It's a big institution, room for all kinds: communistas, Semenese supremacists, even an anti-institutional boiadeiro..."


title: Call Me Mañana: ""Didn't realize you could smell com..."
sequence: 0
dialoguetext:
"Didn't realize you could smell communism." He frowns. "But then, I've never studied the subject..."


title: Empathy: "There is warmth in his voice when h..."
sequence: 0
dialoguetext:
There is warmth in his voice when he talks about the Union. Whatever his personal politics, this is his home.


title: Rhetoric: "Okay, so maybe he's not exactly a c..."
sequence: 0
dialoguetext:
Okay, so maybe he's not exactly a communist, but there's definitely some communistic residue about him.


title: Rhetoric: "Maybe it's not taught in any of you..."
sequence: 0
dialoguetext:
Maybe it's not taught in any of your so-called universities, but there's definitely something going on here...


title: Call Me Mañana: "He snaps his fingers. "Ah, but you..."
sequence: 0
dialoguetext:
He snaps his fingers. "Ah, but you know, I did meet a genuine *ideólogo* a few months ago. Perhaps he is your guy?"


title: Call Me Mañana: ""I couldn't tell you. Once I declin..."
sequence: 0
dialoguetext:
"I couldn't tell you. Once I declined his offer, we finished our cigarettes and he disappeared back into the night. Just before he melted into the shadows he turned to me and said..."


title: Encyclopedia: "Wow, this one's a deep cut. Julia D..."
sequence: 0
userscript: SetVariableValue("gates.manana_communist_revolutionary_lovers", true) --[[ Variable[ ]]
dialoguetext:
Wow, this one's a deep cut. Julia Dobreva and Jean Abadanaiz, popularly known as the 'Revolutionary Lovers', served as Dual Commissars of Revolution on the Insulindian front during the Antecentennial Revolution. Their forbidden love, as well as their disappearance during the final collapse of the Revacholian commune only contributed to their mystique...


title: Encyclopedia: "Their remains were discovered on a..."
sequence: 0
userscript: XPPicoSetBool("XP.encyclo_dobreva_passed")--[[ Variable[ ]]
dialoguetext:
Their remains were discovered on a beach in Ozonne in '35. Subsequent forensic analysis suggested suicide by poison.


title: Call Me Mañana: ""Been wondering about that myself."..."
sequence: 0
userscript: SetVariableValue("gates.manana_talked_communism_quest", true) --[[ Variable[ ]]
dialoguetext:
"Been wondering about that myself." He scratches his chin. "Some communista inside-talk, could be. Not meant for the wider public. They love that kind of thing. You'd have to ask someone who knows this ideólogo personally..."


title: Kim Kitsuragi: ""Not to interfere in your personal..."
sequence: 0
dialoguetext:
"Not to interfere in your personal errand, but it might have something to do with that *passphrase* Cindy mentioned earlier."


title: Kim Kitsuragi: ""She said that you would need some..."
sequence: 0
dialoguetext:
"She said that you would need some kind of *passphrase* to gain access to this so-called *mega secret* meeting." He snaps the elastic band around his notebook.


title: Call Me Mañana: ""Just in time, the faithful partner..."
sequence: 0
dialoguetext:
"Just in time, the faithful partner arrives with the key that turns the lock. You two make a good pair..."


title: Call Me Mañana: ""Sound like you two may have been r..."
sequence: 0
dialoguetext:
"Sound like you two may have been riding together too long. The strain of the open range, and so on..."


title: Call Me Mañana: ""I salute you, boias, and wish you..."
sequence: 0
dialoguetext:
"I salute you, boias, and wish you good fortune on this grand ideological quest." He tips his hat ever so slightly.

userscript:
FinishTask("TASK.sniff_out_comrades_done");
FinishTask("TASK.find_passphrase_steban_done");
GainTask("TASK.attend_secret_communist_meeting")--[[ Variable[ ]]


title: Call Me Mañana: ""Is that so?" He raises an eyebrow...."
sequence: 0
dialoguetext:
"Is that so?" He raises an eyebrow. "Well, in that case, I salute you, boia, and wish you good fortune on this grand ideological quest."

userscript:
FinishTask("TASK.sniff_out_comrades_done");
FinishTask("TASK.find_passphrase_steban_done");
GainTask("TASK.attend_secret_communist_meeting")--[[ Variable[ ]]


title: Call Me Mañana: ""You know, a guy with a theory. Som..."
sequence: 0
userscript: SetVariableValue("gates.manana_theory_combat", true) --[[ Variable[ ]]
dialoguetext:
"You know, a guy with a theory. Someone who likes to pit his theory against other theories in deadly theory-combat."


title: Call Me Mañana: ""It was late one night as I was lea..."
sequence: 0
userscript: SetVariableValue("gates.manana_asked_met_student", true) --[[ Variable[ ]]
dialoguetext:
"It was late one night as I was leaving the harbour. He was waiting on the corner in a bright white jacket, classic Saramirizian style..."


title: Call Me Mañana: ""He asked me for a light. We shared..."
sequence: 0
dialoguetext:
"He asked me for a light. We shared cigarettes. Then he asked if I ever thought about 'getting into some of the extra-physical branches of communism'."


title: Electrochemistry: "See? All this political chit-chat i..."
sequence: 0
dialoguetext:
See? All this political chit-chat is just an excuse to rip tar with strangers. Let's say we just skip right to the good part, then?


title: Call Me Mañana: ""The same thing I always tell peopl..."
sequence: 0
dialoguetext:
"The same thing I always tell people who try to press some claim on me: I said, 'Every boiadeiro rides alone'."


title: Call Me Mañana: ""A very old-school organising techn..."
sequence: 0
dialoguetext:
"A very old-school organising technique, the sort of thing communistas used to do before the Revolution."


title: Call Me Mañana: "He shrugs. "It was alright. A littl..."
sequence: 0
dialoguetext:
He shrugs. "It was alright. A little like something out of a Vespertine spy novel, but I must respect the effort."


title: Call Me Mañana: ""It was late one night as I was lea..."
sequence: 0
userscript: SetVariableValue("gates.manana_asked_met_student", true) --[[ Variable[ ]]
dialoguetext:
"It was late one night as I was leaving the harbour. He was waiting on the corner in a classic Saramirizian jacket, a lot like the one you've got there..."


title: Measurehead: ""ARE YOU ADMIRING MY MORPHOPHYSIOLO..."
dialoguetext:
"ARE YOU ADMIRING MY MORPHOPHYSIOLOGY?" A ripple of muscle passes underneath his skin. He lets you look.


title: Measurehead's Babe: ""Yeah, Measurehead, his body totall..."
dialoguetext:
"Yeah, Measurehead, his body totally betrays his degeneracy," the young woman at the giant's side agrees.


title: Endurance: "Things are not as bad as they look...."
sequence: 0
userscript: SetVariableValue("gates.mhead_physint_high_trigger", true) --[[ Variable[ ]]
dialoguetext:
Things are not as bad as they look. Sure, you have high blood pressure from metabolizing heroic quantities of ethanol. But you are robustly built. You will survive.


title: Endurance: "You hear your heart pumping, fast a..."
sequence: 0
userscript: SetVariableValue("gates.mhead_physint_medium_trigger", true) --[[ Variable[ ]]
dialoguetext:
You hear your heart pumping, fast and irregular. Your joints ache and you feel old... but still alive, somehow.


title: Endurance: "Merely standing up makes you sweat..."
sequence: 0
dialoguetext:
Merely standing up makes you sweat profusely. Your breathing is erratic. Your own heartbeat in your ears grows frantic and you feel your blood pressure rise.


title: Measurehead: ""I CAN SEE YOU WERE ONCE AN ATHLETE..."
dialoguetext:
"I CAN SEE YOU WERE ONCE AN ATHLETE. THEN DETERIORATED IN YOUR TWENTIES. IT IS TYPICAL OF YOUR HAPLOGROUP. LET'S BLAME THE FAILED EDUCATION SYSTEM AND LENIENCY TOWARD DEGENERATES IN YOUR HOMELAND."


title: You: ""Come on, I just need you to move a..."
dialoguetext: "Come on, I just need you to move about twenty centimetres back."
sequence: 0
conditionstring:
Variable["gates.mhead_perception_button"] == true  and  Variable["cargo.jump_whictecheck_completed"] == false


title: You: "Push him out of the way."
dialoguetext: Push him out of the way.
conditionstring: Variable["cargo.jump_whictecheck_completed"] == false
sequence:
HideActualHeld();PlayAnimation(Tequila Sunset, GenericPunch,false,true);FocusCamera(mhead_midfocus_cam);AudioPlay(gates/measurehead/push-measurehead-01,1)@0.6;


title: Measurehead: ""THAT IS RIGHT." He doesn't even fl..."
sequence: ShowActualHeld()
dialoguetext:
"THAT IS RIGHT." He doesn't even flinch. "YOU SHOULD LEAVE THE STAGE OF HISTORY WITH DIGNITY -- BY INVITING THE OTHER RACES TO A *GREAT WORLD WAR*."


title: You: ""Evrart told you to help us get the..."
dialoguetext: "Evrart told you to help us get the body down from the tree."
sequence: 0
conditionstring:
Variable["TASK.go_to_measurehead"]  and  Variable["TASK.go_to_measurehead_done"] == false  and  Variable["gates.measurehead_refused_standing_on_bridge"] == false


title: Measurehead: ""BUT." He leans in and intones: "WH..."
sequence: 0
dialoguetext:
"BUT." He leans in and intones: "WHILE I AM GONE SOMEONE MUST STAND GUARD ON THE BRIDGE. THAT SOMEONE NEEDS TO BE *YOU*."


title: Scab Leader: "The man turns to look behind him --..."
sequence: Hold();
dialoguetext:
The man turns to look behind him -- at the behemoth appearing around the corner, approaching him, walking past him...


title: Scab Leader: ""Look at you, RCM rent-a-cops!" A l..."
sequence: FocusCamera(mhead_kortenaer_cam);
dialoguetext:
"Look at you, RCM rent-a-cops!" A loud voice booms in from below: "Guarding that bridge like Evrart's lapdogs, is this where it's at now? The RCM is for sale?"


title: Measurehead: ""THE CORPSE HAS BEEN REMOVED FROM T..."
userscript: SetVariableValue("gates.mhead_took_down_the_hanged_man", true) ;--[[ Variable[ ]]
dialoguetext:
"THE CORPSE HAS BEEN REMOVED FROM THE TREE." He brushes wooden flakes off his hands: "STAND DOWN AND CONGRATULATE YOURSELF. YOU HAVE SIDED WITH RACE VICTORY TODAY."

