# dentries

title: Empathy: "Damn me and my affinity to farm ani..."
sequence: 0
dialoguetext:
Damn me and my affinity to farm animals, she's probably thinking. She hopes the information is useless.


title: Cindy the SKULL: ""Let me stop you right there, piggy..."
sequence: 0
dialoguetext:
"Let me stop you right there, piggy," she interjects, raising her hand. "You have no idea, do you? No idea -- no brush. Fuck off."


title: Cindy the SKULL: ""Yeah... Not gonna hold my breath,..."
sequence: 0
dialoguetext:
"Yeah... Not gonna hold my breath, piggy. You look like you'd suck. At... everything really," she quickly adds.


title: Cindy the SKULL: ""You're about to cry internally, ar..."
sequence: 0
dialoguetext:
"You're about to cry internally, aren't you piggy?" She utters a disapproving grunt. "Pathetic. Just give up, art isn't for you."


title: You: "(Attempt to establish contact.) "He..."
dialoguetext: (Attempt to establish contact.) "Hey, sister. Let's talk *politics* for a minute."
sequence: 0
conditionstring:
Variable["pier.orb_rhetoric_communist_finished"] == true  and  IsTaskActive("TASK.sniff_out_comrades")


title: You: ""One of the Union guys said there's..."
sequence: 0
conditionstring: Variable["gates.manana_talked_communism_quest"] == true
dialoguetext:
"One of the Union guys said there's someone trying to organize an *underground revolutionary cell*."


title: Cindy the SKULL: ""Oh, that's very nice. The little p..."
sequence: 0
dialoguetext:
"Oh, that's very nice. The little piggy wants to make sausages. Out of what, his little piggy friends?"


title: Esprit de Corps: "In the break room of Precinct 41, S..."
sequence: 0
userscript: SetVariableValue("pier.cindy_esprit_sausage", true) --[[ Variable[ ]]
dialoguetext:
In the break room of Precinct 41, Sergeant Mack Torson is just now warming a grey sausage over an electric range. The oil in the pan hisses and pops. Torson is dabbing a spot off his pants when his partner, Satellite-Officer Chester McLaine enters, sniffs the air, and frowns...


title: Perception (Smell): "Your olfactory department wants you..."
sequence: 0
dialoguetext:
Your olfactory department wants you to know that it accepts no responsibility for wherever this line of interrogation leads you.


title: Encyclopedia: "Incidentally, 'The Saddest Pig in t..."
sequence: 0
dialoguetext:
Incidentally, 'The Saddest Pig in the World' is the title of a popular Gottwaldian children's book, written and illustrated by Moritz Metzger. In '26 it received the prestigious *Kritikerpreis* for youth literature.


title: You: ""I'm not oinking for you.""
dialoguetext: "I'm not oinking for you."
sequence: 0
userscript:
SetVariableValue("pier.cindy_communist_quest_resisted_oink", Variable["pier.cindy_communist_quest_resisted_oink"] + once(1)) 


title: Cindy the SKULL: ""Wow. That was easier than I expect..."
sequence: 0
dialoguetext:
"Wow. That was easier than I expected. It's almost like you've been *wanting* to do it this whole time..."


title: Cindy the SKULL: ""Steban's group meets only at night..."
sequence: 0
dialoguetext:
"Steban's group meets only at night, in an old room in these apartments here. It just so happens you're in luck: Their weekly meeting is *tonight*."


title: You: ""Wait, how am I supposed to get int..."
dialoguetext: "Wait, how am I supposed to get into the apartments if I don't live there?"
sequence: 0
conditionstring:
Variable["TASK.find_a_way_inside_apt_building_done"] == false  and  CheckItem("key_apartment_building") == false


title: Cindy the SKULL: ""Just that he's a real communist. N..."
sequence: 0
dialoguetext:
"Just that he's a real communist. Not like the play-acting you've been doing. The rest you'll have to see for yourself."


title: Cindy the SKULL: ""See, Steban's a bit on the paranoi..."
sequence: 0
dialoguetext:
"See, Steban's a bit on the paranoid side. He's got all these *mega secret passphrases*, to keep out infiltrators and the like. You can't join the meeting without one."


title: Kim Kitsuragi: ""Not to interfere in your personal..."
sequence: 0
dialoguetext:
"Not to interfere in your personal errand, but I wonder whether it might have something to do with that phrase Mañana mentioned overhearing."


title: Cindy the SKULL: ""Guess this is what happens when tw..."
sequence: 0
dialoguetext:
"Guess this is what happens when two pigs put their heads together..." She seems slightly disappointed.


title: Conceptualization: "No, you weren't. Otherwise you *wou..."
sequence: 0
dialoguetext:
No, you weren't. Otherwise you *would have* said it. In truth, it was quite beyond your associative powers.


title: Cindy the SKULL: ""That's enough. Off with you then."..."
dialoguetext: "That's enough. Off with you then." She makes a lazy shooing motion with her dangling hand.
sequence: 0
userscript:
SetVariableValue("pier.cindy_talked_communism_quest", true) ;
FinishTask("TASK.sniff_out_comrades_done");
FinishTask("TASK.find_out_about_ideologo_done");
GainTask("TASK.attend_secret_communist_meeting")--[[ Variable[ ]]


title: Cindy the SKULL: ""Huh. I guess this little piggy has..."
sequence: 0
dialoguetext:
"Huh. I guess this little piggy has done his legwork after all..." She sounds slightly disappointed.


title: Cindy the SKULL: ""That's enough. Off with you, then...."
dialoguetext: "That's enough. Off with you, then." She makes a lazy shooing motion with her dangling hand.
sequence: 0
userscript:
SetVariableValue("pier.cindy_talked_communism_quest", true) ;
GainTask("TASK.find_passphrase_steban")--[[ Variable[ ]]


title: Mack Torson: ""What, like you've never reheated l..."
sequence: 0
dialoguetext:
"What, like you've never reheated leftovers in the break room?" He skewers the greasy sausage with a small fork and removes it to a limp paper plate.


title: Chester McLaine: ""Hey, if you wanna dress that up, I..."
sequence: 0
dialoguetext:
"Hey, if you wanna dress that up, I think there's still that old bottle of mustard logged in evidence..." He's already laughing at his own joke-in-progress.


title: Mack Torson: "Torson chews thoughtfully at his sa..."
sequence: 0
dialoguetext:
Torson chews thoughtfully at his sausage for some time. "Hey, Chester, speaking of... do you think Harry ever solved his money situation, or do you think he's gone full hobocop?"


title: Mack Torson: "Torson chews thoughtfully at his sa..."
sequence: 0
dialoguetext:
Torson chews thoughtfully at his sausage for some time. "Hey, Chester, I've been wondering... do you think anybody's ever gone full hobocop?"


title: Chester McLaine: ""You mean, like, is he out there ri..."
sequence: 0
dialoguetext:
"You mean, like, is he out there right now, sleeping in a storm drain, chasin' down rats for leads?"


title: Chester McLaine: ""Like, *really* hobocopped? Nah, th..."
sequence: 0
dialoguetext:
"Like, *really* hobocopped? Nah, that stuff's just an urban myth, Headless FALN Rider-level stuff..."


title: You: ""I'm looking to acquire some origin..."
dialoguetext: "I'm looking to acquire some original art. Do you have anything?"
sequence: 0
conditionstring:
IsTaskActive("TASK.buy_art_become_patron")  and  Variable["pier.cindy_art_wc"] == false  and  IsTHCPresent("finger_pistols") == false


title: Cindy the SKULL: ""What's that? The piggy's looking t..."
sequence: 0
dialoguetext:
"What's that? The piggy's looking to get into the art market?" Her eyes light up. "Watch out or you'll be auctioned off and face the chop!" She draws a line across her throat with a thumb.


title: Cindy the SKULL: ""I don't do 'happenings', I like to..."
sequence: 0
dialoguetext:
"I don't do 'happenings', I like to leave a *mark*." She looks at you as if she's ready to wound you, then stares at the red paint running down the wall.


title: Cindy the SKULL: ""Too bad, pork sausage, I don't sel..."
sequence: 0
dialoguetext:
"Too bad, pork sausage, I don't sell my art. The whole point of graffito being on the street is so *everyone* can see it. No charge -- expression for all."


title: Cindy the SKULL: ""The whole point of graffito being..."
sequence: 0
dialoguetext:
"The whole point of graffito being on the street is so *everyone* can see it. No charge -- expression for all."


title: Conceptualization: "Forget this *public* art. She must..."
sequence: 0
userscript: SetVariableValue("pier.concept_cindy_art_pain", true) --[[ Variable[ ]]
dialoguetext:
Forget this *public* art. She must have something private and esoteric. Something that tormented her until she brought it into existence.


title: Electrochemistry: "I bet it's all about the scene for..."
sequence: 0
userscript: SetVariableValue("pier.cindy_electrochem_jetsetters", true) --[[ Variable[ ]]
dialoguetext:
I bet it's all about the scene for her. Tell her you can introduce her to some artsy jet-setters in Saint-Batiste. Maybe do some lines together in the powder room.


title: You: ""I'm after something a little more..."
dialoguetext: "I'm after something a little more challenging. I have an Actual Art Degree, after all."
sequence: 0
conditionstring: IsTHCPresent("art_cop")
userscript:
SetVariableValue("pier.cindy_art_cop", true) ;
SetVariableValue("pier.cindy_art_wc", true) --[[ Variable[ ]]


title: You: ""Alright, quit playing, tell me the..."
dialoguetext: "Alright, quit playing, tell me the price. I can make you rich and successful."
sequence: 0
userscript:
SetVariableValue("pier.cindy_art_offered_money", true) ;
SetVariableValue("pier.cindy_art_wc", true) --[[ Variable[ ]]


title: Cindy the SKULL: ""I don't do 'personal', if that's w..."
sequence: 0
dialoguetext:
"I don't do 'personal', if that's what you sickos are after. No navel-gazing pieces about what it means to be 'me'."


title: Cindy the SKULL: ""You call this a living?" She gestu..."
sequence: 0
dialoguetext:
"You call this a living?" She gestures to her surroundings. "Look around you, hog-man, we're all bleeding out on the slab."


title: Cindy the SKULL: ""If I wanted to whore myself out fo..."
sequence: 0
dialoguetext:
"If I wanted to whore myself out for some *Nasenbonbon*, I'd go to Porta Rosa. Or better yet, I'd take you with me and pimp you out to some friends of mine."


title: Cindy the SKULL: ""I don't have a price. If I wanted..."
sequence: 0
dialoguetext:
"I don't have a price. If I wanted to whore myself out, I'd go to Porta Rosa. Or better yet, I'd take you with me and pimp you out to some friends of mine."


title: Cindy the SKULL: ""They'd be delighted to get their h..."
sequence: 0
dialoguetext:
"They'd be delighted to get their hands on a squealing pink thing like you," she hisses. "Cut off your ears, make some pig soup out of them. Now sod off! You've got nothing to offer that would make me change my mind."


title: You: ""No, I'm an Art Cop. I chase down w..."
sequence: 0
dialoguetext:
"No, I'm an Art Cop. I chase down works of lazy derivation in the heated battle for original aesthetics."


title: Cindy the SKULL: ""Ooh, little piggy knows the big wo..."
sequence: 0
dialoguetext:
"Ooh, little piggy knows the big words. What a waste of a perfectly good saucisson, stuffing it full of artspeak."


title: Cindy the SKULL: "A strong gust of wind knocks into h..."
sequence: 0
dialoguetext:
A strong gust of wind knocks into her. Then she shouts: "So what, pig? You gonna mock me now? I don't need this."


title: Cindy the SKULL: ""What, like your feeble business of..."
sequence: 0
dialoguetext:
"What, like your feeble business offer? Are you going to be the turning point in my shitty life story? A little fairy from above?"


title: Cindy the SKULL: ""'I can only imagine the horrors,'"..."
sequence: 0
dialoguetext:
"'I can only imagine the horrors,'" she mocks you in a squeaky voice. "I'm not your Channel 8 charity case. Sod off! No one here needs saving."


title: Shivers: "Nearby, a hoarse bark barrels throu..."
sequence: 0
dialoguetext:
Nearby, a hoarse bark barrels through an alleyway that sits between two monstrous squats. No one walks down there anymore, but the nostrils of those who pass by in wet weather still detect the sickly scent of gasohol and burnt hair.


title: Cindy the SKULL: ""Fuck outta here," she bursts out l..."
sequence: 0
userscript: SetVariableValue("pier.cindy_art_struggle", true) --[[ Variable[ ]]
dialoguetext:
"Fuck outta here," she bursts out laughing. "This 'let's get through this together' type of stuff doesn't work on me. Especially if it's coming from a pig!"


title: Cindy the SKULL: ""Blah-blah. I already told you, I'm..."
sequence: 0
dialoguetext:
"Blah-blah. I already told you, I'm not for sale, piggo." She looks almost disappointed by your lousy offer.


title: Cindy the SKULL: ""Uh-oh, you're manipulating me!" Sh..."
sequence: 0
dialoguetext:
"Uh-oh, you're manipulating me!" She sounds almost fascinated by this discovery. "I do like a chance to rip off some stupid piggos. And I need a pack of cigarettes. And some paint."


title: Cindy the SKULL: ""Okay, whatever, piggy. Time to lee..."
sequence: 0
dialoguetext:
"Okay, whatever, piggy. Time to leech off each other like the parasites we are. Let me see what I've got..." She reaches into her heavy coat and pulls out a small piece of plastic coated thick with emulsion.


title: Cindy the SKULL: ""Here. Happy?" The plastic looks sa..."
sequence: 0
dialoguetext:
"Here. Happy?" The plastic looks sad and damaged, as if it's been ripped out of some bigger piece. A glitzy barnacle of colours covers its surface.


title: Conceptualization: "Interesting. You can immediately se..."
sequence: 0
dialoguetext:
Interesting. You can immediately see multiple ways to interpret this piece. What is the *experience* that the artist is trying to create? What *bodies* and *spaces* are they seeking to explore?


title: Suggestion: "She's locked up tight. What does sh..."
sequence: 0
dialoguetext:
She's locked up tight. What does she want? Maybe it's as simple as asking her. But whine about it so she feels superior.


title: Cindy the SKULL: ""Fuck-a-doodle-doo!" She stifles an..."
sequence: 0
dialoguetext:
"Fuck-a-doodle-doo!" She stifles an outburst of laughter. "And what job would that be? Cutting you into rashers?"


title: You: ""I want to see your painting again.""
dialoguetext: "I want to see your painting again."
sequence: 0
conditionstring:
IsTaskActive("TASK.buy_art_become_patron_done")  and  Variable["pier.cindy_painting_success_hub_reached"]


title: Cindy the SKULL: ""Sure, piggo." She reaches into her..."
sequence: 0
dialoguetext:
"Sure, piggo." She reaches into her heavy coat and pulls out a small piece of plastic coated thick with emulsion.


title: Cindy the SKULL: "She juts out her hand, letting you..."
sequence: 0
dialoguetext:
She juts out her hand, letting you examine the piece. Three red splotches have been shot at a diagonal across the surface. Tinier spots of various colours fan out from the same point of origin.


title: Conceptualization: "There's tension in these strokes of..."
sequence: 0
userscript: SetVariableValue("pier.cindy_art_concept_dialogue", true) --[[ Variable[ ]]
dialoguetext:
There's tension in these strokes of genius, a desire to step into a dialogue with the viewer, to provoke them. A meditation on... *Sein und Nichtsein*?


title: Hand/Eye Coordination: "The angle of the paint drops reveal..."
sequence: 0
userscript: SetVariableValue("pier.cindy_art_handeye_cannon", true) --[[ Variable[ ]]
dialoguetext:
The angle of the paint drops reveals that they were fired at the canvas with the force of a hand cannon.


title: Cindy the SKULL: ""Yeah, whatever, Art Cop." A wide s..."
sequence: 0
dialoguetext:
"Yeah, whatever, Art Cop." A wide smile crosses her face. "Spaces, bodies, shit. Hit me with that lingo!"


title: Cindy the SKULL: ""Damn." She's almost ready to aband..."
sequence: 0
dialoguetext:
"Damn." She's almost ready to abandon the entire endeavour, but then changes her mind. "Well, it's also *art*. It's a conceptual illusion. Both the tool and the outcome."


title: Physical Instrument: "Tool? Maybe she's onto something af..."
sequence: 0
dialoguetext:
Tool? Maybe she's onto something after all. Athletes are simultaneously tools and artists -- bodies chiselled to a singular purpose.


title: Empathy: "She is. Despite the demeanour, play..."
sequence: 0
dialoguetext:
She is. Despite the demeanour, playing this game brings no joy to her. She cares about art and her private relationship to it.


title: Cindy the SKULL: ""*Signature*? Oh yeah, pigster. I s..."
sequence: 0
dialoguetext:
"*Signature*? Oh yeah, pigster. I sneezed while holding a wet brush. Paint flecked onto the canvas, and voila. You don't get more signature than that."


title: Savoir Faire: "Remember, this isn't about the art..."
sequence: 0
dialoguetext:
Remember, this isn't about the art or the artist -- this needless purchase implies your *excessive wealth*. Art comes across as more tasteful than simply hanging cash on the wall.


title: Cindy the SKULL: ""Suit yourself." She tucks away the..."
sequence: 0
dialoguetext:
"Suit yourself." She tucks away the painting and closes her coat. You hear waves breaking on the nearby shore.


title: Cindy the SKULL: ""Not bad! I guess I'll take it." Sh..."
dialoguetext: "Not bad! I guess I'll take it." She holds back her excitement as she gives you the painting.
sequence: 0
userscript:
GainItem("cindys_painting");
FinishTask("TASK.buy_art_become_patron_done");
SetVariableValue("pier.cindy_art_paid_max", true) ;
GainTask("TASK.sell_art_for_gains")--[[ Variable[ ]]


title: Cindy the SKULL: ""Alright. Can't complain about that..."
dialoguetext: "Alright. Can't complain about that. You've got yourself a deal." She gives you the painting.
sequence: 0
userscript:
GainItem("cindys_painting");
FinishTask("TASK.buy_art_become_patron_done");
GainTask("TASK.sell_art_for_gains")--[[ Variable[ ]]


title: Cindy the SKULL: ""That it? Alright. It all helps." S..."
dialoguetext: "That it? Alright. It all helps." She gives you the painting.
sequence: 0
userscript:
GainItem("cindys_painting");
FinishTask("TASK.buy_art_become_patron_done");
GainTask("TASK.sell_art_for_gains");
SetVariableValue("pier.cindy_art_paid_minumum", true) --[[ Variable[ ]]


title: Empathy: "She may antagonize you but she's st..."
sequence: 0
dialoguetext:
She may antagonize you but she's still a struggling artist with no prospects. She *needs* as much money as you can give.


title: Half Light: "Is that all she thinks it takes to..."
sequence: 0
userscript: SetVariableValue("pier.cindy_drama_sneeze", true) --[[ Variable[ ]]
dialoguetext:
Is that all she thinks it takes to be an artist? Outperform her with her own style. Make it *yours*.


title: Savoir Faire: "Splendid! Your first physical asset..."
sequence: 0
dialoguetext:
Splendid! Your first physical asset. But no time to stop -- money grows old unless it keeps moving. You need to find a *buyer*, preferably someone who will pay a high price for such an *exclusive* piece from a local artist.


title: You: ""I met your friend Steban.""
dialoguetext: "I met your friend Steban."
sequence: 0
conditionstring:
Variable["TASK.get_yourself_organised_done"] == true  and  Variable["jam.monument_posters_seen"] == true


title: Cindy the SKULL: ""At first I thought that was just U..."
sequence: 0
dialoguetext:
"At first I thought that was just Uli putting me on, but then I saw Steb's cheek. You gave him a right love tap." She seems to approve.


title: Cindy the SKULL: ""Anyway, I told him you'd never go..."
sequence: 0
dialoguetext:
"Anyway, I told him you'd never go in for the posters. Shame. I had some really good ones all planned out."


title: Cindy the SKULL: ""Anyway, at least you convinced him..."
sequence: 0
dialoguetext:
"Anyway, at least you convinced him to put up the posters. Good to see the old king covered in proper slogans. I saw one old bird nearly faint coming out of the Frittte."


title: Kim Kitsuragi: ""Perfect, she isn't interested," th..."
sequence: 0
dialoguetext:
"Perfect, she isn't interested," the lieutenant murmurs to himself, "all the more reason to move on from this little side task."


title: Cindy the SKULL: ""Your partner here gets it. Anythin..."
sequence: 0
dialoguetext:
"Your partner here gets it. Anything else I can *not* do for you, gentlemen?" She gives you both a mischievous smile.


title: Cindy the SKULL: "She hisses at the boat rocking gent..."
sequence: 0
dialoguetext:
She hisses at the boat rocking gently on the coastal waves. "She'd flay my skin. Wear me like a mink the first chance she got." A mad grin spreads across her face. "Unless I got to her first."


title: Cindy the SKULL: ""Oh really?" Her eyes flash like st..."
sequence: 0
dialoguetext:
"Oh really?" Her eyes flash like stolen coins under moonlight. "Good to know. That makes even easier pickings."


title: Cindy the SKULL: ""Oh, I *know* they need an extra ha..."
sequence: 0
dialoguetext:
"Oh, I *know* they need an extra hand. Especially after that cargo went mysteriously missing last week."


title: Cindy the SKULL: ""You think he'd allow me back into..."
sequence: 0
dialoguetext:
"You think he'd allow me back into his store? No chance. Not unless he wanted to lose his stock all of a sudden."


title: Cindy the SKULL: ""I think you mean *boring*." She sc..."
sequence: 0
dialoguetext:
"I think you mean *boring*." She scowls. "Can't anyway. Technically, I'm banned. Not that it's ever stopped me getting my cigs."


title: Cindy the SKULL: ""Me -- a brickman? I haven't got th..."
sequence: 0
dialoguetext:
"Me -- a brickman? I haven't got the snout necessary to snuffle around your filthy yard." She spits out her tongue.


title: Cindy the SKULL: ""Is that all you've got, piggy? Loo..."
sequence: 0
userscript: SetVariableValue("pier.cindy_offered_job", true) --[[ Variable[ ]]
dialoguetext:
"Is that all you've got, piggy? Looks like the job market has failed me *once again*." Wind howls between the nearby apartment blocks. "No job, no art. What a pity."


title: Suggestion: "Try as you might, you just can't fa..."
sequence: 0
dialoguetext:
Try as you might, you just can't fathom what a young rebel dressed like a granny would want from you. She certainly isn't a flowers and chocolate kinda girl.


title: Cindy the SKULL: "Cindy picks the dirt out of her fin..."
sequence: 0
dialoguetext:
Cindy picks the dirt out of her fingernails as you stand there, quiet and clueless. Without looking up, she says: "Ask something or piss off, swine."


title: Cindy the SKULL: ""Uh, what are you doing...?" She lo..."
sequence: 0
dialoguetext:
"Uh, what are you doing...?" She looks disgusted, her individual facial features racing to be the most dramatic expression of her disapproval.


title: Cindy the SKULL: ""Was that it?" She looks relieved...."
sequence: 0
dialoguetext:
"Was that it?" She looks relieved. "Stop playing with your snout and let's get on with this so you can go back to your stinky sty. You still want this painting or what?"


title: Perception (Smell): "The mucous gripping the sides of yo..."
sequence: 0
dialoguetext:
The mucous gripping the sides of your nostrils is cheering. All scents and odours seem to have left the world; your nasal chambers have become wind tunnels of *very* ticklish particles.


title: Cindy the SKULL: ""It's a sign! Better pay up or you'..."
sequence: 0
dialoguetext:
"It's a sign! Better pay up or you'll anger the terrible beast from... what did you say?" She knows -- she just wants to ham it up. "The *threshold*. Careful now, I heard it has a soft spot for smoked pork."


title: Drama: "Hmph, her improv skills could do wi..."
sequence: 0
dialoguetext:
Hmph, her improv skills could do with some work. That was a *pathetic* performance. Are we supposed to be scared? NONE OF US ARE SCARED!


title: Cindy the SKULL: ""What's that? The piggy's looking t..."
sequence: 0
userscript: SetVariableValue("pier.cindy_ultralib_delivered_pitch", true) --[[ Variable[ ]]
dialoguetext:
"What's that? The piggy's looking to get into the art market with a snappy business pitch?" Her eyes light up. "Watch out or you'll be auctioned off and face the chop!" She draws a line across her throat with a thumb.


title: Savoir Faire: "Hmm, doing business with communist..."
sequence: 0
dialoguetext:
Hmm, doing business with communist dictatorships only works if you've got long-term plans in place... which you don't.


title: Savoir Faire: "Good call. He's definitely the type..."
sequence: 0
dialoguetext:
Good call. He's definitely the type who might be interested in art. Let's go hustle him and score us some extreme *moolah*.


title: Savoir Faire: "Nah, she'd probably send the entire..."
sequence: 0
dialoguetext:
Nah, she'd probably send the entire Wild Pines legal team after you if she knew you were trading goods around their harbour. She's ready and poised for a *hostile takeover*.


title: Savoir Faire: "That high-net-worth individual -- w..."
sequence: 0
dialoguetext:
That high-net-worth individual -- wasn't he an investor? Let's go convince him to buy some *exclusive* local art.


title: Savoir Faire: "That blindingly rich guy seems the..."
sequence: 0
dialoguetext:
That blindingly rich guy seems the type, the one you met in a container? Let's go hustle him and score us some extreme *moolah*.


title: Savoir Faire: "That blindingly rich guy is the typ..."
sequence: 0
dialoguetext:
That blindingly rich guy is the type. Sure, he said he doesn't carry much money on him, but he must have something else to trade. Let's hustle!


title: Savoir Faire: "There must be *someone* around here..."
sequence: 0
userscript: SetVariableValue("cargo.savvy_container_door_unlock", true) --[[ Variable[ ]]
dialoguetext:
There must be *someone* around here with heavy pockets and an interest in the local art. Tell you what, have a wander round and I'll let you know if I hear any wealth.


title: Savoir Faire: "That blindingly rich guy is certain..."
sequence: 0
dialoguetext:
That blindingly rich guy is certainly the type. He's already handed over 100 reál. Let's hustle him for even more *moolah*.


title: Savoir Faire: "Yes, if you know what to listen for..."
sequence: 0
dialoguetext:
Yes, if you know what to listen for. That's what happens when you've been in the game for as long as I have. Your senses get *tuned in* to more opportune frequencies.


title: Savoir Faire: "I got some vibes from the harbour...."
sequence: 0
dialoguetext:
I got some vibes from the harbour. Let's explore that area again. Who knows what we might find hidden among all those shipping containers.


title: Savoir Faire: "I got some vibes from that containe..."
sequence: 0
dialoguetext:
I got some vibes from that container you moved with the crane in the harbour. Let's see what's inside. There isn't a door yet that Savvy's VIP status couldn't open.


title: Savoir Faire: "I got some vibes from that person i..."
sequence: 0
dialoguetext:
I got some vibes from that person inside the container you unlocked in the harbour. Why didn't you speak to them before? Let's head over there right now and fix that.


title: Savoir Faire: "We haven't got into the harbour yet..."
sequence: 0
dialoguetext:
We haven't got into the harbour yet. Let's worm our way in and scope it out. Some of the best things in life come inside shipping containers.


title: Savoir Faire: "Good call. Sure, he said he doesn't..."
sequence: 0
dialoguetext:
Good call. Sure, he said he doesn't carry much money on him, but he must have something else to trade. Let's hustle!


title: Cindy the SKULL: ""Look at us, coming to an agreement..."
sequence: 0
dialoguetext:
"Look at us, coming to an agreement. Who'd have thought?" A breeze blows strands of hair across her forehead as she leans into the balustrade.


title: You: "(Whip out your finger pistols.) "It..."
sequence: PlayAnimation(Tequila Sunset,fgun); PlayAnimation(Tequila Sunset,end);
dialoguetext:
(Whip out your finger pistols.) "It's your lucky day! I'm looking to acquire some original art by the *crème de la crème*."

conditionstring:
IsTaskActive("TASK.buy_art_become_patron")  and  Variable["pier.cindy_art_wc"] == false  and  Variable["pier.cindy_savvy_sales_speech"]  and  IsTHCPresent("finger_pistols")


title: Encyclopedia: "Drouamine. Then it's not *that* bad..."
sequence: 0
dialoguetext:
Drouamine. Then it's not *that* bad. Neither surgical, nor organ-damage bad. But still under-the-counter bad.


title: Kim Kitsuragi: ""The gates of the harbour are board..."
sequence: 0
dialoguetext:
"The gates of the harbour are boarded up. The streets are a little more empty. Apocalyptic violence is yet to erupt, I am relieved to say." He looks out the window.


title: You: ""Pity all the whores and traitors h..."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"Pity all the whores and traitors haven't been washed away! It's like I suffer... (cough) but for what?"


title: Kim Kitsuragi: ""No need, officer. You wanted thing..."
sequence: 0
dialoguetext:
"No need, officer. You wanted things to go South outside -- that's okay, we all do from time to time. They haven't, though. Yet."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.postfight_halflight_killer"]  or  Variable["whirling.postfight_inland_killer"])

conditionstring:
(Variable["whirling.postfight_halflight_killer"]  or  Variable["whirling.postfight_inland_killer"]) == false


title: Kim Kitsuragi: ""Then I shot and wounded him while..."
sequence: 0
dialoguetext:
"Then I shot and wounded him while Glen took a bullet in the spine." He nods. "It was meant for me. Glen did not survive." There's a pause.


title: Kim Kitsuragi: ""Titus, Fat Angus, and Theo charged..."
sequence: 0
dialoguetext:
"Titus, Fat Angus, and Theo charged. Angus and Theo did not make it. They both died before they made it to intensive care. Titus survives. So do Alain and the musician, I forget his name..."


title: Kim Kitsuragi: ""You were bleeding out, you said so..."
sequence: 0
dialoguetext:
"You were bleeding out, you said something, I don't know what..." He thinks. "And you warned me. I was able to disarm officer de Paule before she got the jump on me."


title: Kim Kitsuragi: ""I killed her." The lieutenant take..."
sequence: PlayAnimation(Kim Kitsuragi, StartSmoking); PlayAnimation(Kim Cigarette, StartSmoking);
userscript: SetVariableValue("whirling.postfight_kim_smoking", true) --[[ Variable[ ]]
dialoguetext:
"I killed her." The lieutenant takes a cigarette from his coat pocket and lights it. A bitter smell fills the room. "And that's what happened."


title: Kim Kitsuragi: ""I shot and wounded him. While Glen..."
sequence: 0
dialoguetext:
"I shot and wounded him. While Glen took a bullet in the spine. It was meant for me -- he did not survive." There's a pause.


title: You: ""And they're all dead, all three......"
dialoguetext: "And they're all dead, all three... of the contractors?"
sequence: 0
conditionstring: Variable["plaza.tribunal_hardie_shot"] == false
userscript:
SetVariableValue("whirling.postfight_hub_counter", Variable["whirling.postfight_hub_counter"] +once(1)) 


title: You: ""How many casualties... on the Unio..."
dialoguetext: "How many casualties... on the Union's side? Total?"
sequence: 0
userscript:
SetVariableValue("whirling.postfight_hub_counter", Variable["whirling.postfight_hub_counter"]+once(1)) 


title: Kim Kitsuragi: ""De Paule was the last to die." He..."
sequence: 0
dialoguetext:
"De Paule was the last to die." He nods. "Evrart had their bodies returned to Krenel for a funeral. The company is yet to retaliate."


title: Kim Kitsuragi: ""Because we *deterred* them? Or Joy..."
sequence: 0
dialoguetext:
"Because we *deterred* them? Or Joyce did? Maybe the harbour -- in full lockdown -- is too costly a target. Or maybe..." he breathes in the fumes, thinking.


title: Kim Kitsuragi: ""No. She bled out before Evrart's s..."
sequence: 0
dialoguetext:
"No. She bled out before Evrart's surgeon could help her. Evrart sent his personal doctor but..." He shakes his head. "A costly loss for the Union. She was being trained for leadership."


title: Kim Kitsuragi: ""Let's face it, officer -- and this..."
sequence: 0
dialoguetext:
"Let's face it, officer -- and this is both of our fault..." he says calmly -- without accusation. "It could have gone *a little* better. Six people are dead."


title: Kim Kitsuragi: ""But what's done is done. The viole..."
sequence: 0
dialoguetext:
"But what's done is done. The violence is cordoned off, the mercenary tribunal is neutralized. The worst scenario has not materialized -- yet."


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

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


title: Endurance: "His smoking, his hunched back... yo..."
sequence: 0
dialoguetext:
His smoking, his hunched back... you have it worse, but he took a real beating. That cigarette has *medicinal* purposes.


title: You: ""So you also killed.""
dialoguetext: "So you also killed."
sequence: 0
conditionstring:
(Variable["plaza.tribunal_headshot_succeeded"] == true  or Variable["plaza.tribunal_spiritbomb_succeeded"] == true)  and  Variable["whirling.postfight_you_killer_heard"]


title: Kim Kitsuragi: ""As retaliation, their rifleman tri..."
sequence: 0
dialoguetext:
"As retaliation, their rifleman tried shooting you. He hit the cuirass... I heard it go off. I was looking for a clear line of sight to him."


title: Kim Kitsuragi: ""As retaliation, their rifleman sho..."
sequence: 0
dialoguetext:
"As retaliation, their rifleman shot you. He hit. With his carabine -- I was looking for a clear line of sight. When I found it..."


title: Kim Kitsuragi: ""You tried to throw an improvised p..."
sequence: 0
dialoguetext:
"You tried to throw an improvised petroleum bomb. It missed. Then you said *it's a fiasco, bratan* in a funny voice. A firefight ensued."


title: Kim Kitsuragi: ""What happened? We tried to take th..."
sequence: 0
dialoguetext:
"What happened? We tried to take the diplomatic route and hoped they wouldn't attack first. They did. The major gave the command."


title: Kim Kitsuragi: ""You were bleeding out by then..."..."
sequence: 0
dialoguetext:
"You were bleeding out by then..." He thinks. "You warned me -- I was able to disarm Kortenaer before he got the jump on me."


title: Kim Kitsuragi: ""... is in a private hospital acros..."
sequence: 0
dialoguetext:
"... is in a private hospital across the river. Krenel claimed him from the local butcher shop, where Titus died. Turns out he's *insured*."


title: Kim Kitsuragi: ""Three: Glen, Theo, Angus. The fat..."
sequence: 0
dialoguetext:
"Three: Glen, Theo, Angus. The fat one, he... took a lot of bullets." There's a pause. "And Theo -- he was just too old for combat."


title: Kim Kitsuragi: ""Let's face it, officer," he says c..."
sequence: 0
dialoguetext:
"Let's face it, officer," he says calmly -- without accusation. "It could have gone a little better. You could've *not* missed."


title: Kim Kitsuragi: ""Let's face it, officer..." he says..."
sequence: 0
dialoguetext:
"Let's face it, officer..." he says calmly -- without accusation. "It could have gone a little better. You could've *not* missed with the bomb. If you already threw it."


title: Kim Kitsuragi: ""Let's face it, officer..." he says..."
sequence: 0
dialoguetext:
"Let's face it, officer..." he says calmly -- without accusation. "It could have gone a little better. The diplomatic approach was terrible. It was my mistake. I should have attacked..."


title: Kim Kitsuragi: ""Reasonably bad. You were shot in t..."
sequence: 0
userscript: SetVariableValue("whirling.kim_post_tribunal_bacterial_infection_heard", true) --[[ Variable[ ]]
dialoguetext:
"Reasonably bad. You were shot in the left quadriceps -- that's your thigh. It appears no major arteries were nicked. The bullet was removed and a bacterial infection treated with mercurochrome."


title: Volition: "If it's possible, then by pure will..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_endurance_volition", true) --[[ Variable[ ]]
dialoguetext:
If it's possible, then by pure willpower alone. You are going to have to become... a psycholocomotor.


title: Kim Kitsuragi: ""Pretty bad, officer. You've suffer..."
sequence: 0
dialoguetext:
"Pretty bad, officer. You've suffered two wounds. The first is below your shoulder. The bullet passed through your shoulder blade, luckily missing your lung -- and heart."


title: Kim Kitsuragi: ""The second shot hit you in the thi..."
sequence: 0
userscript: SetVariableValue("whirling.kim_post_tribunal_bacterial_infection_heard", true) --[[ Variable[ ]]
dialoguetext:
"The second shot hit you in the thigh -- the left quadriceps." He points to your leg. "No major arteries were nicked, but the bullet had to be removed. A bacterial infection was treated with mercurochrome."


title: Kim Kitsuragi: ""Reasonably bad. You were shot in t..."
sequence: 0
userscript: SetVariableValue("whirling.kim_post_tribunal_bacterial_infection_heard", true) --[[ Variable[ ]]
dialoguetext:
"Reasonably bad. You were shot in the left quadriceps -- that's your thigh. The outer side thankfully, no major arteries were nicked. The bullet was removed and a bacterial infection treated with mercurochrome."


title: Savoir Faire: "You won't be able to dance much, th..."
sequence: 0
dialoguetext:
You won't be able to dance much, that's for sure. You should be able to live with limping around though.


title: Kim Kitsuragi: ""I called your station after the fi..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_open_then_who_treated", true) --[[ Variable[ ]]
dialoguetext:
"I called your station after the fight. The injury was logged in. They told me they've sent officers to join you on the site."


title: Rhetoric: "That means he hasn't seen them arou..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_rhet_companions", true) --[[ Variable[ ]]
dialoguetext:
That means he hasn't seen them around while you were out. They're not *really* worried about you. If they were, wouldn't they be here?


title: Kim Kitsuragi: ""Not very." He rubs his chin. "I ha..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_kim_has_concussion", true) --[[ Variable[ ]]
dialoguetext:
"Not very." He rubs his chin. "I have a concussion from that woman beating me with the butt of her gun... I try to not move too much."


title: Kim Kitsuragi: ""Not very." He rubs his chin. "I ha..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_kim_has_concussion", true) --[[ Variable[ ]]
dialoguetext:
"Not very." He rubs his chin. "I have a concussion from the major beating me with the butt of his gun. I try to not move too much."


title: Kim Kitsuragi: ""Things would be worse if you didn'..."
sequence: 0
dialoguetext:
"Things would be worse if you didn't warn me." There's a pause. "Thank you. I did not see her coming. Stupid of me..."


title: Kim Kitsuragi: ""Things would be much worse if you..."
sequence: 0
dialoguetext:
"Things would be much worse if you didn't warn me." There's a pause. "Thank you. I did not see him coming. Stupid of me..."


title: Kim Kitsuragi: "You see the lieutenant's familiar s..."
userscript: SetVariableValue("village.joyce_gone", true) ;--[[ Variable[ ]]
dialoguetext:
You see the lieutenant's familiar shape in the orange jacket. It turns double -- then triple -- from the pain.

sequence:
AmbientVolume(1);HideActualHeld(); LuaRun(SetAreaState("TRIBUNAL","post"));LuaRun(SetAreaState("JOYCE","gone")); FocusCamera(PostTribunalWakeUpFocus);


title: Kim Kitsuragi: ""*Sunrise, parabellum*," the lieute..."
sequence: 0
dialoguetext:
"*Sunrise, parabellum*," the lieutenant says. He's in the middle of a freshly cleaned room, with the fan above his head like a halo. His face is covered in bruises.

userscript:
SetVariableValue("village.hq_door_unlocked", true) ; FinishTask("TASK.report_to_the_tribunal_done"); FinishTask("TASK.return_to_whirling_done");--[[ Variable[ ]]


title: Kim Kitsuragi: ""We can't talk to Evrart, the harbo..."
sequence: 0
dialoguetext:
"We can't talk to Evrart, the harbour is in lockdown -- everyone in there is outside our grasp now. And Joyce has left too."


title: Kim Kitsuragi: ""Yes, she left yesterday morning. T..."
sequence: 0
dialoguetext:
"Yes, she left yesterday morning. To meet the board of Wild Pines -- or that is what I've heard. There's a *pin* somewhere in the machine that keeps Krenel from sending in a death squad..." He looks out the window.


title: Kim Kitsuragi: ""Maybe it's her? Maybe she kept her..."
sequence: 0
dialoguetext:
"Maybe it's her? Maybe she kept her end. Either way, Ruby's gone. And Klaasje too. We really should have arrested her, you know."


title: Kim Kitsuragi: ""Do you? Because we can't talk to E..."
sequence: 0
dialoguetext:
"Do you? Because we can't talk to Evrart, the harbour is in lockdown -- everyone in there is outside our grasp now. And Joyce has left too."


title: Kim Kitsuragi: ""Honestly I think our investigation..."
sequence: 0
dialoguetext:
"Honestly I think our investigation has not produced a single credible suspect." His voice is calm, matter-of-factly.


title: Kim Kitsuragi: ""I don't know. I think your *incred..."
sequence: 0
conditionstring: Variable["plaza.tribunal_theory_hardie"]
dialoguetext:
"I don't know. I think your *incredibly dangerous* theory on Titus Hardie was wrong. More than six people saw Titus downstairs that night."


title: Kim Kitsuragi: ""I don't know. I think the *dangero..."
sequence: 0
conditionstring: Variable["plaza.tribunal_theory_klaasje"]
dialoguetext:
"I don't know. I think the *dangerous* theory you presented on Klaasje was wrong. We have not found a motive, or a weapon for her."


title: Kim Kitsuragi: ""I don't know. I think the theory y..."
sequence: 0
conditionstring: Variable["plaza.tribunal_theory_someone_else"]
dialoguetext:
"I don't know. I think the theory you presented -- it's someone else, outside our circle of suspects -- was right. It'd better be. Everyone within the circle is either dead or gone."


title: Kim Kitsuragi: ""I don't know. I think your *incred..."
sequence: 0
conditionstring: Variable["plaza.tribunal_theory_you"]
dialoguetext:
"I don't know. I think your *incredibly dangerous* theory about *you* being the killer was incorrect, however. There is not one piece of evidence to support it."


title: Kim Kitsuragi: ""I don't know. I think the theory y..."
sequence: 0
conditionstring: Variable["plaza.tribunal_theory_ruby"]
dialoguetext:
"I don't know. I think the theory you presented -- it being Ruby -- did not add up. If we ever find her, we can pursue her on many offences, but not this one."


title: Kim Kitsuragi: ""That was our job to find out, wasn..."
sequence: 0
dialoguetext:
"That was our job to find out, wasn't it? Honestly, I just don't know. Our circle of suspects is dead and gone. It's not a circle at all. It's a ruin."


title: Kim Kitsuragi: ""Don't be narcissistic. Half the co..."
sequence: 0
dialoguetext:
"Don't be narcissistic. Half the cops in Revachol West are his *peones*. Even if you are, it is not a decisive factor in this case."


title: You: ""An antique bullet... from a Belle-..."
sequence: 0
conditionstring: Variable["TASK.advanced_ballistics_analysis_done"]
dialoguetext:
"An antique bullet... from a Belle-Magrave, 4.46 mm. How hard can it be to find one? How hard can it *be*?"


title: You: ""There are all these... old bunkers..."
dialoguetext: "There are all these... old bunkers and weapon caches around..."
sequence: 0
conditionstring:
Variable["doomed.perc_orb_hidden_room_seen"]  or  Variable["village.flashlight_reveal_doomed_cache"]


title: Kim Kitsuragi: ""It's extremely easy. There are tho..."
sequence: 0
dialoguetext:
"It's extremely easy. There are thousands lying around from the war. All completely unusable. It's precisely how *easy* it is that makes that bullet useless."


title: Kim Kitsuragi: ""We should go upstairs, rethink the..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_klaasjeroom_hint_ballistics", true) --[[ Variable[ ]]
dialoguetext:
"We should go upstairs, rethink the ballistics *in situ*." A light nod, through some pain. "I agree with this. What else?"


title: You: ""Actually, I want to talk about thi..."
sequence: 0
dialoguetext:
"Actually, I want to talk about this crime some more, before I tell you what I think about its hardness."


title: Kim Kitsuragi: ""Every piece of garbage in the city..."
sequence: 0
dialoguetext:
"Every piece of garbage in the city is not connected to the case. You don't have to catch *everything*."


title: You: ""Are you sure? I see communism *eve..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"Are you sure? I see communism *everywhere*, telling us what to think, stifling... ouch, my *leg hurts*!"


title: Kim Kitsuragi: ""Ideology does not have anything to..."
sequence: 0
dialoguetext:
"Ideology does not have anything to do with the murder investigation at hand, I'm sorry -- it does not."


title: Kim Kitsuragi: ""I don't know what to think. It mig..."
sequence: 0
dialoguetext:
"I don't know what to think. It might not have been a *bad* idea. There is a *pin* somewhere in the machine. Something is keeping Krenel from sending in a death squad..." He looks out the window.


title: Kim Kitsuragi: ""Yes. Joyce Messier. On the boat, y..."
sequence: 0
dialoguetext:
"Yes. Joyce Messier. On the boat, you know? She could have helped us. It's clear the mercenaries were working for Wild Pines. At least partially..." He looks out the window.


title: Kim Kitsuragi: ""Maybe it's her? Maybe she kept her..."
sequence: 0
dialoguetext:
"Maybe it's her? Maybe she kept her end... Either way, Ruby's gone. And Klaasje -- well, at least *she's* safely locked away."


title: Shivers: "A gust of wind blows in from the ba..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_shivers_her_room", true) --[[ Variable[ ]]
dialoguetext:
A gust of wind blows in from the bay, the duraluminium box around you vibrates imperceptibly... a familiar cold, a red thread on the roof upstairs. Taut. Plucked like a string by the gust.


title: You: ""We should check Klaasje's room, up..."
dialoguetext: "We should check Klaasje's room, upstairs."
sequence: 0
conditionstring:
Variable["whirling.postfight_shivers_her_room"]  or  Variable["whirling.postfight_logic_her_room"]  or  Variable["whirling.postfight_klaasjeroom_hint_ballistics"]


title: Kim Kitsuragi: ""Let's do that." He extinguishes th..."
dialoguetext: "Let's do that." He extinguishes the cigarette on the sole of his boot.
sequence:
ShowActualHeld();PlayAnimation(Kim Kitsuragi, StopSmoking); SetTriggerAnimation(Kim Cigarette, StopSmoking)


title: Kim Kitsuragi: ""Let's do that." He looks to the ce..."
sequence: ShowActualHeld();
dialoguetext:
"Let's do that." He looks to the ceiling. Then the door. "Actually, I'm too tired to walk. Klaasje's room is nearby."


title: Kim Kitsuragi: ""Neither do I. Let's walk and hope..."
dialoguetext:
"Neither do I. Let's walk and hope something happens before you bleed to death. Klaasje's room is nearby..." He extinguishes the cigarette on the sole of his boot.

sequence:
ShowActualHeld();PlayAnimation(Kim Kitsuragi, StopSmoking); SetTriggerAnimation(Kim Cigarette, StopSmoking)


title: Kim Kitsuragi: ""Neither do I. Let's walk and hope..."
sequence: ShowActualHeld();
dialoguetext:
"Neither do I. Let's walk and hope something happens, before you bleed to death. Klaasje's room is nearby..." He looks to the door.


title: Kim Kitsuragi: ""She never had a chance. She should..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"She never had a chance. She should not have been there in the first place. There was no way to *convince* them."


title: You: ""Wait. You've checked? She's really..."
dialoguetext: "Wait. You've checked? She's really..."
sequence: 0
conditionstring:
Variable["plaza.tribunal_where_is_klaasje_asked"]  and  Variable["TASK.arrest_klaasje_done"] == false


title: You: ""Wait! *Klaasje* is gone too?""
dialoguetext: "Wait! *Klaasje* is gone too?"
sequence: 0
conditionstring:
Variable["plaza.tribunal_where_is_klaasje_asked"] == false  and  Variable["TASK.arrest_klaasje_done"] == false


title: Kim Kitsuragi: ""Another look at the window perhaps..."
sequence: 0
dialoguetext:
"Another look at the window perhaps -- the one he was shot through? I don't know... I can't think of anything better."

userscript:
GainTask("TASK.inspect_window");
CancelTask("TASK.return_lenas_pin_cancelled");
CancelTask("TASK.pay_lena_back_cancelled");
CancelTask("TASK.get_reality_lowdown_cancelled");
CancelTask("TASK.get_pie_from_gary_cancelled");
CancelTask("TASK.get_morell_back_to_lena_cancelled");
CancelTask("TASK.inspect_traps_cancelled");
CancelTask("TASK.find_phasmid_cancelled");
CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled");
CancelTask("TASK.interview_union_boss_cancelled");
CancelTask("TASK.open_gary_door_cancelled");
CancelTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_cancelled");
CancelTask("TASK.deliver_mail_to_fishing_village_cancelled");
CancelTask("TASK.tell_hardie_to_take_care_of_pigs_cancelled");
CancelTask("TASK.decipher_victims_tattoo_cancelled");
CancelTask("TASK.talk_merc_tattoo_cancelled");
CancelTask("TASK.confront_the_pigs_cancelled");
CancelTask("TASK.what_does_joyce_cancelled");
CancelTask("TASK.get_yourself_organised_cancelled");
CancelTask("TASK.find_a_way_to_turn_back_time_canceled");
CancelTask("TASK.interview_wild_pines_rep_cancelled")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Six: Glen, Theo, Shanky, Angus. Th..."
sequence: 0
dialoguetext:
"Six: Glen, Theo, Shanky, Angus. The fat one, he... took a lot of bullets." There's a pause. "And Titus."


title: Kim Kitsuragi: ""Five: Glen, Theo, Shanky, Angus. T..."
sequence: 0
dialoguetext:
"Five: Glen, Theo, Shanky, Angus. The fat one, he... took a lot of bullets." There's a pause. "And Titus."


title: Kim Kitsuragi: ""Every piece of garbage in the city..."
sequence: 0
dialoguetext:
"Every piece of garbage in the city is not connected to the case. You don't have to keep *everything*."


title: Esprit de Corps: "A man and a woman sit in the front..."
sequence: 0
userscript: SetVariableValue("whirling.posttribunal_esprit_returning", true) --[[ Variable[ ]]
dialoguetext:
A man and a woman sit in the front seat of an armoured motor carriage. The woman is driving, the man lights a cigarette. Jean Vicquemare is his name, the asphalt vanishes under the wheels of the machine. Ahead, harbour cranes rise to the sky...


title: Kim Kitsuragi: ""Turns out it was a bad idea not to..."
sequence: 0
dialoguetext:
"Turns out it was a bad idea not to arrest her, but..." He shrugs. "Maybe it was a *good deed* that will pay off in heaven."


title: Rhetoric: "By the way, the lieutenant does not..."
sequence: 0
dialoguetext:
By the way, the lieutenant does not actually believe you will be spiritually reimbursed for letting her escape. You just have to live with it.


dialoguetext: 0
sequence: Continue()
title:
IsTaskActive("TASK.find_some_moralists")  or  IsTaskActive("TASK.talk_moralism_with_sunday_friend")  or  IsTaskActive("TASK.form_a_committee")  or  IsTaskActive("TASK.talk_moralism_with_trant")  or  IsTaskActive("TASK.ask_smoker_about_sunday_friend")  or  Variable["jam.abandoned_cabin_accessed"] == false


dialoguetext: 0
sequence: Continue()
title:
!(IsTaskActive("TASK.find_some_moralists")  or  IsTaskActive("TASK.talk_moralism_with_sunday_friend")  or  IsTaskActive("TASK.form_a_committee")  or  IsTaskActive("TASK.talk_moralism_with_trant")  or  IsTaskActive("TASK.ask_smoker_about_sunday_friend")  or  Variable["jam.abandoned_cabin_accessed"] == false)

conditionstring:
(IsTaskActive("TASK.find_some_moralists")  or  IsTaskActive("TASK.talk_moralism_with_sunday_friend")  or  IsTaskActive("TASK.form_a_committee")  or  IsTaskActive("TASK.talk_moralism_with_trant")  or  IsTaskActive("TASK.ask_smoker_about_sunday_friend")  or  Variable["jam.abandoned_cabin_accessed"] == false) == false


title: Cuno: ""Just kidding, piggo," he chuckles...."
dialoguetext:
"Just kidding, piggo," he chuckles. "The boo-boo wagon took the binoclard away. He's probably gonna live."


title: Cuno: ""To the hospital, fucktard. Try to..."
dialoguetext:
"To the hospital, fucktard. Try to keep up with Cuno." He glares at you with something akin to respect...

userscript:
FinishTask("TASK.report_to_the_tribunal_done"); FinishTask("TASK.return_to_whirling_done"); SetVariableValue("village.hq_door_unlocked", true) --[[ Variable[ ]]


title: Cuno: ""Cuno just told you your friend is..."
dialoguetext:
"Cuno just told you your friend is dead! And you're crying about pain? That doesn't seem right to Cuno." He shakes his head. "The binoclard was alright, he didn't deserve that shit..."


title: Cuno: ""Nah, Cuno's just lying to you. The..."
dialoguetext:
"Nah, Cuno's just lying to you. The fucking boo-boo wagon took four-eyes away. He's probably gonna live."


title: Cuno: ""They say you burned half the city..."
userscript: SetVariableValue("whirling.cuno_postrib_said_thousands_dead", true) --[[ Variable[ ]]
dialoguetext:
"They say you burned half the city down. Thousands dead. That's very cool to Cuno. I thought I'd stick around."


title: Cuno: ""They say you shot that fucker in t..."
dialoguetext:
"They say you shot that fucker in the face. That's fucking cool to Cuno." He looks down. "So I thought I'd stick around."


title: Cuno: ""They say you got a lot of people k..."
dialoguetext:
"They say you got a lot of people killed. Like half the town. They say you didn't do shit." He looks down. "I guess that's cool, so I thought I'd stick around."

userscript:
SetVariableValue("whirling.cuno_posttrib_said_you_got_half_the_town_killed", true) --[[ Variable[ ]]


title: Cuno: ""Being off speed makes Cuno sad. Ma..."
dialoguetext:
"Being off speed makes Cuno sad. Makes Cuno *think* about shit." He makes vague gestures around his head with his fingers.


title: Cuno: ""Now's not the time to shit the bed..."
dialoguetext:
"Now's not the time to shit the bed, pig." He spits. "C'mon, baconman, Cuno's gonna help you hold your shit in."


title: Cuno: ""You tore some shit up there, pig."..."
sequence: 0
dialoguetext:
"You tore some shit up there, pig." Cuno is looking at you like a tamed wolf would look at his master. Like an equal. "Got shot too."


title: Cuno: ""Pretty fucking bad, Cuno thinks."..."
sequence: 0
dialoguetext:
"Pretty fucking bad, Cuno thinks." He points to your left leg. "But you're one lucky pig. The doc took the bullet out and said you'll live."


title: Cuno: "Then his expression mellows. "Cuno..."
sequence: 0
dialoguetext:
Then his expression mellows. "Cuno thinks you got shot twice. In the shoulder and in the leg. The leg's pretty fucking nasty, but a doctor looked you over and took the bullet out."


title: Cuno: ""You got shot in the shoulder too,..."
sequence: 0
dialoguetext:
"You got shot in the shoulder too, but luckily you were wearing that fancy teapot and it took the hit for you."


title: Cuno: ""The shoulder's fine, probably... T..."
sequence: 0
dialoguetext:
"The shoulder's fine, probably... The doc didn't seem too worried about it -- said the bullet went right through."


title: Logic: "The bullet must have passed through..."
sequence: 0
dialoguetext:
The bullet must have passed through your shoulder blade, missing your lung and your heart. You lucky son of a bitch...


title: Savoir Faire: "You won't be able to dance much, th..."
sequence: 0
dialoguetext:
You won't be able to dance much, that's for sure. But you should be able to live with limping around. If you can call that a life.


title: Cuno: ""Some doctor your pig friends sent..."
sequence: 0
dialoguetext:
"Some doctor your pig friends sent over. Nix Fucklieb, I think. Total cunt." He spits on the ground. "Came in here and knife fucked you, when you where sleeping. Then fucked off and told me to phone him if you shit yourself."


title: Cuno: ""Cuno's fucking smart, Cuno wasn't..."
sequence: 0
dialoguetext:
"Cuno's fucking smart, Cuno wasn't *in* that fuck-pile. Cuno knows when shit goes south, unlike you."


title: You: "(Get up -- slowly.)"
dialoguetext: (Get up -- slowly.)
userscript: SetVariableValue("whirling.postfight_got_up", true) --[[ Variable[ ]]
sequence:
PlayAnimation(Tequila Sunset, GetUpFromBed)->Message(up);ShowActualHeld()@Message(up); PainOverlay()@7.0;


title: Cuno: "You see the shape of a prepubescent..."
userscript: SetVariableValue("village.joyce_gone", true) ;--[[ Variable[ ]]
dialoguetext:
You see the shape of a prepubescent boy in FALN pants. It turns double -- then triple -- from the pain. He says:

sequence:
AmbientVolume(1);HideActualHeld(); LuaRun(SetAreaState("TRIBUNAL","post"));LuaRun(SetAreaState("JOYCE","gone")); FocusCamera(PostTribunalWakeUpFocus)@0.2; TravelTo(Cuno, CunoPostTribunalPos, 2);


title: Cuno: ""Nix Fucklieb, I think he was calle..."
sequence: 0
dialoguetext:
"Nix Fucklieb, I think he was called," he says trying to remember the situation. "Said he was a doctor. Then fucked off and told me to phone him if you shit yourself."


title: Cuno: ""Two days," he says indifferently...."
sequence: 0
dialoguetext:
"Two days," he says indifferently. "Cuno's been out longer, sleepin' off the speed train. Two days is nothing."


title: You: ""You said thousands are dead?""
dialoguetext: "You said thousands are dead?"
sequence: 0
conditionstring:
Variable["whirling.cuno_postrib_said_thousands_dead"] == true  or  Variable["whirling.cuno_posttrib_said_you_got_half_the_town_killed"] == true


title: Cuno: ""Yeah, it was a fucking massacre,"..."
sequence: 0
dialoguetext:
"Yeah, it was a fucking massacre," Cuno says with a wide grin. "You and Cuno are the only ones left here."


title: Cuno: ""Titus died," he says indifferently..."
sequence: 0
dialoguetext:
"Titus died," he says indifferently. "Some of his goons too. The whole fucking harbour is in lockdown right now. Even Cuno can't get in."


title: Cuno: ""Some of those Union goons got fuck..."
sequence: 0
dialoguetext:
"Some of those Union goons got fucked," he says pointing at the door. "Now the whole harbour is in lockdown. Even Cuno can't get in there."


title: Logic: "Evrart probably used this armed alt..."
sequence: 0
dialoguetext:
Evrart probably used this armed altercation as an excuse to completely barricade himself in the harbour and cut off all communications with the outside world.


dialoguetext: 0
sequence: Continue()
title:
Variable["cargo.evrart_exited_unionhub_once"] == true  or Variable["cargo.evrart_exited_unionhub_once"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["cargo.evrart_exited_unionhub_once"] == true  or Variable["cargo.evrart_exited_unionhub_once"] == true)

conditionstring:
(Variable["cargo.evrart_exited_unionhub_once"] == true  or Variable["cargo.evrart_exited_unionhub_once"] == true) == false


title: You: ""Do you know if Klaasje -- the blon..."
dialoguetext: "Do you know if Klaasje -- the blonde next door -- is alright?"
sequence: 0
conditionstring:
Variable["TASK.arrest_klaasje_done"] == false  and  Variable["plaza.tribunal_where_is_klaasje_asked"] == false


title: Cuno: ""No." The kid suddenly looks very y..."
sequence: 0
dialoguetext:
"No." The kid suddenly looks very young and small. "She was dead when the Union doctor arrived. Cuno saw them put her in a bag."


title: Cuno: ""She's gone, pig. Cuno saw her take..."
sequence: 0
dialoguetext:
"She's gone, pig. Cuno saw her take off before you started all that violent shit. Had a suitcase and shit."


title: Cuno: ""The big fuckhole?" There's a flash..."
sequence: 0
dialoguetext:
"The big fuckhole?" There's a flash of respect on his freckled face. "Yeah, he's drinking downstairs. Cuno's not into that."


title: Cuno: ""The fuck you askin' Cuno for?" He..."
sequence: 0
userscript: SetVariableValue("whirling.cuno_said_hes_fucking_twelve", true) --[[ Variable[ ]]
dialoguetext:
"The fuck you askin' Cuno for?" He seems annoyed somehow. "How would Cuno know? Cuno's fucking twelve!"


title: Cuno: ""Tough shit, pig." He crosses his a..."
sequence: 0
dialoguetext:
"Tough shit, pig." He crosses his arms. "All Cuno knows is the harbour is in lockdown, town's fucked now. Half the Hardie bitches are dead and even your company bitch left."


title: Cuno: ""Oh really?" He doesn't seem to bel..."
sequence: 0
dialoguetext:
"Oh really?" He doesn't seem to believe you. "You can't get to that fat fuck Evrart anymore, 'cause the harbour's locked down. Half the Hardie bitches are dead and your company bitch sailed off."


title: Cuno: ""Cuno thinks you're fucked," he con..."
sequence: 0
dialoguetext:
"Cuno thinks you're fucked," he concludes with a solemn nod. "But I can help you. What'cha got? Bounce that shit off Cuno."


title: Cuno: ""Sure, pig. Sure." He shakes his he..."
sequence: 0
dialoguetext:
"Sure, pig. Sure." He shakes his head. "You better have more than some fuckin' roses if you wanna bust this."


title: Cuno: ""Yeah that sounds real to Cuno. For..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_klaasjeroom_hint_ballistics", true) --[[ Variable[ ]]
dialoguetext:
"Yeah that sounds real to Cuno. Forensics-shit. True crime shit." The kid punches his palm. "Let's check out some crime scenes and assess shit. Pig-style! Anything else?"


title: Cuno: ""Huh?" The kid appears to be thinki..."
sequence: 0
dialoguetext:
"Huh?" The kid appears to be thinking. "That could've been there for years. Cuno thinks it's a dead end."


title: Cuno: ""There are fuckin' footprints *ever..."
sequence: 0
dialoguetext:
"There are fuckin' footprints *everywhere*, pig. Pigs are too into this footprints shit..." He shakes his head. "Cuno just saw footprints outside on the *sidewalk*."


title: Cuno: ""Shit..." He shakes his head, disap..."
sequence: 0
dialoguetext:
"Shit..." He shakes his head, disappointed. "Playing the Cuno like that... You better have something else for me."


title: Cuno: ""Is that like a fucking street name..."
sequence: 0
dialoguetext:
"Is that like a fucking street name or something?" The kid stops to think. "It's pretty cool to Cuno."


title: Cuno: ""C'mon, pig..." The kid snaps his f..."
sequence: 0
dialoguetext:
"C'mon, pig..." The kid snaps his fingers. "Thoughts didn't kill Cuno's gimp. It was a person. Even Cuno can figure this shit out."


title: You: ""I can suddenly see how it's hard t..."
sequence: 0
dialoguetext:
"I can suddenly see how it's hard to indict someone who is not actually a person, but an ideology..."


title: Cuno: ""You're starting to lose the Cuno."..."
sequence: 0
dialoguetext:
"You're starting to lose the Cuno." He's looking around. "Sounds like you ain't got shit to go by here."


title: Cuno: ""Miracle? Shit... What is this weak..."
sequence: 0
dialoguetext:
"Miracle? Shit... What is this weak shit? You gotta watch your own back, miracles don't fuckin' happen in Martinaise. Get real."


title: Cuno: ""Fuck off, Cuno's not into this old..."
sequence: 0
userscript: SetVariableValue("whirling.postfight_open_imready", true) --[[ Variable[ ]]
dialoguetext:
"Fuck off, Cuno's not into this old man piss-drinker shit." There's a short pause as he shakes his head. "You ready to walk now?"


title: Cuno: ""So, listen, pig..." The kid seems..."
sequence: 0
dialoguetext:
"So, listen, pig..." The kid seems hesitant suddenly. "Cuno's been thinkin' about shit and, uh... Cuno's coming with you. Help you wrap this shit up. Final-style."


title: Cuno: ""Fuck, pig..." He looks at you with..."
sequence: 0
dialoguetext:
"Fuck, pig..." He looks at you with a worried glance. "Cuno doesn't know about this flower shit. Cuno's not feelin' it."


title: Cuno: ""This scene is dead." He gestures t..."
sequence: 0
dialoguetext:
"This scene is dead." He gestures towards the window. "Cuno's outta here -- might as well be a pig, big-up fucky-fingers on my way out."


title: Authority: "Trying to recruit him is like tryin..."
sequence: 0
dialoguetext:
Trying to recruit him is like trying to make a pet out of fire. This kid recognizes only one authority -- his own.


title: Volition: "This is a twelve year old kid. You..."
sequence: 0
dialoguetext:
This is a twelve year old kid. You can't seriously be considering *taking him along*?! What's gonna happen to him?


title: Pain Threshold: "Look at him. Life hasn't been easy..."
sequence: 0
dialoguetext:
Look at him. Life hasn't been easy on him. You wanna drag him along and put him through more shit? *Your* shit?


title: Cuno: ""Yes, gimp... ?" Cuno asks, seeing..."
sequence: 0
userscript: SetVariableValue("whirling.cuno_not_coming", true) --[[ Variable[ ]]
dialoguetext:
"Yes, gimp... ?" Cuno asks, seeing the effort it takes you to stand. "What are you gonna do now? Ride outta here on your shit-river? You'll die alone. Cuno doesn't give a shit now. Too late now. Cuno's gonna hang here and *fuck* your room up again..."


title: Cuno: ""Thanks, pig." He quickly glances a..."
sequence: 0
userscript: SetVariableValue("whirling.cuno_accepted_to_party", true) ; AddCunoToParty()--[[ Variable[ ]]
dialoguetext:
"Thanks, pig." He quickly glances at you, then looks away. "Now get your crippled ass up and tell Cuno, what are we gonna do now?"


title: Cuno: ""Sorry for what?! For not adding Cu..."
sequence: 0
userscript: SetVariableValue("whirling.cuno_not_coming", true) --[[ Variable[ ]]
dialoguetext:
"Sorry for what?! For not adding Cuno to your shitshow?! Cuno's not sorry. Cuno's glad. I was just kidding. You couldn't get Cuno for a million reál. You can't even get out bed, loser."


title: Cuno: ""Sorry for what?! For not adding Cu..."
sequence: 0
userscript: SetVariableValue("whirling.cuno_not_coming", true) --[[ Variable[ ]]
dialoguetext:
"Sorry for what?! For not adding Cuno to your shitshow?! Cuno's not sorry. Cuno's glad. I was just kidding too. You couldn't get Cuno for million reál. Fuck you, okay?"


title: Cuno: ""That sounds like a hella shit plan..."
sequence: 0
dialoguetext:
"That sounds like a hella shit plan. You askin' Cuno to come along to your shit-show and you don't even know what to do? Fuckin' check your pig journal or something. C'mon..."