sequence:
BanishInterface(true);FocusCamera(mhead_returning_cam)@0.5;TravelTo(measurehead,measureheadTP,2);TravelTo(measurehead,measureheadComing)@2;LuaRun(SetAreaState("HANGED_MAN","shot"));LuaRun(SetAreaState("HANGED_MAN_BRANCH","downed"));FocusCamera(mhead_midfocus_cam_slow)@4;BanishInterface(false)@10;LuaRun(FinishTask("TASK.go_to_measurehead_done"))@10.5;LuaRun(GainTask("TASK.return_to_corpse"))@11;Release()@10.2;


title: Kim Kitsuragi: ""Please, stop doing this. You're ma..."
dialoguetext: "Please, stop doing this. You're making us look bad."
sequence: 0
userscript:
DamageVolition(1); SetVariableValue("gates.mhead_fight_second_failure_exit", false) --[[ Variable[ ]]


title: Physical Instrument: "Just like that, instinct took over..."
dialoguetext:
Just like that, instinct took over -- a solid strike straight into his throat, into the cartilage! You could swear you felt the soft palate break...

sequence:
Hold();Release()@3;FocusCamera(mhead_combat_cam_nofeld)@1.3;BanishInterface(true)@1;HideActualHeld();PlayAnimation(measurehead,measurehead_successpunch1)@2.6;PlayAnimation(Tequila Sunset,MeasureheadS1,false,true)@2.6;StopTime()@6;SetTriggerAnimation(Kim Kitsuragi, Aim)@4.6;FocusCamera(mhead_combat_cam)@6.8;BanishInterface(false)@8.1;


title: Physical Instrument: "How did this happen? Your little fi..."
dialoguetext: How did this happen? Your little fist is in his giant hand and he's squeezing it. It hurts...
userscript: SetVariableValue("gates.mhead_fight_failure", true) --[[ Variable[ ]]
sequence:
Hold();Release()@3;FocusCamera(mhead_combat_cam_nofeld)@1.3;BanishInterface(true)@1;HideActualHeld();PlayAnimation(measurehead,measurehead_failedpunch1)@2.5;PlayAnimation(Tequila Sunset,MeasureheadF1)@2.5;SetTriggerAnimation(Kim Kitsuragi, Aim)@4;FocusCamera(mhead_combat_cam)@6;BanishInterface(false)@6.5;


title: Measurehead: ""YOU MUST BE OUT OF YOUR MIND, DEGE..."
sequence: 0
dialoguetext:
"YOU MUST BE OUT OF YOUR MIND, DEGENERATE DRUNK." The pressure on your hand becomes unbearable. "SAY IT: *I AM A DEGENERATE ALCOHOLIC*."


title: Measurehead: ""GOOD." He releases your hand. "NOW..."
dialoguetext:
"GOOD." He releases your hand. "NOW LEAVE, BEFORE YOU HUMILIATE YOUR HOMO-EROTIC ORGANISATION ANY FURTHER."

sequence:
PlayAnimation(measurehead,measurehead_failedpunch2);PlayAnimation(Tequila Sunset,MeasureheadF2);ShowActualHeld();SetTriggerAnimation(Kim Kitsuragi, end)@2;


title: Physical Instrument: "Your fist cracks in his hand like a..."
sequence: AudioPlay(gates/measurehead/breaking-fist-01,1)
userscript: DamageEndurance(1)
dialoguetext:
Your fist cracks in his hand like a ripe apple. Pain shoots up into your brain as he's twisting it more and more:


title: Physical Instrument: "Your hand twists in his grip and th..."
sequence: AudioPlay(gates/measurehead/breaking-fist-01,1)
userscript: DamageEndurance(1)
dialoguetext:
Your hand twists in his grip and the pain blinds you. Still you press the words out of your swollen mouth...


title: Measurehead: ""RABID ANIMAL, YOU SHOULD BE PUT DO..."
dialoguetext:
"RABID ANIMAL, YOU SHOULD BE PUT DOWN." He releases your poor hand from his grasp. "I WILL NOT BE THE ONE WHO GETS YOUR STINK ON ME."

sequence:
PlayAnimation(measurehead,measurehead_failedpunch2);PlayAnimation(Tequila Sunset,MeasureheadF2);ShowActualHeld();SetTriggerAnimation(Kim Kitsuragi, end)@2;


title: Half Light: "No, don't be a fucking ballerina, r..."
sequence: 0
dialoguetext:
No, don't be a fucking ballerina, rip into him, right hook! Get *intimate* with him... bring the hurt closer!


title: You: "(Rip into him with a right hook.)"
dialoguetext: (Rip into him with a right hook.)
conditionstring: Variable["gates.mhead_fight_failed_mid_success"] == false
userscript: SetVariableValue("gates.mhead_fight_failed_mid_success", true) --[[ Variable[ ]]
sequence:
BanishInterface(true);FocusCamera(mhead_combat_cam_nofeld)@0.5;StartTime()@2;PlayAnimation(measurehead,measurehead_successfailpunch1)@2;PlayAnimation(Tequila Sunset,MeasureheadSF1,false,true)@2;BanishInterface(false)@8.5;FocusCamera(mhead_combat_cam)@7.5


title: You: "(Back up and perform a 360° flying..."
dialoguetext: (Back up and perform a 360° flying spin-kick.)
userscript: SetVariableValue("gates.mhead_fight_success", true) --[[ Variable[ ]]
sequence:
BanishInterface(true);StartTime();PlayAnimation(measurehead,measurehead_successpunch2)@1->Message(knockedDown); PlayAnimation(Tequila Sunset,MeasureheadS2,false,true)@1; LuaRun(SetAreaState("GATES_MEASUREHEAD","down"))@Message(knockedDown); FocusCamera(mhead_combat_2_cam)@5;BanishInterface(false)@9


title: Physical Instrument: "Oh god, wrong move! Your head is in..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
Oh god, wrong move! Your head is in his hands, like a pair of forceps crushing you and you can feel every joule...


title: Measurehead: ""YOU ARE A POOR PLAYER OF PHYSICAL..."
dialoguetext: "YOU ARE A POOR PLAYER OF PHYSICAL CHESS." He lets go of your head. You slump to the ground.
sequence:
PlayAnimation(measurehead,measurehead_successfailpunch2);PlayAnimation(Tequila Sunset,MeasureheadSF2,false,true);ShowActualHeld();SetTriggerAnimation(Kim Kitsuragi, end)@2;


title: Physical Instrument: "The compression is unbearable. This..."
sequence: AudioPlay(gates/measurehead/breaking-fist-01,1)
userscript: DamageEndurance(1)
dialoguetext:
The compression is unbearable. This is causing some serious damage to whatever precious, gelatinous thing is inside there... your sight turns red.


title: Pain Threshold: "Even under the increased force on y..."
sequence: AudioPlay(gates/measurehead/breaking-fist-01,1)
dialoguetext:
Even under the increased force on your skull there is no pain... just the sound of your own blood gushing in there, feeding your mind with oxygen.


title: Measurehead: "The man lands with a dull thump, li..."
sequence: SetTriggerAnimation(Kim Kitsuragi, end)@2;
dialoguetext:
The man lands with a dull thump, like a broken down puppet of muscles and sinew. For a moment he still tries to keep his head up, dazed eyes looking at you with unimaginable surprise.... To your left is *The Button.*


title: Measurehead: "As you slam your fist on the button..."
dialoguetext: As you slam your fist on the button the man collapses entirely, his head rolling to the side...
sequence: ShowActualHeld(); AudioPlay(gates/measurehead/security-curtain-with-switch-01,1)
userscript:
SetVariableValue("gates.the_button_has_been_pressed", true) ; XPMinorSetBool("XP.find_a_way_inside_harbour")--[[ Variable[ ]]


title: Kim Kitsuragi: ""No one is the new Measurehead -- l..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"No one is the new Measurehead -- let's go. Before he gets up..." The lieutenant makes haste toward the door.


title: Physical Instrument: "It has happened *again*! The titan..."
dialoguetext: It has happened *again*! The titan has your fist locked in his hand and he's twisting it...
sequence:
Hold();Release()@3;FocusCamera(mhead_combat_cam_nofeld)@1.3;BanishInterface(true)@1;HideActualHeld();PlayAnimation(measurehead,measurehead_failedpunch1)@2.5;PlayAnimation(Tequila Sunset,MeasureheadF1)@2.5;SetTriggerAnimation(Kim Kitsuragi, Aim)@4;FocusCamera(mhead_combat_cam)@6;BanishInterface(false)@6.5;

userscript:
SetVariableValue("gates.mhead_fight_failed_another_time", true) ; SetVariableValue("gates.mhead_fight_second_failure_exit", true) --[[ Variable[ ]]


title: You: "Try again, punch his lights out wit..."
dialoguetext: Try again, punch his lights out with a right hook!
sequence: 0
conditionstring:
Variable["gates.mhead_fight_failed_mid_success"] == true  and  Variable["XP.find_a_way_inside_harbour"] == false


title: Measurehead's Babe: "The woman looks toward the yard. "J..."
sequence: 0
dialoguetext:
The woman looks toward the yard. "Jean-Luc must be really tearing it up over there. I wish I could see it..."


title: Measurehead: ""IT MUST BE FRIGHTENING TO STAND IN..."
userscript: SetVariableValue("gates.mhead_push_chest_out_open", true) --[[ Variable[ ]]
dialoguetext:
"IT MUST BE FRIGHTENING TO STAND IN THE SHADOW OF THIS *RACIAL PINNACLE*. BE CALM, HAM SANDWICH. YOU ARE NOT IN DANGER, BECAUSE YOU ARE NOT A THREAT TO ME."


title: Measurehead: ""THAT IS PRECISELY THE NEGLIGENCE T..."
userscript: SetVariableValue("tc.al_gul", true) --[[ Variable[ ]]
dialoguetext:
"THAT IS PRECISELY THE NEGLIGENCE THAT HAS LED YOU TO SUCCUMB TO *AL GUL*." His face contorts in disgust, as if he were smelling a dead rat.


title: Measurehead: ""WHAT IS THIS *ANDROGYNOUS* DISPLAY..."
dialoguetext:
"WHAT IS THIS *ANDROGYNOUS* DISPLAY OF SEXUAL MATURITY?" He looks down at you, taking stock of your physique.


title: Measurehead: ""THIS DISPLAY OF WEAKNESS MAY APPEA..."
dialoguetext:
"THIS DISPLAY OF WEAKNESS MAY APPEAL TO OLDER WOMEN, WITH A STRONGER MATERNAL INSTINCT -- BUT IT IS A LIABILITY, HERE ON *BATTLEFIELD MARTINAISE*."


title: Measurehead's Babe: ""Jean-Luc, his body is betraying hi..."
dialoguetext:
"Jean-Luc, his body is betraying his degeneracy pretty hard..." She holds her nose. "Maybe you can ask him to leave?"