userscript:
GainTask("TASK.inspect_window");
CancelTask("TASK.return_lenas_pin_cancelled");
CancelTask("TASK.pay_lena_back_cancelled");
CancelTask("TASK.get_reality_lowdown_cancelled");
CancelTask("TASK.get_pie_from_gary_cancelled");
CancelTask("TASK.get_morell_back_to_lena_cancelled");
CancelTask("TASK.inspect_traps_cancelled");
CancelTask("TASK.find_phasmid_cancelled");
CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled");
CancelTask("TASK.interview_union_boss_cancelled");
CancelTask("TASK.open_gary_door_cancelled");
CancelTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_cancelled");
CancelTask("TASK.deliver_mail_to_fishing_village_cancelled");
CancelTask("TASK.tell_hardie_to_take_care_of_pigs_cancelled");
CancelTask("TASK.la_puta_madres_peone_cancelled");
CancelTask("TASK.decipher_victims_tattoo_cancelled");
CancelTask("TASK.talk_merc_tattoo_cancelled");
CancelTask("TASK.confront_the_pigs_cancelled");
CancelTask("TASK.run_serial_number_cancelled");
CancelTask("TASK.get_yourself_organised_cancelled");
CancelTask("TASK.interview_wild_pines_rep_cancelled")--[[ Variable[ ]]


title: Cuno: ""Bitch next door? That's what Cuno'..."
dialoguetext: "Bitch next door? That's what Cuno's thinking too," he agrees. "Good call. Let's rock it, pig-man."
sequence: 0
userscript:
GainTask("TASK.inspect_window");
CancelTask("TASK.return_lenas_pin_cancelled");
CancelTask("TASK.pay_lena_back_cancelled");
CancelTask("TASK.get_reality_lowdown_cancelled");
CancelTask("TASK.get_pie_from_gary_cancelled");
CancelTask("TASK.get_morell_back_to_lena_cancelled");
CancelTask("TASK.inspect_traps_cancelled");
CancelTask("TASK.find_phasmid_cancelled");
CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled");
CancelTask("TASK.interview_union_boss_cancelled");
CancelTask("TASK.open_gary_door_cancelled");
CancelTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_cancelled");
CancelTask("TASK.deliver_mail_to_fishing_village_cancelled");
CancelTask("TASK.tell_hardie_to_take_care_of_pigs_cancelled");
CancelTask("TASK.la_puta_madres_peone_cancelled");
CancelTask("TASK.decipher_victims_tattoo_cancelled");
CancelTask("TASK.talk_merc_tattoo_cancelled");
CancelTask("TASK.confront_the_pigs_cancelled");
CancelTask("TASK.run_serial_number_cancelled");
CancelTask("TASK.what_does_joyce_cancelled");
CancelTask("TASK.get_yourself_organised_cancelled");
CancelTask("TASK.interview_wild_pines_rep_cancelled")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.klaasje_chosename_katarzine"]  or  Variable["whirling.klaasje_chosename_modd"])

conditionstring:
(Variable["whirling.klaasje_chosename_katarzine"]  or  Variable["whirling.klaasje_chosename_modd"]) == false


title: Cuno: ""That's Klaasje, right? Bitch next..."
sequence: 0
dialoguetext:
"That's Klaasje, right? Bitch next door? Cuno's thinking the same thing," he agrees. "Let's rock it, pig-man."

userscript:
GainTask("TASK.inspect_window");
CancelTask("TASK.return_lenas_pin_cancelled");
CancelTask("TASK.pay_lena_back_cancelled");
CancelTask("TASK.get_reality_lowdown_cancelled");
CancelTask("TASK.get_pie_from_gary_cancelled");
CancelTask("TASK.get_morell_back_to_lena_cancelled");
CancelTask("TASK.inspect_traps_cancelled");
CancelTask("TASK.find_phasmid_cancelled");
CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled");
CancelTask("TASK.interview_union_boss_cancelled");
CancelTask("TASK.open_gary_door_cancelled");
CancelTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_cancelled");
CancelTask("TASK.deliver_mail_to_fishing_village_cancelled");
CancelTask("TASK.tell_hardie_to_take_care_of_pigs_cancelled");
CancelTask("TASK.la_puta_madres_peone_cancelled");
CancelTask("TASK.decipher_victims_tattoo_cancelled");
CancelTask("TASK.talk_merc_tattoo_cancelled");
CancelTask("TASK.confront_the_pigs_cancelled");
CancelTask("TASK.run_serial_number_cancelled");
CancelTask("TASK.what_does_joyce_cancelled");
CancelTask("TASK.get_yourself_organised_cancelled");
CancelTask("TASK.interview_wild_pines_rep_cancelled")--[[ Variable[ ]]


title: You: "Whatever it takes. [Leave.]"
dialoguetext: Whatever it takes. [Leave.]
sequence: LuaRun(RemoveCunoFromParty())@1.3; SemiBlack(true,0.5); SemiBlack(false,1)@1.5;
userscript:
GainTask("TASK.inspect_window");
RemoveCunoFromParty();
CancelTask("TASK.return_lenas_pin_cancelled");
CancelTask("TASK.pay_lena_back_cancelled");
CancelTask("TASK.get_reality_lowdown_cancelled");
CancelTask("TASK.get_pie_from_gary_cancelled");
CancelTask("TASK.get_morell_back_to_lena_cancelled");
CancelTask("TASK.inspect_traps_cancelled");
CancelTask("TASK.find_phasmid_cancelled");
CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled");
CancelTask("TASK.interview_union_boss_cancelled");
CancelTask("TASK.open_gary_door_cancelled");
CancelTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_cancelled");
CancelTask("TASK.deliver_mail_to_fishing_village_cancelled");
CancelTask("TASK.tell_hardie_to_take_care_of_pigs_cancelled");
CancelTask("TASK.la_puta_madres_peone_cancelled");
CancelTask("TASK.decipher_victims_tattoo_cancelled");
CancelTask("TASK.talk_merc_tattoo_cancelled");
CancelTask("TASK.confront_the_pigs_cancelled");
CancelTask("TASK.run_serial_number_cancelled");
CancelTask("TASK.what_does_joyce_cancelled");
CancelTask("TASK.get_yourself_organised_cancelled");
CancelTask("TASK.interview_wild_pines_rep_cancelled")--[[ Variable[ ]]


title: Rhetoric: "He's not saying Cuno -- he's saying..."
sequence: 0
userscript: SetVariableValue("whirling.cuno_postribunal_rhetoric_noslurs", true) --[[ Variable[ ]]
dialoguetext:
He's not saying Cuno -- he's saying *I*? And not calling you a f****t or a pig? Is he ill or something?


title: Esprit de Corps: "Nix Gottlieb, station medic, throws..."
sequence: 0
dialoguetext:
Nix Gottlieb, station medic, throws a bag containing a small bullet into the medical waste disposer. Then he pops some caramel candy into his mouth and says: "Next." There's a line behind his door...


title: Cuno: ""What?" He studies your expression...."
sequence: 0
dialoguetext:
"What?" He studies your expression. "You don't believe the Cuno? You don't believe the Cuno knows this shit? Fuck you, Cuno keeps tabs. Bitch is outta town."


title: Electrochemistry: "We're detecting *drouamine* in your..."
sequence: 0
dialoguetext:
We're detecting *drouamine* in your bloodstream. It's a potent morphine-based painkiller. The good doctor must have given you some... It's gonna suck when it wears off.


title: Pain Threshold: "Yeah, that kid's taken a beating --..."
sequence: 0
dialoguetext:
Yeah, that kid's taken a beating -- or ten -- from his dad. He has regard for a man who can walk after taking some damage.


title: Cuno: ""Yeah, fuckin' dead. Died in the ho..."
sequence: 0
dialoguetext:
"Yeah, fuckin' dead. Died in the hospital, I hear. Union's all weepy and shit..." He gives you a nod of acknowledgement: "It's probably your fault."


title: You: ""Do you know if Klaasje -- the blon..."
dialoguetext: "Do you know if Klaasje -- the blonde next door -- is really gone?"
sequence: 0
conditionstring:
Variable["TASK.arrest_klaasje_done"] == false  and  Variable["plaza.tribunal_where_is_klaasje_asked"] == true


title: Cuno: ""Yeah, she's way gone pig. Cuno's b..."
sequence: 0
dialoguetext:
"Yeah, she's way gone pig. Cuno's been here for two days and babybeard and you are the only fucks in the building."


title: Cuno: ""You want Cuno to be your yes-man,..."
sequence: 0
dialoguetext:
"You want Cuno to be your yes-man, or you want me to tell it like it is? Walls are full of holes here, pig. Even Cuno knows that."


title: Cuno: ""You askin' Cuno to come along to y..."
sequence: 0
dialoguetext:
"You askin' Cuno to come along to your shit-show and you don't even know what to do? Fuckin' check your pig journal or something. C'mon..."

userscript:
GainTask("TASK.inspect_window");
CancelTask("TASK.return_lenas_pin_cancelled");
CancelTask("TASK.pay_lena_back_cancelled");
CancelTask("TASK.get_reality_lowdown_cancelled");
CancelTask("TASK.get_pie_from_gary_cancelled");
CancelTask("TASK.get_morell_back_to_lena_cancelled");
CancelTask("TASK.inspect_traps_cancelled");
CancelTask("TASK.find_phasmid_cancelled");
CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled");
CancelTask("TASK.interview_union_boss_cancelled");
CancelTask("TASK.open_gary_door_cancelled");
CancelTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_cancelled");
CancelTask("TASK.deliver_mail_to_fishing_village_cancelled");
CancelTask("TASK.tell_hardie_to_take_care_of_pigs_cancelled");
CancelTask("TASK.la_puta_madres_peone_cancelled");
CancelTask("TASK.decipher_victims_tattoo_cancelled");
CancelTask("TASK.talk_merc_tattoo_cancelled");
CancelTask("TASK.confront_the_pigs_cancelled");
CancelTask("TASK.run_serial_number_cancelled");
CancelTask("TASK.what_does_joyce_cancelled");
CancelTask("TASK.get_yourself_organised_cancelled");
CancelTask("TASK.interview_wild_pines_rep_cancelled")--[[ Variable[ ]]


title: You: ""Didn't you say you and I were done..."
dialoguetext: "Didn't you say you and I were done. Professionally?"
sequence: 0
conditionstring:
(Variable["yard.cuno_locked_yourself_out_of_cuno_in_his_post_cunoesse_gunpointing_greeting"] == true  or  (Variable["TASK.make_truce_with_Cuno"] == true  and  Variable["TASK.make_truce_with_Cuno_done"] == false)  or  Variable["yard.cuno_befriend_lost_to_cunoesse"] == true)  and  Variable["whirling.cuno_posttribunal_talked_about_your_animosity_and_made_up"] == false


title: Cuno: ""Don't get all hung up on that yest..."
sequence: 0
dialoguetext:
"Don't get all hung up on that yesterday's shit, piggo," the kid says, trying to sound mature. "That was then, this is now. Cuno's all about being in the moment."


title: Cuno: ""Listen-listen, Cuno's just big lik..."
sequence: 0
dialoguetext:
"Listen-listen, Cuno's just big like that. Doesn't need that bitch-ass melodrama. Cuno fires and forgets. Cuno forgives and moves on."


title: Cuno: ""Yeah, Cuno's letting you off the h..."
sequence: 0
dialoguetext:
"Yeah, Cuno's letting you off the hook, piggo." He rests his hands on his hips and looks you straight in the eye. "It's a one time boon, from Cunn to pig. The next time you're a dead man."

userscript:
SetVariableValue("whirling.cuno_posttribunal_talked_about_your_animosity_and_made_up", true) --[[ Variable[ ]]


title: Cuno: ""Yeah, that's what Cuno's fuckin' s..."
sequence: 0
dialoguetext:
"Yeah, that's what Cuno's fuckin' saying, piggo. He's letting you off the hook." He rests his hands on his hips and looks you in the eye. "A one time boon, from Cunn to pig. There won't be a next one."

userscript:
SetVariableValue("whirling.cuno_posttribunal_talked_about_your_animosity_and_made_up", true) --[[ Variable[ ]]


title: Half-Finished Paperwork: "These papers bear the stamp of the..."
sequence: 0
dialoguetext:
These papers bear the stamp of the RCM. They appear to be fragments of the lieutenant's paperwork, half-finished. You make out notes on this -- and other recent cases.


title: Kim Kitsuragi: ""I had Garte open the door to your..."
sequence: 0
userscript: SetVariableValue("whirling.kimnotes_entered_w_kim", true) --[[ Variable[ ]]
dialoguetext:
"I had Garte open the door to your room." He closes the notes. "You were running a low bacterial fever the first night."


title: Half-Finished Paperwork: "Very little. This is a daily write-..."
sequence: 0
dialoguetext:
Very little. This is a daily write-up. He's just started copying notes from his notebook, preparing them for filing. The case appears to be named, however.


title: Esprit de Corps: "Twenty-eight kilometres to the nort..."
sequence: 0
userscript: SetVariableValue("whirling.kimnotes_esprit", true) --[[ Variable[ ]]
dialoguetext:
Twenty-eight kilometres to the northeast, in the infirmary of Precinct 57, Lieutenant Kim 'Pinball' Kitsuragi rests under a heart monitor. A triage sign coloured yellow hangs from his injury record -- safe, it means. He coughs, propped up against the pillow.


title: Half-Finished Paperwork: "This year, you can see references t..."
sequence: 0
dialoguetext:
This year, you can see references to: THE CHILD, DOM'S UNFINISHED; DOM'S UNFINISHED 2, MOTORCYCLE EMPTINESS, and THE MAN WITH THE HOLE IN HIS HEAD.


title: Half-Finished Paperwork: "These are fragments of the lieutena..."
sequence: 0
dialoguetext:
These are fragments of the lieutenant's paperwork, left unfinished. Notes on this and other recent cases.


title: Kim Kitsuragi: ""It would have been easy were it no..."
sequence: 0
dialoguetext:
"It would have been easy were it not for my concussion... We both got lucky, considering the odds we faced." There's a pause. "Let's go?"


title: Kim Kitsuragi: ""Back there, on the plaza? I think..."
sequence: 0
dialoguetext:
"Back there, on the plaza? I think you very nearly had another heart attack. Alcoholism has damaged you more than bullets have..." There's a small pause. "We should go."


title: Kim Kitsuragi: ""Back there, on the plaza? I think..."
sequence: 0
dialoguetext:
"Back there, on the plaza? I think you very nearly had a heart attack. Alcoholism has damaged you more than bullets have..." There's a small pause. "We should go."


title: Esprit de Corps: ""To inquire about the Lieutenant-Ye..."
sequence: 0
dialoguetext:
"To inquire about the Lieutenant-Yefreitor, sir. I am his partner," says Satellite-Officer Jean Vicquemare, standing in the doorway.


title: Esprit de Corps: ""Then why are you wasting time here..."
sequence: 0
dialoguetext:
"Then why are you wasting time here?" coughs Kim. "He's out there. In Martinaise. Unsupervised, *without cover*. You need to get there..." His cough gets the best of him, he grabs a glass.


title: Conceptualization: "He went with the 'Furies'. Perhaps..."
sequence: 0
userscript: XPTinySetBool("XP.kim_went_with_furies")--[[ Variable[ ]]
dialoguetext:
He went with the 'Furies'. Perhaps the internal strife it implies was not so off after all? Or perhaps to honour your wishes? Or for some other reason. Hard to say...


title: Cuno: "The boy picks up the notes and shuf..."
sequence: 0
dialoguetext:
The boy picks up the notes and shuffles through some of the case names: "'The Child', 'Dom's Unfinished', 'Dom's Unfinished 2', 'The Man With the Hole in His Head'... Boring ass shit," he concludes.


title: Cuno: ""Pig..." he says with a frown. "It'..."
sequence: 0
dialoguetext:
"Pig..." he says with a frown. "It's cool for Cuno to rip on the 'clard, but he took a bullet for you. You gonna shitmouth Cuno too if he falls in battle?"


title: Cuno: "The boy hesitates for a moment, the..."
sequence: 0
dialoguetext:
The boy hesitates for a moment, then nods. "No one tells Cuno what to call something, but the bino was alright in Cuno's book." He taps his chest solemnly. "Cuno's pig."


title: Cuno: ""That's cold, Pig. Sub-zero. Cuno a..."
sequence: 0
dialoguetext:
"That's cold, Pig. Sub-zero. Cuno ain't like that. Cuno's got heart." He looks at the notes. "You're done with these or...?"


title: Cuno: ""For you, maybe," he replies seriou..."
sequence: 0
dialoguetext:
"For you, maybe," he replies seriously. "But take it from the Cunn: Binos don't always get that. They get their feelings hurt. Cuno doesn't want this for your pal. He's alright in Cuno's book."


title: Empathy: "He's right, you know? The lieutenan..."
sequence: 0
dialoguetext:
He's right, you know? The lieutenant probably doesn't enjoy being called a binoclard -- the four-eyed dork.


title: Klaasje's Note: "Next to stacks of bills, you see a..."
sequence: 0
dialoguetext:
Next to stacks of bills, you see a note -- a few lines jotted down in large, uneven handwriting just as the writer was about to rush out the door.


title: Kim Kitsuragi: ""A gift..." The lieutenant turns to..."
sequence: 0
dialoguetext:
"A gift..." The lieutenant turns to the staircase suspiciously, looking for any signs of another presence in the shadows above.


title: You: "What could this *gift* be?"
dialoguetext: What could this *gift* be?
sequence: 0
conditionstring:
Variable["whirling.sense_thread_inside_clicked"] == false  and  Variable["whirling.sense_thread_outside_clicked"] == false


title: Cuno: ""A trap, probably." He nods confide..."
sequence: 0
dialoguetext:
"A trap, probably." He nods confidently. "But don't sweat it. You got the Cuno spotting you. Let's go in."


title: Interfacing: "You look at her rough, jagged handw..."
sequence: 0
dialoguetext:
You look at her rough, jagged handwriting on the note. She was in a rush, but not panicked. Deliberate. Focused.


title: ONE DAY I WILL RETURN TO YOUR SIDE: "The graffito has been painted over..."
sequence: 0
dialoguetext:
The graffito has been painted over the traces of the fight that took place here. It smells of blood and heavy fuel oil.


title: You: ""Step back, lieutenant." (Set the g..."
dialoguetext: "Step back, lieutenant." (Set the graffito on fire with a lit cigarette.)
sequence: 0
userscript: SetVariableValue("plaza.graffito_marx_hook", true) --[[ Variable[ ]]
conditionstring:
CheckItemGroup("smokes")  and  IsKimHere()  and  Variable["TASK.light_graffito_on_fire_done"] == false  and  Variable["plaza.graffito_interfacing_fire"]


title: Kim Kitsuragi: ""Could be. In Revachol West, someon..."
sequence: 0
dialoguetext:
"Could be. In Revachol West, someone somewhere is always whispering about Le Retour..." He squints his eyes at the writing. "It's an *aerograffito*, meant for Coalition aerostatics in the lower troposphere."


title: Inland Empire: "What if the words are not directed..."
sequence: 0
userscript: SetVariableValue("plaza.graffito_concept_god", true) --[[ Variable[ ]]
dialoguetext:
What if the words are not directed at the people of Martinaise, or even the Coalition aerostatics above the city -- they're meant for something above even those...


title: ONE DAY I WILL RETURN TO YOUR SIDE: "The fuel oil catches fire immediate..."
userscript: FinishTask("TASK.light_graffito_on_fire_done"); GraffitoAlight();--[[ Variable[ ]]
dialoguetext:
The fuel oil catches fire immediately with an ominous hiss -- a bright orange flash across the surface of the letters. Black smoke rises from the burning message.

sequence:
PostFX(whiteblink,true);PostFX(sunshine,true); AudioPlay(graffiti_flames/graffiti-flames-01,1);LuaRun(SetAreaState("FUEL_IS_BURNING","true"))


title: You: "Set the graffito on fire with a lit..."
dialoguetext: Set the graffito on fire with a lit cigarette.
sequence: 0
userscript: SetVariableValue("plaza.graffito_marx_hook", true) --[[ Variable[ ]]
conditionstring:
CheckItemGroup("smokes")  and  IsKimHere() == false  and  Variable["TASK.light_graffito_on_fire_done"] == false  and  Variable["plaza.graffito_interfacing_fire"]


title: Interfacing: "You *could* buy some smokes, light..."
sequence: 0
userscript: GainTask("TASK.light_graffito_on_fire")--[[ Variable[ ]]
dialoguetext:
You *could* buy some smokes, light up a ciggy and throw it in there... You know, just to see what happens. See if it's flammable. It's better that way. Safer.


title: Kim Kitsuragi: "The lieutenant has taken a small st..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
The lieutenant has taken a small step back. He looks at your face illuminated by the flames and nods silently. Then the fire falters...


title: Logic: "It's time to crack this case. The n..."
sequence: 0
dialoguetext:
It's time to crack this case. The next logical move is to go back upstairs, to Klaasje's room. Really inspect that window.


title: ONE DAY I WILL RETURN TO YOUR SIDE: "And blood. Some of it may even be y..."
sequence: 0
dialoguetext:
And blood. Some of it may even be yours. Looks like a giant mop was used to turn it into lettering...


title: Conceptualization: "Of what and to whom, you think? Spo..."
sequence: 0
dialoguetext:
Of what and to whom, you think? Spoken as the something that will one day return? Or as the someone who's waiting?


title: ONE DAY I WILL RETURN TO YOUR SIDE: "Slowly the flames subside, the fuel..."
dialoguetext: Slowly the flames subside, the fuel burning out. The air still smells of mazut -- and springtime.
userscript: GraffitoExtinguish(); SetVariableValue("plaza.graffito_marx_hook", false) ;--[[ Variable[ ]]
sequence:
PostFX(sunshine,false);AudioPlay(graffiti_flames/graffiti-flames-03,1);LuaRun(SetAreaState("FUEL_IS_BURNING","false"));


title: Titus Hardie: ""Crazy motherfucker..." He lets out..."
userscript: SetVariableValue("whirling.titus_posttrib_gud_greet", true) --[[ Variable[ ]]
dialoguetext:
"Crazy motherfucker..." He lets out a whistle. "Didn't think you had that fury in you, but I guess I've misjudged a lot of people lately..."


title: Titus Hardie: ""You slimy piece of shit..." He sur..."
userscript: SetVariableValue("whirling.titus_posttrib_bad_greet", true) --[[ Variable[ ]]
dialoguetext:
"You slimy piece of shit..." He surveys you. "You're lucky you got shot, 'cause I've a mind to tear you to pieces right now, but..."


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


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

conditionstring:
(Variable["plaza.tribunal_theory_hardie"] == true   or  Variable["plaza.tribunal_i_didnt_do_nothing_those_guys_did"] == true) == false


title: Titus Hardie: ""Look, fellows," he points at you...."
dialoguetext:
"Look, fellows," he points at you. "It's Little Miss Pacifist... It's mighty easy when you let others do the fighting for you, isn't it?"


title: Titus Hardie: ""In the light of your..." he search..."
dialoguetext:
"In the light of your..." he searches for the right word, then finds it, "badassery... I'm even willing to forgive the fact you tried to pin a murder on us."


title: Titus Hardie: ""That was one hell of a shot. Hell..."
dialoguetext:
"That was one hell of a shot. Hell of a shot! The fucks *did not* expect that." He looks at you with unmistakable respect.


title: Titus Hardie: ""I applaud the initiative, even tho..."
dialoguetext:
"I applaud the initiative, even though *you* can't shoot for shit, officer." He rubs his neck. "Still, that moment of confusion might just be the reason we are still standing here..."


title: Titus Hardie: ""There I was, thinking -- where are..."
dialoguetext:
"There I was, thinking -- where are we gonna find a tin opener large enough for those cans? Then coppo loco shows up and just sets a man on fire."


title: Titus Hardie: ""I mean, you pitch like a blind har..."
dialoguetext:
"I mean, you pitch like a blind harlequin on speed, but that moment of confusion might just be the reason we are still standing here..."


title: Titus Hardie: ""Impressive shit, copper. None of u..."
dialoguetext:
"Impressive shit, copper. None of us would be breathing right now if it wasn't for..." He pauses, then extends his hand. "I guess what I'm trying to say here is, thank you."


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_theory_hardie"]  or  Variable["plaza.tribunal_i_didnt_do_nothing_those_guys_did"]


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

conditionstring:
(Variable["plaza.tribunal_theory_hardie"]  or  Variable["plaza.tribunal_i_didnt_do_nothing_those_guys_did"]) == false


title: Titus Hardie: ""MOTHERFUCKER!!!" His roar almost r..."
dialoguetext:
"MOTHERFUCKER!!!" His roar almost ruptures your eardrums. "You tried to pin a murder on us! What more do you think we have to talk about?!"


title: You: "(Shake it.) "This was a pillow figh..."
sequence: 0
conditionstring: IsTHCPresent("apocalypse_cop")
userscript: ReputationGrows("apocalypse_cop")
dialoguetext:
(Shake it.) "This was a pillow fight compared to The Gloaming that is soon at hand. We shall all perish in the coming cleanse."


title: Titus Hardie: ""Oh, I understand alright..." he sa..."
sequence: 0
dialoguetext:
"Oh, I understand alright..." he says with a disgusted grimace. "Just say your bit and get out of our booth, asshole."


title: Titus Hardie: ""Dick Mullen on steroids..." A sad..."
sequence: 0
userscript: XPTinySetBool("XP.shook_hands_with_titus")--[[ Variable[ ]]
dialoguetext:
"Dick Mullen on steroids..." A sad smile passes over his bruised face. "Glen would have liked you had he gotten to... never mind."


title: Titus Hardie: ""Okay, Mr. Sunshine... I guess I'd..."
sequence: 0
userscript: XPTinySetBool("XP.shook_hands_with_titus")--[[ Variable[ ]]
dialoguetext:
"Okay, Mr. Sunshine... I guess I'd be pretty gloomy too had I gotten shot in the ass." He shakes your hand and smiles.


title: Titus Hardie: ""You look after yourself now, coppe..."
sequence: 0
userscript: SetVariableValue("whirling.titus_tribunal_exit_seen", true) --[[ Variable[ ]]
dialoguetext:
"You look after yourself now, copper," he says with a warm smile. "Death passed on you today, but men don't get that lucky twice."


title: Alain: ""Coppo loco." He looks at you and n..."
sequence: 0
dialoguetext:
"Coppo loco." He looks at you and nods. "Good luck in Jamrock. Scars make the best tattoos, they say."


title: Titus Hardie: ""We don't. Gonna sit tight, get dru..."
sequence: 0
dialoguetext:
"We don't. Gonna sit tight, get drunk and mourn our fallen comrades till bossman sends word." He shakes his can. "Times are changing, coppo."


title: Titus Hardie: ""And if you ever feel like the unif..."
sequence: 0
userscript: XPTinySetBool("XP.harry_would_make_one_hell_of_a_hardie_boy")--[[ Variable[ ]]
dialoguetext:
"And if you ever feel like the uniform is holding you back... I've got a few vacancies. You'd make one hard Hardie boy, copper."


title: Titus Hardie: ""Judging by the sight of you..." He..."
sequence: 0
dialoguetext:
"Judging by the sight of you..." He looks at your bandages. "I'd suggest crawling into bed with a bottle of whiskey in one hand and a big tit in the other."


title: Alain: ""Yeah, go pay Monica a visit in Jam..."
sequence: 0
dialoguetext:
"Yeah, go pay Monica a visit in Jamrock. She's got a knack for making men forget about their worries. Biggest pair of milkers in all of Revachol."


title: Titus Hardie: "His bruised face stiffens. "Theo wa..."
sequence: 0
dialoguetext:
His bruised face stiffens. "Theo was old. I think he'd be pretty happy with the way he went. Never could imagine him withering away on a sickbed."


title: Titus Hardie: ""But Angus..." He gulps. "He was ju..."
sequence: 0
dialoguetext:
"But Angus..." He gulps. "He was just a stupid kid. Didn't realize the mess he'd gotten into... trusted me... Still, the balls on that kid! Went down fighting for someone else's shit like a fat angry bear."


title: Titus Hardie: ""And Glen... Glen was my friend. Be..."
sequence: 0
dialoguetext:
"And Glen... Glen was my friend. Best I've ever had. I loved that crazy homo like my own brother." He takes a sip of his beer. "We're all fucked without him, but whaddaya do? This job is shit."


title: You: ""We are born in to this world to di..."
sequence: 0
dialoguetext:
"We are born in to this world to die, it seems. Maybe there's redemption in that? At least it ends one day."


title: Eugene: ""Man, getting shot has really squee..."
sequence: 0
dialoguetext:
"Man, getting shot has really squeezed all the *funk* out of you." The guy looks up from his table. "Mark my words, one day we'll look back to this day and remember their courage, not their deaths."


title: Alain: ""Ah, cut that shit out," the Mesque..."
sequence: 0
dialoguetext:
"Ah, cut that shit out," the Mesque interjects angrily. "That's the kind of rhetoric bangers tell to kids in Jamrock to get them to join a gang. I'm sick and tired of this honour bullshit!"


title: Titus Hardie: ""Easy now, Al. His buddy got busted..."
sequence: 0
dialoguetext:
"Easy now, Al. His buddy got busted up pretty bad too. If that's his way of dealing with it, I say let him have it."


title: Titus Hardie: ""Yeah." He takes a swig from the wh..."
sequence: 0
dialoguetext:
"Yeah." He takes a swig from the whiskey bottle. "Had to tell Angus's mum about the *honour* that was bestowed upon his son... she didn't share your optimism, copper. But fine... Fuck it. To each his own."


title: Titus Hardie: ""To our fallen comrades!" Titus rai..."
sequence: 0
dialoguetext:
"To our fallen comrades!" Titus raises his whiskey bottle and takes a sip so manly it makes his eyes water.


title: Alain: ""*I'm* going to find Dennis," he in..."
sequence: 0
dialoguetext:
"*I'm* going to find Dennis," he interjects. "I'm going to find him and then I'm going to kill him."


title: Rhetoric: "The tone of the statement is so mat..."
sequence: 0
dialoguetext:
The tone of the statement is so matter-of-fact, it's as though he were talking about picking up a morning newspaper on his daily walk around the block.


title: Titus Hardie: ""Mhm," he nods without really liste..."
sequence: 0
dialoguetext:
"Mhm," he nods without really listening. "We're hunting that rat down -- let it be known what happens to cowards. And then..." He thinks for a moment.


title: Titus Hardie: ""I guess I'll take a closer look at..."
sequence: 0
dialoguetext:
"I guess I'll take a closer look at our Union members. There's bound to be some ambitious fellows there who'd love nothing more than advancing social democracy by bustin' some heads."


title: Titus Hardie: ""Might even ask Tibbs if he's tired..."
sequence: 0
dialoguetext:
"Might even ask Tibbs if he's tired of replacing windows and maybe wants to have some fun with his brother." He pauses. "Anyway, don't you worry -- as long as Titus Hardie's standing, there *will* be Hardie boys."


title: Encyclopedia: "*Memento mori* or 'remember that yo..."
sequence: 0
userscript: SetVariableValue("tc.memento_mori", true) --[[ Variable[ ]]
dialoguetext:
*Memento mori* or 'remember that you must die' is a slogan various religious orders have thrown around since the dawn of mankind, to emphasize the vanity of earthly life and the transient nature of all earthly pursuits. In essence it means one should live virtuously in this life to live better in the afterlife.


title: Titus Hardie: ""It means you might die tomorrow, s..."
sequence: 0
dialoguetext:
"It means you might die tomorrow, so live every day like it's your last. Ain't that right, fellows?"


title: Alain: ""Absolutely! Today I'm going to get..."
sequence: 0
dialoguetext:
"Absolutely! Today I'm going to get drunk, eat good food, and bed a good-looking gal, 'cause tomorrow a motor carriage might run me over..."


title: Titus Hardie: ""Dennis? That poor little rat is de..."
sequence: 0
dialoguetext:
"Dennis? That poor little rat is dead too." He shakes his head. "I always thought he'd run. But, no, he stayed. Stupid brave fella."


title: Titus Hardie: ""Sure it does." He nods confidently..."
sequence: 0
dialoguetext:
"Sure it does." He nods confidently and raises his whiskey bottle. "Live every day like it's your last, 'cause you might be dead tomorrow."


title: Titus Hardie: ""'Kind of'?! You tried to pin a mur..."
sequence: 0
dialoguetext:
"'Kind of'?! You tried to pin a murder on me... on *US*!" For a moment he looks like he's going to hit you. "Why did you do that?!"


title: Titus Hardie: ""I'm gonna let it slide on the coun..."
sequence: 0
dialoguetext:
"I'm gonna let it slide on the count of all of us stickin' it to these tea pots together, but you need to get your head out of your ass, copper. Or you'll *never* solve this shit."

userscript:
SetVariableValue("whirling.titus_posttribunal_explained_your_betrayal_of_titus", true) --[[ Variable[ ]]


title: Titus Hardie: ""No, it isn't fuckin' *alright*!" H..."
sequence: 0
dialoguetext:
"No, it isn't fuckin' *alright*!" He is breathing heavily as he sticks his giant index finger right in your face.


title: Titus Hardie: ""I guess what I'm trying to say her..."
dialoguetext:
"I guess what I'm trying to say here is, thank you for intervening, coppo -- that was mighty brave of you." He extends his hand.


title: Titus Hardie: ""I guess what I'm trying to say her..."
dialoguetext:
"I guess what I'm trying to say here is, thank you for intervening, fellas -- that was mighty brave of you." He extends his hand.


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_i_didnt_do_nothing_those_guys_did"]  or  Variable["plaza.tribunal_theory_hardie"]


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

conditionstring:
(Variable["plaza.tribunal_i_didnt_do_nothing_those_guys_did"]  or  Variable["plaza.tribunal_theory_hardie"]) == false


title: Titus Hardie: ""Hey, it's you again!" He smiles, m..."
dialoguetext:
"Hey, it's you again!" He smiles, more than a bit drunk now. "I've been thinking about it and you know what... we're both cops. This city is big enough for two cops."


title: Titus Hardie: ""God, why are you still here..." He..."
dialoguetext:
"God, why are you still here..." He's getting quite drunk now. "I'm sick of seeing you cops around."


title: Titus Hardie: ""And I was wrong about your big dic..."
dialoguetext:
"And I was wrong about your big dick too... you don't have a big dick." He stares disappointed into his beer.


title: Cuno: ""Those guys are what Cuno calls the..."
dialoguetext:
"Those guys are what Cuno calls the f*g army," he whispers. "They think they're a big deal around here."


title: Empathy: "He really hates the Hardie boys. La..."
sequence: 0
dialoguetext:
He really hates the Hardie boys. Laying off speed for a few days hasn't changed that. Titus ignoring him doesn't help either.


title: Titus Hardie: ""I will, coppo. That's a promise."..."
sequence: 0
dialoguetext:
"I will, coppo. That's a promise." He puts his can down. "Now scoot, 'cause the Hardie boys got some mourning and drinking to do."


title: Physical Instrument: "His hand is covered in bruises and..."
sequence: 0
dialoguetext:
His hand is covered in bruises and half-plastered. Still, this hulking lump of man is glad to be alive.


title: Physical Instrument: "Titus' hand is covered in bruises a..."
sequence: 0
dialoguetext:
Titus' hand is covered in bruises and half-plastered. Still, this hulking lump of man is glad to be alive.


title: Empathy: "Here it comes. The last one is the..."
sequence: 0
userscript: SetVariableValue("whirling.titus_empathy_glen_worst", true) --[[ Variable[ ]]
dialoguetext:
Here it comes. The last one is the worst one. He only deals with it by drinking copious amounts of 8% beer.


title: Titus Hardie: ""Dennis? You *saw* him run. He's a..."
sequence: 0
dialoguetext:
"Dennis? You *saw* him run. He's a mean little shit and I never trusted him." He shakes his head. "He better run real fast now -- *real* fast."


title: Logic: "He's right. The numbers are replace..."
sequence: 0
dialoguetext:
He's right. The numbers are replaceable. In an organization of thousands of men, there are plenty who'd join.


title: Suggestion: "Even after all that hell he's still..."
dialoguetext: Even after all that hell he's still bitter about her?
sequence: 0
userscript:
SetVariableValue("plaza.titus_suggestion_give_titus_a_break_with_the_klaasje_thing", true) --[[ Variable[ ]]


title: Composure: "His clenched jaw says otherwise. If..."
sequence: 0
dialoguetext:
His clenched jaw says otherwise. If anything, it's another score for him to settle. One day -- it'll have to wait for now.


title: Kim Kitsuragi: ""Thank you for your advice, Eugene...."
sequence: 0
dialoguetext:
"Thank you for your advice, Eugene. And you too, Alain. I do always appreciate a good use of the expression 'milkers'."


title: Cuno: ""We don't have time for that grief..."
sequence: 0
dialoguetext:
"We don't have time for that grief shit," the kid suddenly interjects. "Cunn and Pig are gunning it. We got a case to solve."


title: Titus Hardie: ""Easy E, let the kid be. This is a..."
sequence: 0
dialoguetext:
"Easy E, let the kid be. This is a day of mourning and I don't want it turned into a joke... you chasing the kid around, the kid calling you a f******t. We don't need that shit."


title: Esprit de Corps: "Fuck it, let 'em have their day, Cu..."
sequence: 0
dialoguetext:
Fuck it, let 'em have their day, Cuno thinks. Doesn't have to be a joke. Cuno was just sayin' we need to solve this shit...


title: Reaction Speed: "He did *not* appreciate you blaming..."
sequence: 0
dialoguetext:
He did *not* appreciate you blaming him for the murder -- but then again you probably saved his ass later, so he says...


title: Eugene: ""Oh, it's you... Didn't think we'd..."
dialoguetext:
"Oh, it's you... Didn't think we'd see you walking any time soon." He looks to the man behind him. "Alain, look, it's the rat cop."


title: Eugene: ""Oh, it's you... Didn't think we'd..."
dialoguetext:
"Oh, it's you... Didn't think we'd see you walking any time soon." He looks to the man sitting behind him. "Alain, look, it's the cowardly cop."


title: Eugene: ""Oh, it's you... Didn't think we'd..."
dialoguetext:
"Oh, it's you... Didn't think we'd see you walking any time soon." He looks to the man sitting behind him. "Alain, look, it's the killer cop."


title: Kim Kitsuragi: ""Our condolences for your losses,"..."
dialoguetext:
"Our condolences for your losses," he says with a little nod, but the remaining Hardie boys don't seem to register his words.


title: Eugene: ""He wasn't, that's the thing." He s..."
sequence: 0
dialoguetext:
"He wasn't, that's the thing." He sighs heavily. "Titus, Theo, Dennis, Angie... they're all gone, but he got away without a scratch."


title: Empathy: "It's survivor's guilt. He feels lik..."
sequence: 0
userscript: SetVariableValue("whirling.eugene_aftertribunal_suggestion_alain_purpose", true) --[[ Variable[ ]]
dialoguetext:
It's survivor's guilt. He feels like he should have died with the others. He may kill himself if he doesn't find a new purpose -- or else go on in this way, not dead, but not really living either.


title: Kim Kitsuragi: ""This is a broken man," he whispers..."
sequence: 0
userscript: SetVariableValue("whirling.eugene_aftertribunal_kim_eplains_alain", true) --[[ Variable[ ]]
dialoguetext:
"This is a broken man," he whispers to you. "He probably feels that he should have been able to protect the others somehow. And now he feels guilty for not dying with them, or instead of them."


title: Alain: "The eyes looking back to you from t..."
sequence: 0
dialoguetext:
The eyes looking back to you from the narrow face momentarily light up and his lips move without sound.


title: Alain: "The dull eyes looking back to you f..."
sequence: 0
dialoguetext:
The dull eyes looking back to you from the narrow face momentarily light up and he mumbles: "What...?"


title: You: ""Krenel, Wild Pines... All the peop..."
sequence: 0
userscript: SetVariableValue("whirling.eugene_aftertribunal_gave_alain_purpose", true) --[[ Variable[ ]]
dialoguetext:
"Krenel, Wild Pines... All the people responsible for the deaths of your friends. You're just going to leave it like that?"


title: Alain: ""Sons of bitches..." He mumbles som..."
sequence: 0
dialoguetext:
"Sons of bitches..." He mumbles something in Mesque. When he sinks down on the table again, a malevolent smile spreading across his face.


title: Kim Kitsuragi: ""Was this really the best idea?" Th..."
sequence: 0
dialoguetext:
"Was this really the best idea?" The lieutenant pauses to think for a moment. "I guess you may have prolonged his existence a bit. If he can still remember this when he sobers up."


title: Eugene: ""If you think this will keep him fr..."
sequence: 0
dialoguetext:
"If you think this will keep him from offin' himself, I'll make sure to remind him... so far I've just been pouring whiskey in him to keep him sedated." He nods.


title: Alain: "His eyes, which remain fixed on you..."
sequence: 0
dialoguetext:
His eyes, which remain fixed on yours, become somewhat clearer, and he smiles a malevolent drunken smile. "Dennis is a dead man... just doesn't know it yet..."


title: Eugene: ""Couldn't help you even if I wanted..."
sequence: 0
dialoguetext:
"Couldn't help you even if I wanted to." He shakes his head. "The whole harbour is in lockdown and Evrart sent word to sit tight and wait for instructions."


title: Alain: ""T... Ti... Tit..." The spit flying..."
sequence: 0
dialoguetext:
"T... Ti... Tit..." The spit flying out of his mouth is accompanied by a painful grimace. "Tit... Titus's fuckin' dead..."


title: Eugene: ""What's gonna happen to the Hardie..."
sequence: 0
dialoguetext:
"What's gonna happen to the Hardie boys? Look around you, man. This shit is done. There are no more Hardie boys!"


title: Eugene: ""No, man. I don't know... I guess t..."
sequence: 0
dialoguetext:
"No, man. I don't know... I guess the Union will still be policing the neighbourhood, but..." He looks at his dazed companion. "Who's gonna do it now?"


title: Eugene: ""Anyone ever tell you you're a tota..."
sequence: 0
dialoguetext:
"Anyone ever tell you you're a total dickhead?" His voice is quiet and resigned. "Well... you are, man. Just fuck off and leave us be."


title: Eugene: ""Alain? He won't be leading anythin..."
sequence: 0
dialoguetext:
"Alain? He won't be leading anything." He turns to his friend. "I mean, look at him -- the man's broken through and through."


title: Eugene: ""Me? No, man... I'm not a leader."..."
sequence: 0
dialoguetext:
"Me? No, man... I'm not a leader." He smiles suddenly. "You know Titus only recruited me 'cause I play the guitar? Said the team could use the morale boost."


title: Eugene: ""Tiberius? He doesn't wanna get mix..."
sequence: 0
dialoguetext:
"Tiberius? He doesn't wanna get mixed up in our shit. Titus has been buttering him for years on the count of all this being *fun as fuck*."


title: Eugene: ""But he's got his window fitting bu..."
sequence: 0
dialoguetext:
"But he's got his window fitting business, a wife with two kids and the third one on the way... No way he's gonna leave all that."


title: Eugene: ""I ain't gonna stick around for tha..."
sequence: 0
dialoguetext:
"I ain't gonna stick around for that." He shakes his head resolutely. "I only stayed because of Titus. *There* was a man born to lead."


title: Eugene: ""Titus was..." His eyes meet yours...."
sequence: 0
userscript: XPTinySetBool("XP.kind_of_convinced_eugene_to_take_over")--[[ Variable[ ]]
dialoguetext:
"Titus was..." His eyes meet yours. "But thanks for the vote of confidence. If I don't stick around, it's all over. So I guess sorta I have to now."


title: Eugene: ""Man... you have no idea how this w..."
sequence: 0
userscript: XPTinySetBool("XP.kind_of_convinced_eugene_to_take_over")--[[ Variable[ ]]
dialoguetext:
"Man... you have no idea how this works do you?" He looks at the glass of milk on the table. "But yes... If I don't stick around then it's all over. So I guess I sorta have to now."


title: Eugene: ""Cop, you just don't understand how..."
sequence: 0
userscript: XPTinySetBool("XP.kind_of_convinced_eugene_to_take_over")--[[ Variable[ ]]
dialoguetext:
"Cop, you just don't understand how things work." He exhales sharply in frustration, but then quickly collects himself.


title: Eugene: ""Nah. Garte said she took off some..."
sequence: 0
dialoguetext:
"Nah. Garte said she took off some time before the firefight, that's all. Trying to remember if there was anything... oh, yeah, he said she seemed to be in real hurry."


title: Cuno: ""Those guys have been going around..."
dialoguetext:
"Those guys have been going around town," he continues in a whisper, "Crying about their new asshole. Cuno can't handle this emotional shit when he's off the lightning."


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


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

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


title: Eugene: ""I suppose," he continues, his voic..."
sequence: 0
dialoguetext:
"I suppose," he continues, his voice now calm, "I should at least consider sticking around. If I'm not here, it's all over."


title: Eugene: ""Let's not get ahead of ourselves."..."
sequence: 0
dialoguetext:
"Let's not get ahead of ourselves." He frowns. "We'll see what he does with the whole Shanky business."


title: Alain: ""Yeah, man, you know..." He slaps h..."
sequence: 0
dialoguetext:
"Yeah, man, you know..." He slaps his hand on the table in a sudden burst of drunk enthusiasm. "You know -- you've got this. You got this!"


title: Volition: "There's something there. A germ of..."
sequence: 0
dialoguetext:
There's something there. A germ of determination. He knows he has no choice but to rise to the occasion.


title: Logic: "This is not *completely* ludicrous...."
sequence: 0
dialoguetext:
This is not *completely* ludicrous. Him and Titus were the only detectives of the bunch. Titus more, but Eugene at least knew how to think along.


title: Eugene: ""Yeah, you too. It's a rough world..."
sequence: 0
userscript: SetVariableValue("whirling.eugene_exit_done", true) --[[ Variable[ ]]
dialoguetext:
"Yeah, you too. It's a rough world out there..." He shakes his head. "It's not easy being a cop. We were too hard on you..."


title: Eugene: ""...both of you," he turns to the l..."
sequence: 0
dialoguetext:
"...both of you," he turns to the lieutenant. "We shouldn't have fucked with you like we did. You got between us and a lot of bullets in that fight. Martinaise owes you one."


title: Eugene: ""We shouldn't have fucked with you..."
sequence: 0
dialoguetext:
"We shouldn't have fucked with you like we did. You got between us and a lot of bullets in that fight -- Martinaise owes you one."


title: Eugene: ""I wouldn't go that far -- but you..."
sequence: 0
dialoguetext:
"I wouldn't go that far -- but you have a home here if you need it. And two busted up Union men who are grateful to you. So take care, okay?"


title: Pain Threshold: "A sharp pain shoots up your side an..."
sequence: 0
dialoguetext:
A sharp pain shoots up your side and into your stomach. You must not look too good. Luckily it passes...


title: Eugene: ""Hardie boys are local legends now.""
dialoguetext: "Hardie boys are local legends now."
sequence: 0
conditionstring:
Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_saw_death_dream"] == true


title: Alain: ""Like a fucking *cobarde*... bitchm..."
dialoguetext: "Like a fucking *cobarde*... bitchman-Alain, shit..."
sequence: 0
conditionstring:
Variable["plaza.tribunal_hardie_shot"] == true  and  Variable["plaza.tribunal_saw_death_dream"] == true  and  Variable["whirling.eugene_aftertribunal_gave_alain_purpose"] == false


title: Alain: ""Shanky's gonna get a lesson in Boo..."
dialoguetext: "Shanky's gonna get a lesson in Boogie Street justice."
sequence: 0
conditionstring:
Variable["plaza.tribunal_hardie_shot"] == true  and  Variable["plaza.tribunal_saw_death_dream"] == true  and  Variable["whirling.eugene_aftertribunal_gave_alain_purpose"] == true


title: Cuno: ""Uh..." He looks confused. "Well yo..."
sequence: 0
dialoguetext:
"Uh..." He looks confused. "Well you know, pig... Shit's fucked. And like... Cuno's got no time for this small time shit. Cuno's got *enterprises* to run."


title: Cuno: ""What do you mean, what's going on?..."
sequence: 0
dialoguetext:
"What do you mean, what's going on? This is good shit." He seems surprised. "You wouldn't believe the crap Cuno's getting from the trucks."


title: Cuno: ""Cuno used to hang there sometimes...."
sequence: 0
dialoguetext:
"Cuno used to hang there sometimes. It's a real shit-hole. Everyone is old or a fucking drunk or dead, except..."


title: Cuno: ""Yeah, pig... yeah." He scratches h..."
sequence: 0
dialoguetext:
"Yeah, pig... yeah." He scratches his head. "It's a... seafort. For... It's for defence, pig. Don't bore Cuno with this historic shit."


title: Cuno: ""Oh, pig..." A clever smile runs ac..."
sequence: 0
dialoguetext:
"Oh, pig..." A clever smile runs across his face. "Cuno's done with that shit. Cuno's a pig now. Living the pig-life. That reaver shit's behind him."


title: Cuno: ""Wha-what?!" His face turns almost..."
sequence: 0
dialoguetext:
"Wha-what?!" His face turns almost as red as his hair. "Are you fucking crazy, pig?! Cuno doesn't give two shits about that bird. Why do you even...?"


title: Cuno: ""You know... break shit, throw shit..."
sequence: 0
dialoguetext:
"You know... break shit, throw shit into the sea, throw shit into the windows, throw shit at the seagulls."


title: Cuno: ""Yeah, yeah..." He fidgets uncomfor..."
sequence: 0
dialoguetext:
"Yeah, yeah..." He fidgets uncomfortably. "Of course Cuno's been there, but that was a long time ago and I was fucked. Been on the train for fucking days. Can't remember shit."


title: Cuno: ""You bet, pig!" He appreciates your..."
sequence: 0
dialoguetext:
"You bet, pig!" He appreciates your validation. "Cuno lives the life to the max. Lives every day to the mega. Cuno's in the *moment* like that."


title: Cuno: ""Cuno ain't spoiling this shit for..."
sequence: 0
dialoguetext:
"Cuno ain't spoiling this shit for you." He gives you something akin to a wink. "You gotta climb in there yourself and check it out."


title: Cuno: ""Goddamnit..." He looks down, shaki..."
sequence: 0
dialoguetext:
"Goddamnit..." He looks down, shaking his head. "Cuno can't believe you're making up shit about him. This needs to stop."


title: Cuno: ""If you know that history buff shit..."
sequence: 0
dialoguetext:
"If you know that history buff shit, then why are you fucking Cuno with this?" He shrugs. "Cuno's a pig now. Has important shit on his mind. Pig shit."


title: Cuno: ""Cuno had some business ventures se..."
sequence: 0
dialoguetext:
"Cuno had some business ventures set up in the neighbourhood. Had money coming in... But not anymore." He punches an invisible target in the air. "Cuno's a straight-ass pig now."


title: Cuno: ""Cuno doesn't want to talk about th..."
sequence: 0
userscript: SetVariableValue("character.cuno_asked_about_cunoesse", true) --[[ Variable[ ]]
dialoguetext:
"Cuno doesn't want to talk about this shit." There is a moment of thoughtful silence. He almost looks behind him.


title: Cuno: "He unzips his jacket again and pull..."
sequence: 0
userscript: GainItem("pants_faln"); FinishTask("TASK.buy_faln_pants_from_cuno_done")--[[ Variable[ ]]
dialoguetext:
He unzips his jacket again and pulls the pants from the plastic wrapping. "Here pig, we both FALN now. Performance Pigs. Let's try not to shit ourselves."


title: You: ""I want to buy the FALN pants.""
dialoguetext: "I want to buy the FALN pants."
sequence: 0
conditionstring:
Variable["TASK.buy_faln_pants_from_cuno_done"] == false  and  CheckItem("pants_faln") == false  and  Variable["yard.cuno_heard_cuno_talk_about_the_faln_modular"]


title: Cuno: "A crooked little smile. "Oh fuck, h..."
sequence: 0
dialoguetext:
A crooked little smile. "Oh fuck, he's practically dyin' to big up how he did it. Just get him to cough it up. Cuno's got your back."


title: Cuno: ""Okay, so, we've got the old fuck."..."
sequence: 0
userscript: SetVariableValue("seafort.cuno_switch_done", true) --[[ Variable[ ]]
dialoguetext:
"Okay, so, we've got the old fuck." The kid whispers, his eyes bugging out of his skull with excitement.


title: Cuno: ""Yes, Cuno can see that. You got th..."
sequence: 0
dialoguetext:
"Yes, Cuno can see that. You got this. Think of like..." He rubs his nose. "... what *other* shit he's done too. Cuno can tell he's a killer."


title: Cuno: ""Good." He nods. "I think it's goin..."
sequence: 0
dialoguetext:
"Good." He nods. "I think it's going really fucking well." He leans closer. "Just cut it with the punching shit, alright? Makes us look like we got nothing."


title: Cuno: ""He's into some ancient warrior shi..."
sequence: 0
dialoguetext:
"He's into some ancient warrior shit. Hate shit. Pressure cook him. Push it on him, like -- motive shit. Pig style."

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


title: Drama: "Good. Talk to him, demonstratively..."
sequence: 0
dialoguetext:
Good. Talk to him, demonstratively pick it up, then push it along with the other accusations. This is a good idea.


title: Cuno: ""Well. There's the gun," he says, s..."
sequence: 0
dialoguetext:
"Well. There's the gun," he says, scratching his head... "Why you still haven't picked it up and used it against him is beyond Cuno."


title: Cuno: ""Also, the gun." The scratches his..."
sequence: 0
dialoguetext:
"Also, the gun." The scratches his head. "Why you still haven't picked it up and used it against him is beyond Cuno."


title: Cuno: ""Yeah, Cuno can see that," the kid..."
sequence: 0
dialoguetext:
"Yeah, Cuno can see that," the kid says seriously. "So can fuckin' murderoonie here. You should stop -- it's weird as fuck."


title: You: ""I've had these weird shakes recent..."
dialoguetext: "I've had these weird shakes recently. And something like... visions? Sounds familiar?"
sequence: 0
conditionstring:
Variable["whirling.kim_shivers_orphan"] == true  or  Variable["plaza.shivers_activated"] == true  or  Variable["whirling.klaasje_shivers_forever"] == true


title: Cuno: ""Totally, pig. Cuno's in the same s..."
sequence: 0
dialoguetext:
"Totally, pig. Cuno's in the same shit every time he's coming off speed." His tone gets parental. "You need to *medicate* that shit."


title: Cuno: ""Whose side's Cuno on?!" His tone g..."
sequence: 0
dialoguetext:
"Whose side's Cuno on?!" His tone gets angry. "Cuno's on fucking Cuno's side, pig! This is beneath the Cuno. Don't talk to me about this playground bullshit. You're getting shit in Cuno's head."


title: Cuno: ""Well *I* don't," the kid says, poi..."
sequence: 0
userscript: XPTinySetBool("XP.cuno_and_netpicker_sitting_on_a_tree")--[[ Variable[ ]]
dialoguetext:
"Well *I* don't," the kid says, pointing to himself with his thumb. "Cuno's got no time for this shit. He's a pig now."


title: Cuno: ""You fuckin' better, pig!" His inde..."
sequence: 0
userscript: XPTinySetBool("XP.cuno_and_netpicker_sitting_on_a_tree")--[[ Variable[ ]]
dialoguetext:
"You fuckin' better, pig!" His index finger is pointed straight at you. "We're partners now. You got to be professional with the Cuno."


title: Cuno: ""What fucking secret?! You gotta st..."
sequence: 0
userscript: XPTinySetBool("XP.cuno_and_netpicker_sitting_on_a_tree")--[[ Variable[ ]]
dialoguetext:
"What fucking secret?! You gotta stop this shit with me!" He's trying to control himself. "Cuno's a pig. We're partners now. You got to be professional with the Cuno. Talk sense to him."


title: Cuno: ""She's okay," the kid suddenly spea..."
sequence: 0
dialoguetext:
"She's okay," the kid suddenly speaks with a high pitched squeak. "I mean... With all the fucking drunks and relics around, she's like the only one who isn't a walking shit hole. She's okay."


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.phasmid_has_arrived"]  and  Variable["seafort.phasmid_intro_hub_reached"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.phasmid_has_arrived"]  and  Variable["seafort.phasmid_intro_hub_reached"] == false)

conditionstring:
(Variable["seafort.phasmid_has_arrived"]  and  Variable["seafort.phasmid_intro_hub_reached"] == false) == false


title: Cuno: ""We never did that ballistics shit..."
sequence: 0
userscript: SetVariableValue("seafort.kimswitch_lets_do_ballistics", true) --[[ Variable[ ]]
dialoguetext:
"We never did that ballistics shit here." He sniffs. "Let's check out where he shot my gimp. You should know that shit, pig."


title: Suggestion: "Good one, Cuno. It doesn't have to..."
sequence: 0
userscript: SetVariableValue("seafort.cuno_suggestion_just_stablish_line_of_sight", true) --[[ Variable[ ]]
dialoguetext:
Good one, Cuno. It doesn't have to hold in court. Just establish a line of sight and he'll do the rest himself.


title: Cuno: ""We can take another look in the mi..."
sequence: 0
userscript: SetVariableValue("seafort.kimswitch_lets_do_ballistics", true) --[[ Variable[ ]]
dialoguetext:
"We can take another look in the mini-tower, where the bed was." He sniffs. "Let's check out where he shot my gimp. Ballistics shit. You should know that, pig."


title: Cuno: ""Locust city?" He swallows. "Cuno d..."
sequence: 0
dialoguetext:
"Locust city?" He swallows. "Cuno dropped that art shit coz Cuno's fucking *poor* and has shit for brains."


title: Cuno: ""You better not make Cuno fucking *..."
sequence: 0
dialoguetext:
"You better not make Cuno fucking *cry* about his art-shit, okay? Change the subject, Cuno doesn't do that shit no more. Fuck that shit, fuck *everything*."


title: Graad Factory of Magnets and Miracles U49: "The driver has adorned his space wi..."
sequence: 0
dialoguetext:
The driver has adorned his space with a substantial collection of peculiar paraphernalia. Proclamations about *honour*, *strength*, and *purity* are glued to various panels.


title: Perception (Smell): "Fumes of heavy fuel oil waft over y..."
sequence: 0
dialoguetext:
Fumes of heavy fuel oil waft over you, making your eyes sting. The odour mixes with cigarette residue.


title: Perception (Sight): "The back end of the cabin has a sma..."
sequence: 0
userscript: SetVariableValue("jam.truckman_cabin_back_end", true) --[[ Variable[ ]]
dialoguetext:
The back end of the cabin has a small perch to sleep. Large ashtrays. There are several suns and wheels sown into the curtains.


title: You: ""You think this lorry belongs to ou..."
dialoguetext: "You think this lorry belongs to our tough guy?"
sequence: 0
conditionstring:
Variable["jam.truckman_greeting_done"] == true  and  IsKimHere()  and  Variable["jam.truckman_cabin_back_end"] == true


title: Kim Kitsuragi: ""Racist-nationalist paraphernalia."..."
sequence: 0
dialoguetext:
"Racist-nationalist paraphernalia." He grits his teeth. "Not unusual in this part of town. This is our guy." The lieutenant nods towards the racist lorry driver.


title: You: "Look for a clue about who drives th..."
dialoguetext: Look for a clue about who drives the vehicle.
sequence: 0
conditionstring:
Variable["jam.truckman_greeting_done"] == false  and  IsKimHere() == false  and  Variable["jam.truckman_cabin_back_end"] == true


title: Graad Factory of Magnets and Miracles U49: "It's clear this is your guy. Only t..."
sequence: 0
userscript: XPPicoSetBool("XP.truckman_truck_no_mistake")--[[ Variable[ ]]
dialoguetext:
It's clear this is your guy. Only the March edition of 'Power Man Monthly: The Pure Man's Magazine' is missing. It's clearly the rotund raceman's.


title: Graad Factory of Magnets and Miracles U49: "The windows are clear, they've been..."
sequence: 0
userscript: XPPicoSetBool("XP.truckman_cabin_done")--[[ Variable[ ]]
dialoguetext:
The windows are clear, they've been recently washed. You can see a lorryman's cabin with personal belongings, stickers, insignia...


title: Perception (Sight): "A large metal pendant hangs from th..."
sequence: 0
userscript: SetVariableValue("jam.truckman_cabin_insignia_noticed", true) --[[ Variable[ ]]
dialoguetext:
A large metal pendant hangs from the rear view mirror. The pendant features a sun crowned with wavy rays.


title: Conceptualization: "A book with ragged edges catches yo..."
sequence: 0
dialoguetext:
A book with ragged edges catches your notice. The front cover features a large, muscular man. The title reads: 'Man from Hjelmdall in the Lost City of the Pygmies'.


title: Half Light: "He was acting tough before. This pr..."
sequence: 0
dialoguetext:
He was acting tough before. This probably scared him a bit. Who knows when it will come in handy -- a slightly scared racist lorryman?


title: Graad Factory of Magnets and Miracles U49: "A lorry stuck in the traffic jam. T..."
sequence: 0
dialoguetext:
A lorry stuck in the traffic jam. This big, heavy Graad-made machine is well kept for such an old machine.


title: Kim Kitsuragi: ""I'm going to *stop* this conversat..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"I'm going to *stop* this conversation." He makes a sudden hand gesture. An open palm. "This is Martinaise. People have certain attitudes here. You will find plenty of citizens to agree with you. As for me..."


title: Kim Kitsuragi: ""Well," he says after taking a mome..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Well," he says after taking a moment to collect himself. "You've made your views on the subject quite clear..." Another little pause.


title: Kim Kitsuragi: ""I suppose that's a relief. Just be..."
sequence: 0
dialoguetext:
"I suppose that's a relief. Just be careful how often you avail yourself of this 'technique'. A lie may be useful in the short-term, but they have a way of catching up with you later."


title: You: ""I was just trying to convey that I..."
sequence: 0
dialoguetext:
"I was just trying to convey that I understood his grievances and wasn't judging him for having them."


title: You: ""Everyone thinks they're better tha..."
sequence: 0
dialoguetext:
"Everyone thinks they're better than other people. Some people are just particularly crude about it."


title: Kim Kitsuragi: "The lieutenant falls silent and loo..."
sequence: 0
dialoguetext:
The lieutenant falls silent and looks down at his boots. Whether he thinks you have a point or not, he isn't saying. It's unclear what this means for your relationship. Then he speaks...


title: Kim Kitsuragi: ""That's good to hear. I don't want..."
sequence: 0
dialoguetext:
"That's good to hear. I don't want there to be any unnecessary friction in our relationship during this *important* case."


title: Kim Kitsuragi: "The lieutenant looks at you in sile..."
sequence: 0
dialoguetext:
The lieutenant looks at you in silence, though you cannot discern if he's judging you or not. "I suppose your reasons are your own."


title: Kim Kitsuragi: "The lieutenant narrows his gaze. "S..."
sequence: 0
dialoguetext:
The lieutenant narrows his gaze. "So you *don't* find his views... say, *unbefitting of a police officer*?"


title: You: ""It's not about me. As police offic..."
sequence: 0
dialoguetext:
"It's not about me. As police officers, we gain nothing by staking out the moral high ground over him."


title: You: ""Of course. But he's also not entir..."
sequence: 0
dialoguetext:
"Of course. But he's also not entirely responsible for them. I haven't been in this world for long -- already I'm a product of my environment."


title: Kim Kitsuragi: ""There are tens of thousands of peo..."
sequence: 0
dialoguetext:
"There are tens of thousands of people who grew up in Martinaise and somehow managed to avoid becoming racists who yell 'Come here, saffron picker' at passers by."


title: Kim Kitsuragi: ""Our position in Revachol is alread..."
sequence: 0
dialoguetext:
"Our position in Revachol is already precarious: Many people think we're vigilantes as it is. I can't have them thinking we're *racist* vigilantes to boot."


title: Kim Kitsuragi: ""Apology accepted, detective." The..."
sequence: 0
dialoguetext:
"Apology accepted, detective." The lieutenant relaxes. A weight seems to have been lifted from his shoulders.


title: You: ""It's only rational for a society t..."
sequence: 0
dialoguetext:
"It's only rational for a society to select for the most desirable traits. That's how it works in Nature."


title: You: ""That doesn't mean they don't have..."
sequence: 0
dialoguetext:
"That doesn't mean they don't have rights. If they're perpetrators, then we punish, if they're victims, then we help. That's all there is."


title: Kim Kitsuragi: ""Wonderful." The lieutenant falls s..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Wonderful." The lieutenant falls silent. His expression is hard to read, but it certainly doesn't look *happy*. Then he speaks...


title: Kim Kitsuragi: ""Let me say just one more thing. As..."
sequence: 0
dialoguetext:
"Let me say just one more thing. As you've seen, these sorts of attitudes are quite common in Martinaise. So I expect this to happen again. And again..."


title: Kim Kitsuragi: ""Stop right there. I know what you'..."
sequence: 0
dialoguetext:
"Stop right there. I know what you're going to say. Don't. Also -- these attitudes are quite common in Martinaise. So I expect this to happen again. And again."


title: Kim Kitsuragi: ""I've had this conversation enough..."
sequence: 0
dialoguetext:
"I've had this conversation enough times in my life. From now on, I'm going to stay out of it. How you choose to respond is your business." He concludes: "Now -- let's get back to the task at hand."


title: Kim Kitsuragi: ""I don't know what you mean by *dea..."
sequence: 0
dialoguetext:
"I don't know what you mean by *death's head* but it certainly looks like you're becoming a racist, officer."


title: Kim Kitsuragi: ""And one more thing -- as you've se..."
sequence: 0
dialoguetext:
"And one more thing -- as you've seen, these sorts of attitudes are quite common in Martinaise. So I expect this to happen again. And again..."


title: Kim Kitsuragi: ""I've had this conversation enough..."
sequence: 0
dialoguetext:
"I've had this conversation enough times in my life. From now on, I'm  going to stay out of it. How you choose to respond is your business." He concludes: "But be careful. Now, let's move on."


title: You: "Smash the window in with the prybar..."
dialoguetext: Smash the window in with the prybar.
sequence: 0
conditionstring:
(CheckItem("prybar")  or  CheckItem("kvalsund_multitool"))  and  CheckItem("key_abandoned_lorry") == false  and  Variable["jam.abandoned_open_smash_white"]


title: Abandoned Lorry: "The glass on the side windows is ti..."
sequence: 0
dialoguetext:
The glass on the side windows is tinted and covered with dust. You can barely make out the shape of a seat and two steering levers.


title: Physical Instrument: "With a firm grip you raise the pryb..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_window_broken", true) --[[ Variable[ ]]
dialoguetext:
With a firm grip you raise the prybar, a glint of light catching on the tip. Call down the hammer of truth and justice! Release your secrets, lorry cabin!


title: Physical Instrument: "Prybar in hand, you take a hard swi..."
sequence: AudioPlay(jam/instigator_cabin/not-breaking-car-window-01,1)
userscript: SetVariableValue("jam.abandoned_failed_smash_window", true) --[[ Variable[ ]]
dialoguetext:
Prybar in hand, you take a hard swing at the window. A loud *thunk* rings out and the prybar bounces back, leaving a tiny spider web on the glass.


title: Abandoned Lorry: "The smell of cigarettes and perfume..."
sequence: AudioPlay(jam/instigator_cabin/lorry-dooropen-02,1)
dialoguetext:
The smell of cigarettes and perfume welcomes you. The cabin inside is plastered with old movie posters, actresses smile from the walls. There's a radio transmitter in the front and a toolbox tucked under the driver's seat. Some tools lie scattered near the pedals.


title: Perception (Sight): "There's something odd about the pas..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_perc_noticed_under_seat", true) --[[ Variable[ ]]
dialoguetext:
There's something odd about the passenger seat... The seating fabric has been pulled tight over the lower side of the seat where the toolbox should be.


title: Perception (Smell): "There's definitely perfume in the a..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_blackc_percsmell_juniper", true) --[[ Variable[ ]]
dialoguetext:
There's definitely perfume in the air. It's spicy, with a hint of ambrette, wafting through the bitter air of the cabin.


title: Abandoned Lorry: "Voila! A stack of neatly folded pap..."
sequence: 0
dialoguetext:
Voila! A stack of neatly folded papers has been stashed behind the seating fabric. You see three maps depicting a large metropolitan area. It's Revachol, some of its routes and highways have been outlined with a pen.


title: Abandoned Lorry: "The window shatters and droplets of..."
sequence: AudioPlay(jam/instigator_cabin/breaking-car-window-01,1)
dialoguetext:
The window shatters and droplets of glass fly everywhere, shattering over the lorry floor and pavement.


title: Kim Kitsuragi: ""Subtle," says the lieutenant and s..."
sequence: 0
dialoguetext:
"Subtle," says the lieutenant and sticks his hand in the window -- like a common car thief -- and then opens it.


title: Abandoned Lorry: "The movie stars are still smiling f..."
sequence: 0
dialoguetext:
The movie stars are still smiling from the walls. There's a radio transmitter in the front and a pull-out toolbox tucked under the driver's seat. Some tools lie scattered near the pedals.


title: Abandoned Lorry: "The actress is draped in a sheath d..."
sequence: 0
dialoguetext:
The actress is draped in a sheath dress, one of her shoulders bared. The faded remains of an autograph run across the poster. She's looking past the camera.


title: Encyclopedia: "This is Tippe Tijonne, a starlet fr..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_blackc_ency_starlet_info", true) --[[ Variable[ ]]
dialoguetext:
This is Tippe Tijonne, a starlet from the dawn of cinematography. Less known for her talent, than her tragic, untimely death.


title: Encyclopedia: "She wasted away in a drug den calle..."
sequence: 0
dialoguetext:
She wasted away in a drug den called 'The Door to the River', not far from here on Boogie Street. A mixture of cocaine and morphine. She was a afraid of the world. And the camera too.


title: Abandoned Lorry: "You wedge yourself under the steeri..."
sequence: 0
dialoguetext:
You wedge yourself under the steering-wheel to get a better look. Seems like the few tools lying around here -- a hammer, a pair of pliers, a rusty wrench -- have been casually thrown there by the disorganized driver.