title: Measurehead: ""YOU HAVE SUCCUMBED TO *AL GUL*." H..."
userscript: SetVariableValue("tc.al_gul", true) --[[ Variable[ ]]
dialoguetext:
"YOU HAVE SUCCUMBED TO *AL GUL*." His face contorts in disgust -- as if he were smelling a dead rat.


title: Measurehead: ""YOU REEK OF IT. AN INVISIBLE SWORD..."
dialoguetext:
"YOU REEK OF IT. AN INVISIBLE SWORD OF *AL GUL* EMERGES FROM YOUR THROAT. YOU CANNOT SEE IT, BUT OTHERS CAN. IT IS MAKING THE WOMAN IN MY COMPANY SICK."


title: Measurehead: ""THIS IS A FABRICATION THE AL-CHEMI..."
dialoguetext:
"THIS IS A FABRICATION THE AL-CHEMISTS OF YEESUT AND BASHIR AND THEIR GOLEM, AL GUL, HAVE FED YOUR PEOPLE. GO ON BELIEVING IN IT, *RACE LOSER*."


title: Measurehead: ""AL GUL IS AN ANCIENT IILMARAAN POI..."
userscript: SetVariableValue("gates.mhead_desert_pygmees_algul", true) --[[ Variable[ ]]
dialoguetext:
"AL GUL IS AN ANCIENT IILMARAAN POISON, A PARASITIC FUNGUS THAT HAS COLONIZED YOUR RACE. IT IS A TRICK THE DESERT PYGMEES PLAYED ON YOU -- FOR HUMILIATING THEM AND STRIPPING THEM OF THEIR LAND."


title: You: ""You mean alcohol?""
dialoguetext: "You mean alcohol?"
sequence: 0
conditionstring:
Variable["gates.mhead_rhetoric_algul_is_alcohol"] == false  and  Variable["gates.mhead_cyclo_alcohol_smartassery"] == false


title: Measurehead's Babe: ""Oh yeah, Measurehead..." The babe..."
dialoguetext:
"Oh yeah, Measurehead..." The babe looks at him with eyes full of admiration that transcends the merely sexual.


title: Measurehead: ""GOOD, THERE IS A *FRITTTE* NEARBY...."
dialoguetext:
"GOOD, THERE IS A *FRITTTE* NEARBY. CONGRATULATE YOURSELF WITH ANOTHER DRINK. YOUR FEATURES ARE NOT YET CONGENITALLY DEFORMED ENOUGH."


title: Measurehead: ""NO, YOU DON'T, YOU NEED TO GET ANO..."
dialoguetext:
"NO, YOU DON'T, YOU NEED TO GET ANOTHER DRINK; OCCIDENTAL HAPLOGROUP B4 IS DONE GIVING ORDERS AROUND HERE. THE INFLUENCE OF THE *HAM SANDWICH RACE* IS WANING."


title: Measurehead: ""YOUR MOUTH MOVES, BUT THE ONE WHO..."
dialoguetext:
"YOUR MOUTH MOVES, BUT THE ONE WHO SPEAKS IS AL GUL. YOU ARE BUT A VESSEL FOR THE GHOUL NOW. VERY LITTLE OF YOUR SELF REMAINS."


title: Measurehead: ""YOUR LIFE AND THE LIFE OF YOUR RAC..."
dialoguetext:
"YOUR LIFE AND THE LIFE OF YOUR RACE REVOLVE AROUND *AL GUL*. IT HAS EVERYTHING TO DO WITH WHY YOU'RE HERE."


title: Measurehead: ""YOU GAVE THE WORLD *EUGENICS*, ELE..."
dialoguetext:
"YOU GAVE THE WORLD *EUGENICS*, ELECTRICITY, AND POWERFUL WEAPONS OF WAR LIKE MISSILES AND AEROSTATIC AIRCRAFT. YOU MADE GREAT GAINS IN METALLURGY, RACE THEORY, AND STATECRAFT."


title: Measurehead: ""I AM A DESCENDANT. THE NARROW STRE..."
sequence: 0
dialoguetext:
"I AM A DESCENDANT. THE NARROW STREETS OF ULUNBUIR ARE WITH ME IN MY GENETIC DREAMS, I SEE YOUNG SEMENESE WOMEN WALK INTO THE GREY MASS ON *ILE DU FANTÔME*, WAITING ON IMMACULATE CONCEPTION FROM THE PALE."


title: Measurehead: ""YOU DOMINATED LESSER CULTURES -- L..."
dialoguetext:
"YOU DOMINATED LESSER CULTURES -- LIKE THE DEFORMED HIMEANS AND THE INEXPLICABLY POTATO-OBSESSED KOJKOS -- BUT NOW YOUR ASCENT TO THE GENETIC SUMMIT HAS HALTED. YOU ARE OBSESSED WITH SADNESS AND WITH FRIVOLOUS POP CULTURE."


title: Measurehead: ""BRING YOUR TROOPS TO THE SEMENINE..."
dialoguetext:
"BRING YOUR TROOPS TO THE SEMENINE ISLANDS AND TO BOOGIE STREET AND WE WILL PULVERIZE YOU. WHEN YOU ARE GONE WE WILL BUILD A MUSEUM FOR YOU."


title: Measurehead: ""THE WALLS WILL BE LINED WITH BOTTL..."
dialoguetext:
"THE WALLS WILL BE LINED WITH BOTTLES OF *AL GUL* -- YOUR BELOVED BEVERAGE. INSIDE WE WILL STORE THE ODES TO HOMO-SEXUALITY YOU CALL ART AND YOUR MICROCEPHALIC SKULLS."


title: You: ""That fat racist over there... (Poi..."
sequence: 0
conditionstring: Variable["gates.mhead_rhet_racist_lorryman"]
dialoguetext:
"That fat racist over there... (Point to the racist lorryman.) You're just him after pumping some iron."


title: Measurehead: ""LOOK AT MY CRANIOLOGY. I AM THE PI..."
dialoguetext:
"LOOK AT MY CRANIOLOGY. I AM THE PINNACLE OF MY HAPLOGROUP. THE PINK BLOB IS A BAD EXAMPLE EVEN OF YOURS. IT SADDENS ME..." He pauses in melancholy reflection. "YOU WERE ONCE A NOBLE AND POWERFUL RACE."


title: Measurehead: ""WILLINGLY CALLING YOURSELF A HAM S..."
dialoguetext:
"WILLINGLY CALLING YOURSELF A HAM SANDWICH. HOW FAR THE OCCIDENTAL HAPLOGROUP HAS FALLEN..." He pauses in melancholy reflection. "YOU WERE ONCE A NOBLE AND POWERFUL RACE."


title: Measurehead: ""JERKING MOTIONS. SIGNS OF A LATE-S..."
dialoguetext:
"JERKING MOTIONS. SIGNS OF A LATE-STAGE NEURODEGENERATIVE DISORDER. HOW FAR THE OCCIDENTAL HAPLOGROUP HAS FALLEN..." He pauses in melancholy reflection. "YOU WERE ONCE A NOBLE AND POWERFUL RACE."


title: Measurehead: ""BEGGING FOR HELP. ATTEMPTING TO PA..."
dialoguetext:
"BEGGING FOR HELP. ATTEMPTING TO PASS FEAR FOR COOPERATION. HOW FAR THE OCCIDENTAL HAPLOGROUP HAS FALLEN..." He pauses in melancholy reflection. "YOU WERE ONCE A NOBLE AND POWERFUL RACE."


title: Measurehead: ""OCCIDENTAL HAPLOGROUP B4 IS DONE G..."
dialoguetext:
"OCCIDENTAL HAPLOGROUP B4 IS DONE GIVING ORDERS AROUND HERE. THE INFLUENCE OF THE *HAM SANDWICH RACE* IS WANING."


title: You: ""First, let me make this clear: I'm..."
sequence: 0
conditionstring: Variable["gates.mhead_no_problem_with_alcohol"]
dialoguetext:
"First, let me make this clear: I'm not a drunk. I'm a cop. I just have a drink every now and then, everyone does."


title: Measurehead: ""THE ETHANOL FUNGUS IS DEEP WITHIN..."
dialoguetext:
"THE ETHANOL FUNGUS IS DEEP WITHIN YOUR NERVOUS SYSTEM, PULLING THE STRINGS. YOU ARE MERELY ITS *PUPA* NOW. I SEE NO HOPE FOR YOU OR YOUR KIND."


title: Interfacing: "There is a button right behind him,..."
sequence: 0
userscript: SetVariableValue("gates.mhead_perception_button", true) --[[ Variable[ ]]
dialoguetext:
There is a button right behind him, just out of reach... it must be the one that opens the door to the harbour.


dialoguetext: 0
sequence: Continue()
title:
Variable["gates.mhead_perception_button"]  and  Variable["TASK.ask_for_help_from_the_harbour"]  and  Variable["TASK.ask_for_help_from_the_harbour_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["gates.mhead_perception_button"]  and  Variable["TASK.ask_for_help_from_the_harbour"]  and  Variable["TASK.ask_for_help_from_the_harbour_done"] == false)

conditionstring:
(Variable["gates.mhead_perception_button"]  and  Variable["TASK.ask_for_help_from_the_harbour"]  and  Variable["TASK.ask_for_help_from_the_harbour_done"] == false) == false


title: Measurehead: ""ENOUGH WITH THIS BEGGING. YOU SHOU..."
dialoguetext:
"ENOUGH WITH THIS BEGGING. YOU SHOULD LEAVE THE STAGE OF HISTORY WITH DIGNITY -- BY INVITING THE OTHER RACES TO A *GREAT WORLD WAR*."


title: Rhetoric: "No, there's a peaceful solution. Yo..."
sequence: 0
userscript: SetVariableValue("gates.mhead_rhet_internalize_theory", true) --[[ Variable[ ]]
dialoguetext:
No, there's a peaceful solution. You could *internalize* Measurehead's race theory. He would take you as one of his own.


title: Rhetoric: "There may be a peaceful solution to..."
sequence: 0
userscript: SetVariableValue("gates.mhead_rhet_internalize_theory", true) --[[ Variable[ ]]
dialoguetext:
There may be a peaceful solution to this. You could *internalize* Measurehead's race theory. He would take you as one of his own.


title: Rhetoric: "Well, not as such. What you do with..."
sequence: 0
dialoguetext:
Well, not as such. What you do with a mastery of advanced race theory is up to you. You could reject the findings, sure -- or accept them and become an *advanced* racist.


title: Measurehead: ""ALSO -- TO SERVE IS NOBLE, IT TAKE..."
sequence: 0
dialoguetext:
"ALSO -- TO SERVE IS NOBLE, IT TAKES DISCIPLINE. YOUR PETULANT INDIVIDUALISM HAS ONLY CONTRIBUTED TO YOUR *RACE FAILURE*. IT IS LAX AND MORONIC."