title: Interfacing: "This particular lorry is a FALN A-Z..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_blackc_interface_pedal", true) --[[ Variable[ ]]
dialoguetext:
This particular lorry is a FALN A-Z 'Tempo', a model infamous for its irritating design mistake: the slippery-smooth throttles.


title: Abandoned Lorry: "The pull-out toolbox slides back in..."
sequence: AudioPlay(jam/instigator_cabin/lorry-toolbox-01,1)
dialoguetext:
The pull-out toolbox slides back into its nest. The rest is as it was: radio, posters, a trace of motor oil smell under all the cigarettes.


title: Abandoned Lorry: "It looks like an article ripped out..."
sequence: 0
userscript: SetVariableValue("tc.ulan_frequency", true) --[[ Variable[ ]]
dialoguetext:
It looks like an article ripped out from a radio-enthusiast magazine. Complex mathematical equations explain the basics of something called 'the ULAN frequency system'.


title: Encyclopedia: "Adapting a high-quality radio-trans..."
sequence: 0
dialoguetext:
Adapting a high-quality radio-transmitter to emit this frequency may make it powerful enough to transmit a signal from isola to isola. But that's just a guess.


title: Kim Kitsuragi: "The lieutenant leans over your shou..."
sequence: 0
dialoguetext:
The lieutenant leans over your shoulder to examine the note: "The ULAN frequency system? I've never heard of that before. I know of FM, AM, UKV, but..." His thought trails off.


title: Abandoned Lorry: "Looks like the frequency dial is ab..."
sequence: 0
dialoguetext:
Looks like the frequency dial is absent. It requires a key to work, but the key has been removed -- likely by the missing lady driver.


title: Kim Kitsuragi: "The lieutenant leans closer to the..."
sequence: 0
dialoguetext:
The lieutenant leans closer to the radio and hums: "Strange. There are so many radio stations saved here... must be over one hundred at least."


title: You: "Fold open the topmost map."
dialoguetext: Fold open the topmost map.
sequence: 0
userscript:
SetVariableValue("jam.abandoned_seen_maps", true) ; SetVariableValue("tc.jamrock", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Hard to say. This distribution net..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_kim_mentions_besmertie", true) --[[ Variable[ ]]
dialoguetext:
"Hard to say. This distribution network looks certainly large, yet still vague enough... It doesn't reveal much about the *besmertie* behind it."


title: Kim Kitsuragi: ""A besmertie is a Revacholian crime..."
sequence: 0
dialoguetext:
"A besmertie is a Revacholian crime syndicate. They see themselves as the inheritors of the 14 Revacholian indotribes, but really they're just violent gangs vying for control on the West side of Revachol..."


title: Kim Kitsuragi: ""He's *bad news*." The lieutenant r..."
sequence: 0
dialoguetext:
"He's *bad news*." The lieutenant removes his glasses and polishes them with a handkerchief. "There have been attempts at a serious investigation before, but they... haven't ended well for those involved."


title: Esprit de Corps: "Somewhere on a hidden field, a flas..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_blackc_esprit_peonecop", true) --[[ Variable[ ]]
dialoguetext:
Somewhere on a hidden field, a flash of light, a whirring sound. Camera lenses focus on a man in a ragged police uniform standing in a field of blood-red poppies. A blurry figure dressed in white stands right by the camera...


title: Esprit de Corps: ""But why... why would I hurt my own..."
sequence: 0
dialoguetext:
"But why... why would I hurt my own *peone*?" asks the man in white. "What kind of an *animal* would do such thing?"


title: Abandoned Lorry: "This large map displays the elevate..."
sequence: 0
dialoguetext:
This large map displays the elevated motorway called 8/81. The intake leading to Martinaise is marked with a blue X. There's another X on the off-ramp at a place called the Old South.


title: Shivers: "There, hundreds of thousands of mot..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_map_one_shivers", true) --[[ Variable[ ]]
dialoguetext:
There, hundreds of thousands of motor carriages roar on the 8/81, high above the mass of brown and red roofs that is Jamrock. The commuters don't even look down; the world ceases to exist outside the windshield.


title: Abandoned Lorry: "Tollbooths at the intakes are marke..."
sequence: 0
dialoguetext:
Tollbooths at the intakes are marked with a circle. It looks like there are scant few ways of getting onto the elevated motorway that runs over Jamrock -- and this person knows them all.


title: Shivers: "To Couron, through the middle incom..."
sequence: 0
userscript: SetVariableValue("tc.la_delta_part", true) --[[ Variable[ ]]
dialoguetext:
To Couron, through the middle income neighbourhoods there -- by the river -- and then to Stella Maris and La Delta, for work. While the men and women of Jamrock scuttle to their fates below the road.


title: Abandoned Lorry: "This municipal map from the Thirtie..."
sequence: 0
dialoguetext:
This municipal map from the Thirties displays a complex system of storm sewers underneath a sub-district called The Pox (Old Military Hospital), right adjacent to the 41st Precinct.


title: Shivers: "Wind rips through the empty hallway..."
sequence: 0
dialoguetext:
Wind rips through the empty hallways of the once great military hospital, now just a ruin under an overgrown park. Beneath the hospital, great sewer tunnels hum and vibrate with life of their own...

userscript:
SetVariableValue("jam.abandoned_map_two_shivers", true) ; SetVariableValue("tc.the_pox", true) --[[ Variable[ ]]


title: Shivers: "The rattle of motor carriages and l..."
sequence: 0
dialoguetext:
The rattle of motor carriages and lorries driving through long forgotten tunnels. Lit by gas lights.


title: Abandoned Lorry: "The final map displays a labyrinth..."
sequence: 0
dialoguetext:
The final map displays a labyrinth of service tunnels left over from the construction of Motorway 8/81. A few routes have been marked with a pen -- where the tunnels and sewers surface near the Eminent Domain and a traffic island in Central Jamrock, by the lake.


title: Interfacing: "These service tunnels were probably..."
sequence: 0
dialoguetext:
These service tunnels were probably used during the construction of the foundation beneath the motorway.


title: Shivers: "Despite the cold, figures move abou..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_map_third_shivers", true) --[[ Variable[ ]]
dialoguetext:
Despite the cold, figures move about cloaked in shadow, their breath escaping in white clouds that fade into the darkness. Wherever you look, the night gives cover to her messengers.


title: Shivers: "They travel from Eminent Domain to..."
sequence: 0
dialoguetext:
They travel from Eminent Domain to Perdition and on to the Main. Over the River Esperance, on Route 8/81 to the Old South -- the exit ramp is supposed to be shut down, but there's much activity.


title: Kim Kitsuragi: ""It means that the smugglers are se..."
sequence: 0
dialoguetext:
"It means that the smugglers are secretly using the motorway to transport their goods and materials. They've infiltrated East Motor Tract, most likely..."


title: Kim Kitsuragi: ""It's definitely not the Union. The..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_kim_suggested_lpm", true) --[[ Variable[ ]]
dialoguetext:
"It's definitely not the Union. They just do *some* logistics. This operation has spread everywhere in Jamrock. If it's that widespread, then Madre remains the most likely suspect."


title: Kim Kitsuragi: ""Best not to disturb the scene." Th..."
sequence: 0
dialoguetext:
"Best not to disturb the scene." The lieutenant nods. "I'll have Forensics go over the lorry and pick these up later."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.klaasjeone_greeting_done"]  or  Variable["whirling.klaasje_main_greeting_done"])

conditionstring:
(Variable["whirling.klaasjeone_greeting_done"]  or  Variable["whirling.klaasje_main_greeting_done"]) == false


title: Electrochemistry: "Wait, this actress really does look..."
sequence: 0
dialoguetext:
Wait, this actress really does look *a lot* like Klaasje. She may have been right about this Ruby after all...


title: Abandoned Lorry: "These are movie posters featuring s..."
sequence: 0
dialoguetext:
These are movie posters featuring starlets from long-forgotten films -- from the Twenties, the Teens, even the Nineties of the last century.


title: Abandoned Lorry: "One of them particularly catches yo..."
sequence: 0
dialoguetext:
One of them particularly catches your eye: a centrefold of an ingénue attached right above the back seat.


title: You: "But why the sandpaper?"
dialoguetext: But why the sandpaper?
sequence: 0
conditionstring:
Variable["jam.abandoned_blackc_interface_pedal"] == false  and  Variable["jam.abandoned_blackc_logic_pedal_extra_grip"] == false  and  IsKimHere() == false


title: Abandoned Lorry: "No idea... You could peel off the s..."
sequence: 0
dialoguetext:
No idea... You could peel off the sandpaper to peak underneath, but that would be tampering with the scene.


title: Abandoned Lorry: "... matching one of the footprints..."
sequence: 0
userscript: XPMinorSetBool("XP.figured_out_the_odd_sole")--[[ Variable[ ]]
dialoguetext:
... matching one of the footprints found from the crime scene. Which means that the missing lady driver was present at the lynching!


title: You: ""Why would anyone glue a piece of s..."
dialoguetext: "Why would anyone glue a piece of sandpaper to the gas pedal?"
sequence: 0
conditionstring:
Variable["jam.abandoned_blackc_interface_pedal"] == false  and  Variable["jam.abandoned_blackc_logic_pedal_extra_grip"] == false  and  IsKimHere()


title: Kim Kitsuragi: ""Sandpaper?" the lieutenant repeats..."
sequence: 0
dialoguetext:
"Sandpaper?" the lieutenant repeats. "A novel technique... Must be to offer some extra grip to the driver's foot."


title: You: ""Looks like the driver has glued a..."
dialoguetext: "Looks like the driver has glued a piece of sandpaper to the throttle to offer some extra grip."
sequence: 0
conditionstring:
Variable["jam.abandoned_blackc_interface_pedal"] == false  and  Variable["jam.abandoned_blackc_logic_pedal_extra_grip"] == true  and  IsKimHere()


title: You: ""Looks like the driver has glued a..."
sequence: 0
conditionstring: Variable["jam.abandoned_blackc_interface_pedal"] == true and IsKimHere()
userscript: ReputationGrows("torque_dork")
dialoguetext:
"Looks like the driver has glued a piece of sandpaper to fix the slippery throttle of their FALN A-Z 'Tempo'."


title: Abandoned Lorry: "The throttle underneath looks as sm..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_blackc_logic_pedal_extra_grip", true) --[[ Variable[ ]]
dialoguetext:
The throttle underneath looks as smooth as glass, slippery even... The sandpaper must be there to add some extra *grip*!


title: Kim Kitsuragi: ""Now we know for *certain* who's th..."
sequence: 0
dialoguetext:
"Now we know for *certain* who's the missing eighth person at the lynching. Do you think that Hardie and his boys could also be involved in the drug operation?"


title: You: ""Women.." (Shake your head.) "Alway..."
dialoguetext: "Women.." (Shake your head.) "Always up to something."
sequence: 0
conditionstring:
IsTHCPresent("radical_feminist_agenda") == false   and  Variable["whirling.hardie_went_through_ruby_info"] == false


title: You: "The sandpaper would also rub off th..."
dialoguetext: The sandpaper would also rub off the pattern from the driver's right boot sole...
sequence: 0
conditionstring:
Variable["jam.abandoned_blackc_interface_pedal"] == true  or  Variable["jam.abandoned_blackc_logic_pedal_extra_grip"] == true  and  IsKimHere() == false  and  Variable["tc.oddfoot_at_lynching"] == true


title: You: ""One of the footprints at the crime..."
sequence: 0
dialoguetext:
"One of the footprints at the crime scene had an aberration -- one sole was smoother than the other."


title: Kim Kitsuragi: ""Which means that the missing lady..."
sequence: 0
userscript: XPMinorSetBool("XP.figured_out_the_odd_sole")--[[ Variable[ ]]
dialoguetext:
"Which means that the missing lady driver was present at the lynching." The lieutenant's eyes light up behind his prescription lens.


title: Abandoned Lorry: "You've identified the missing eight..."
sequence: 0
dialoguetext:
You've identified the missing eighth person at the lynching. Do you think that Hardie and his boys had anything to do with the drug trade?


title: Kim Kitsuragi: ""Understood. We should still go and..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"Understood. We should still go and see what Titus has got to say on the matter." He writes something down into his little notebook. "Are we finished with the lorry?"


title: Kim Kitsuragi: ""We should talk with Titus, see wha..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"We should talk with Titus, see what he's got to say on the matter." He writes something down into his little notebook. "Are we finished with the lorry?"


title: Kim Kitsuragi: ""We should see what Titus has got t..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"We should see what Titus has got to say on the matter." He writes something down into his little notebook. "Are we finished with the lorry?"


title: Kim Kitsuragi: ""You're right. But we should still..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"You're right. But we should still go and see what Titus has got to say on the matter." He writes something down into his little notebook. "Are we finished with the lorry?"


dialoguetext: 0
sequence: Continue()
title:
Variable["jam.abandoned_seen_article"] == true  and  Variable["jam.abandoned_seen_posters"] == true  and  Variable["jam.abandoned_seen_radio"] == true  and  Variable["jam.abandoned_seen_pedals"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["jam.abandoned_seen_article"] == true  and  Variable["jam.abandoned_seen_posters"] == true  and  Variable["jam.abandoned_seen_radio"] == true  and  Variable["jam.abandoned_seen_pedals"] == true)

conditionstring:
(Variable["jam.abandoned_seen_article"] == true  and  Variable["jam.abandoned_seen_posters"] == true  and  Variable["jam.abandoned_seen_radio"] == true  and  Variable["jam.abandoned_seen_pedals"] == true) == false


title: Kim Kitsuragi: ""Great, I think we got everything...."
sequence: 0
dialoguetext:
"Great, I think we got everything. A word, detective?" He steps away from the lorry. "*Before* we return to Joyce."

userscript:
SetVariableValue("kimswitch.abandoned_exit_kim_trigger", true) ; FinishTask("TASK.search_through_the_locked_cabin_done"); GainTask("TASK.tell_joyce_about_smuggling")--[[ Variable[ ]]


title: Kim Kitsuragi: ""For contacting an entire fleet of..."
sequence: 0
dialoguetext:
"For contacting an entire fleet of lorrymen, for example." He flicks a switch on the radio. "This is all shortwave, UW and UKV..."


title: Interfacing: "It has to be an advanced model to f..."
sequence: 0
dialoguetext:
It has to be an advanced model to fit so many frequencies next to each other without blending them together.


title: Kim Kitsuragi: ""Looks like we're dealing with an i..."
sequence: 0
dialoguetext:
"Looks like we're dealing with an impressive organizational tool -- the nerve centre of a huge operation. With quite the range too."


title: Logic: "For contacting an entire fleet of l..."
sequence: 0
dialoguetext:
For contacting an entire fleet of lorries, for example. This must be the nerve centre of a well-organized operation.


title: Volition: "Lieutenant Kitsuragi is a brave man..."
sequence: 0
dialoguetext:
Lieutenant Kitsuragi is a brave man for saying Madre's name without the winces and whispers that usually accompany it.


title: Kim Kitsuragi: ""...with *cool* names," he adds wit..."
sequence: 0
dialoguetext:
"...with *cool* names," he adds with contempt. "Like *La Puta Madre* and *Ahura Mazda*. It's a dark parody."


title: Abandoned Lorry: "This green FALN A-Z 'Contemporain'..."
sequence: 0
dialoguetext:
This green FALN A-Z 'Contemporain' is parked in the shadow of the ruins looming overhead. It's seen better days.


title: Inland Empire: "It feels like you're peeking into s..."
sequence: 0
dialoguetext:
It feels like you're peeking into someone's home residence. Inside it's private, cozy, warm. Dusty, too.


title: Abandoned Lorry: "You push the key into the lock and..."
sequence: AudioPlay(jam/instigator_cabin/lorry-dooropen-02,1)
dialoguetext:
You push the key into the lock and turn. It makes a cracking sound -- then the door pops back a few centimetres. You can just...


title: Kim Kitsuragi: ""I don't know how *good* it is, but..."
sequence: 0
dialoguetext:
"I don't know how *good* it is, but this investigation has taken long enough. We can't afford it to take any longer."


title: Kim Kitsuragi: ""No, it's not *shatterproof*. Give..."
sequence: 0
dialoguetext:
"No, it's not *shatterproof*. Give me that." He takes the prybar from you and gestures for you to step back. Then, with little warning...


title: Kim Kitsuragi: ""This has been hard enough. No need..."
sequence: 0
dialoguetext:
"This has been hard enough. No need to make it any harder." The lieutenant takes the prybar from you and gestures for you to step back. Then, with short warning...


title: Abandoned Lorry: "He smashes it into the window. Drop..."
sequence: AudioPlay(jam/instigator_cabin/breaking-car-window-01,1)
dialoguetext:
He smashes it into the window. Droplets of glass fly everywhere, shattering over the lorry floor and pavement. You can just reach in now.


title: Kim Kitsuragi: ""Mhm," he nods and gives you the to..."
sequence: 0
dialoguetext:
"Mhm," he nods and gives you the tool back. "It went better than I expected -- open it from the inside."


title: Abandoned Lorry: "The actresses -- and the rare actor..."
sequence: 0
dialoguetext:
The actresses -- and the rare actor -- all smile you a warm good bye. A radio transmitter is attached to the dashboard and a toolbox sits under the driver's seat.


title: Abandoned Lorry: "The ghostly actresses and the rusty..."
sequence: 0
dialoguetext:
The ghostly actresses and the rusty toolbox under the driver's seat. And the oddly bulging seat cover.


title: Abandoned Lorry: "The ghostly actresses and the rusty..."
sequence: 0
dialoguetext:
The ghostly actresses and the rusty toolbox, under the driver's seat... And the oddly bulging seat cover.


title: Kim Kitsuragi: ""*Bonne prise*," the lieutenant com..."
sequence: 0
dialoguetext:
"*Bonne prise*," the lieutenant commends you as you shift through the treasure -- well worn and folded into neat squares.


title: Abandoned Lorry: "The stack of maps looks just like b..."
sequence: 0
dialoguetext:
The stack of maps looks just like before -- barely noticeable. The movie stars look silently by and the pull-out toolbox has a rubber handle, worn from years of use.


title: Abandoned Lorry: "You stuff the maps back under the s..."
sequence: 0
dialoguetext:
You stuff the maps back under the seat cover. Better not to leave traces of you being here yet... the movie stars look silently by.


title: You: "Wait, Ruby?"
dialoguetext: Wait, Ruby?
sequence: 0
conditionstring:
Variable["XP.klaasje_eighth_hardie"]  and  Variable["whirling.hardie_went_through_ruby_info"] == false


title: You: "Wait, the missing eighth Hardie?"
dialoguetext: Wait, the missing eighth Hardie?
sequence: 0
conditionstring:
Variable["XP.glen_says_he_thinks_she_could_be_a_new_hardie"]  and  Variable["XP.klaasje_eighth_hardie"] == false  and  Variable["whirling.hardie_went_through_ruby_info"] == false


title: You: ""Wait, the missing eighth Hardie? H..."
dialoguetext: "Wait, the missing eighth Hardie? Here?"
sequence: 0
conditionstring:
Variable["XP.glen_says_he_thinks_she_could_be_a_new_hardie"]  and  Variable["whirling.klaasje_ruby_leader"] == false  and  Variable["whirling.hardie_went_through_ruby_info"] == false


title: You: ""Wait, Ruby?""
dialoguetext: "Wait, Ruby?"
sequence: 0
conditionstring:
Variable["whirling.klaasje_ruby_leader"]  and  Variable["whirling.hardie_went_through_ruby_info"] == false


title: Abandoned Lorry: "You close the rusty old lorry door..."
dialoguetext: You close the rusty old lorry door -- your job here is done.
sequence: AudioPlay(jam/instigator_cabin/lorry-doorclose-01,1)
userscript:
FinishTask("TASK.search_through_the_locked_cabin_done"); GainTask("TASK.tell_joyce_about_smuggling")--[[ Variable[ ]]


title: Physical Instrument: "Call down the hammer of truth and j..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_window_broken", true) --[[ Variable[ ]]
dialoguetext:
Call down the hammer of truth and justice! With a firm punch that could shatter bone, you smash through the window. Why you didn't equip and use the prybar, who knows -- but now, release your secrets, lorry cabin!


title: Interfacing: "A 20 kilometre radius at least. Per..."
sequence: 0
dialoguetext:
A 20 kilometre radius at least. Perhaps extended by an attachable antenna that's not here right now?


title: Abandoned Lorry: "The movie stars are still smiling f..."
sequence: 0
dialoguetext:
The movie stars are still smiling from the walls... the radio transmitter sits on the centre console and a faint smell of perfume is in the air.


title: You: "Remove the radio transceiver."
dialoguetext: Remove the radio transceiver.
sequence: 0
conditionstring:
IsTaskActive("TASK.find_working_transceiver")  and  Variable["jam.abandoned_seen_radio"] == true  and  Variable["jam.abandoned_removed_transceiver"] == false


title: Abandoned Lorry: "It takes a few moments, but eventua..."
sequence: 0
dialoguetext:
It takes a few moments, but eventually the transceiver slides from its greased socket mount with an eminently satisfying *chhhnk*.

userscript:
GainItem("highly_advanced_transceiver");
SetVariableValue("jam.abandoned_removed_transceiver", true) --[[ Variable[ ]]


title: Esprit de Corps: "As you take the transceiver in your..."
sequence: 0
dialoguetext:
As you take the transceiver in your hands, the lieutenant bites his lower lip, apparently deep in thought.


title: Kim Kitsuragi: ""Oh, I didn't mean that. It's just..."
sequence: 0
dialoguetext:
"Oh, I didn't mean that. It's just ironic that you're using the lady driver's radio to contact the very authorities she was so keen to evade."


title: Kim Kitsuragi: ""The lady driver used this same rad..."
sequence: 0
dialoguetext:
"The lady driver used this same radio to evade Coalition authorities, and now you're using it to contact them directly. It's just ironic, that's all."


title: Kim Kitsuragi: ""It's not really a *joke*, per se...."
sequence: 0
dialoguetext:
"It's not really a *joke*, per se. Just ironic that you're using the lady driver's radio to contact the very authorities she was so keen to evade."


title: You: ""This has *got* to be better than y..."
dialoguetext: "This has *got* to be better than your DynaWave."
sequence: 0
conditionstring:
IsKimHere()  and  Variable["ice.kim_challenge_accepted"] == true  and  Variable["XP.made_kim_transceiver_jealous"] == false  and  Variable["jam.abandoned_examined_transceiver"] == true


title: You: ""Do you think we'll actually be abl..."
dialoguetext: "Do you think we'll actually be able to reach the Coalition with this?"
sequence: 0
userscript: SetVariableValue("jam.abandoned_transceiver_kim_talked", true) --[[ Variable[ ]]
conditionstring:
IsKimHere()  and  Variable["jam.abandoned_transceiver_kim_talked"] == false  and  Variable["jam.abandoned_examined_transceiver"] == true


title: Kim Kitsuragi: ""An Esterhaz is certainly nothing t..."
sequence: 0
dialoguetext:
"An Esterhaz is certainly nothing to sniff at." The lieutenant nods. "But if you compare the feature sets, I would say they're more-or-less equivalent."


title: Abandoned Lorry: "It's about the size of a small pavi..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_examined_transceiver", true) --[[ Variable[ ]]
dialoguetext:
It's about the size of a small paving stone, and nearly as heavy. Now that you're looking at it more closely, you realise the various dials and meters make it look vaguely like a face. A distinctive triangular logo forms the nose.


title: Interfacing: "That's the marque of Esterhaz Elekt..."
sequence: 0
userscript: SetVariableValue("jam.abandoned_interfacing_esterhaz", true) --[[ Variable[ ]]
dialoguetext:
That's the marque of Esterhaz Elektronika, one of the major manufacturers of advanced radio equipment.


title: FALN Sneakers on a Pedestal of Speakers: "You see two lowly, defeated speaker..."
sequence: 0
dialoguetext:
You see two lowly, defeated speakers. Thralls, slaves basically. Perched atop them like conquerors surveying the land: a pair of FALN durable-wear sneakers, 'Ultra' series.


title: FALN Sneakers on a Pedestal of Speakers: "A pair of FALN 'Ultras.' The design..."
sequence: 0
dialoguetext:
A pair of FALN 'Ultras.' The design is impossibly sleek and simple -- a futuristic silhouette with a sleek monochrome colourway, a jet black upper, and a silver-lined midsole.


title: FALN Sneakers on a Pedestal of Speakers: "These once-respectable speakers hav..."
sequence: 0
dialoguetext:
These once-respectable speakers have been conquered, reduced to a mere prop by the indomitable FALN 'Ultras' atop them.


title: Siileng: ""Those sneakers, mister..." the str..."
sequence: 0
dialoguetext:
"Those sneakers, mister..." the street vendor intones. "Those sneakers are the latest FALN sneakers. Super-rare, super-fine, super-cool -- only 50 reál!"


title: Siileng: ""No-no, don't look at the speakers,..."
sequence: 0
dialoguetext:
"No-no, don't look at the speakers, officer! Look at the *sneakers*!" The man points to the footwear. "The *sneakers* are the stars here!"


title: Siileng: ""These, officer? These speakers are..."
sequence: 0
dialoguetext:
"These, officer? These speakers are Samaran garbage. I'm ashamed to even use them for props. Don't waste your time on them."


title: Siileng: ""No, don't pity them, officer! Thes..."
sequence: 0
dialoguetext:
"No, don't pity them, officer! These are old Samaran garbage. Don't even look at them! Check out these super-cool FALN 'Ultras,' instead."


title: Siileng: ""Super cool! Now the premium lifest..."
dialoguetext: "Super cool! Now the premium lifestyle is yours, officer."
sequence: 0
userscript:
GainItem("shoes_faln"); SetVariableValue("jam.siileng_bought_faln_sneakers", true) --[[ Variable[ ]]


title: You: ""But I already looked at the sneake..."
dialoguetext: "But I already looked at the sneakers."
sequence: 0
conditionstring:
Variable["jam.siileng_faln_sneakers"] == true  and  Variable["jam.siileng_bought_faln_sneakers"] == false


title: Siileng: ""So you did! Now put them on and lo..."
sequence: 0
dialoguetext:
"So you did! Now put them on and look at them, officer! Make the people jealous of your premium lifestyle!"


title: Siileng: ""No, officer, you're a high-class p..."
sequence: 0
dialoguetext:
"No, officer, you're a high-class policeman who accepts nothing less than the best! Lucky for you, I've got the best on sale!"


title: Perception (Sight): "A small heat emboss on the veneer r..."
sequence: 0
dialoguetext:
A small heat emboss on the veneer reads: "Solidarity Aid from the People's Republic of Samara." The speakers themselves don't seem to display any magical qualities.


title: Siileng: ""On the one hand, these speakers ar..."
sequence: 0
dialoguetext:
"On the one hand, these speakers are socialist garbage. On the *other* hand, you *did* buy the sneakers, so I don't really need them anymore..."


title: Siileng: ""But see, they are the pedestal for..."
sequence: 0
dialoguetext:
"But see, they are the pedestal for my sneakers. If I let go of the speakers, where will the sneakers go? I can't leave premium lifestyle sneakers on the *ground*..."


title: Siileng: ""That's right, officer!" The street..."
sequence: 0
dialoguetext:
"That's right, officer!" The street vendor flashes you a smile. "You're a high-class policeman who accepts nothing less than the best! Lucky for you, I've got the best on sale!"


title: You: ""Okay, now let me buy the speakers.""
dialoguetext: "Okay, now let me buy the speakers."
sequence: 0
conditionstring:
Variable["jam.siileng_bought_faln_sneakers"] == true  and  Variable["jam.siileng_learned_when_you_can_buy_speakers"] == true  and  CheckItem("samaran_speakers") == false


title: Siileng: ""The junk is yours, officer," the s..."
sequence: 0
dialoguetext:
"The junk is yours, officer," the street vendor hands you the speakers. "Happy listening! Try not to hurt your ears with that Samaran garbage."

userscript:
GainItem("samaran_speakers"); SetVariableValue("jam.siileng_bough_samaran_speakers", true) --[[ Variable[ ]]


title: Siileng: ""That you are, officer," the street..."
sequence: 0
userscript: XPPicoSetBool("XP.siileng_sneakers")--[[ Variable[ ]]
dialoguetext:
"That you are, officer," the street vendor says. "Stupid me! Go forth and live that premium lifestyle!"


title: Siileng: ""Oh," he exclaims, appearing to wip..."
sequence: 0
userscript: XPPicoSetBool("XP.siileng_sneakers")--[[ Variable[ ]]
dialoguetext:
"Oh," he exclaims, appearing to wipe a tear from his eye. "They're so beautiful I can hardly look at them."


title: Siileng: ""I can see you've a taste for luxur..."
dialoguetext:
"I can see you've a taste for luxury, officer!" says the shopkeeper. "Can't keep your eyes off those sneakers?"


title: Siileng: ""You do, officer, you do! Remember..."
sequence: 0
dialoguetext:
"You do, officer, you do! Remember -- we don't have to resort to socialism, we can have nice things too! At socialist *prices*." He pats the boxes tenderly.


title: Siileng: ""If, on the other hand, you wanted..."
sequence: 0
dialoguetext:
"If, on the other hand, you wanted to buy the *sneakers*, too, I could maybe throw in the speakers for a little extra -- 50 cents."


title: A Pedestal of Speakers: "These once-mighty speakers have bee..."
sequence: 0
dialoguetext:
These once-mighty speakers have been conquered, reduced to a mere prop by the indomitable FALN 'Ultras' that used to crown them.


title: FALN Sneakers on a Pedestal of Speakers: "The speakers below are banged up an..."
sequence: 0
dialoguetext:
The speakers below are banged up and worthless. The sneakers triumph over them. They're the star of the show here.


title: Encyclopedia: "Samaran trash? That sounds like the..."
sequence: 0
dialoguetext:
Samaran trash? That sounds like they're from the Samaran People's Republic, produced under the dictatorship of the proletariat.


title: Logic: "Here's a crazy plan! Get the *seed..."
sequence: 0
userscript: SetVariableValue("jam.siileng_speakers_idea_shown", true) --[[ Variable[ ]]
dialoguetext:
Here's a crazy plan! Get the *seed money* for the sneakers, buy them, then buy the speakers too. Then *sell* the speakers to Roy, that wacky vendor in the pawn shop. They're right up his alley. You'll make most of the sneakers money back that way.


title: Kim Kitsuragi: ""Did you see that?" The lieutenant..."
sequence: 0
dialoguetext:
"Did you see that?" The lieutenant nods towards the vehicle. "The seals on the humanitarian aid lorry have been broken off."


title: Encyclopedia: "Humanox is a non-profit humanitaria..."
sequence: 0
userscript: SetVariableValue("jam.siileng_encyclo_humanox", true) --[[ Variable[ ]]
dialoguetext:
Humanox is a non-profit humanitarian aid organization created by EPIS countries to provide assistance during humanitarian crises.


title: Kim Kitsuragi: ""Yes, absolutely," the lieutenant a..."
sequence: 0
userscript: SetVariableValue("jam.orb_humanox_logic_done", true) --[[ Variable[ ]]
dialoguetext:
"Yes, absolutely," the lieutenant agrees, while his eyes scan the traffic jam. "But let's keep our eyes open nevertheless."


title: Kim Kitsuragi: ""Yes, absolutely," he agrees, while..."
sequence: 0
userscript: SetVariableValue("jam.orb_humanox_logic_done", true) --[[ Variable[ ]]
dialoguetext:
"Yes, absolutely," he agrees, while his eyes turn to the traffic jam. "But I suggest we keep our eyes open around that streethawker we met before."


title: Encyclopedia: "Now that I start to think about it..."
sequence: 0
userscript: SetVariableValue("jam.orb_humanox_logic_done", true) --[[ Variable[ ]]
dialoguetext:
Now that I start to think about it I'm not even sure it was EPIS... maybe it was ECIS, or ETIS? Maybe your brain just made this letter combination up to sound more professional. Kiddo, it's a mystery.


title: Kim Kitsuragi: ""Yes," nods the lieutenant, "Humano..."
sequence: 0
dialoguetext:
"Yes," nods the lieutenant, "Humanox is a well-known humanitarian aid organization. It must be the streethawker's truck."


title: Kim Kitsuragi: ""Good to know that we were right,"..."
sequence: 0
userscript: SetVariableValue("jam.orb_humanox_logic_done", true) --[[ Variable[ ]]
dialoguetext:
"Good to know that we were right," the lieutenant remarks dryly. "Would have *sucked* to rip a man off for no reason at all."


title: Pile of Clothes: "You find your hands deep in tattere..."
sequence: 0
dialoguetext:
You find your hands deep in tattered and faded garments made from weird polyester blends that make your body itch and sweat in all the wrong places.


title: Composure: "Something cold grazes your hand. Sy..."
sequence: 0
userscript: SetVariableValue("jam.siileng_windbreaker", true) --[[ Variable[ ]]
dialoguetext:
Something cold grazes your hand. Synthetic and sleek -- a windbreaker. 'SURF', it says, but also: 'WIND', 'SUMMER', '100% WATERPROOF', and 'SPORT'. All in different typefaces.


title: Composure: "No good. All you can come up with a..."
sequence: 0
userscript: SetVariableValue("jam.siileng_angry_pants", true) --[[ Variable[ ]]
dialoguetext:
No good. All you can come up with are some treated wool pants. You can tell they're too tight around your thighs and too loose around the waist.


title: Siileng: ""Economical, but also trendy!" the..."
sequence: 0
dialoguetext:
"Economical, but also trendy!" the street vendor shouts. "Look first-hand, buy second-hand. Keep the economy moving!"


title: Siileng: ""Don't be shy, these are premium-cl..."
dialoguetext:
"Don't be shy, these are premium-class clothes! Good quality fabrics, best retro design! Save the economy with your style, officer!"


title: Siileng: ""All natural materials, see?" The s..."
sequence: 0
dialoguetext:
"All natural materials, see?" The street vendor interrupts, guiding your hand over the fabric. "Real wool, 100% skin-friendly! And they're yours for only 2 reál!"


title: Siileng: ""Haven't you heard, officer? We've..."
sequence: 0
dialoguetext:
"Haven't you heard, officer? We've got to be economically conscious. Recycle your cash, keep it in circulation! Don't buy new things! Buy eco!"


title: Shivers: "Practical, and yet it may deaden yo..."
sequence: 0
dialoguetext:
Practical, and yet it may deaden your senses to the world around you. Possibly because of the awful typeface.


title: You: ""This *economy* is really just a di..."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"This *economy* is really just a distraction from the cultural issues. You know -- *immigrants* and..."


title: Siileng: ""Look around, officer! You see all..."
sequence: 0
dialoguetext:
"Look around, officer! You see all these premium goods, just sitting there, *not* getting bought? We've got to keep the flow of goods moving!"


title: Siileng: ""Oh." The street vendor pauses. "Lo..."
sequence: 0
dialoguetext:
"Oh." The street vendor pauses. "Look man, I'm not into *politics*. I like everyone. Check out the box!"


title: Siileng: ""Too bad, officer. Kids make it all..."
sequence: 0
dialoguetext:
"Too bad, officer. Kids make it all worthwhile. Without kids, who's going to be around to enjoy the economy?" He points at the clothes. "Don't let me stop you. Open the box and browse a little!"


title: Siileng: ""That's the spirit! We've all got t..."
sequence: 0
dialoguetext:
"That's the spirit! We've all got to do our part. Your part is to open the box and buy some clothes."


title: Siileng: ""I can't go extinct, officer! I've..."
sequence: 0
dialoguetext:
"I can't go extinct, officer! I've got kids to feed. Once an economy goes extinct, it messes up the whole eco-system. You got to think about the consequences!"


title: Siileng: ""No luck?" the street vendor says,..."
sequence: 0
dialoguetext:
"No luck?" the street vendor says, visibly disappointed. "Why not take another look, officer? Keep supporting the economy!"


title: Siileng: ""You keep coming back. That's good,..."
dialoguetext:
"You keep coming back. That's good, officer! Keep browsing those clothes, keep saving that economy!"


title: Savoir Faire: "If he really wants to save the econ..."
sequence: 0
dialoguetext:
If he really wants to save the economy he'd let you pay with net worth. Go over and ask him if you can


title: Savoir Faire: "How about some premium-class servic..."
sequence: 0
dialoguetext:
How about some premium-class service over here? Like paying with net worth. Go over and ask him if you can do that.


title: Box of Sunglasses: "These are all boring. Boring third-..."
sequence: 0
dialoguetext:
These are all boring. Boring third-rate ho-hum sunglasses made of cheap Seraise plastic. The kind of plastic that melts in the sun.


title: Conceptualization: "Ah, I see... A pair of waterblue sh..."
sequence: 0
userscript: SetVariableValue("jam.siileng_sub_insulindics_sunglasses", true) --[[ Variable[ ]]
dialoguetext:
Ah, I see... A pair of waterblue shades. The writing on the left temple says: "Sub-Insulindic Rendezvous." The frame appears to be hand-carved out of bone.


title: Conceptualization: "No luck. All you find is this... li..."
sequence: 0
userscript: SetVariableValue("jam.siileng_sports_visor", true) --[[ Variable[ ]]
dialoguetext:
No luck. All you find is this... lime-coloured cellophane visor? Produced by a bargain sportswear brand called Amphibian, apparently. There's a malformed green frog on its bent cap.


title: Siileng: ""You like sunglasses, officer? I've..."
dialoguetext:
"You like sunglasses, officer? I've got the latest styles, right here!" The vendor takes a pair of sunglasses and sticks them under your nose.


title: Siileng: ""These are all first-rate sunglasse..."
sequence: 0
dialoguetext:
"These are all first-rate sunglasses!" the man declares. "Premium design, superb material, *very cool* UV-resistant! These will definitely keep your eyes safe *and* cool while doing your dangerous police work."


title: Siileng: ""Oh, very interesting choice, offic..."
sequence: 0
dialoguetext:
"Oh, very interesting choice, officer, very *high-culture*..." For the first time the street vendor's voice trails off, as he watches you inspect the glasses.


title: Siileng: ""Wow, officer, you look so cool," t..."
sequence: 0
dialoguetext:
"Wow, officer, you look so cool," the street vendor has picked up his pace again, as you observe the world through deep sea-tinted lenses.


title: You: ""I'll take those cool deep blue gla..."
dialoguetext: "I'll take those cool deep blue glasses."
sequence: 0
conditionstring:
Variable["jam.siileng_sub_insulindics_sunglasses"] == true  and  CheckItem("glasses_sub_insulindics") == false


title: Siileng: ""Oh, that visor is perfect for you,..."
sequence: 0
dialoguetext:
"Oh, that visor is perfect for you, officer. It'll definitely keep the sun out of your eyes while you're shooting criminals." The street vendor makes a bang-bang sound. "And all for a mere six reál."


title: Reaction Speed: "Hey, at least it might actually off..."
sequence: 0
dialoguetext:
Hey, at least it might actually offer some protection against the sun, not like those cheap plastic shades.


title: Drama: "Those UV-stickers are almost certai..."
sequence: 0
dialoguetext:
Those UV-stickers are almost certainly just there for show. If anything, these lenses probably direct more UV light *into* your pupils -- a UV magnifier.


title: Box of Sunglasses: "Abort! These are hideous. What's mo..."
sequence: 0
userscript: SetVariableValue("jam.siileng_ugly_sunglasses", true) --[[ Variable[ ]]
dialoguetext:
Abort! These are hideous. What's more, they don't even fit your face. You can feel them pinching your nose and chafing against your brow.


title: Kim Kitsuragi: ""No," the lieutenant gently removes..."
sequence: 0
dialoguetext:
"No," the lieutenant gently removes the glasses from your face, setting you free again. "You're definitely not buying those."


title: Siileng: ""Damn, officer, you look like a meg..."
sequence: 0
dialoguetext:
"Damn, officer, you look like a mega-secret spy, very secret," the man nods eagerly. "They're practically made for you. I'll let you have them for... two reál and fifty cents!"


title: Kim Kitsuragi: ""No, I can't... We can't walk aroun..."
sequence: 0
dialoguetext:
"No, I can't... We can't walk around with you looking like this." His hand has already risen mid-air, but he stops. "Okay, fine. Go ahead. If you want to look like a walking mid-life crisis, then who am I to interfere?"


title: Siileng: ""Are you sure? But they look so goo..."
sequence: 0
dialoguetext:
"Are you sure? But they look so good on you!" The street vendor frowns. "You should think this through, officer."


title: You: ""I'll take those ugly glasses.""
dialoguetext: "I'll take those ugly glasses."
sequence: 0
conditionstring:
Variable["jam.siileng_ugly_sunglasses"] == true  and  CheckItem("glasses_self_destruction") == false


title: Kim Kitsuragi: "The lieutenant tilts his head and s..."
sequence: 0
dialoguetext:
The lieutenant tilts his head and steps back, eyes narrowed in a thorough examination. It's a case to him.


title: Kim Kitsuragi: ""You look like a musician," he decl..."
sequence: 0
dialoguetext:
"You look like a musician," he declares, eyes still squinted behind his own glasses. "Like a *blind* musician. But you could do worse. Take them if you want."


title: Conceptualization: "This is how a sea monster sees the..."
sequence: 0
dialoguetext:
This is how a sea monster sees the world. You've become a sea monster -- giant, hidden and... strangely tender at heart. All is blue.


title: Siileng: ""And they can be yours for a mere t..."
sequence: 0
dialoguetext:
"And they can be yours for a mere three reál. My regular customers have passed them all up because they've got no taste, but *you* found them..."


title: Volition: "The lieutenant's reverse psychology..."
sequence: 0
dialoguetext:
The lieutenant's reverse psychology fourberie doesn't work on you. If you want to look like a mega-secret mid-life crisis, that's your choice.


title: Savoir Faire: "Stylish shades, huh? They'd be even..."
sequence: 0
dialoguetext:
Stylish shades, huh? They'd be even more stylish if you paid for them with net worth. Go over and ask him.


title: Half Light: "Damn, that felt *good*. Your heart'..."
sequence: 0
dialoguetext:
Damn, that felt *good*. Your heart's pounding nicely. You should tell people to fuck off more often.


title: Kim Kitsuragi: ""Not as a general rule, but that on..."
sequence: 0
dialoguetext:
"Not as a general rule, but that one was justified. Better to get the lay of the land before telling people to fuck off."


title: Half Light: "Never forget: The whole world's a w..."
dialoguetext: Never forget: The whole world's a wooden house and you're a god damn flamethrower.
sequence: 0
userscript:
SetVariableValue("jam.orb_fuckoff_done", true) ; XPPicoSetBool("XP.half_light_fuck_off")--[[ Variable[ ]]


title: Half Light: "Hey, I've got an idea on how to fix..."
sequence: 0
userscript: SetVariableValue("jam.orb_fuckoff_done", true) ; DamageVolition(1)--[[ Variable[ ]]
dialoguetext:
Hey, I've got an idea on how to fix your style. Maybe you should just go fuck yourself? Yeah, ever thought of that?


title: Kim Kitsuragi: ""I'm not sure what the ULAN frequen..."
sequence: 0
dialoguetext:
"I'm not sure what the ULAN frequencies are all about, but they may hold some significance. Perhaps it's a better way to connect between fleets while avoiding frequency bleed, or maybe it's used to tap into RCM networks..."


title: Kim Kitsuragi: ""Oh, and the maps we found. They re..."
sequence: 0
dialoguetext:
"Oh, and the maps we found. They reveal the *geographical* extent of the operation -- looks like they've used abandoned tunnels and access roads to stay hidden. This is useful info."


title: You: ""How do you think this is connected..."
dialoguetext: "How do you think this is connected to the Union?"
sequence: 0
conditionstring: Variable["TASK.confront_hardie_about_drug_trade"] == false
userscript:
SetVariableValue("jam.abandoned_kim_debrief_counter", Variable["jam.abandoned_kim_debrief_counter"] +once(1)) 


title: Kim Kitsuragi: ""My suggestion is -- we use it agai..."
sequence: 0
dialoguetext:
"My suggestion is -- we use it against the Union in any way we can. To our own ends. It's a slippery eel, but we just might be able to pin them down *indirectly*. Down the road."


title: Kim Kitsuragi: ""I'm especially intrigued by that r..."
sequence: 0
dialoguetext:
"I'm especially intrigued by that radio transmitter -- particularly the sheer number of stations it can connect. Looks like this alleged drug trade casts a wide net."


title: Kim Kitsuragi: ""Honestly, I'm quite worried by wha..."
sequence: 0
dialoguetext:
"Honestly, I'm quite worried by what we've seen so far. The evidence seems to point to a rather extensive and well-organized operation."


title: You: ""So it turns out this *is* is conne..."
dialoguetext: "So it turns out this *is* is connected to the Union."
sequence: 0
conditionstring:
Variable["TASK.confront_hardie_about_drug_trade"] == true  and  Variable["whirling.hardie_went_through_ruby_info"] == false

userscript:
SetVariableValue("jam.abandoned_kim_debrief_counter", Variable["jam.abandoned_kim_debrief_counter"] +once(1)) 


title: Kim Kitsuragi: ""We didn't find anything *conclusiv..."
sequence: 0
dialoguetext:
"We didn't find anything *conclusive* linking them to the smuggling operation, but somehow I doubt that Evrart Claire would be oblivious to something like this happening right under his nose."


title: Kim Kitsuragi: ""Like Joyce told us, yes -- logisti..."
sequence: 0
dialoguetext:
"Like Joyce told us, yes -- logistically. But don't expect to bust this open during our stay here. At best, this is an angle we can use against them. To other ends. As extra ammunition."


title: You: ""Klaasje might have been right abou..."
sequence: 0
conditionstring: Variable["jam.abandoned_seen_posters"] == true and Variable["XP.ruby_motive"] == true
dialoguetext:
"Klaasje might have been right about Ruby -- she looks awfully lot like one of the poster girls in the cabin."


title: Kim Kitsuragi: ""And last but not least, it looks l..."
sequence: 0
dialoguetext:
"And last but not least, it looks like the Hardie boys knew this driver, as we know that she was present at the lynching. This may be the Union connection we've been searching for."


title: Kim Kitsuragi: ""Perhaps you're right..." He stops..."
sequence: 0
dialoguetext:
"Perhaps you're right..." He stops to think. "This is one connection I find a little dubious, to be honest. I prefer not to profile people's emotions. Perhaps it's because I'm not very good at it, but still."


title: Reaction Speed: "Meaning: someone as slippery as Evr..."
sequence: 0
dialoguetext:
Meaning: someone as slippery as Evrart won't be caught by a couple of cops and some stuff they found in some cabin.


title: Kim Kitsuragi: ""We should return to the murder cas..."
sequence: 0
dialoguetext:
"We should return to the murder case. See what Joyce tells us about the lynching. When we're done for the day, I'll call my station and suggest our narcotics department look into it."


title: Kim Kitsuragi: ""There are more than enough grounds..."
sequence: 0
dialoguetext:
"There are more than enough grounds to start an official investigation -- some time later, when we're done here. We do *not* want to get caught in that..." He stops to think.


title: Kim Kitsuragi: ""The fact that one hasn't started a..."
sequence: 0
dialoguetext:
"The fact that one hasn't started already gives me pause. An investigation, I mean. Especially if the Madre grouping is involved... and I can't imagine they aren't. It's certainly worrisome."

userscript:
SetVariableValue("tc.la_puta_madre", true) ; SetVariableValue("jam.abandoned_kim_suggested_lpm", true) --[[ Variable[ ]]


title: Kim Kitsuragi: "He nods. "All the same, I don't lik..."
sequence: 0
dialoguetext:
He nods. "All the same, I don't like the idea of Internal Affairs descending on the matter. That won't help anyone either."


title: Kim Kitsuragi: ""And last but not least, it's *Ruby..."
sequence: 0
dialoguetext:
"And last but not least, it's *Ruby's cabin* we found. This is an undeniable connection to the Union."


title: You: ""The Union really is in neck-deep w..."
dialoguetext: "The Union really is in neck-deep with everything around here, isn't it?"
sequence: 0
conditionstring:
Variable["TASK.confront_hardie_about_drug_trade"] == true  and  Variable["whirling.hardie_went_through_ruby_info"] == true


title: Kim Kitsuragi: ""One way or another, they seem to b..."
sequence: 0
dialoguetext:
"One way or another, they seem to be -- logistically, if nothing else. But don't expect to bust this open during our stay here. At best, this is an angle we can use against them. To other ends. As extra ammunition."


title: Shivers: "The Delta Logistics Company truck s..."
sequence: 0
dialoguetext:
The Delta Logistics Company truck stands here waiting, reflecting white light from the courtyard behind it.


title: Shivers: "Yes, people hard at work at their d..."
sequence: 0
dialoguetext:
Yes, people hard at work at their desks. They can barely tell if it's day or night anymore because the lights in the building are so uniform and bright. Who knows when they'll come out?


title: You: "Are they really so pressed for time..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
Are they really so pressed for time to finish whatever they're doing? Sounds potentially dangerous...


title: Shivers: "Irony. They're yuppies masquerading..."
sequence: 0
dialoguetext:
Irony. They're yuppies masquerading as Mazovians... Or was it Mazovians masquerading as yuppies? Even they get confused sometimes, out here in poverty-stricken Martinaise.


title: Shivers: "Yes, they are highly motivated by i..."
sequence: 0
dialoguetext:
Yes, they are highly motivated by irony, being yuppies masquerading as Mazovians... Or was it Mazovians masquerading as yuppies? Even they get confused sometimes, here in poverty-stricken Martinaise.


title: Kim Kitsuragi: ""Whatever's going on there could ha..."
sequence: 0
dialoguetext:
"Whatever's going on there could hardly be of any consequence to our ongoing investigation." The lieutenant adjusts his glasses.


title: Encyclopedia: "Yes, built like a tractor. And used..."
sequence: 0
dialoguetext:
Yes, built like a tractor. And used as one too in the Zsiemsk countryside! Take note of the Eight Antler emblem, the symbol of the Stas-Rajko. Proudly born to honour its humble roots.


title: Encyclopedia: "Glad to share! The value of the mot..."
sequence: 0
dialoguetext:
Glad to share! The value of the motor carriage has been seriously diminished by its colour: all Stas-Rajkos are baby-blue by default. The paint would be considered unforgivable to collectors.


title: Kim Kitsuragi: ""A Stas-Rajko, KK-2. That's a class..."
sequence: 0
dialoguetext:
"A Stas-Rajko, KK-2. That's a classic model," the lieutenant replies with a nod. "Never thought I'd see another one repainted after what happened last time."


title: Encyclopedia: "Zaffer blue was also the colour Zyg..."
sequence: 0
userscript: XPPicoSetBool("XP.stas_rajko")--[[ Variable[ ]]
dialoguetext:
Zaffer blue was also the colour Zygismunt the Great used for his banners... Strange. This is really all you know about the Stas-Rajko. And ancient Zsiemsk rulers.


title: Encyclopedia: "No. Only that the motor carriage is..."
sequence: 0
userscript: SetVariableValue("jam.orb_stas_flag_understood", true) --[[ Variable[ ]]
dialoguetext:
No. Only that the motor carriage is typically baby-blue, the colours of Zygismunt the Great, an ancient Zsiemsk ruler. His banners were famously zaffer and white: the colours of the Stas-Rajko.


title: Kim Kitsuragi: ""An old case from my precinct. A co..."
sequence: 0
dialoguetext:
"An old case from my precinct. A couple of Zsiemsk migrants saw a Stas-Rajko stopped in the street, painted just like this: muddy brown. Murdered the driver on the spot."


title: Kim Kitsuragi: ""They said it was an honour killing..."
sequence: 0
dialoguetext:
"They said it was an honour killing. Hussar-style. The Zsiemsk community protested the trial, flying the banners of some old king or whatever." He shakes his head. "Five thousand came to protest."


title: Encyclopedia: "Correction: four-thousand-three-hun..."
sequence: 0
dialoguetext:
Correction: four-thousand-three-hundred-and-ninety-five. The fourth largest public protest of a criminal trial in Revachol.


title: You: ""Hate to correct you Kim, but only..."
sequence: 0
dialoguetext:
"Hate to correct you Kim, but only four-thousand-three-hundred-and-ninety-five people were on that protest."


title: Kim Kitsuragi: ""Could it be another Stas-Rajko mur..."
sequence: 0
dialoguetext:
"Could it be another Stas-Rajko murder?" He gives you a crooked smile. "Honestly, that just doesn't seem like the type of vehicle our dead guy would drive, so my initial guess is the two are not related."


title: Kim Kitsuragi: ""Okay." The lieutenant takes his gl..."
sequence: 0
userscript: XPPicoSetBool("XP.stas_rajko")--[[ Variable[ ]]
dialoguetext:
"Okay." The lieutenant takes his glasses off to polish. "I'm not going to honour kill anyone over this -- but I've *seen* it blue and white. It's much better that way."


title: Kim Kitsuragi: "The lieutenant shrugs. "The perps w..."
sequence: 0
dialoguetext:
The lieutenant shrugs. "The perps were remorseful. Their *sorry* knocked eight years off the sentence. That's the system."


title: Logic: "The prisons in the Greater Revachol..."
sequence: 0
dialoguetext:
The prisons in the Greater Revachol Industrial Harbour are already full. Prisoners are expensive to maintain. The longer the sentence, the larger the cost.


title: Encyclopedia: "Yes, you're sure you're not! Or if..."
sequence: 0
dialoguetext:
Yes, you're sure you're not! Or if you are, it's only in that Revacholian way. (Four to five percent maximum.)


title: You: ""Let me guess what happened last ti..."
sequence: 0
dialoguetext:
"Let me guess what happened last time, Kim: Blue and white are the colours of Zsiemsk. Someone painted it, got a Zsiemsk mad, and boom -- murder happened."


title: Kim Kitsuragi: ""That's... Well, yes. Exactly it, m..."
sequence: 0
dialoguetext:
"That's... Well, yes. Exactly it, more or less. Except it was a crowd of them. Tore him out of the vehicle and ran him over with his own tyres."


title: Kim Kitsuragi: ""They said it was an honour killing..."
sequence: 0
dialoguetext:
"They said it was an honour killing. Hussar-style. The Zsiemsk community protested the trial, flying the colours." He shakes his head. "Five thousand came to protest."


title: Kim Kitsuragi: ""I try to avoid drawing far-gone co..."
sequence: 0
dialoguetext:
"I try to avoid drawing far-gone conclusions like this before actually examining the body," the lieutenant says with a slight smirk. "But my initial guess is the two are unrelated."


title: Kim Kitsuragi: ""Could it be another Stas-Rajko mur..."
sequence: 0
dialoguetext:
"Could it be another Stas-Rajko murder?" He gives you a crooked smile. "You really should ask me to brief you on the case. But right now I'm just gonna go ahead and guess the two aren't related."


title: Electrochemistry: "That page-three girl... she must be..."
sequence: 0
dialoguetext:
That page-three girl... she must be *the* most beautiful page-three girl ever printed. And look at those freckles! The origin of disco... makes you wanna dive into the boogie, doesn't it? Get closer to disco itself with Miss Page-Three.


title: Rhetoric: "L'origine du disco! Such a powerful..."
sequence: 0
userscript: SetVariableValue("jam.orb_elchem_disco_rhet_fire", true) --[[ Variable[ ]]
dialoguetext:
L'origine du disco! Such a powerful conceit, and this is what we're going to do with it? The commitment of an act of gross public indecency?


title: Electrochemistry: "Oh, come on. Don't say you've forgo..."
sequence: 0
dialoguetext:
Oh, come on. Don't say you've forgotten *that* as well. You can *feel* what you wanna do. You wanna party, don't you? Party right now with Miss Page-Three. *Unzip* and party.


title: Inland Empire: "... is what you're thinking. But yo..."
sequence: 0
userscript: SetVariableValue("jam.orb_elchem_disco_inland_soul", true) --[[ Variable[ ]]
dialoguetext:
... is what you're thinking. But you don't want to disco like this. Not really. Not in the deepest part of your soul, where the freckles only make you sad.


title: Inland Empire: "The furnace has long been cold, des..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
The furnace has long been cold, despite itself. You're too sad to jerk off. This is not the first time this has happened, either.


title: You: "There's more to the freckled woman..."
sequence: 0
dialoguetext:
There's more to the freckled woman than what you're suggesting. There's more to disco, too. And to me.


title: Inland Empire: "And more than that: you're sad. The..."
sequence: 0
userscript: SetVariableValue("jam.orb_elchem_disco_inland_soul", true) --[[ Variable[ ]]
dialoguetext:
And more than that: you're sad. There's an absence inside of you, something missing that may have been freckled too.


title: Electrochemistry: "Whatever, coward. Don't ride your w..."
sequence: 0
dialoguetext:
Whatever, coward. Don't ride your way to the origin of disco. The page-three girl is too good for you anyway.


title: You: "Yes! This is just like how it'll be..."
sequence: 0
userscript: ReputationGrows("apocalypse_cop")
dialoguetext:
Yes! This is just like how it'll be in the End Times -- only me and Miss Page-Three. (Start unzipping.)


title: Inland Empire: "... is what you're thinking. But yo..."
sequence: 0
userscript: SetVariableValue("jam.orb_elchem_disco_inland_soul", true) --[[ Variable[ ]]
dialoguetext:
... is what you're thinking. But you don't want to party down. Not really. Not in the deepest part of your soul, where the freckles only make you sad.


title: Paledriver: "The woman is still hunched over the..."
sequence: 0
dialoguetext:
The woman is still hunched over the railing, her head swaying to the music, her eyes looking at nothing in particular.


title: Paledriver: ""You go right ahead, lawman. Let me..."
sequence: 0
dialoguetext:
"You go right ahead, lawman. Let me know when you find them. I can't wait to read their *report*..."


title: Paledriver: "She looks you over and scoffs. "You..."
sequence: 0
dialoguetext:
She looks you over and scoffs. "You're right, lawman. *I'm* the one who should take *my* health more seriously. Thank you for looking out for me..."


title: You: ""Show me the soles of your boots.""
dialoguetext: "Show me the soles of your boots."
sequence: 0
conditionstring:
Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.paledriver_composure_soles"] == true


title: You: ""Alright. Are you *the* lady driver?""
dialoguetext: "Alright. Are you *the* lady driver?"
sequence: 0
conditionstring:
Variable["TASK.who_is_the_ladydriver"] == true  and  Variable["TASK.who_is_the_ladydriver_done"] == false  and  Variable["whirling.hardie_went_through_ruby_info"] == false

userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_lady", true) 


title: You: ""You seem like a woman who knows a..."
dialoguetext: "You seem like a woman who knows a thing or two about drugs."
sequence: 0
conditionstring:
Variable["TASK.probe_drivers_about_drugs"]  and  Variable["TASK.probe_drivers_about_drugs_done"] == false


title: You: ""What is it that you're hauling, ex..."
dialoguetext: "What is it that you're hauling, exactly?"
sequence: 0
userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_hauling", true) 


title: Paledriver: ""What do I need drugs for, lawman?..."
sequence: 0
dialoguetext:
"What do I need drugs for, lawman? What I see, what I *feel*, the Great Adversary... no drugs can compare."


title: Paledriver: ""Just this month I made half a doze..."
sequence: 0
dialoguetext:
"Just this month I made half a dozen trips from Saramiriza to Graad, on the U41-A. What do you think they take from Saramiriza to Graad, lawman?"


title: You: ""I think I know what's going on wit..."
dialoguetext: "I think I know what's going on with you."
sequence: 0
conditionstring:
(Variable["gates.measurhead_fascha_dq_measurepale"] == true  or  Variable["TASK.what_is_pale_done"])  and  Variable["jam.paledriver_asked_whats_wrong"]


title: You: ""Okay. If you're not involved with..."
sequence: 0
dialoguetext:
"Okay. If you're not involved with the drug trafficking then why are you still waiting here?" (Conclude.)

userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_hanging_around", true) 


title: Paledriver: ""Where do you want me to go? This i..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_jammystery_drugs", true) --[[ Variable[ ]]
dialoguetext:
"Where do you want me to go? This isn't so bad. I can listen to music, or the seagulls. Look at all the colours and the features of this world. It's a good palate-cleanser, this jamboree..."


title: Paledriver: "She shrugs. "Whatever stupid things..."
dialoguetext: She shrugs. "Whatever stupid things they put in the lorry, I imagine."
sequence: 0
userscript:
SetVariableValue("jam.paledriver_asked_about_cargo", true) ; SetVariableValue("jam.paledriver_q_what_is_haul", false) --[[ Variable[ ]]


title: Paledriver: ""I quit concerning myself with that..."
sequence: 0
dialoguetext:
"I quit concerning myself with that a long time ago." She smiles a careless smile. "Besides, I don't drive the lorry for the cargo, if you know what I mean..."


title: Paledriver: ""Then it's contraband, lawman. What..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_q_something_illegal", false) --[[ Variable[ ]]
dialoguetext:
"Then it's contraband, lawman. What? Do you want to take an old woman in? Be my guest. Lock me away like Bad Hand Hermenegildo."


title: You: ""Evrart sent me." (Place finger on..."
dialoguetext: "Evrart sent me." (Place finger on the side of your nose and tap twice.)
sequence: 0
conditionstring:
Variable["jam.paledriver_blackc_drama_peone"] == true  and  Variable["cargo.evrart_main_hub_reached"] == true

userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_evrart", true) 


title: You: ""I wanted to ask if you'd be intere..."
dialoguetext: "I wanted to ask if you'd be interested in smuggling some drugs?"
sequence: 0
userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_interested_smuggling", true) 


title: You: ""Okay. Let me put this another way..."
dialoguetext: "Okay. Let me put this another way -- are you smuggling drugs through Terminal B?"
sequence: 0
userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_terminal", true) 


title: Paledriver: "Her shoulder bones crack as she shr..."
sequence: 0
dialoguetext:
Her shoulder bones crack as she shrugs. "Maybe. Probably not. Makes no difference to me either way."


title: Paledriver: ""*Ah*. And what do I care about the..."
sequence: 0
dialoguetext:
"*Ah*. And what do I care about the Union boss? He's not Gabriel, he's not Franconegro. He's not even Hermenegildo the Hand."


title: Paledriver: ""Diamonds are good for you, lawman...."
sequence: 0
dialoguetext:
"Diamonds are good for you, lawman. You should try them sometime. Make yourself pretty like Eva Deshoras."


title: Paledriver: ""Never mind," she sighs. "I remembe..."
dialoguetext:
"Never mind," she sighs. "I remember now. I'm still stuck in that traffic jam. In the *Fifties*," she adds with contempt.


title: Paledriver: ""While *you* people were tearing ea..."
userscript: SetVariableValue("tc.revolution", true) ; SetVariableValue("tc.mazov", true) --[[ Variable[ ]]
dialoguetext:
"While *you* people were tearing each other apart over your petty little Revolution, in Mesque it was a golden age."


title: Paledriver: ""He was the biggest star of his day..."
userscript: SetVariableValue("tc.boiadeiro", true) --[[ Variable[ ]]
dialoguetext:
"He was the biggest star of his day. Girls used to faint in the aisles of the cinema whenever he came on the screen, and school boys used to memorize all his lines..." She leans back, savouring the world she's conjured up.


title: Paledriver: ""Back in Mesque during the time of..."
dialoguetext:
"Back in Mesque during the time of the Revolution." The smile returns to her face. "The sidewalks and cafes are filled with young people... I was on my way to see a new boiadeiro picture starring Gabriel Buenguerro."


title: Paledriver: "The small wrinkled woman does not g..."
sequence: 0
dialoguetext:
The small wrinkled woman does not greet you. She nods along to something on her radio. A photograph is clutched in her hands and there is a warm smile on her face.


title: Paledriver: ""Where am I? Who are you?" Like a m..."
sequence: PlaySound(fingersnapping, snap-01,1)
dialoguetext:
"Where am I? Who are you?" Like a magician recalling a subject from hypnosis, you've jolted her back to reality.


title: Paledriver: "The woman still has her eyes fixed..."
sequence: 0
dialoguetext:
The woman still has her eyes fixed on the photograph in her hands. In the background, the radio plays.


title: Inland Empire: "It's the warmth of a winter night's..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_inland_grandma", true) --[[ Variable[ ]]
dialoguetext:
It's the warmth of a winter night's fire. Maybe she could give you comfort and shelter? Some cigarettes and food money? Maybe she's your...


title: You: ""Okay. What's that?""
dialoguetext: "Okay. What's that?"
sequence: 0
userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_what_is_western_plain", true) 


title: Paledriver: ""It's an old ballad about a young g..."
sequence: 0
dialoguetext:
"It's an old ballad about a young girl who falls in love with a daring boiadeiro. He promises to marry her as soon as he returns from the Western Plain."


title: Paledriver: ""No, the boiadeiro strangles his be..."
sequence: 0
dialoguetext:
"No, the boiadeiro strangles his beloved and throws her body in the Magritte. Then he rides off, because the Western Plain is calling to him."


title: Paledriver: ""Of course not. The boiadeiro retur..."
sequence: 0
dialoguetext:
"Of course not. The boiadeiro returns from the Western Plain a *changed* man. One night, as he and his beloved are out walking along the River Magritte, she pleads with him to give up his riding and settle down..."


title: Paledriver: ""You have to understand -- a true b..."
sequence: 0
dialoguetext:
"You have to understand -- a true boiadeiro needs a whole horizon to himself. He can't be tied down by man or woman. His beloved was selfish. She didn't know what it meant to love a *boiadeiro*."


title: Drama: "In the background you can hear the..."
sequence: 0
dialoguetext:
In the background you can hear the orchestra swell as the screen fills with the maiden's imploring eyes...


title: Paledriver: ""The men have small jaws and everyt..."
dialoguetext:
"The men have small jaws and everything is made out of plastic. Why do you need plastic?" she scoffs. "When you can make the world out of amber?"


title: You: "Snap your fingers twice."
dialoguetext: Snap your fingers twice.
sequence: VoiceoverPlay(jam/paledriver/snap-02,1)
conditionstring:
Variable["jam.paledriver_can_snap_twice"]  or  (IsTaskActive("TASK.ask_paledriver_how_to_turn_back_time")  and  Variable["jam.paledriver_fingers_snapped_once_failed_exited"])


title: You: "Snap your fingers in front of her f..."
dialoguetext: Snap your fingers in front of her face.
sequence: 0
conditionstring:
Variable["TASK.probe_drivers_about_drugs"] == false  and  Variable["jam.paledriver_fingers_snapped_once_failed_exited"]  == false


title: Paledriver: ""They are someone's memories, boy."..."
dialoguetext:
"They are someone's memories, boy." She gets gruff, suddenly. "What difference does it make if it's me or not?"


title: Paledriver: "A strikingly handsome man looks str..."
sequence: 0
dialoguetext:
A strikingly handsome man looks straight at you, his head crowned with a wide-brim hat. His hair is dark as an oil slick and his jaw is the most perfectly chiselled thing you've ever seen.


title: Paledriver: ""I wasn't dreaming. I was *there*,..."
dialoguetext:
"I wasn't dreaming. I was *there*, lawman. It was early spring and 'The Man Behind The Black Sun' had just come out. The posters were twenty metres tall. Everything was golden..." Her eyes narrow and she appears to take your measure.


title: Empathy: "She seems to derive some bitter ple..."
sequence: 0
dialoguetext:
She seems to derive some bitter pleasure from this strange thought. As if the past will one day wipe the present away, like a tidal wave approaching.


title: Paledriver: ""Why not, *xerife*? It's not like I..."
dialoguetext:
"Why not, *xerife*? It's not like I have anything better to do in this hellhole." She settles back against the railing of her motor lorry. Behind her, mountains of memorabilia, photos, and knicknacks line the dashboard.


title: Paledriver: ""They're beautiful. That is all tha..."
dialoguetext:
"They're beautiful. That is all that matters. Beautiful and true -- and they will win. They're *coming* for this, you know..." She looks around. "All of this."


title: Paledriver: ""Lawman," she greets you. "You caug..."
dialoguetext:
"Lawman," she greets you. "You caught me at an opportune moment. This awful weather keeps me awake. You can entertain me with your questions."


title: Paledriver: ""I'm not that either, *xerife*." He..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_mentioned_long_haul", true) --[[ Variable[ ]]
dialoguetext:
"I'm not that either, *xerife*." Her smile dissipates. "I've gone too far from it all to remember what was between my legs. It doesn't work like that on the *long haul*."


title: Paledriver: ""How should I know? Do I look like..."
sequence: 0
dialoguetext:
"How should I know? Do I look like I spend a lot of time with the other camionneurs -- sniffing around -- when I have my movies to go to..."