title: Measurehead: ""JAM. INDIVIDUALISM. YOU HAVE GOTTE..."
sequence: 0
dialoguetext:
"JAM. INDIVIDUALISM. YOU HAVE GOTTEN THESE IDEAS FROM DEGENERATE YOUTH CULTURE, HAVE YOU NOT? YOU HAVE PICKED THEM UP FROM ROCK AND ROLL SONGS?"


title: Measurehead: ""MR. CLAIRE IS A MAN OF VISION AND..."
sequence: 0
dialoguetext:
"MR. CLAIRE IS A MAN OF VISION AND MEANS. HE HAS THE WILL TO CONFRONT POLYCULTURAL CAPITAL -- SOMETHING *YOUR* RACE NAIVISTIC COMMUNISTS NEVER DID."


title: Measurehead: ""MR. CLAIRE IS A MAN OF VISION AND..."
sequence: 0
dialoguetext:
"MR. CLAIRE IS A MAN OF VISION AND MEANS. HE HAS THE WILL TO CONFRONT INTERNATIONAL CAPITAL, WHICH IS SOMETHING YOUR RACE NAIVISTIC COMMUNISTS NEVER DID."


title: Measurehead: ""IDIOTIC COMMUNISM IS THE SINGLE GR..."
sequence: 0
dialoguetext:
"IDIOTIC COMMUNISM IS THE SINGLE GREATEST CONTRIBUTOR TO YOUR RACE DESCENT. EVERYWHERE AROUND YOU, THE FRUITS OF ITS FAILURE TO CHALLENGE THE WORLD ORDER: INDIVIDUALISM, ROCK AND ROLL MUSIC, SEXUALLY TRANSMITTED DISEASES..."


title: Measurehead: ""ABOVE ALL -- RAMPANT MULTINATIONAL..."
sequence: 0
dialoguetext:
"ABOVE ALL -- RAMPANT MULTINATIONAL FINANCE STILL REIGNING LARGE. TELL ME, WHERE HAVE YOU GOTTEN YOUR LOVE OF PATHETIC COMMUNISM FROM?" He leans closer. "DEGENERATE YOUTH CULTURE? ROCK AND ROLL MUSIC?"


title: Measurehead: ""OF COURSE YOU ARE, REVACHOLIAN MAN..."
sequence: 0
dialoguetext:
"OF COURSE YOU ARE, REVACHOLIAN MAN. THE FAILURE OF COMMUNISM TO CHALLENGE THE WORLD ORDER IS THE CORE OF YOUR RACE FATE. ALL AROUND YOU, THE FRUITS OF ITS DEFEAT: INDIVIDUALISM, ROCK AND ROLL MUSIC, SEXUALLY TRANSMITTED DISEASE..."


title: Measurehead: ""RACISTS ARE GENERALLY NOT VERY GOO..."
sequence: 0
dialoguetext:
"RACISTS ARE GENERALLY NOT VERY GOOD EXAMPLES OF THEIR RACE." He gestures toward the lorryman down the street...


title: Measurehead: ""I AM NOT LIKE THEM. I AM CRANIOMET..."
sequence: 0
dialoguetext:
"I AM NOT LIKE THEM. I AM CRANIOMETRIC PERFECTION. I HAVE TAKEN THE TROUBLE TO PERMANENTLY DRAW A PHRENOLOGIC GRID ON MY SKULL AND FEATURES. THIS SHOULD DISPEL ANY DOUBT."


title: Measurehead: ""DON'T BE VULGAR. WHITE OR NOT HAS..."
sequence: 0
dialoguetext:
"DON'T BE VULGAR. WHITE OR NOT HAS GOT LITTLE TO DO WITH THIS. THE *RACE ENIGMA* RUNS MUCH DEEPER THAN THAT." He turns his eyes towards the harbour, seemingly bored with you.


title: You: ""I have gotten it from disco, actua..."
dialoguetext: "I have gotten it from disco, actually."
sequence: 0
userscript:
ReputationGrows("superstar_cop"); SetVariableValue("gates.mhead_chose_disco", true) --[[ Variable[ ]]


title: You: ""It's true, I am a rock and roll st..."
dialoguetext: "It's true, I am a rock and roll star and a rebel."
sequence: 0
userscript:
ReputationGrows("superstar_cop"); SetVariableValue("gates.mhead_chose_rock", true) --[[ Variable[ ]]


title: Measurehead: ""OFFSHOOTS OF THE SEMENESE PEOPLE I..."
sequence: 0
dialoguetext:
"OFFSHOOTS OF THE SEMENESE PEOPLE INVENTED DISCO WHILE HAVING SEX UNDER THE INFLUENCE OF COCAINE. IT IS A SHAME UPON MY RACE -- BUT WHAT IS DONE IS DONE."


title: Measurehead: ""I AM NOT SURPRISED YOU ENJOY IT SO..."
sequence: 0
dialoguetext:
"I AM NOT SURPRISED YOU ENJOY IT SO MUCH. THIS HAS HAPPENED TO MANY OF THE SIDE-PRODUCTS OF THE INEVITABLE CULTURAL VICTORY OF THE SEMENESE RACE."


title: Visual Calculus: "The drawings are precise and look t..."
sequence: 0
userscript: SetVariableValue("gates.mhead_cyclo_phrenology", true) --[[ Variable[ ]]
dialoguetext:
The drawings are precise and look true to their pseudoscientific ambitions. One thing however -- it is not *entirely* free of throwbacks in the phylogenetic tree. His large jaw, for example, could be a trait indicative of criminalism. Also his ear lobes could be smaller.


title: Measurehead: ""SO IT WAS. YOU BESTED ME IN RACE C..."
sequence: 0
dialoguetext:
"SO IT WAS. YOU BESTED ME IN RACE COMBAT TO REACH MY SUPERIOR, THEN HAD HIM GIVE ME AN ORDER. I SALUTE YOUR CUNNING, ENEMY. I WILL GO AND REMOVE THE BODY FROM THE TREE -- WITH MY BARE HANDS."


title: Measurehead: ""SO IT WAS. YOU SURMOUNTED THE HARB..."
sequence: 0
dialoguetext:
"SO IT WAS. YOU SURMOUNTED THE HARBOUR WALL IN A DISPLAY OF ATHLETIC PROWESS TO REACH MY SUPERIOR -- THEN HAD HIM GIVE ME AN ORDER. I SALUTE YOUR CUNNING AND I WILL REMOVE THE BODY FROM THE TREE -- WITH MY BARE HANDS."


title: Measurehead: ""LISTEN TO YOUR LITTLE FRIEND. HE I..."
sequence: 0
dialoguetext:
"LISTEN TO YOUR LITTLE FRIEND. HE IS WISE IN HIS CHILDLIKE WAY. HIS MYSTERIOUS RACE MAY YET PROVE FIERCE COMPETITION TO MY HEROIC HAPLOGROUP."


title: Measurehead's Babe: "The woman's gaze follows Measurehea..."
dialoguetext: The woman's gaze follows Measurehead as he leaves...
sequence:
BanishInterface(true);PostFX(cinematic, true);TravelTo(Tequila Sunset, TeqBranchStand)@1;TravelTo(measurehead,measureheadGoing)@2.5;FocusCamera(mhead_followmhead_cam)@3;FocusCamera(mhead_midfocus_cam)@11;BanishInterface(false)@13;Release()@13.5;


title: Measurehead's Babe: ""Have you ever thought that maybe t..."
sequence: 0
userscript: SetVariableValue("gates.mhead_katya_heard", true) --[[ Variable[ ]]
dialoguetext:
"Have you ever thought that maybe things *should* go to shit?" The woman twirls her hair. "I'm Katya by the way..."


title: Kim Kitsuragi: ""And who are you?" The lieutenant f..."
sequence: 0
dialoguetext:
"And who are you?" The lieutenant fires back. "What is your business here? Why are your clothes four sizes too small for you?"


title: Measurehead: ""ROCK AND ROLL IS MORIBUND, ONLY KO..."
sequence: 0
dialoguetext:
"ROCK AND ROLL IS MORIBUND, ONLY KOJKOS LISTEN TO IT ANYMORE. THERE IS NO LIFE LEFT IN IT, MY PEOPLE ABANDONED IT LONG AGO. IT LEADS ONLY TO NEUROGENERATIVE HERPES AND HEROIN OVERDOSES."


title: Measurehead: ""OF COURSE IT DOES. YOU ARE A DEGEN..."
sequence: 0
dialoguetext:
"OF COURSE IT DOES. YOU ARE A DEGENERATE INDIVIDUALIST AND A ROCK AND ROLL REBEL. A PAWN OF INTERNATIONAL FINANCE, JUST LIKE THE REST OF YOUR HAM-COLOURED RACE."


title: Measurehead: ""STOP EXPLAINING YOURSELF, NO ONE C..."
sequence: 0
dialoguetext:
"STOP EXPLAINING YOURSELF, NO ONE CARES ABOUT YOUR BELIEFS. THE CONVERSATION HAS MOVED ON. TELL ME WHAT DEGENERATE SUB-CULTURE HAS MADE YOU DRESS IN THIS SHAMEFUL WAY?"


title: Measurehead: ""WHAT YOU *NEED* IS TO COME TO TERM..."
sequence: 0
dialoguetext:
"WHAT YOU *NEED* IS TO COME TO TERMS WITH EXTINCTION -- AND NEVER GETTING THAT DEAD BODY DOWN FROM THE TREE." He looks at the button behind him and the tattoos on his face move to reveal the smallest of smiles.


title: Measurehead: ""WHAT YOU *NEED* IS TO COME TO TERM..."
sequence: 0
dialoguetext:
"WHAT YOU *NEED* IS TO COME TO TERMS WITH EXTINCTION -- AND NEVER GETTING INTO THIS HARBOUR." He looks at the button behind him. The tattoos on his face move to reveal the smallest of smiles.


title: Measurehead: ""I CAN SEE THAT. THE SEMENESE ARE T..."
sequence: 0
dialoguetext:
"I CAN SEE THAT. THE SEMENESE ARE THE SOUTH ISLAND RACE. HAPLOGROUP A4A, THE RIGHTFUL MASTERS OF THE INSULINDIAN ARCHIPELAGO. WE DESCEND FROM THE AREOPAGITES OF ANCIENT PERIKARNASSIS -- AND ARRIVED HERE 4000 YEARS AGO."


title: Measurehead: ""THE SOUTH ISLAND RACE, HAPLOGROUP..."
sequence: 0
dialoguetext:
"THE SOUTH ISLAND RACE, HAPLOGROUP A4A. WE ARE THE RIGHTFUL MASTERS OF THE INSULINDIAN ARCHIPELAGO. WE DESCEND FROM THE AREOPAGITES OF ANCIENT PERIKARNASSIS AND ARRIVED HERE 4000 YEARS AGO. MILLENNIA BEFORE YOU."