title: Paledriver: ""Easy. It's the skinny man who thin..."
sequence: 0
dialoguetext:
"Easy. It's the skinny man who thinks he's a poet -- never trust a poet..." She squints across the square. "Also, he's the only one I can see from here."


dialoguetext: 0
sequence: Continue()
title:
Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.paledriver_composure_soles"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.paledriver_composure_soles"] == false)

conditionstring:
(Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.paledriver_composure_soles"] == false) == false


title: Inland Empire: "There's something off about this wo..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_composure_soles", true) --[[ Variable[ ]]
dialoguetext:
There's something off about this woman. Tell her to show you the soles of her boots. Maybe she was at the hanging... somehow?


title: Encyclopedia: "The Republic of Mesque is a massive..."
sequence: 0
dialoguetext:
The Republic of Mesque is a massive confederation on the isola of Mundi, the world's largest state by territory. It's a petrostate, a constitutional monarchy, and as of recently an outcast due to its tilt to the far right.


title: Encyclopedia: "A *boiadeiro* (*boia* for short) is..."
sequence: 0
dialoguetext:
A *boiadeiro* (*boia* for short) is a cow herder from upstream Magritte, the great steppes of Northern Mesque. He is a rugged individualist and explorer.


title: Encyclopedia: "A *boiadeiro* (*boia* for short) is..."
sequence: 0
dialoguetext:
A *boiadeiro* (*boia* for short) is a cow herder from upstream Magritte, the great steppes of Northern Mesque. People like Mañana, at the gates, have turned it into an ideology of sorts.


title: Encyclopedia: "Bad Hand Hermenegildo's *bad* hand..."
sequence: 0
dialoguetext:
Bad Hand Hermenegildo's *bad* hand strangled three hundred people. What can I say -- some people just really like strangling people.


title: Paledriver: ""Oh, it's so much more than *high*..."
sequence: 0
dialoguetext:
"Oh, it's so much more than *high* where I go, xerife. It's *low* -- I go to the bottom..." She closes her eyes in reverie.


title: Electrochemistry: "Yeah, it's definitely some kick, so..."
sequence: 0
dialoguetext:
Yeah, it's definitely some kick, some *terrible* kick in the dark. A sleep kick. Perhaps you can find out later...


title: Electrochemistry: "Yeah, it's definitely some kick. So..."
sequence: 0
dialoguetext:
Yeah, it's definitely some kick. Some *terrible* kick... the pale probably. This 'pale' sounds like it's the *shit*.


title: Drama: "It's because of the pale. He doesn'..."
sequence: 0
dialoguetext:
It's because of the pale. He doesn't want your frail mind caught up in it -- and this woman has spent time *in* the pale. A lot of time.


title: Drama: "He doesn't want your frail mind cau..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_drama_kim_worried", true) --[[ Variable[ ]]
dialoguetext:
He doesn't want your frail mind caught up in something here. Something *unconnected* to the case. But connected to this woman tuning out like that.


title: Empathy: "He's worried. But not for her -- fo..."
sequence: 0
dialoguetext:
He's worried. But not for her -- for you. Hmm. What is it about this woman, if she's not connected to anything?


title: Paledriver: ""A pale dream, is what it is." She..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_mentioned_pale", true) --[[ Variable[ ]]
dialoguetext:
"A pale dream, is what it is." She nods her head according to a rhythm known only to her -- staring at the photo in her hands.


title: Paledriver: ""Oh, don't worry about me. I'm one..."
sequence: 0
dialoguetext:
"Oh, don't worry about me. I'm one of the best camionneurs around. I drive routes no one else will."

userscript:
SetVariableValue("tc.camionneur_meaning", true) ; SetVariableValue("jam.paledriver_asked_whats_wrong", true) --[[ Variable[ ]]


title: Paledriver: ""Lomonossov's Land. Udachnaya Zemly..."
sequence: 0
dialoguetext:
"Lomonossov's Land. Udachnaya Zemlya. The Western Plain..." She nods and closes her eyes again, letting her mind submerge...


title: Paledriver: ""The Trans-Katla Magistral. U41-A...."
sequence: 0
dialoguetext:
"The Trans-Katla Magistral. U41-A. As Estradas do Mirador. All the good ones. The deep trenches. Where the bluebirds fly." She opens her eyes again and shudders.


title: Paledriver: "She raises her boot, slowly -- with..."
sequence: 0
dialoguetext:
She raises her boot, slowly -- with contempt -- and says. "I'm starting to think you should let me get back to Gabriel Buenguerro. You're no Gabriel..."


title: Paledriver: ""Just before Gabriel it was the cor..."
sequence: 0
dialoguetext:
"Just before Gabriel it was the coronation of Franconegro -- now *there* was a real man..." There is no aberration in the pattern that you can see. She puts her foot down.


title: Paledriver: "She's wearing sturdy worker's boots..."
sequence: 0
dialoguetext:
She's wearing sturdy worker's boots made of black leather. Buckles run across. The sole is also made of leather.


title: Paledriver: ""Please?" She raises her boot, slow..."
sequence: 0
dialoguetext:
"Please?" She raises her boot, slowly, with contempt. "I think you should let me get back to Gabriel Buenguerro. You're no Gabriel. Gabriel doesn't say please..."


title: Encyclopedia: "Another discrepancy, although not b..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_viscalc_boot_comment", true) --[[ Variable[ ]]
dialoguetext:
Another discrepancy, although not boot-related, is the coronation of His Innocence Franconegro. Which happened 500 years ago.


title: Paledriver: ""It was," she shrugs. "And then it..."
sequence: 0
dialoguetext:
"It was," she shrugs. "And then it was no more. And I was no longer holding my father's hand. He was no longer descending the stairs in Raehl. The crowd had gone silent."


title: Paledriver: ""Perhaps it was another *xerife* wh..."
sequence: 0
dialoguetext:
"Perhaps it was another *xerife* who came and woke me up, looking at my boots, asking questions? Or perhaps it was one of the others in this *carnaval*. I don't remember."


title: Paledriver: ""Yes. There is a *protagonista*..."..."
sequence: 0
dialoguetext:
"Yes. There is a *protagonista*..." She gestures to the intersection. "And an *adversário*. I am on the side of the Adversary. There's no coming back from that haul."


title: Paledriver: ""Good. I don't care about drugs. Li..."
sequence: 0
dialoguetext:
"Good. I don't care about drugs. Little molecules. They're nothing." She glances wistfully at the photo.


title: Kim Kitsuragi: ""Ma'am, you're not responsible for..."
sequence: 0
dialoguetext:
"Ma'am, you're not responsible for what the client puts in your lorry as long as the seals are not opened. We officers know that." He gives you a stern look.


title: Paledriver: ""The big ones. The tracts. There's..."
sequence: 0
dialoguetext:
"The big ones. The tracts. There's no women and men there, it's all just..." She hums along, as if to a track on repeat...


title: Paledriver: ""'In the middle of this town there'..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_motorway_south_lyrics_heard", true) --[[ Variable[ ]]
dialoguetext:
"'In the middle of this town there's a ghostly motorway -- it takes all the people where they want to stay'..."


title: Paledriver: ""Some of them. Some of them are lik..."
sequence: 0
dialoguetext:
"Some of them. Some of them are like home to me now." She nods. "I would say the routes I drive are *usual* to me."

userscript:
SetVariableValue("tc.camionneur_meaning", true) ; SetVariableValue("jam.paledriver_asked_whats_wrong", true) --[[ Variable[ ]]


title: Paledriver: ""And what *is* that?" She sticks a..."
sequence: 0
dialoguetext:
"And what *is* that?" She sticks a filterless cigarette into a cigarette holder and reaches for the light.


title: Paledriver: ""Some jamboree you turned out to be..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Some jamboree you turned out to be... You have about a third of the jawline of Gabriel Buenguerro, and none of the balls." She smiles.


title: Kim Kitsuragi: ""Fine." He's not buying it. "Just t..."
sequence: 0
dialoguetext:
"Fine." He's not buying it. "Just try not to black out again. And don't *contemplate*. We don't have time for that."


title: Kim Kitsuragi: ""Fine, then." He sighs. "Just try n..."
sequence: 0
dialoguetext:
"Fine, then." He sighs. "Just try not to black out again. And don't *contemplate*. We don't have time for that."


title: Kim Kitsuragi: ""That is *exactly* what I didn't wa..."
sequence: 0
dialoguetext:
"That is *exactly* what I didn't want you to think..." He sighs and turns to the woman. "Ma'am, my partner wanted to know if you work in pale transport."


title: Kim Kitsuragi: ""*Exactly* what I didn't want you t..."
sequence: 0
dialoguetext:
"*Exactly* what I didn't want you to do..." He sighs and turns to the woman. "Ma'am, my partner wanted to know if you work in pale transport."


title: Paledriver: ""No offence, but *your partner*..."..."
sequence: 0
dialoguetext:
"No offence, but *your partner*..." She lights the cigarette, a white and silver cloud of smoke disappears into her mouth.


title: Kim Kitsuragi: ""That is *exactly* what I didn't wa..."
sequence: 0
dialoguetext:
"That is *exactly* what I didn't want you to do..." He sighs and turns to the woman. "Ma'am, my partner wanted to know if you work in pale transport."


title: Paledriver: ""*Oh meu deus*, the Lawman solved t..."
sequence: 0
dialoguetext:
"*Oh meu deus*, the Lawman solved the case..." She lights the cigarette. A white cloud of smoke disappears into her mouth.


title: Paledriver: ""And here I was thinking you were a..."
sequence: 0
dialoguetext:
"And here I was thinking you were an idiot." She breathes out and the air tastes sweet. "So, are you? An idiot, I mean."


title: Paledriver: ""You *are* an idiot. And you're kee..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"You *are* an idiot. And you're keeping me here. Glued to this racket. Unless there was anything else..." She puts the cigarette out and stares at something in the distance.


title: Paledriver: ""Like Gabriel Buenguerro in 'Pergun..."
sequence: 0
dialoguetext:
"Like Gabriel Buenguerro in 'Pergunte à Poeira.'" She nods and smiles, unkindly. "You're the opposite of me, then. I remember everything -- even things I never knew."


title: Paledriver: ""Like Gabriel Buenguerro in 'Segure..."
sequence: 0
dialoguetext:
"Like Gabriel Buenguerro in 'Segure-me, Paraíso'..." She nods and smiles, unkindly. "You're the opposite of me then. I remember everything -- even the things I never knew."


title: Paledriver: ""The smell of liquor on Gabriel's l..."
sequence: 0
dialoguetext:
"The smell of liquor on Gabriel's lips after the shoot. In the motor park. The roses on the day of Franconegro's coronation. On the grand stairs of Raehl. The smoke from the fowling piece, when Dolores Dei was shot..."


title: Paledriver: ""The look on her face -- like an or..."
sequence: 0
dialoguetext:
"The look on her face -- like an orgasm. The wound in her chest. My hand in my father's hand..." She closes her eyes, her eyelids trembling. "Except I never had a father. And I never shot Her Innocence Dolores Dei."


title: Paledriver: ""Thought insertion? *Dithering*? Th..."
sequence: 0
dialoguetext:
"Thought insertion? *Dithering*? The Graad-Katla Magistral?" She savours the lungful. "It's more than dangerous -- it's *sad*. But... at first I had to make a living. Now..."


title: Paledriver: ""When you've seen it all go *away*..."
sequence: 0
dialoguetext:
"When you've seen it all go *away* like that, rolling off like the sea, and then come back to this..." She gestures at the square. The broken horse monument, the clanging of machines in the distance.


title: Paledriver: ""What are we *doing* here? For thou..."
sequence: 0
dialoguetext:
"What are we *doing* here? For thousands of years, Gabriel... It doesn't have to be like this. We can just give up. We can just become vapour."


title: Paledriver: ""You cannot see it but you know it'..."
sequence: 0
dialoguetext:
"You cannot see it but you know it's there. And it's big -- bigger than anything. Bigger than all the other things combined."


title: Paledriver: ""In the belly of an airship, behind..."
sequence: 0
dialoguetext:
"In the belly of an airship, behind steel windows -- so you don't look straight into it. It's not *advised* to look into it."


title: Paledriver: ""No -- the same one. A *roller*. Th..."
sequence: 0
dialoguetext:
"No -- the same one. A *roller*. They all are nowadays. Special wheels for connecting to the floor of the hold." She points to the machines, clumped up like toys.


title: Paledriver: ""Nothing. Until it starts. When you..."
sequence: 0
dialoguetext:
"Nothing. Until it starts. When you're deep enough -- then, for me... it's like autumn. Dark grey and orange, the orange of streetlights and the colour of trees in the electric light. It smells like autumn too. It smells terrible."


title: Empathy: "Nostalgia. Cooped up in the cabin,..."
sequence: 0
dialoguetext:
Nostalgia. Cooped up in the cabin, shaking... Terrible nostalgia. For yourself. For humans. It's too much to bear. She loves it.


title: Paledriver: ""They say there is a point -- one t..."
sequence: 0
dialoguetext:
"They say there is a point -- one that *I* have not crossed -- in the pale superdeep. If you stray too far off course on the U41-A, or in Lomonossov's Land... where every step you take is one step further from home, no matter the direction."


title: Paledriver: ""It's a point you cannot come back..."
sequence: 0
dialoguetext:
"It's a point you cannot come back from. Your mind becomes so radiant with the past -- there is a flip." She flicks the ash from her cigarette. "Instead of writing, it erases memory. Nearing some kind of..." She shakes her head. "Indescribable *finale*."


title: Paledriver: ""Maybe you've been down the *Motorw..."
sequence: 0
dialoguetext:
"Maybe you've been down the *Motorway South?*" She looks at her cigarette, it's almost out. She has swallowed it hungrily. Then at you...


title: Paledriver: ""It's a story us longhaulsmen tell..."
sequence: 0
dialoguetext:
"It's a story us longhaulsmen tell -- longhaulsmen, *xerife*, not *paledrivers* -- way beyond the established pale that's lit by radio frequencies. Where it goes silent."


title: Paledriver: ""And dark. And the process begins...."
sequence: 0
dialoguetext:
"And dark. And the process begins. Erasure. Kilometre by kilometre. In any direction. The Motorway South is a road you cannot come back from."


title: Paledriver: ""No one knows what's at the *end......"
sequence: 0
dialoguetext:
"No one knows what's at the *end...*" She takes the cigarette out of the cigarette holder and extinguishes it. "I've only glimpsed the beginning."


title: Paledriver: ""I've only felt it in the distance...."
sequence: 0
dialoguetext:
"I've only felt it in the distance. When I was a child..." She goes silent, her eyes close and her hands shake. "A child. Rowing on the lake."

userscript:
GainThought("motorway_south");
SetVariableValue("jam.paledriver_talked_about_pale_motorway_south", true) --[[ Variable[ ]]


title: Paledriver: ""Don't be stupid. The boiadeiro ret..."
sequence: 0
dialoguetext:
"Don't be stupid. The boiadeiro returns from the Western Plain a *changed* man. One night, as he and his beloved are out walking along the River Magritte, she pleads with him to give up his riding and settle down..."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.who_is_the_ladydriver"]  and  Variable["TASK.who_is_the_ladydriver_done"] == false)

conditionstring:
(Variable["TASK.who_is_the_ladydriver"]  and  Variable["TASK.who_is_the_ladydriver_done"] == false) == false


title: Paledriver: ""So the boiadeiro strangles his bel..."
sequence: 0
dialoguetext:
"So the boiadeiro strangles his beloved and throws her body in the Magritte. Then he rides off, because the Western Plain is calling to him."


title: Paledriver: ""The *most* beautiful -- a true boi..."
sequence: 0
dialoguetext:
"The *most* beautiful -- a true boiadeiro needs a whole horizon to himself. He can't be tied down by man or woman. His beloved was selfish. She didn't know what it meant to love a *boiadeiro*."


title: Paledriver: ""When you've seen it all go *away*..."
sequence: 0
dialoguetext:
"When you've seen it all go *away* like that. Rolling off like the sea. And then come back to this..." She gestures at the square: the broken horse monument, the shadows of the machines in the night.


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.probe_drivers_about_drugs"]  and  Variable["TASK.probe_drivers_about_drugs_done"] == false)

conditionstring:
(Variable["TASK.probe_drivers_about_drugs"]  and  Variable["TASK.probe_drivers_about_drugs_done"] == false) == false


title: Shivers: "You feel very cold suddenly. As if..."
sequence: 0
dialoguetext:
You feel very cold suddenly. As if standing face to face with a terrifying adversary. Then the feeling dissipates and all you see is an ageing woman.


title: Kim Kitsuragi: ""Great." The lieutenant concedes wi..."
sequence: 0
userscript: SetVariableValue("pier.kim_pale_discussed", true) --[[ Variable[ ]]
dialoguetext:
"Great." The lieutenant concedes with a head shake. "He asked the Pines rep about the pale -- and now he's talking to everyone about it..."


title: You: ""I'm looking for Ruby, the *lady dr..."
dialoguetext: "I'm looking for Ruby, the *lady driver*. Know anything about her?"
sequence: 0
conditionstring:
Variable["TASK.who_is_the_ladydriver"] == true  and  Variable["TASK.who_is_the_ladydriver_done"] == false  and  Variable["whirling.hardie_went_through_ruby_info"] == true

userscript:
SetVariableValue("jam.paledriver_testcounter_one", Variable["jam.paledriver_testcounter_one"] + once(1)) ; SetVariableValue("jam.paledriver_q_lady", true) 


title: Suggestion: "If you want to know more about Ruby..."
sequence: 0
dialoguetext:
If you want to know more about Ruby, this is a dead end. She's only heard the word 'lady' and latched onto it. You can push on if you're interested in *that*, though.


title: Kim Kitsuragi: ""We're still on this ridiculous *si..."
sequence: 0
dialoguetext:
"We're still on this ridiculous *side-task*, I see..." He sighs and turns to the woman. "Ma'am, my partner wanted to know if you work in pale transport."


title: Paledriver: ""You don't need to turn back time...."
sequence: 0
dialoguetext:
"You don't need to turn back time. The pale is already churning with it. As the tide of pale rises, so does the past. Someday both will cover the whole world. That's it. That's the story."


title: Paledriver: ""And that's just fine with me. I do..."
sequence: 0
dialoguetext:
"And that's just fine with me. I don't mind becoming vapour. I *like* vapour..." She gathers a cloud of smoke in her mouth, then slowly exhales.


title: Encyclopedia: "There is a name for this ideology:..."
sequence: 0
dialoguetext:
There is a name for this ideology: Entropolism. A faith in and desire to accelerate the spread of pale across the world, until humanity has reached what its adherents call the 'rest state' of humanity, the final reconciliation of past, present, and future in timeless spirit...


title: Electrochemistry: "You don't like the sound of that, c..."
sequence: 0
dialoguetext:
You don't like the sound of that, chief. All the *really* good stuff is *right here*, in the present...


title: Paledriver: ""Thought insertion? *Dithering*? Th..."
sequence: 0
dialoguetext:
"Thought insertion? *Dithering*? The Graad-Katla Magistral?" She savours the lungful. "There's a kind of wonder there -- a *sad* wonder. But... at first I had to make a living. Now..."


title: Kim Kitsuragi: ""You've been saying that for a whil..."
sequence: 0
dialoguetext:
"You've been saying that for a while. And yet, we only seem to be getting *further* from our actual goal..."


title: Kim Kitsuragi: ""No. You see, we've already spent t..."
sequence: 0
dialoguetext:
"No. You see, we've already spent too much time on this nonsensical side-errand. There's no magical fascist who's going to unwind time for you..."


title: Kim Kitsuragi: ""If you're serious about this, real..."
sequence: 0
dialoguetext:
"If you're serious about this, really truly serious, then I suggest you take a long, hard look in the mirror and ask yourself what's *really* going on..."


title: Kim Kitsuragi: ""Now come on, let's leave this one..."
sequence: 0
dialoguetext:
"Now come on, let's leave this one to her reveries." He shakes his head silently as he turns to leave.


title: Endurance: "It's time to face yourself, mano y..."
sequence: 0
dialoguetext:
It's time to face yourself, mano y mano. The next time you find yourself alone before a mirror. *That's* where this will end... The final showdown.

userscript:
FinishTask("TASK.ask_paledriver_how_to_turn_back_time");
GainTask("TASK.face_yourself")--[[ Variable[ ]]


title: Inland Empire: "Why don't you ever listen to us. We..."
sequence: 0
dialoguetext:
Why don't you ever listen to us. We tried to warn you that you wouldn't *like* what the mirror had to say...


title: Kim Kitsuragi: ""Just a moment, detective. Before w..."
sequence: 0
dialoguetext:
"Just a moment, detective. Before we go, I'd like a word with you about this *side task* of yours..."


title: Endurance: "Stop. There's nothing else she can..."
sequence: 0
dialoguetext:
Stop. There's nothing else she can do for you, but this isn't the end of the line. No, there's one more kingsman to confront.


title: Kim Kitsuragi: ""I don't understand why you're so s..."
sequence: 0
userscript: SetVariableValue("jam.paledriver_can_snap_twice", true) --[[ Variable[ ]]
dialoguetext:
"I don't understand why you're so set on what seems like a... *personal side-task*, but if you must, then let's get it over with..."


title: Endurance: "It's time to face yourself, mano y..."
sequence: 0
userscript: GainTask("TASK.face_yourself")--[[ Variable[ ]]
dialoguetext:
It's time to face yourself, mano y mano. The next time you find yourself alone before a mirror. *That's* where this will end...


title: Endurance: "What are you doing? This woman migh..."
sequence: 0
dialoguetext:
What are you doing? This woman might be your only chance to figure out how to reverse time... Grow a pair!


title: Endurance: "No-no-no... you'll never figure out..."
sequence: 0
dialoguetext:
No-no-no... you'll never figure out how to turn back time if you're not honest with her. Explain what's going on with you.


title: Kim Kitsuragi: ""Great." The lieutenant concedes wi..."
sequence: 0
userscript: SetVariableValue("pier.kim_pale_discussed", true) --[[ Variable[ ]]
dialoguetext:
"Great." The lieutenant concedes with a head shake. "He's figured out the pale. And now he's talking to everyone about it..."


title: Paledriver: ""Like Gabriel Buenguerro in 'O Céu..."
sequence: 0
dialoguetext:
"Like Gabriel Buenguerro in 'O Céu Dourado'..." She nods and smiles, unkindly. "You're the opposite of me then. I remember everything -- even the things I never knew."


title: Encyclopedia: "That's the most you can get out of..."
sequence: 0
dialoguetext:
That's the most you can get out of her -- only shapes and sensations, no dictionary definitions or scientific explanations...


title: Paledriver: ""If you wait long enough, it's goin..."
sequence: 0
dialoguetext:
"If you wait long enough, it's going to be much more than just 'love'... It's going to be the entire history -- vapourised."


title: Racist lorry driver: ""Welcome to Revachol!" the rotund m..."
dialoguetext: "Welcome to Revachol!" the rotund man announces. He has a lit cigarette between his fingers.
userscript:
SetVariableValue("tc.that_in_revachol", true) ; SetVariableValue("jam.truckman_clicked", true) --[[ Variable[ ]]


title: Racist lorry driver: ""Welcome to Revachol!" announces th..."
userscript: SetVariableValue("jam.truckman_clicked", true) --[[ Variable[ ]]
dialoguetext:
"Welcome to Revachol!" announces the rotund man. The remark isn't addressed to you. It’s addressed to the lieutenant.


title: Kim Kitsuragi: ""I know exactly what you meant. You..."
userscript: SetVariableValue("jam.truckman_kim_was_present", true) --[[ Variable[ ]]
dialoguetext:
"I know exactly what you meant. You think my *kind* doesn't belong here. That I should *watch myself* and *behave*."


title: Racist lorry driver: "The man bites his lip and drops the..."
sequence: 0
dialoguetext:
The man bites his lip and drops the near-finished cigarette lingering between his fingers. He reaches for a new one.


title: Racist lorry driver: ""Not much anymore. I'm here to pick..."
sequence: 0
dialoguetext:
"Not much anymore. I'm here to pick up some cargo, but the dockworkers are on strike, so... it's a sit-and-wait-on-your-ass situation."


title: Racist lorry driver: ""The strike? They've been at it for..."
sequence: 0
dialoguetext:
"The strike? They've been at it for a while. A month, two months maybe?" He gestures towards the lorries. "But *this* here is just the last week or so."


title: Racist lorry driver: ""So, lately we Occidentals have exp..."
sequence: 0
dialoguetext:
"So, lately we Occidentals have experienced an unfortunate downturn: when members of the superior race cease to believe in their innate superiority, they stop competing for resources."


title: Racist lorry driver: ""The problem? The damn kipts are sh..."
sequence: 0
dialoguetext:
"The problem? The damn kipts are showing a real good game lately! Same with the mesquitos. And all the other intruder species out there, breeding like rabbits. They're on the precipice of cultural victory."


title: Racist lorry driver: ""Go right ahead." The man scratches..."
sequence: 0
dialoguetext:
"Go right ahead." The man scratches his heavyset stomach. "You may be a cop, but that won't help you avoid the calamity to come."


title: Racist lorry driver: ""As arbitrary as any judgement. Tha..."
sequence: 0
dialoguetext:
"As arbitrary as any judgement. That doesn't make it less of a fact. We all have to use *facts*. Once you accept it, you'll gain the clarity of understanding."


title: Racist lorry driver: ""Yeah, they're a big deal. My great..."
sequence: 0
dialoguetext:
"Yeah, they're a big deal. My great-grandfather was a carter. Had a royal license and everything. We've tried to hold on to our privileges."


title: Racist lorry driver: ""Good. If we, the Evening People, p..."
sequence: 0
dialoguetext:
"Good. If we, the Evening People, pull together -- we can form a bulwark against these troubled times!" The man grins at you. "Root out the forces that seek to undermine the well-being of our people."


title: You: ""Let me see the soles of your boots.""
dialoguetext: "Let me see the soles of your boots."
sequence: 0
conditionstring:
Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == true


title: Kim Kitsuragi: "Lieutenant Kitsuragi's stern expres..."
sequence: 0
dialoguetext:
Lieutenant Kitsuragi's stern expression remains unchanged -- but you sense he can't be happy about this turn of events.

userscript:
SetVariableValue("kimswitch.asks_about_your_racism", true) ; ReputationLowers("kim")--[[ Variable[ ]]


title: Racist lorry driver: ""Don't push your luck, runt." The m..."
sequence: 0
dialoguetext:
"Don't push your luck, runt." The man gives you a disgusted look, then turns his attention elsewhere, ignoring your presence.


title: Perception (Smell): "His physique reeks of heavy motor o..."
sequence: 0
userscript: SetVariableValue("jam.truckman_perc_smell_alcosmokes", true) --[[ Variable[ ]]
dialoguetext:
His physique reeks of heavy motor oils. His breath smells of high-tar content cigarettes. Probably *Astra Whites*.


title: Electrochemistry: "He's got a smoke right there, in hi..."
sequence: 0
userscript: SetVariableValue("jam.truckman_bc_electrochem_smokes", true) --[[ Variable[ ]]
dialoguetext:
He's got a smoke right there, in his fucking hand! Snatch that shit out of his fat fingers! You need it after listening to his garbage.


title: Racist lorry driver: ""Why would I do that? I am an hones..."
sequence: 0
dialoguetext:
"Why would I do that? I am an honest man." He puts out his cigarette and flicks the tiny stub toward the street.


title: Racist lorry driver: ""Evidence of what? I haven't done a..."
sequence: 0
dialoguetext:
"Evidence of what? I haven't done anything." He puts out his cigarette and flicks the tiny stub toward the street.


title: Racist lorry driver: ""Oughtta what, officer?" The man lo..."
sequence: 0
dialoguetext:
"Oughtta what, officer?" The man looks at you coolly, noxious effluence wafting in the air around him.


title: Racist lorry driver: ""That's too bad. It's all done for...."
sequence: 0
dialoguetext:
"That's too bad. It's all done for." He puts out his cigarette and flicks the tiny stub toward the street.


title: Racist lorry driver: ""Yup, it's one of their main export..."
sequence: 0
dialoguetext:
"Yup, it's one of their main exports. They grow 'em down south Yekokataa. A beautiful place, got great scenic vistas."


title: Encyclopedia: "In fact, Yekokataa is a desolate wa..."
sequence: 0
dialoguetext:
In fact, Yekokataa is a desolate wasteland whose name literally translates to *Zone of Ecological Catastrophe*. It features no scenic vistas and supports virtually no plant or animal life.

userscript:
SetVariableValue("jam.truckman_ency_blackcheck_apples", true) ; SetVariableValue("tc.yekokataa", true) --[[ Variable[ ]]


title: Racist lorry driver: ""'Cause that's what they're all cal..."
sequence: 0
dialoguetext:
"'Cause that's what they're all called. Kojko Pitjic, Lzloslaw Kojko. Kojkowicz Someone. Low self-esteem those guys have. Mind you, they look Occidental, but they're not... *really* like us."


title: Racist lorry driver: ""Did you miss the part where I said..."
sequence: 0
userscript: XPTinySetBool("XP.racist_strange_glint")--[[ Variable[ ]]
dialoguetext:
"Did you miss the part where I said they aren't here yet? Besides, even if I did have some I wouldn't go putting my nose in them..." He looks at you with a strange glint in his eyes.


title: Racist lorry driver: "The lorry driver glares at you inte..."
sequence: 0
dialoguetext:
The lorry driver glares at you intently, then shrugs. "Then I guess they grow apples somewhere else. You can never really tell with those Kojkos. They're *everywhere* -- except their own homes."


title: Racist lorry driver: ""Trusting street thugs with their g..."
sequence: 0
dialoguetext:
"Trusting street thugs with their goods is going to fuck 'em right up the ass, mark my words. Generations of practice ain't no laughing matter."


title: Racist lorry driver: "The man shakes his head, dismayed -..."
sequence: 0
dialoguetext:
The man shakes his head, dismayed -- furiously pulling on his cigarette: "It's a fuckin' travesty, is what it is."


title: Racist lorry driver: ""It's about... biological determini..."
sequence: 0
dialoguetext:
"It's about... biological determinism. Natural law. The sorting of the races." He spits on the ground.


title: Racist lorry driver: ""People who've studied these things..."
sequence: 0
dialoguetext:
"People who've studied these things say that we are superior by design. So, naturally, we Occidentals should be in charge. Obviously you can see the merits in that."


title: Racist lorry driver: ""I'm not *just* racist. Look, I've..."
sequence: 0
dialoguetext:
"I'm not *just* racist. Look, I've read *books*," he gestures with his cigarette for emphasis. "The science of racial theory has all been proved, even if some people don't want to accept it."


title: Racist lorry driver: ""Open your eyes. Haven't you notice..."
sequence: 0
dialoguetext:
"Open your eyes. Haven't you noticed something different lately? An unfortunate downturn, maybe? When members of the superior race cease to believe in their innate superiority, they stop competing for resources."


title: Racist lorry driver: ""This concerns you, policeman, so y..."
sequence: 0
dialoguetext:
"This concerns you, policeman, so you better be *vigilant*. The kipts are showing a good game lately, same with the mesquitos. And the other intruder species out there, breeding like rabbits. They're on the precipice of cultural victory."


title: Racist lorry driver: ""It's true." He pushes on. "Also, y..."
sequence: 0
dialoguetext:
"It's true." He pushes on. "Also, you need to realize the dangers of *mixing races*. Who knows what might happen if people don't stay in their birthplace? You might end up with a new sub-race, with unknown characteristics, leading to extra competition. That's why you've got to *control* the offspring."


title: Racist lorry driver: ""I salute you, compatriot. Defender..."
sequence: 0
userscript: GainItem("drug_smokes_astra")
dialoguetext:
"I salute you, compatriot. Defenders of the Evening Lands have to stick together." He takes out a pack rolled up inside his sleeve. "Light up, brother. Ward off those jungle spirits."


title: Racist lorry driver: ""Aces! Good to know the law's got o..."
sequence: 0
dialoguetext:
"Aces! Good to know the law's got our backs." He gives a quick two-finger salute. "For Revachol, the Suzerain! The world is our Suzerainty."


title: Composure: "He is comfortable reciting these th..."
sequence: 0
dialoguetext:
He is comfortable reciting these thoughts. He's spent quite a lot of time meditating on the subject.


title: Rhetoric: "Race is a simplistic means of socia..."
sequence: 0
userscript: SetVariableValue("jam.truckman_blackcheck_rhet_race", true) --[[ Variable[ ]]
dialoguetext:
Race is a simplistic means of social classification based on easily observed attributes, hunches and pseudo-science.


title: Authority: "What happened? Did your balls shriv..."
sequence: 0
dialoguetext:
What happened? Did your balls shrivel up? You had plenty of chances to get off this road, but no, you let this guy keep talking. Then when the time came to make your choice you tried to split the difference. Weak.


title: Racist lorry driver: ""Someone with a cart, what did you..."
sequence: 0
dialoguetext:
"Someone with a cart, what did you think it was? That's how deep into history our thing reaches -- before machines."


title: Racist lorry driver: ""Ye... no... never mind, officer. P..."
userscript: SetVariableValue("jam.truckman_racism_known", true) --[[ Variable[ ]]
dialoguetext:
"Ye... no... never mind, officer. Pleased to meet you. I'm a camionneur, a father of three, and a Revacholian patriot."


title: Racist lorry driver: ""Yes, sir." He gives you a tiny moc..."
userscript: SetVariableValue("jam.truckman_racism_known", true) --[[ Variable[ ]]
dialoguetext:
"Yes, sir." He gives you a tiny mock salute. "Pleased to meet you, officer. I'm a camionneur, a father of three, and a Revacholian patriot."