title: Measurehead: ""I'M FROM COURON..." He changes tac..."
sequence: 0
dialoguetext:
"I'M FROM COURON..." He changes tactics: "AND NO, IT IS NOT *JUST* IN REVACHOL. THIS CITY IS CENTRAL TO THE SEMENESE STRATEGY. SPREADING THROUGH ITS TRADE NETWORKS OUR CULTURE WILL DOMINATE THE WORLD."


title: Measurehead: ""YOU HAVE HEARD ENOUGH ABOUT OUR PH..."
sequence: 0
dialoguetext:
"YOU HAVE HEARD ENOUGH ABOUT OUR PHYLOGENETIC SECRETS FOR TODAY. YOU HAVE EXTINCTION TO COME TO TERMS WITH -- AND *NEVER* GETTING THAT DEAD BODY DOWN FROM THE TREE."


title: Measurehead: ""YOU HAVE HEARD ENOUGH ABOUT OUR PH..."
sequence: 0
dialoguetext:
"YOU HAVE HEARD ENOUGH ABOUT OUR PHYLOGENETIC SECRETS FOR TODAY. YOU HAVE EXTINCTION TO COME TO TERMS WITH -- AND *NEVER* GETTING INTO THE HARBOUR."


title: Measurehead: ""YOU HAVE HEARD ENOUGH ABOUT OUR PH..."
sequence: 0
dialoguetext:
"YOU HAVE HEARD ENOUGH ABOUT OUR PHYLOGENETIC SECRETS FOR TODAY. YOU HAVE EXTINCTION TO COME TO TERMS WITH. THINK UPON IT."


title: Measurehead: ""YOUR PAEDOMORPHIC FRIEND HAS QUICK..."
sequence: 0
dialoguetext:
"YOUR PAEDOMORPHIC FRIEND HAS QUICK WITS." He leans in to inspect: "A PROTRUDING OCCIPUT AND AN INDENTED ZYGOMATIC BONE..."


title: Measurehead: ""YOU SHOULD KEEP HIM CLOSE. THE CON..."
sequence: 0
dialoguetext:
"YOU SHOULD KEEP HIM CLOSE. THE CONGENITAL DEFECT OF FARSIGHTEDNESS DOES NOT RENDER HIM A COMPLETE INVALID. HE STILL HAS THE USE OF HIS MIND."


title: Measurehead: ""THAT IS UNDERSTANDABLE. THE PREVIO..."
sequence: 0
dialoguetext:
"THAT IS UNDERSTANDABLE. THE PREVIOUS RACIST WAS PROBABLY AN OCCIDENTAL, AND DID NOT PROVE A REAL ADVERSARY."


title: Measurehead: ""YOUR PAEDOMORPHIC FRIEND IS RIGHT...."
sequence: 0
dialoguetext:
"YOUR PAEDOMORPHIC FRIEND IS RIGHT. YOU SHOULD LEAVE HERE, WITH YOUR TAIL BETWEEN YOUR LEGS, CONTEMPLATING RACE EXTINCTION. I AM AN IMMOVABLE OBSTACLE."


title: Measurehead: ""YOUR SILENCE BETRAYS YOUR INFERIOR..."
sequence: 0
dialoguetext:
"YOUR SILENCE BETRAYS YOUR INFERIORITY. YOU DO NOT HAVE A REPLY. YOU SHOULD ENTER A DEEP RACE SLUMBER. PERHAPS IN FOUR THOUSAND YEARS THERE IS NEED FOR A SERVILE HOMONCULUS."


title: Measurehead: ""YOU EXHIBIT FORWARD PROJECTION OF..."
sequence: 0
dialoguetext:
"YOU EXHIBIT FORWARD PROJECTION OF THE JAW -- INDICATIVE OF SCHIZOPHRENIA AND SEXUAL INACCOUNTABILITY. FROM A PURELY AESTHETIC STANDPOINT, THE DIMPLE IN YOUR JAW MAKES YOU LOOK LIKE A BABY. THIS IS NOT CRANIOMETRY, JUST AN OBSERVATION."


title: Measurehead: ""IT IS IMPOSSIBLE TO SEE ANY MORE O..."
sequence: 0
dialoguetext:
"IT IS IMPOSSIBLE TO SEE ANY MORE OF YOUR BONE STRUCTURE -- IT IS COVERED IN THE RAVAGES OF AL GUL. FROM WHAT REMAIN OF YOUR FEATURES, I CAN SEE *FLESHY LIPS*, *BALDNESS OF THE HEAD*, AND LONG ARMS RELATIVE TO LOWER LIMBS."


title: Measurehead: ""THIS LEADS ME TO CONCLUDE: YOU ARE..."
sequence: 0
userscript: XPTinySetBool("XP.ethnic_analysis")--[[ Variable[ ]]
dialoguetext:
"THIS LEADS ME TO CONCLUDE: YOU ARE NOT A POLICE OFFICER. YOU ARE A COMMON CRIMINAL, AN OFFSPRING OF MURDERERS AND SAILORS FROM SUR-LA-CLEF AND VESPER; AND POSSIBLY EVEN THE DEGENERATE SHEEP HERDERS OF *UBI*."


title: Measurehead: ""YOU DO NOT WISH TO BE JUDGED, BECA..."
sequence: 0
dialoguetext:
"YOU DO NOT WISH TO BE JUDGED, BECAUSE YOU ARE A GENETIC BLOB OF POLYCULTURAL DEFORMITIES. THIS IS UNDERSTANDABLE."


title: Measurehead: ""YOUR RACIAL HERITAGE IS UNINTEREST..."
sequence: 0
dialoguetext:
"YOUR RACIAL HERITAGE IS UNINTERESTING. IT IS THE SAME AS ALL REVACHOLIANS. YOUR PARENTS AND THEIR PARENTS MADE THE DECISION TO REPRODUCE, WHILE UNDER THE INFLUENCE OF AL GUL. THAT IS THE ONLY REASON YOU ARE HERE."


title: You: ""I want to learn this advanced race..."
sequence: 0
conditionstring: Variable["tc.down_with_racism"] == true
dialoguetext:
"I want to learn this advanced race theory -- to replace my previous race theory. It is *basic*, I'm afraid."


title: You: ""I want to learn this race theory o..."
sequence: 0
dialoguetext:
"I want to learn this race theory of yours. So that we could become... friends?" (Try to smile pathetically.)


title: Measurehead: ""DO NOT BE NAIVE. I KNOW THE ANSWER..."
sequence: 0
userscript: SetVariableValue("gates.mhead_concept_failed_once", true) --[[ Variable[ ]]
dialoguetext:
"DO NOT BE NAIVE. I KNOW THE ANSWER TO THE GREAT RACE ENIGMA. WHY WOULD I SHARE IT WITH A DEFORMED INFANT? YOU DO NOT HAVE THE DEVOTION FOR SERVITUDE."


title: Measurehead: ""YOU WILL MAKE DUE WITH YOUR PRIMIT..."
sequence: 0
userscript: SetVariableValue("gates.mhead_concept_failed_once", true) --[[ Variable[ ]]
dialoguetext:
"YOU WILL MAKE DUE WITH YOUR PRIMITIVE THEORY. I KNOW THE ANSWER TO THE GREAT RACE ENIGMA. WHY WOULD I SHARE IT WITH A DEFORMED INFANT? YOU DO NOT HAVE THE DEVOTION FOR SERVITUDE."


title: Conceptualization: "That's understandable. Jean-Luc Mea..."
sequence: 0
userscript: SetVariableValue("gates.mhead_concept_failed_once", true) --[[ Variable[ ]]
dialoguetext:
That's understandable. Jean-Luc Measurehead is a sage and an intellectual giant of race theory. Who are you? Handmaiden of Al Gul.


title: You: ""Measurehead, I am new to this worl..."
sequence: 0
dialoguetext:
"Measurehead, I am new to this world. Help me understand its races. I need to know what kind of different races are there?"


title: Measurehead: ""THERE ARE THREE CATEGORIES OF RACE..."
sequence: 0
dialoguetext:
"THERE ARE THREE CATEGORIES OF RACE: TYPE A -- THE HEROIC RACES -- TYPE B -- THE SERVILE RACES -- AND THE VILE C-F RACE CAULDRON OF PEDERASTY. WHICH ONE DO YOU NEED EDUCATION ON?"


title: You: ""Why are you not with the Hardie bo..."
dialoguetext: "Why are you not with the Hardie boys?"
sequence: 0
conditionstring:
Variable["whirling.kim_tells_you_to_talk_to_hardie_boys"]  or  Variable["whirling.hardie_hub_reached"]


title: Measurehead: ""I AM NOT THE FIRST LINE OF DEFENCE..."
sequence: 0
dialoguetext:
"I AM NOT THE FIRST LINE OF DEFENCE -- I AM THE LAST." He looks toward the coast, defiantly. "IN ADDITION, THESE SO-CALLED *HARDIE BOYS* ARE AN EFFEMINATE CLIQUE OF BODYBUILDERS. THEIR COMPANY IS SPIRITUALLY DEGRADING."


title: Measurehead: ""THE HARDIE MANLETS ARE ON THE PAY..."
sequence: 0
dialoguetext:
"THE HARDIE MANLETS ARE ON THE PAY OF THE COMPANY. I ANSWER TO THE UNION ALONE -- AND I DO THIS OUT OF *RACE HEROISM*. FINANCE IS AN ALIEN CONCEPT TO THE SEMENESE."


title: Drama: "You pick up on something artificial..."
sequence: 0
userscript: SetVariableValue("gates.mhead_drama_lying", true) --[[ Variable[ ]]
dialoguetext:
You pick up on something artificial in his tone, like he's putting on an *act*. This is unlike him. He is usually more himself.


title: Measurehead: ""FINE. THEY HAVE RECENTLY FALLEN UN..."
sequence: 0
dialoguetext:
"FINE. THEY HAVE RECENTLY FALLEN UNDER THE INFLUENCE OF A POSSIBLY SEXUALLY PERVERTED FEMALE VAGRANT AND A NARCOTICS PEDDLER. IT'S SHAMEFUL."


title: Conceptualization: "Yes. Better not to expand your mind..."
sequence: 0
dialoguetext:
Yes. Better not to expand your mind in this direction. You may find out too much about the *mystery*, fly too close to the race sun.


title: Measurehead: "Don't wait. You've only got a milli..."
sequence: 0
dialoguetext:
Don't wait. You've only got a millisecond -- he's coming to, time is breaking loose from the stupor, his left hand curls up into a fist...


title: Kim Kitsuragi: "The lieutenant looks toward the har..."
sequence: 0
dialoguetext:
The lieutenant looks toward the harbour's electronic door and then to you. He lets out an audible sigh.


title: Measurehead: ""YOU ARE OBVIOUSLY A LIBERAL, SEOLI..."
sequence: 0
dialoguetext:
"YOU ARE OBVIOUSLY A LIBERAL, SEOLITE," the man tells him. "A POLYCULTURALIST. I CAN SEE IT FROM YOUR LOVE OF MICROTECHNOLOGY AND YOUR SARTORIAL CHOICES. DO NOT DENY YOUR FRIEND THE TRUTH YOU HAVE DENIED YOURSELF."


title: You: ""Type A.""
dialoguetext: "Type A."
sequence: 0
userscript:
SetVariableValue("gates.mhead_race_category_counter", Variable["gates.mhead_race_category_counter"] +once(1)) ; SetVariableValue("gates.measurehead_group_a", true) 


title: You: ""Type B.""
dialoguetext: "Type B."
sequence: 0
userscript:
SetVariableValue("gates.mhead_race_category_counter", Variable["gates.mhead_race_category_counter"] +once(1)) ; SetVariableValue("gates.measurehead_group_b", true) 


title: You: ""Now that we've been through all th..."
dialoguetext: "Now that we've been through all the types -- do I understand Advanced Race Theory?"
sequence: 0
userscript: SetVariableValue("gates.mhead_race_white_hub_completed", true) --[[ Variable[ ]]
conditionstring:
Variable["gates.mhead_race_category_counter"] >= 3  and  Variable["gates.mhead_race_white_hub_completed"] == false


title: Measurehead: ""A RECEDING GENETIC POOL HAS LED TH..."
sequence: 0
dialoguetext:
"A RECEDING GENETIC POOL HAS LED THE MAUN ON REPREHENSIBLE STREET PARADES, IN MAUN CITIES LIKE STAADSKANAAL AND VREDEFORT, WEARING WOODEN CLOGS ON THEIR FEET, AND LITTLE GREEN TASSELS ON THEIR HATS."


title: Measurehead: ""I KNEW YOU WOULD GO STRAIGHT FOR T..."
sequence: 0
dialoguetext:
"I KNEW YOU WOULD GO STRAIGHT FOR THE VILE CAULDRON -- EVERYONE DOES." He does not look surprised. "YOU NEED TO FIRST LEARN ABOUT TYPE A AND B TO APPRECIATE THE DEPRAVITY OF THE CHIMERIC RACES."


title: Measurehead: ""THE MAUN ARE PROOF THAT YOU CAN HA..."
sequence: 0
dialoguetext:
"THE MAUN ARE PROOF THAT YOU CAN HAVE TOO MUCH OCCIDENTAL RACIAL PURITY -- AND TASSEL-CENTRIC CULTURE. INBREEDING HAS LED TO A LACTOSE INTOLERANT SUB-RACE WHOM NO ONE CAN TAKE SERIOUSLY."


title: Measurehead: ""THOSE ARE THE SEMENESE, THE AREOPA..."
sequence: 0
dialoguetext:
"THOSE ARE THE SEMENESE, THE AREOPAGITE, AND THE OCCIDENTALS -- EXCLUDING THE *MAUN* OF COURSE. THE MAUN ARE RIDDLED WITH ECZEMA TO THE POINT WHERE THEY FIND IT IMPOSSIBLE TO SMILE. THEY ARE ALL LACTOSE INTOLERANT -- A COMMON RESULT OF INBREEDING..."


title: Measurehead: ""YOU KNOW THEM BY THE NAMES OF THEI..."
sequence: 0
dialoguetext:
"YOU KNOW THEM BY THE NAMES OF THEIR NATION STATES: *THE ORANJESE*, *THE GOTTWALDIANS* AND *THE KÖNIGSTEINERS*. MY PEOPLE SIMPLY CALL THEM *MAUN*."


title: Encyclopedia: "*Maun* is a derogative term for fir..."
sequence: 0
userscript: SetVariableValue("gates.mhead_cyclo_maun", true) --[[ Variable[ ]]
dialoguetext:
*Maun* is a derogative term for first-world people of Gottwaldian descent. They do not *all* have eczema. Also, people of Katla, like the Suru and the Uuhu, are much more lactose intolerant.


title: Encyclopedia: "In some municipalities of Oranje, p..."
sequence: 0
dialoguetext:
In some municipalities of Oranje, people do wear shoes made of wood to street parades. Green, orange, and even yellow tassels have also been seen on hats.


title: Measurehead: ""THE VESPERTINES AND MESSINIANS OF..."
sequence: 0
dialoguetext:
"THE VESPERTINES AND MESSINIANS OF VESPER AND MESSINA; THE ANCIENT METEORANS OF METEO BY THE GOLDEN PISANTIC SEA, THE SURESNE OF SUR-LA-CLEF AND EVEN THE NORTH-KÖNIGSTEINERS -- ALL HAVE TYPE A RACE PROPENSITIES."


title: Measurehead: ""THE OTHER LARGE MONDIAL CIVILIZATI..."
sequence: 0
dialoguetext:
"THE OTHER LARGE MONDIAL CIVILIZATION -- THE MESQUE -- ARE TOO YELLOW AND OLEAGINOUS TO COUNT AS A HEROIC RACE; TRUE, THEY ARE VIOLENT AND EXPANSIONIST, BUT THEY HAVE A *GLANDULAR PROBLEM*..." He draws his finger across his face...


title: Measurehead: ""OVERPRODUCTION OF *SEBUM*. SEBUM I..."
sequence: 0
dialoguetext:
"OVERPRODUCTION OF *SEBUM*. SEBUM IS LEAKING INTO THEIR BRAINS, MAKING THEM LISTEN TO *EL MARIACHI* MUSIC AND EAT TOXIC MINCED MEAT BASED FOOD. WHICH IN TURN ONLY PRODUCES MORE SEBUM."


title: Measurehead: ""AS PROVEN BY THE MAUN AND THE MESQ..."
sequence: 0
dialoguetext:
"AS PROVEN BY THE MAUN AND THE MESQUE, OCCIDENTAL TYPE A IS IN RETROGRADE; THE SEMENESE AND THE AREOPAGITE ARE ON THE ASCENT."


title: Measurehead: ""THE INDIGENOUS PEOPLE OF THIS, THE..."
sequence: 0
dialoguetext:
"THE INDIGENOUS PEOPLE OF THIS, THE INSULINDIAN ARCHIPELAGO. THE SEMENESE INHABIT THE SOUTHERN ISLANDS..." He gestures toward the South, across the ocean. "*I* AM SEMENESE -- FROM THE STOCK OF ULUNBUIR ON ILE DU FANTÔME."


title: Measurehead: ""THE AREOPAGITES ARE THE MASTER RAC..."
sequence: 0
dialoguetext:
"THE AREOPAGITES ARE THE MASTER RACE OF THE IILMARAAN DESERTS. THE SEMENESE ARE DESCENDANTS OF THE AREOPAGITES. WE CAME HERE DURING A *HEROIC MIGRATION* FROM IILMARAA TO INSULINDE. THOUSANDS OF YEARS BEFORE THE LACTOSE INTOLERANT, MAUN-RIDDEN OCCIDENTALS DISCOVERED THIS PLACE."


title: Measurehead: ""NO, THOSE WERE SCIMITAR WIELDING R..."
sequence: 0
dialoguetext:
"NO, THOSE WERE SCIMITAR WIELDING RACE LOSERS OF SAHRAVA, YEESUT AND BASHIR, WITH THEIR HIMI SERVANTS. *BIG DIFFERENCE*. THE AREOPAGITES WERE FASTING AND CONQUERING WHILE THIS HAPPENED -- YOU NEVER PENETRATED THE WESTERN DUNES."


title: Measurehead: ""THE AREOPAGITES ARE SLEEK, LONG-HE..."
sequence: 0
dialoguetext:
"THE AREOPAGITES ARE SLEEK, LONG-HEADED. THE SEMENESE ARE POWERFUL, MESOMORPHIC. THE FORMER IS AN IMMUTABLE PROGENITOR, UNCHANGED SINCE THE SUPER-ISOLA OF PERIKARNASSIS. ANCIENT BRAINS REST IN THEIR SLENDER SKULLS..." He falls silent, contemplating the beauty and the mystery.


title: Measurehead: "Then he continues: "THE LATTER IS P..."
sequence: 0
dialoguetext:
Then he continues: "THE LATTER IS PERFECTED AND ADAPTING. TOGETHER THEY FORM THE SEMENO-AREOPAGITE OR *SEMEOPAGITE* SUPERRACE -- THAT IS ALL. THERE ARE NO MORE TYPE A RACES IN THE WORLD."


title: Measurehead: ""PINKNESS IS A RACIAL QUALITY THAT..."
sequence: 0
dialoguetext:
"PINKNESS IS A RACIAL QUALITY THAT HAS TO BE EARNED THROUGH CENTURIES OF ADVANCED BALLISTIC WARFARE AND CULTURAL DOMINATION THAT THE GRAAD PEOPLE HAVE UNDERGONE FOR DRINKING AL GUL AND SMOKING THE DEGENERATE *TABAC* HERB... AND FOR EATING *POTATO*."


title: Measurehead: ""THEY ARE MICROSCOPIC. THE SEMENO-A..."
sequence: 0
dialoguetext:
"THEY ARE MICROSCOPIC. THE SEMENO-AREOPAGITE SUPERSTATE WILL COVER THE *ENTIRE* REMAINING PLANETARY CRUST, UNINTERRUPTED FROM HOLY SEMENINE TO THE BOREAL PLATEAU OF KATLA."


title: Measurehead: ""TYPE B ARE THE *UNHEROIC RACES*. A..."
sequence: 0
dialoguetext:
"TYPE B ARE THE *UNHEROIC RACES*. AMORPHOUS NON-COMPETITORS OF THE GREAT RACE. THE KOJKOS AND THE VACHOLIERS, THEY ARE MUD COLOURED PEOPLE."


title: Measurehead: ""ITS LEADERS WILL BE THE GENETIC EP..."
sequence: 0
dialoguetext:
"ITS LEADERS WILL BE THE GENETIC EPITOME OF THE SEMENESE AND AREOPAGITE STOCK, ELECTED BY NATURE; NOT THE BASE, INERT SPOILAGE CALLED *DEMOS*."


title: Measurehead: ""THE KOJKO -- THE COUNTLESS MICRONA..."
sequence: 0
dialoguetext:
"THE KOJKO -- THE COUNTLESS MICRONATIONALITIES OF GRAAD -- ARE ALL INEXPLICABLY OBSESSED WITH *POTAAT*. THE ONLY THING THEY LIKE MORE IS DIVIDING INTO MICROSCOPIC ETHNOSTATES. LIKE POLITICAL AMOEBA."


title: Measurehead: ""THEN THERE IS... " He pauses drama..."
sequence: 0
dialoguetext:
"THEN THERE IS... " He pauses dramatically. "THE SEMENO-KOJKIC CHIMERA. ARE YOU SURE YOU WISH TO KNOW OF THE SEMENO-KOJKIC CHIMERA? IT IS NOT AN AESTHETIC SIGHT."


title: Measurehead: ""THIS WILL NEVER HAPPEN. THE SEMENE..."
sequence: 0
userscript: SetVariableValue("gates.measurhead_semenokojkic_chimera", true) --[[ Variable[ ]]
dialoguetext:
"THIS WILL NEVER HAPPEN. THE SEMENESE AND THE KOJKO *MAY* HAVE SIMILAR INTERBREEDING PROBLEMS AS THE MESQUITO -- WE WILL NEVER KNOW PRECISELY. NO SEMENESE MAN COULD MAINTAIN AN ERECTION IN THE SUFFOCATING POTATO STENCH OF A KOJKO WOMAN, OR *KOJKA*.


title: Measurehead: ""REVACHOLIANS -- HALF WAY BETWEEN T..."
sequence: 0
dialoguetext:
"REVACHOLIANS -- HALF WAY BETWEEN TYPE A AND THE RACIAL CAULDRON. TOO MIXED TO KNOW RIGHT FROM WRONG. YOU TRIED YOUR DEGENERATE LITTLE REVOLUTION, WHICH WAS THE SINGLE GREATEST FAILURE COMMITTED BY HUMANS IN OUR 82,000 YEAR HISTORY ON THIS PLANET."


title: Measurehead: ""THE REVOLUTION CAME TO REVACHOL FR..."
sequence: 0
dialoguetext:
"THE REVOLUTION CAME TO REVACHOL FROM GRAAD, IN TZARAATH-RIDDEN POTATO CARTS -- IT IS LITERALLY AN ILLNESS. A PRION DISEASE THAT LEAVES THE PARIETAL AND FRONTAL LOBE RIDDEN WITH HOLES. A SOFT, SPONGELIKE MASS OF DEMENTIA, HALLUCINATIONS, AND PARANOIA..."


title: Measurehead: ""THE REVOLUTION IS *FATAL FAMILIAL..."
sequence: 0
dialoguetext:
"THE REVOLUTION IS *FATAL FAMILIAL INSOMNIA*. A HEREDITARY PRION CONDITION PASSED FROM THE KOJKO TO THE OCCIDENTALS..." He pauses in theoretic self-reflection. "BUT NOT SEXUALLY, PROBABLY THROUGH TRADE ROUTES AND POTATE-ACID, THE PRIME COMPONENT OF THE POTATO PLANT..."


title: Visual Calculus: "The Kojkos of Graad (Yugo, Zsiemsk,..."
sequence: 0
userscript: SetVariableValue("gates.mhead_viscal_kojkos", true) --[[ Variable[ ]]
dialoguetext:
The Kojkos of Graad (Yugo, Zsiemsk, Shest et al) are what you would call, white, officer -- in a suspect description.


title: Measurehead: ""PINKNESS IS A RACIAL QUALITY THAT..."
sequence: 0
dialoguetext:
"PINKNESS IS A RACIAL QUALITY THAT HAS TO BE EARNED THROUGH CENTURIES OF ADVANCED BALLISTIC WARFARE AND CULTURAL DOMINATION THAT THE GRAAD PEOPLE HAVE UNDERGONE FOR DRINKING AL GUL AND SMOKING THE DEGENERATE *TABAC* HERB... AND FOR EATING *POTATO*..."


title: Measurehead: ""DEMOCRATIC ETHNOSTATES ARE MICROSC..."
sequence: 0
dialoguetext:
"DEMOCRATIC ETHNOSTATES ARE MICROSCOPIC. THEY BREED GENETIC MEDIOCRITY. THE SEMENO-AREOPAGITE SUPERSTATE WILL COVER THE *ENTIRE* REMAINING PLANETARY CRUST, UNINTERRUPTED FROM HOLY SEMENINE TO THE BOREAL PLATEAU OF KATLA."


title: Encyclopedia: "Is it 82,000 years that we've been..."
sequence: 0
userscript: SetVariableValue("gates.mhead_cyclo_history_length", true) --[[ Variable[ ]]
dialoguetext:
Is it 82,000 years that we've been recording history? You have very little idea of what is happening, but that seems a little off.


title: Measurehead: ""THE MYSTERIES OF THE PEOPLE OF THI..."
sequence: 0
dialoguetext:
"THE MYSTERIES OF THE PEOPLE OF THIS PLANET ARE A TRAGEDY THAT HAS PLAYED OUT COUNTLESS TIMES OVER, LIKE A FEVER DREAM OF SKIN, HAIR, AND BONE. WAKE UP -- NAIVE CHESS PIECE."


title: You: ""That Revolution sounds like it was..."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"That Revolution sounds like it was perpetrated by degenerate marauders. Not all the people of Revachol."


title: Measurehead: ""THE HEART THAT PUMPS THE HAEMOGLOB..."
sequence: 0
dialoguetext:
"THE HEART THAT PUMPS THE HAEMOGLOBIN IS MYSTERIOUS, AND SO IS ITS DARK WILL," he answers enigmatically. "ENOUGH OF THESE PERSONAL MATTERS. HAVE YOU BEEN EDUCATED TO ALL THE RASSO-TYPES NOW?"


title: Measurehead: ""TYPES C-F ARE A MUSEUM OF FAILED *..."
sequence: 0
dialoguetext:
"TYPES C-F ARE A MUSEUM OF FAILED *CHIMERIC EXPERIMENTS* AND TRAGIC MAL-ADAPTATIONS. THEY ARE TORTURED CREATURES WAITING TO BE PUT TO SLEEP. YOUR MORBID INTEREST IN THEM WORRIES ME."

userscript:
SetVariableValue("gates.mhead_race_category_counter", Variable["gates.mhead_race_category_counter"] +once(1)) 


title: Measurehead: ""IT WOULD BE CRUEL." The man agrees..."
sequence: 0
dialoguetext:
"IT WOULD BE CRUEL." The man agrees. "TO ENTERTAIN OURSELVES WITH THEIR DEFORMITIES. WERE THERE ANY ABLE BODIED RACES YOU NEEDED EDUCATION ON?"


title: Measurehead: ""LESSER RACES LIKE THE *MESQUITO*,..."
sequence: 0
dialoguetext:
"LESSER RACES LIKE THE *MESQUITO*, A GROTESQUE MIXTURE OF A MESQUE WOMAN AND A SEMENESE MAN, ONLY POSSIBLE IF THE MOTHER IS MESQUE AND THE FATHER SEMENESE. THE OTHER WAY AROUND THEY FAIL TO PRODUCE OFFSPRING."


title: Measurehead: ""THE MESQUITO IS BORN STERILE. LIKE..."
sequence: 0
dialoguetext:
"THE MESQUITO IS BORN STERILE. LIKE A DONKEY..." He looks west, ruefully: "ALL THEY HAVE LEFT IS TO RIDE CUSTOMIZED MOTOR CARRIAGES WITH HYDRAULIC SUSPENSION, LISTENING TO AGGRESSIVE *EL MARIACHI* MUSIC TO VENT THEIR IMPOTENT DESPAIR."


title: You: ""Maybe I have misunderstood somethi..."
sequence: 0
conditionstring: Variable["gates.measurehead_logic_sterile_not_possible"]
dialoguetext:
"Maybe I have misunderstood something, but aren't humans too similar to produce genetically sterile offspring."


title: Measurehead: ""TO AN UNTRAINED EYE THE KOJKO APPE..."
sequence: 0
dialoguetext:
"TO AN UNTRAINED EYE THE KOJKO APPEAR WHITE AND PINKISH. LIKE A HAM SANDWICH. BUT LOOK INTO THEIR EYES AND YOU WILL SEE..." He squints, full of sage wisdom: "THEY ARE OF AN INDISTINCT, MUDDY COLOUR. AND SO IS THEIR SKIN: UNHEALTHY, SWEATY AND ASHEN..."


title: Measurehead: ""YES. TO AN UNTRAINED EYE THE KOJKO..."
sequence: 0
dialoguetext:
"YES. TO AN UNTRAINED EYE THE KOJKO APPEAR WHITE AND PINKISH. LIKE A HAM SANDWICH. BUT LOOK INTO THEIR EYES AND YOU WILL SEE..." He squints, full of sage wisdom: "THEY ARE OF AN INDISTINCT COLOUR. AND SO IS THEIR SKIN: UNHEALTHY, MUDDY AND ASHEN..."


title: Reaction Speed: "Your eyes bounce to the young woman..."
sequence: 0
userscript: SetVariableValue("gates.mhead_reaction_katya_kojko", true) --[[ Variable[ ]]
dialoguetext:
Your eyes bounce to the young woman at his side, twirling her hair. It is light brownish and eyes are a random colour...


title: Measurehead: ""YOU NEED TO KNOW BOTH TYPES *A* AN..."
sequence: 0
dialoguetext:
"YOU NEED TO KNOW BOTH TYPES *A* AND *B* TO UNDERSTAND THE CONTEXT FOR THE RECKLESS GENETIC ABANDONMENT IN THE PHYLO-CAULDRON."


title: Measurehead's Babe: ""Yeah.." The young woman puts a pie..."
sequence: 0
dialoguetext:
"Yeah.." The young woman puts a piece of chewing gum in her mouth. "You have to have context, you know."


title: Measurehead: ""YES. IT IS CRUEL TO ENTERTAIN OURS..."
sequence: 0
dialoguetext:
"YES. IT IS CRUEL TO ENTERTAIN OURSELVES WITH THE DEFORMITIES OF C-F. WERE THERE ANY ABLE BODIED RACES YOU NEEDED EDUCATION ON?"


title: Measurehead: ""THE KOJKO, AS YOU KNOW, ARE VERY S..."
sequence: 0
dialoguetext:
"THE KOJKO, AS YOU KNOW, ARE VERY SERVILE. ESPECIALLY WHEN THEY MEET THE RICH-MAN. RACIAL SCIENTISTS HAVE TOYED WITH THE IDEA OF CROSSING THE SEMENESE WITH A KOJKO, TO PRODUCE A SUPER-WORKER OF SEMENESE STRENGTH AND GRAAD SERVILITY..."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["gates.mhead_empathy_sad_about_katya"]  or  Variable["gates.mhead_reaction_katya_kojko"])

conditionstring:
(Variable["gates.mhead_empathy_sad_about_katya"]  or  Variable["gates.mhead_reaction_katya_kojko"]) == false


title: Measurehead: ""BUT ENOUGH. IT IS CRUEL TO ENTERTA..."
sequence: 0
dialoguetext:
"BUT ENOUGH. IT IS CRUEL TO ENTERTAIN OURSELVES WITH THE DEFORMITIES OF TYPE C-F. WERE THERE ANY ABLE BODIED RACES YOU NEEDED EDUCATION ON?"


title: Empathy: "He does not seem angry, nor does th..."
sequence: 0
dialoguetext:
He does not seem angry, nor does the woman look affected. She just twirls her hair. Perhaps they've been through this and established an accord?


title: Measurehead: ""YOU UNDERSTAND *NOTHING*. TO SOLVE..."
sequence: 0
dialoguetext:
"YOU UNDERSTAND *NOTHING*. TO SOLVE THE GREAT *RACE ENIGMA* YOU HAVE TO FIRST ASK YOURSELF: WHAT *IS* THE RACE ENIGMA? YOU HAVE NOT EVEN WORDED THE MYSTERY, LET ALONE SOLVED IT."


title: You: ""Will you let me into the harbour i..."
dialoguetext: "Will you let me into the harbour if I do?"
sequence: 0
conditionstring:
Variable["cargo.jump_whictecheck_completed"] == false  and  Variable["gates.the_button_has_been_pressed"] == false


title: Measurehead: ""YOU NEED TO *INTERNALIZE* WHAT YOU..."
sequence: 0
userscript: GainThought("advanced_race_theory"); GainTask("TASK.what_is_race_enigma")--[[ Variable[ ]]
dialoguetext:
"YOU NEED TO *INTERNALIZE* WHAT YOU HAVE HEARD HERE TODAY. THEN RETURN TO ME -- THIS CLARITY DOES NOT COME INSTANTLY."


title: Measurehead: ""LOST DOE, BUCKLED AWAY AT THE LAST..."
sequence: 0
dialoguetext:
"LOST DOE, BUCKLED AWAY AT THE LAST GATE -- THIS IS WHY YOUR HAPLOGROUP WILL NEVER RISE FROM THE ASHES. NOW -- I NEED TO LUXURIATE IN THE PRIVATE COMPANY OF MY BABE. LEAVE ME."


title: Kim Kitsuragi: ""Access to the Union is important f..."
sequence: 0
dialoguetext:
"Access to the Union is important for our investigation, but there may be another way in... Without becoming a race theoretician."


title: Measurehead: ""THERE IS NOTHING *FUNKY* ABOUT THE..."
sequence: 0
dialoguetext:
"THERE IS NOTHING *FUNKY* ABOUT THEM: THERE ARE THREE CATEGORIES OF RACE: TYPE A, TYPE B, AND THE VILE C-F RACE CAULDRON OF PEDERASTY. WHICH ONE DO YOU NEED?"


title: Measurehead: ""I CANNOT POSSIBLY IMAGINE WHAT ELS..."
sequence: 0
dialoguetext:
"I CANNOT POSSIBLY IMAGINE WHAT ELSE WE HAVE TO DISCUSS, TYPE B REVACHOLIAN -- YOUR LOVE FOR DISCO MUSIC AND VENEREAL DISEASE?"


title: You: ""This dump is ready to be supersede..."
sequence: 0
dialoguetext:
"This dump is ready to be superseded by the Areopagite superstate. I can serve as a clerk in your administration -- maybe you need a cop."


title: Measurehead: ""LOOK, BABE. THE DISCO DANCING DEGE..."
sequence: 0
userscript: FinishTask("TASK.what_is_race_enigma_done")--[[ Variable[ ]]
dialoguetext:
"LOOK, BABE. THE DISCO DANCING DEGENERATE HAS RUN OUT OF COCAINE TO SHOOT INTO HIS ARMS. THIS HAS MADE HIM SHORT FUSED AND IMPOLITE. UNDERNEATH THE POSTURING, THERE IS DREAD."


title: You: ""It's whatever you want it to be. I..."
sequence: 0
dialoguetext:
"It's whatever you want it to be. It's a free association language exercise: degenerate, race hero..."


title: Measurehead: ""LOOK, BABE. THE RICH-MAN HAS HUMIL..."
sequence: 0
userscript: FinishTask("TASK.what_is_race_enigma_done")--[[ Variable[ ]]
dialoguetext:
"LOOK, BABE. THE RICH-MAN HAS HUMILIATED AND EMASCULATED THIS *COPLET*. HE CAN ONLY THINK IN BASE MATERIALIST CATEGORIES AND FEMININE ABSTRACTIONS LIKE MONEY."


title: Measurehead: ""LOOK, BABE, THE MINION OF LAW IS A..."
sequence: 0
dialoguetext:
"LOOK, BABE, THE MINION OF LAW IS ALSO A RACIST. BUT HIS RACISM IS BASIC AND ROTE. HE THINKS HE HAS SOLVED THE GREAT RACE *ENIGMA* BY DESCRIBING A ROTE MECHANISM OF SCIENTIFIC COMPETITION."


title: Measurehead: ""LOOK BABE, THE PETULANT ROCK AND R..."
sequence: 0
userscript: FinishTask("TASK.what_is_race_enigma_done")--[[ Variable[ ]]
dialoguetext:
"LOOK BABE, THE PETULANT ROCK AND ROLL REBEL THINKS THE RACIAL SYNTHESIS EXISTS TO *RANKLE* HIS SENSIBILITIES. IN HIS HALL-OF-MIRRORS EXISTENCE, EVERYTHING IS INSINCERE -- EVEN NATURE."


title: Measurehead: ""LOOK BABE, WHEN CONFRONTED WITH TH..."
sequence: 0
userscript: FinishTask("TASK.what_is_race_enigma_done")--[[ Variable[ ]]
dialoguetext:
"LOOK BABE, WHEN CONFRONTED WITH THE HARSH TRUTH OF HIS DEMISE THE MELANCHOLIC ACADEMICIAN STARTS FIDDLING HIS OWN GENITALIA. HIS BALD SPOT BETRAYS THAT HE IS A COMPULSIVE MASTURBATOR."


title: You: ""It's about you being conflicted ab..."
dialoguetext: "It's about you being conflicted about your *Kojka* girlfriend, isn't it?"
sequence: 0
conditionstring:
Variable["gates.mhead_cyclo_katya_name"]  or  Variable["gates.mhead_reaction_katya_kojko"]  or  Variable["gates.mhead_empathy_sad_about_katya"]


title: Measurehead: ""LOOK, BABE, WHEN CONFRONTED WITH T..."
sequence: 0
userscript: FinishTask("TASK.what_is_race_enigma_done")--[[ Variable[ ]]
dialoguetext:
"LOOK, BABE, WHEN CONFRONTED WITH THE DEMISE OF HIS ENTIRE RACE, THE BOURGEOIS ALCOHOLIC DEGENERATE FOCUSES ON GOSSIP. OTHER PEOPLE'S LIVES ARE A REFUGE FOR HIM -- FROM THE BURNING RACE WRECKAGE OF HIS OWN."


title: Measurehead: "He turns to you. "YOU COULD HAVE US..."
sequence: 0
userscript: SetVariableValue("gates.the_button_has_been_pressed", true) --[[ Variable[ ]]
dialoguetext:
He turns to you. "YOU COULD HAVE USED THIS OPPORTUNITY TO OVERCOME YOUR NARROW, *AL GUL* RAVAGED IDENTITY. INSTEAD OF UNLOCKING THE RACE ENIGMA, YOU ATTEMPTED TO *ADD* TO IT -- UNSUCCESSFULLY."


title: Measurehead: ""HIS RAGE IS ALREADY PLAYED OUT ON..."
sequence: 0
dialoguetext:
"HIS RAGE IS ALREADY PLAYED OUT ON THE STAGE OF HISTORY -- AS THE GROTESQUE TRAGEDY OF REVOLUTION. ALL IT CAN ACCOMPLISH NOW IS IMPOTENT ACADEMIC TEXT AND NEUROSYPHILITIC ROCK AND ROLL MELANCHOLIA."


title: Measurehead: "He turns to you. "IMPOTENT CLASS WA..."
sequence: 0
dialoguetext:
He turns to you. "IMPOTENT CLASS WARRIOR, I TAKE PITY ON YOU. YOU CLEARLY WANT TO ENTER THE HARBOUR BAD. LIKE A LITTLE BOY WHO WANTS TO GO ON THE POTTY. I CAN PRESS THE BUTTON FOR YOU -- IT WILL OPEN THE DOOR."


title: You: ""I don't need your pity. The workin..."
sequence: 0
dialoguetext:
"I don't need your pity. The working class will rise in a sea of blood and you and your rich-boy master will drown in it." [Leave.]


title: Measurehead: ""LOOK, BABE. THE FOSSILIZED ROCK AN..."
sequence: 0
userscript: FinishTask("TASK.what_is_race_enigma_done")--[[ Variable[ ]]
dialoguetext:
"LOOK, BABE. THE FOSSILIZED ROCK AND ROLL REBEL CHALLENGES ME -- A FIGURE OF AUTHORITY. HE IS TRYING TO REINSTATE HIS INDIVIDUALISM WITH SWEARWORDS TAKEN FROM ROCK SONGS FROM THE LAST CENTURY."


title: Measurehead: "He turns to you. "IMPOTENT SUBJECT..."
sequence: 0
dialoguetext:
He turns to you. "IMPOTENT SUBJECT OF POP CULTURE, I TAKE PITY ON YOU. YOU CLEARLY WANT TO ENTER THE HARBOUR BAD -- LIKE A LITTLE BOY WANTS TO GO ON THE POTTY. I CAN PRESS THE BUTTON FOR YOU -- IT WILL OPEN THE DOOR."


title: Measurehead: ""VERY WELL. YOU MAY ENTER THE DOOR..."
sequence: AudioPlay(gates/measurehead/security-curtain-with-switch-01,1)
dialoguetext:
"VERY WELL. YOU MAY ENTER THE DOOR *ONCE*." He punches the emergency button with his fist. "OUR RACE CONVERSATION HERE HAS CONCLUDED."

userscript:
SetVariableValue("gates.the_button_has_been_pressed", true) ; XPMinorSetBool("XP.find_a_way_inside_harbour")--[[ Variable[ ]]


title: Measurehead: "He turns to you. "DEGENERATE SOCIAL..."
sequence: 0
dialoguetext:
He turns to you. "DEGENERATE SOCIAL DEMOCRAT, I TAKE PITY ON YOU. YOU CLEARLY WANT TO ENTER THE HARBOUR BAD. LIKE A LITTLE BOY WHO WANTS TO GO ON THE POTTY. I CAN PRESS THE BUTTON FOR YOU -- IT WILL OPEN THE DOOR."