title: You: ""You're lorryman, right? What's you..."
dialoguetext: "You're lorryman, right? What's your stance on drugs?"
sequence: 0
conditionstring:
Variable["TASK.question_drivers_about_drugs"] == true  and  Variable["TASK.question_drivers_about_drugs_done"] == false

userscript:
SetVariableValue("jam.jammystery_lorrymans_questioned", Variable["jam.jammystery_lorrymans_questioned"] +once(1)) 


title: You: ""I know you've been giving me the r..."
dialoguetext: "I know you've been giving me the run-around. Fess up, where's the lady driver?"
sequence: 0
conditionstring:
Variable["TASK.probe_drivers_about_drugs"] == true  and  Variable["TASK.probe_drivers_about_drugs_done"] == false  and   Variable["TASK.who_is_the_ladydriver"] == true  and  Variable["TASK.who_is_the_ladydriver_done"] == false  and  Variable["jam.truckman_found_whitec_auth"] == false


title: You: ""If it's not you, then who's runnin..."
dialoguetext: "If it's not you, then who's running drugs through Terminal B?"
sequence: 0
conditionstring:
Variable["TASK.question_drivers_about_drugs"] == true  and  Variable["TASK.question_drivers_about_drugs_done"] == false  and  Variable["jam.truckman_jammystery_drugs"] == true


title: Racist lorry driver: ""Been admiring the stompers, eh?" H..."
sequence: 0
dialoguetext:
"Been admiring the stompers, eh?" He grins. "Sure thing, check 'em out." He lifts his left foot, then the right.


title: Shivers: "The wind howls over the Bay of Reva..."
sequence: 0
userscript: SetVariableValue("jam.truckman_blackc_shivers_revachol", true) --[[ Variable[ ]]
dialoguetext:
The wind howls over the Bay of Revachol -- a cascade of cold air, flowing through the city streets. Those same streets have left their share of scuff marks on the underside of your green snakeskin shoes.


title: Shivers: "The wind howls over the Bay of Reva..."
sequence: 0
userscript: SetVariableValue("jam.truckman_blackc_shivers_revachol", true) --[[ Variable[ ]]
dialoguetext:
The wind howls over the Bay of Revachol -- a cascade of cold air, flowing through the tangled city streets.


title: Racist lorry driver: "On the bottom of the man's boots yo..."
sequence: 0
userscript: SetVariableValue("jam.racist_boots_pattern", true) --[[ Variable[ ]]
dialoguetext:
On the bottom of the man's boots you see an intricate tangle of treads with no immediately discernible pattern.


title: Racist lorry driver: ""When the next wave of the Invasion..."
sequence: 0
dialoguetext:
"When the next wave of the Invasion comes -- the last thing they'll see before the lights go out is *illustrious Revachol*."


title: Racist lorry driver: ""For when the Invasion comes..." He..."
sequence: 0
dialoguetext:
"For when the Invasion comes..." He glances at the lieutenant. "The last thing they'll see before the lights go out is *illustrious Revachol*."


title: Racist lorry driver: ""Hey man, you know. There are all s..."
sequence: 0
dialoguetext:
"Hey man, you know. There are all sorts of Invasions... " He looks at his boots, then you. "I thought we could rely on the cops. We're in this together, whether you realize it or not."


title: Racist lorry driver: ""No. It's not like that." He looks..."
sequence: 0
dialoguetext:
"No. It's not like that." He looks at his shoes. "You don't get it, it's... when I kick them you know? Fuck it. It's too complex for you."


title: Racist lorry driver: ""You'll see when the time comes, of..."
sequence: 0
dialoguetext:
"You'll see when the time comes, officer," he grins and caresses the side of his boot. "*True* patriots carry Revachol in their very soles."


title: Racist lorry driver: ""Drugs? They're shit, man. I don't..."
sequence: 0
dialoguetext:
"Drugs? They're shit, man. I don't let anything pollute my body." He takes a long drag on his cigarette.


title: Racist lorry driver: ""What do you think? I can't leave t..."
sequence: 0
userscript: SetVariableValue("jam.truckman_jammystery_drugs", true) --[[ Variable[ ]]
dialoguetext:
"What do you think? I can't leave the lorry unguarded. Stuff's been getting looted lately. It's those little kipts sneaking around at night... If they touch my stuff, the bosses will be on my ass like ass cancer."


title: Racist lorry driver: ""Isn't it obvious? Fuckin' Siileng,..."
sequence: 0
dialoguetext:
"Isn't it obvious? Fuckin' Siileng, that beady-eyed South-Samaran." He spits on the ground. "His little side business is a scam. I wouldn't be surprised if he was peddling drugs as well."

userscript:
SetVariableValue("jam.truckman_said_its_siileng", true) ; SetVariableValue("jam.siileng_perc_noticed_name_tag", true) --[[ Variable[ ]]


title: Racist lorry driver: ""I don't go for that foreign piss...."
sequence: 0
dialoguetext:
"I don't go for that foreign piss. Proper booze is made in Mundi, or sometimes I like a dram of that Yugo-Graad vodka. Kojko's ain't worth much, but they do know booze."


title: Racist lorry driver: ""They know they can't beat us in a..."
sequence: 0
dialoguetext:
"They know they can't beat us in a fair fight, so they have to get us to weaken ourselves somehow. It's racial sabotage. Racial *economic* sabotage."


title: Half Light: "Stop now. Just go away, ask that To..."
sequence: 0
dialoguetext:
Stop now. Just go away, ask that Tommy or something. You have to find out who she is and you can't do it like this. It's too much.


title: You: "Make him tell you what he knows."
dialoguetext: Make him tell you what he knows.
sequence: 0
conditionstring:
Variable["TASK.probe_drivers_about_drugs"] == true  and  Variable["TASK.probe_drivers_about_drugs_done"] == false  and  Variable["jam.truckman_found_whitec_auth"] == true  and  Variable["TASK.who_is_the_ladydriver"] == true  and  Variable["TASK.who_is_the_ladydriver_done"] == false


title: Kim Kitsuragi: "He pays you no attention. "It's men..."
userscript: SetVariableValue("tc.that_in_revachol", true) --[[ Variable[ ]]
dialoguetext:
He pays you no attention. "It's men like you who keep Revachol divided, making it that much harder for everyone to climb out of this post-war limbo."


title: Rhetoric: "What he means is: fixation on the R..."
sequence: 0
userscript: SetVariableValue("jam.truckman_blackcheck_rhet_selfrule", true) --[[ Variable[ ]]
dialoguetext:
What he means is: fixation on the Revacholian *nation* makes it harder for Revachol to actually attain self-determination.


title: Authority: "The lieutenant's impassive mask has..."
sequence: 0
userscript: SetVariableValue("jam.truckman_kim_auth_vach", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant's impassive mask has been replaced with intensity. He speaks not as a cop, but as a citizen. He is *Vacholiere*. A Revacholian.


title: Kim Kitsuragi: "The lieutenant tries to remain impa..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
The lieutenant tries to remain impassive but the slight arch of his eyebrow tells you that he's liking it.


title: Kim Kitsuragi: "Lieutenant Kitsuragi's stern expres..."
sequence: 0
dialoguetext:
Lieutenant Kitsuragi's stern expression remains unchanged -- but you sense something there. Below...


title: Racist lorry driver: ""Look, ace detective, I come from a..."
sequence: 0
userscript: SetVariableValue("jam.truckman_racist_privileges", true) --[[ Variable[ ]]
dialoguetext:
"Look, ace detective, I come from a long line of lorrymen. We got ancient rights and privileges..." He loses his patience for explaining it.


title: Racist lorry driver: ""Yeah, I knew that guy. He was an h..."
sequence: 0
userscript: XPPicoSetBool("XP.racist_genetics")--[[ Variable[ ]]
dialoguetext:
"Yeah, I knew that guy. He was an honest driver who loved his country. We were having a good debate about genetics at the Whirling-in-Rags when some kipt-boys smashed his lock and took damn near everything. Lost his fucking job over it."


title: Racist lorry driver: "He takes a long suck on his cigaret..."
sequence: 0
dialoguetext:
He takes a long suck on his cigarette, appearing to savour the taste. "Since he left I haven't had anyone to talk to..."


title: Racist lorry driver: ""What, aren't we *allowed* to say t..."
sequence: 0
dialoguetext:
"What, aren't we *allowed* to say that it's the kipts who do all the stealing around here? It's not *rotor science*, man..."


title: Logic: "If they were getting drunk inside t..."
sequence: 0
userscript: SetVariableValue("jam.racist_logic_looted_lorry", true) --[[ Variable[ ]]
dialoguetext:
If they were getting drunk inside the Whirling-in-Rags how could they know who broke into the lorry?


title: Racist lorry driver: ""Of course he's a lorry driver! Wha..."
sequence: 0
dialoguetext:
"Of course he's a lorry driver! What -- he tell you he's just some simple businessman or some shit? He's selling his employer's stuff after he broke the seals on his Humanox lorry."


title: Racist lorry driver: ""His tribe are natural liars. It's..."
sequence: 0
dialoguetext:
"His tribe are natural liars. It's in their blood..." He nods in a sagely manner, then another puff of that cigarette: "He's your man, alright. One-hundred percent."


title: Racist lorry driver: ""That's the one. His tribe are natu..."
sequence: 0
dialoguetext:
"That's the one. His tribe are natural liars. It's in their blood..." The lorryman takes a slow, satisfied drag and blows a smoke ring.


title: Racist lorry driver: ""Just follow the smell. It smells l..."
sequence: 0
dialoguetext:
"Just follow the smell. It smells like apricots and *oil* when you're nearby..." The lorryman lets out a raspy croak at his own sense of humour.


title: Racist lorry driver: ""He's the Samaran guy who likes to..."
sequence: 0
dialoguetext:
"He's the Samaran guy who likes to pretend he's some kinda businessman... Really he's just selling his employer's stuff. Stuff he *stole* after he broke the seals on his Humanox lorry."


title: Racist lorry driver: ""Seriously, though, he's usually ju..."
sequence: 0
dialoguetext:
"Seriously, though, he's usually just a little bit south of here. Down near the canal, you can't miss him. Just watch yourself..."


title: Racist lorry driver: ""He's your man, alright. One-hundre..."
sequence: 0
dialoguetext:
"He's your man, alright. One-hundred percent. He's a lorryman selling his employer's stuff -- broke the seals on his Humanox lorry. No doubt he's selling drugs too."


title: Racist lorry driver: ""Yeah," he says, unsure where this..."
sequence: 0
dialoguetext:
"Yeah," he says, unsure where this is leading. "They're his little bitches. He's got them all over the unions."


title: Kim Kitsuragi: ""Not just the unions. He has peones..."
sequence: 0
userscript: SetVariableValue("tc.la_puta_madre", true) --[[ Variable[ ]]
dialoguetext:
"Not just the unions. He has peones *everywhere*. Some say he even has them in the RCM." He gets closer to him. "Dirty fucking peones who'd do *anything* for him. Multi-ethnic drug addicts..."


title: Kim Kitsuragi: ""No. Of course not. *We're* not peo..."
sequence: 0
dialoguetext:
"No. Of course not. *We're* not peones. But *if* we were... and one of Madre's drivers were to be stealing from him -- then it's a good peone's job to find out who that is."


title: Kim Kitsuragi: ""You've seen that corpse in the cer..."
sequence: 0
dialoguetext:
"You've seen that corpse in the ceramic armour there?" The lieutenant points to the yard. "Did his shitty little guild protect *him*?"


title: Racist lorry driver: ""Listen up, fuckwit. You don't scar..."
sequence: 0
dialoguetext:
"Listen up, fuckwit. You don't scare me. You cops don't run Revachol West. You don't run Martinaise. You don't run shit."


title: Racist lorry driver: ""Nah. You wouldn't just leave him o..."
sequence: 0
userscript: SetVariableValue("jam.truckman_found_whitec_auth", true) --[[ Variable[ ]]
dialoguetext:
"Nah. You wouldn't just leave him out there if you..." He tries to light a fresh cigarette, but his hands are shaking now. The sentence simply ends.


title: Racist lorry driver: ""Yeah, I drive a lorry. Back and fo..."
dialoguetext:
"Yeah, I drive a lorry. Back and forth. Sometimes I sit stuck in a traffic jam, guarding that lorry."


title: Racist lorry driver: ""I've told you everything I've got...."
dialoguetext:
"I've told you everything I've got." He looks around nervously. "Can you please stop talking to me now?"


title: Kim Kitsuragi: ""But you see, I'm an officer of the..."
dialoguetext:
"But you see, I'm an officer of the RCM -- it's actually *my* job to make sure *you* behave. I would advise you to remember that."


title: Kim Kitsuragi: ""Don't you *Welcome to Revachol* me..."
dialoguetext:
"Don't you *Welcome to Revachol* me," the lieutenant fires back. "My grandfather came here from a three-thousand-year-old racist-isolationist culture, while your ancestors came to this island a mere three hundred years ago."


title: Kim Kitsuragi: ""Every school of thought and govern..."
userscript: SetVariableValue("jam.truckman_kim_revachol", true) --[[ Variable[ ]]
dialoguetext:
"Every school of thought and government has failed in this city -- but I love it nonetheless. It belongs to me as much as it belongs to you."


title: You: ""I found this mug in the trash." (S..."
dialoguetext: "I found this mug in the trash." (Show it to the man.) "Yours?"
sequence: 0
conditionstring:
CheckItem("yellow_man_mug")  and  Variable["TASK.who_put_the_clothes_in_the_trash_done"] == false  and  Variable["coast.racist_showed_mug"] == false


title: Racist lorry driver: "He stares at the Yellow Man mug, th..."
sequence: 0
userscript: SetVariableValue("coast.racist_showed_mug", true) --[[ Variable[ ]]
dialoguetext:
He stares at the Yellow Man mug, then suddenly... he explodes: "HAHAHA! HAHAHA! Oh man! Oh... man, that's great. Look at that guy go. Haven't seen anything that funny in a while."


title: Kim Kitsuragi: "The lieutenant raises one eyebrow...."
sequence: 0
dialoguetext:
The lieutenant raises one eyebrow. "You've seen the corpse in the yard, yes? You took a peek. I *know* you did. Does it look like his friends protected *him*?"


title: Racist lorry driver: "You can just make out a familiar pa..."
sequence: 0
userscript: SetVariableValue("jam.racist_boots_pattern", true) --[[ Variable[ ]]
dialoguetext:
You can just make out a familiar pattern in the intricate tangle of treads on the rubber of his soles. It is the map of your city!


title: Authority: "You could ask him to show you the s..."
sequence: 0
userscript: SetVariableValue("jam.racist_authority_soles", true) --[[ Variable[ ]]
dialoguetext:
You could ask him to show you the soles of his boots. He definitely looks like someone capable of a lynching. Maybe he was present?


dialoguetext: 0
sequence: Continue()
title:
Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == false  and  Variable["TASK.ask_about_ruby_in_village"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == false  and  Variable["TASK.ask_about_ruby_in_village"] == false)

conditionstring:
(Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == false  and  Variable["TASK.ask_about_ruby_in_village"] == false) == false


title: Half Light: "Stop now. Just ask the other driver..."
sequence: 0
dialoguetext:
Stop now. Just ask the other drivers. You have to find out who the lady driver is and you can't do it like this. It's too much.


title: Reaction Speed: "This man looks like trouble. You mi..."
sequence: 0
dialoguetext:
This man looks like trouble. You might not want to get into this right *now*. Plenty of time later...


title: You: ""Stop ripping into this guy. He's j..."
dialoguetext: "Stop ripping into this guy. He's just really proud of being Revacholian."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
conditionstring:
Variable["jam.truckman_blackcheck_rhet_selfrule"] == true  and  Variable["tc.that_in_revachol"] == true


title: Authority: "You could push him by asking him to..."
sequence: 0
userscript: SetVariableValue("jam.racist_authority_soles", true) --[[ Variable[ ]]
dialoguetext:
You could push him by asking him to show you the soles of his boots. He definitely looks like someone capable of a lynching.


dialoguetext: 0
sequence: Continue()
title:
Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == false)

conditionstring:
(Variable["tc.oddfoot_at_lynching"] == true  and   Variable["XP.figured_out_the_odd_sole"] == false  and  Variable["jam.racist_authority_soles"] == false) == false


title: Racist lorry driver: ""It's what the kipts of Boogie Stre..."
sequence: 0
dialoguetext:
"It's what the kipts of Boogie Street are going for -- right under our noses. And the others too, on the radio. Heard any *chansons* lately? Heard any *mottettos* or *lieder*? No. Dominating culture is how they plan to win. They say so themselves."


title: Rhetoric: "Nope nothing. You're sure it's okay..."
sequence: 0
dialoguetext:
Nope nothing. You're sure it's okay. You wriggled your way out of a tight one there. Didn't tell him to fuck off, *or* join his cause. Well done.


title: Rhetoric: "Relax. You've got all you can get h..."
sequence: 0
dialoguetext:
Relax. You've got all you can get here. He probably doesn't even *know* what he's hauling -- even if it *is* something unsavoury. So he'd remain unaccountable.


title: Racist lorry driver: ""You know where that shit comes fro..."
sequence: 0
dialoguetext:
"You know where that shit comes from? Saramiriza, Safre, Iilmaraa. They take the money from our local junkies here and then use it to out-compete us in the manufacturing sector."


title: Perception (Smell): "He smells of heavy motor oils. And..."
sequence: 0
userscript: SetVariableValue("jam.truckman_perc_smell_alcosmokes", true) --[[ Variable[ ]]
dialoguetext:
He smells of heavy motor oils. And his breath -- of high-tar content cigarettes. Probably *Astra Whites*.


title: Racist lorry driver: ""Look, I'm gonna be straight with y..."
sequence: 0
dialoguetext:
"Look, I'm gonna be straight with you since you're my kin. I don't know shit. And if I did I wouldn't tell you. You're a cop, I'm not an idiot." He puffs on his cigarette.


title: Racist lorry driver: ""That's the one, brother. His tribe..."
sequence: 0
dialoguetext:
"That's the one, brother. His tribe are natural liars. It's in their blood." The lorryman looks at you with appreciation and understanding.


title: Racist lorry driver: ""God damn right. They've been tryin..."
sequence: 0
dialoguetext:
"God damn right. They've been trying to fuck us out of our heritage in the name of profits. But when they try to replace us they'll regret it."


title: Racist lorry driver: ""Hell no. It's a *guild*. Invitatio..."
sequence: 0
dialoguetext:
"Hell no. It's a *guild*. Invitation only. Unions work for the rich fucks. They're basically the same. Been trying to fuck us out of our heritage in the name of profits. But you can't replace experience."


title: You: ""I've been to your fucking lorry. I..."
sequence: 0
conditionstring: Variable["jam.truckman_cabin_investigated"]
dialoguetext:
"I've been to your fucking lorry. I know where it is!" (Point to it.) "I'm gonna burn it down, you HEAR ME?!"


title: Racist lorry driver: ""Look, fuck you, man!" He tries to..."
sequence: 0
dialoguetext:
"Look, fuck you, man!" He tries to wave you off. "It's some lorry down there, green banged up thing. I don't fucking *know* who she is."


title: Racist lorry driver: ""I don't know, I don't even know he..."
sequence: 0
dialoguetext:
"I don't know, I don't even know her name. She just rolls with the fleet and acts like a big shot. Some dyke probably. I haven't even seen her for days."


title: Half Light: "Why are you even trying? There is n..."
sequence: 0
dialoguetext:
Why are you even trying? There is no way to work yourself into a rage without it looking *bad*. And you look bad enough without this *nasty* business.


title: Half Light: "Failing the last time was so demora..."
sequence: 0
dialoguetext:
Failing the last time was so demoralizing and *puzzling* that you just can't work up the rage anymore.


title: Half Light: "The main thing is to not overdo it...."
sequence: 0
userscript: SetVariableValue("jam.racist_halflight_failed_once", true) --[[ Variable[ ]]
dialoguetext:
The main thing is to not overdo it. Even when you're trying to scare someone, the most important thing is: how does it look on your resume?


title: Rhetoric: "And, of course, what *social sensib..."
sequence: 0
dialoguetext:
And, of course, what *social sensibilities* you're bringing to the table. Remain sensitive. People are watching.


title: Racist lorry driver: ""What?" The lorryman erupts in cont..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"What?" The lorryman erupts in contemptuous laughter. "What do you think we're doing right now, runt? We're outside, talking!"


title: Racist lorry driver: ""What is there to talk about? It's..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"What is there to talk about? It's a racist world. I didn't make it that way. And neither did you -- and *you're* a racist too!"


title: Racist lorry driver: ""What is there to talk about? It's..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"What is there to talk about? It's a racist world. I didn't make it that way. I'm just living in it -- surviving in it. That's all this is. Survival."


title: Reaction Speed: "Or you could look around, find this..."
sequence: 0
dialoguetext:
Or you could look around, find this guy's cabin. Check all the lorries. It's scary when cops are snooping in your things, no?


title: Racist lorry driver: ""Like fuck you are. Why's your part..."
sequence: 0
dialoguetext:
"Like fuck you are. Why's your partner a multi-ethnic rainbow man? Why'd you not arrest Siileng? Fuck off, I ain't telling you shit."


title: Racist lorry driver: "The man drops the near-finished cig..."
sequence: 0
dialoguetext:
The man drops the near-finished cigarette lingering between his fingers. He reaches for a new one, with a confident look.


title: Encyclopedia: "A legendary -- and not in a *good*..."
sequence: 0
userscript: SetVariableValue("tc.la_puta_madre", true) --[[ Variable[ ]]
dialoguetext:
A legendary -- and not in a *good* way -- crime boss from Jamrock. Controls what is probably the most powerful organised crime outfit in Revachol West.


title: Kim Kitsuragi: ""It's not a hard job. It won't take..."
sequence: 0
dialoguetext:
"It's not a hard job. It won't take a long time. It won't make Padre Madre *angry*." He looks at him. "But a stupid fucking racist is standing in the way, *protecting* this fucking thief..."


title: Racist lorry driver: "His eyes dart between you and the l..."
sequence: 0
dialoguetext:
His eyes dart between you and the lieutenant. "I'm not scared of you -- or the mob. I'm under the protection of the Lorrymen and Carters Guild."


title: You: ""First. You *knew* Siileng didn't d..."
dialoguetext: "First. You *knew* Siileng didn't do it."
sequence: 0
conditionstring:
Variable["TASK.probe_drivers_about_drugs"] == true  and  Variable["TASK.probe_drivers_about_drugs_done"] == false  and   Variable["TASK.who_is_the_ladydriver"] == true


title: Racist lorry driver: ""He did *something*. He stole his e..."
sequence: 0
dialoguetext:
"He did *something*. He stole his employer's goods and another, honest lorryman's job. Talk to him -- I don't know anything."


title: Racist lorry driver: ""He did *something* -- he stole his..."
sequence: 0
dialoguetext:
"He did *something* -- he stole his employer's goods and another, honest lorryman's job. You know..." His smirk turns into a suspicious grin.


title: Racist lorry driver: ""I don't think you're as *down* wit..."
sequence: 0
dialoguetext:
"I don't think you're as *down* with our fight as you'd like me to believe, *brother*. Why's the saffron-man still there? Talk to him -- I don't know anything."


title: Racist lorry driver: ""Past the monument, down there," he..."
sequence: PlayAnimation(Racist, grabDone); PlayAnimation(Tequila Sunset, grabDone); ShowActualHeld()@3;
dialoguetext:
"Past the monument, down there," he waves south. "The green 'Tempo'. Now leave me the fuck alone, okay?"

userscript:
FinishTask("TASK.who_is_the_ladydriver_done"); GainTask("TASK.search_through_the_locked_cabin")--[[ Variable[ ]]


title: Racist lorry driver: ""Not the most popular topic nowaday..."
sequence: 0
dialoguetext:
"Not the most popular topic nowadays, with the Coalition in charge and all. You might want to *change the topic* -- that is, bury your head under the sand like common sheep."


title: Racist lorry driver: ""I'm not the only one. Look, I've r..."
sequence: 0
dialoguetext:
"I'm not the only one. Look, I've read *books*," he gestures with his cigarette for emphasis. "The science of racial theory has all been proved, even if some people don't want to accept it."


title: Racist lorry driver: "He laughs. Nervously. "Sure I'm sur..."
sequence: 0
dialoguetext:
He laughs. Nervously. "Sure I'm sure," he says. "His tribe are natural liars. It's in their blood..."


title: Logic: "No, it's Ruby running this ring lik..."
sequence: 0
dialoguetext:
No, it's Ruby running this ring like Titus alluded to. But play along for now. Find out what everyone knows first. Siileng is your next lead.


title: Racist lorry driver: "He laughs. Nervously. "No, it's, uh..."
sequence: 0
dialoguetext:
He laughs. Nervously. "No, it's, uh -- you know, the Samaran guy who likes to pretend he's some kinda businessman? He's just selling his employer's stuff. Stuff he *stole* after he broke the seals on his Humanox lorry."


title: You: ""I'm trying to turn back time. Can..."
dialoguetext: "I'm trying to turn back time. Can you help me, bröther?"
sequence: 0
conditionstring:
(Variable["jam.fascha_dq_endurance_confirms_lorryman"] == true  or  Variable["plaza.fascha_q_initiation_found_lorryman"] == true)  and  Variable["jam.lorryman_fascha_dq_finished_talking_about_timereverse"] == false


dialoguetext: 0
sequence: Continue()
title:
Variable["jam.fascha_dq_endurance_confirms_lorryman"]  or  Variable["jam.fascha_dq_endurance_confirms_lorryman_after_fuck_you"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["jam.fascha_dq_endurance_confirms_lorryman"]  or  Variable["jam.fascha_dq_endurance_confirms_lorryman_after_fuck_you"])

conditionstring:
(Variable["jam.fascha_dq_endurance_confirms_lorryman"]  or  Variable["jam.fascha_dq_endurance_confirms_lorryman_after_fuck_you"]) == false


title: Endurance: "Remember, bröther, you say the hard..."
sequence: 0
dialoguetext:
Remember, bröther, you say the hard things -- the gööd things. Most folk haven't got the stomach for it.


title: Endurance: "But this guy does. He's a bulwark,..."
sequence: 0
dialoguetext:
But this guy does. He's a bulwark, a Defender of the Evening Lands. He may know how to turn back time...

userscript:
XPMinorSetBool("jam.fascha_q_initiation_found_lorryman");
SetVariableValue("jam.fascha_dq_endurance_confirms_lorryman", true) --[[ Variable[ ]]


title: Endurance: "Why would you tell a *bröther* off..."
sequence: 0
dialoguetext:
Why would you tell a *bröther* off like that? He *clearly* knows things! Probably knows how to turn back time too. Try to get back on his good side.

userscript:
XPMinorSetBool("jam.fascha_q_initiation_found_lorryman");
SetVariableValue("jam.fascha_dq_endurance_confirms_lorryman", true) --[[ Variable[ ]]


title: Endurance: "Sure, sure, but that guy -- you wou..."
sequence: 0
dialoguetext:
Sure, sure, but that guy -- you wouldn't tell it by his looks, but he is *definitely* a bröther and a kingsman. Ask if he knows how to turn back time!

userscript:
XPMinorSetBool("jam.fascha_q_initiation_found_lorryman");
SetVariableValue("jam.fascha_dq_endurance_confirms_lorryman", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""It's men like you who keep Revacho..."
sequence: VoiceoverPlay(jam/racist/kim02-mb03,1)
userscript: SetVariableValue("tc.that_in_revachol", true) --[[ Variable[ ]]
dialoguetext:
"It's men like you who keep Revachol divided, making it that much harder for everyone to climb out of this post-war limbo."


title: Kim Kitsuragi: ""You've got to be kidding me..." Th..."
sequence: 0
dialoguetext:
"You've got to be kidding me..." The lieutenant rubs his forehead as if hit by a sudden migraine. "What is this, detective?"


title: Kim Kitsuragi: ""I promise, he isn't." He lets out..."
sequence: 0
dialoguetext:
"I promise, he isn't." He lets out a sigh. "Just please make it quick, I'll organise my notes in the meantime."


title: Kim Kitsuragi: ""No, it won't be." He lets out a si..."
sequence: 0
dialoguetext:
"No, it won't be." He lets out a sigh. "And even if it were, it would be a waste of a minute. Just please make it quick, I'll organise my notes in the meantime."


title: Kim Kitsuragi: ""I promise you, it isn't." He lets..."
sequence: 0
dialoguetext:
"I promise you, it isn't." He lets out a sigh. "Just please make it quick, I'll organise my notes in the meantime."


title: Racist lorry driver: "A grunt of acknowledgement. "I *do*..."
sequence: 0
dialoguetext:
A grunt of acknowledgement. "I *do* try to keep up with my own sources. Independent stuff. You can't believe half of what you hear out there..."


title: Encyclopedia: "Anal acrobats actually train using..."
sequence: 0
userscript: SetVariableValue("plaza.lorryman_fascha_encylo_analacrobats", true) --[[ Variable[ ]]
dialoguetext:
Anal acrobats actually train using a series of stomach breathing exercises, not butt-clenches. Not many people know that.


title: Logic: "Did you not hear what he said? Ther..."
sequence: 0
dialoguetext:
Did you not hear what he said? There's a culture war raging out there, and *this* unlikely hero might be our last, best chance. That's all this is about.


title: Logic: "In reality, there is no 'culture wa..."
sequence: 0
userscript: SetVariableValue("plaza.lorryman_fascha_rc_scss", true) --[[ Variable[ ]]
dialoguetext:
In reality, there is no 'culture war', but there *is* a struggle for mating privileges -- always has been -- and this man is outgunned and completely ill-equipped for this 'conflict'.


title: Logic: "It starts with the genetic lottery...."
sequence: 0
dialoguetext:
It starts with the genetic lottery. A few are born handsome, imposing giants, while most -- like this guy -- are just average. The less fortunate have an underdeveloped limb, a sense missing, or worse.


title: Logic: "But there's a lot one can do with '..."
sequence: 0
userscript: SetVariableValue("plaza.lorryman_fascha_rc_bottom_of_the_mating_pool", true) --[[ Variable[ ]]
dialoguetext:
But there's a lot one can do with 'average', and this guy hasn't. Now, past his prime, it's unlikely he ever will. While others dominate the 'killing fields', he will sink to the bottom of the mating pool.


title: Logic: "It's his defeatist, self-pitying me..."
sequence: 0
dialoguetext:
It's his defeatist, self-pitying mentality. A sense that the world *owes* him a mate, because he perceives himself to be a 'good guy'.


title: Logic: "He isn't interested in evolving, im..."
sequence: 0
dialoguetext:
He isn't interested in evolving, improving, or working for it. He thinks by just *being* he is entitled to love and respect.


title: Logic: "But the truth is there's a hundred..."
sequence: 0
dialoguetext:
But the truth is there's a hundred million men like him competing for every single female out there, and his attitude virtually guarantees he'll never come out on top.


title: Logic: "It's a vicious cycle he is unlikely..."
sequence: 0
dialoguetext:
It's a vicious cycle he is unlikely to ever break. The lack of female affection makes him bitter. His bitterness in turn reduces his chances of gaining that affection...


title: Logic: "That's how he played the hand he wa..."
sequence: 0
dialoguetext:
That's how he played the hand he was dealt. At least he's blissfully ignorant to the cyclical nature of his situation.


title: Racist lorry driver: ""Time, yeah... Listen, man, do you..."
sequence: 0
dialoguetext:
"Time, yeah... Listen, man, do you even understand how *hard* we've got it? How completely *stacked* the whole rotten deck is against people like you and me?" He takes a furious drag of his cigarette.


title: Racist lorry driver: "The lorryman looks at you like he c..."
sequence: 0
dialoguetext:
The lorryman looks at you like he can't decide whether he wants to smash something or break down in tears. The silence is heavy and uncomfortable.


title: Endurance: "This fool is a colossal waste of ti..."
sequence: 0
dialoguetext:
This fool is a colossal waste of time. There's no kingsman inside him -- just self-loathing and entitlement. Let's keep searching.

userscript:
XPMinorSetBool("XP.fascha_dq_talked_to_lorryman");
SetVariableValue("jam.lorryman_fascha_dq_finished_talking_about_timereverse", true) --[[ Variable[ ]]


title: Racist lorry driver: ""Uh..." Your sudden change of heart..."
sequence: 0
dialoguetext:
"Uh..." Your sudden change of heart catches him off guard. "I uh... well... yeah fuck it, it's a stupid question anyway."


title: Racist lorry driver: ""So you heading off or what?" He cl..."
dialoguetext: "So you heading off or what?" He clears his throat, doing his best to appear indifferent.
sequence: 0
userscript:
SetVariableValue("jam.lorryman_fascha_dq_finished_talking_about_timereverse", true) --[[ Variable[ ]]


title: Racist lorry driver: "He shakes his head. "My friend, I d..."
sequence: 0
dialoguetext:
He shakes his head. "My friend, I don't know what you're after, but I have to tell you there's no turning back time..."


title: Racist lorry driver: "The lorryman ignores the lieutenant..."
sequence: 0
dialoguetext:
The lorryman ignores the lieutenant. "My friend, I don't know what you're after, but I have to tell you there's no turning back time..."


title: Suggestion: "Listen, despite his hostile exterio..."
sequence: 0
userscript: SetVariableValue("plaza.lorryman_fascha_composure_begging_for_praise", true) --[[ Variable[ ]]
dialoguetext:
Listen, despite his hostile exterior, this one's got a soft underbelly. He's desperate for affirmation...


title: Racist lorry driver: ""You think it's *easy* to stay in s..."
sequence: 0
dialoguetext:
"You think it's *easy* to stay in shape driving a lorry six days a week?!" His voice is unnaturally shrill. "You guys got it easy, on your feet all day long, burning calories and what not..."


title: Racist lorry driver: ""What's a guy like *me* supposed to..."
sequence: 0
dialoguetext:
"What's a guy like *me* supposed to do, huh? Fucking butt-clenches while I'm driving, like some kind of anal acrobat in the homo circus?!"


title: Racist lorry driver: ""You know, I get funny looks from p..."
sequence: 0
dialoguetext:
"You know, I get funny looks from people all the time. I *know* they're looking at my gut. I can *see* that. Big fucking deal, a guy put on a little weight, who cares?"


title: Racist lorry driver: ""People today, they only look at wh..."
sequence: 0
dialoguetext:
"People today, they only look at what's on the surface. These women, they all want a guy who looks like Kipty the Kipt over there." He nods to the gate.


title: Racist lorry driver: ""They don't *care* if you're a good..."
sequence: 0
dialoguetext:
"They don't *care* if you're a good guy. They're superficial creatures. That's just the truth." He takes a long drag.


title: Racist lorry driver: ""Our race does, man. That's the who..."
sequence: 0
dialoguetext:
"Our race does, man. That's the whole idea. If we don't get 'em, the kipts and the Kojkos will. It's just biological reality."


title: Racist lorry driver: ""Hey, fuck you, alright? *We're* su..."
sequence: 0
dialoguetext:
"Hey, fuck you, alright? *We're* supposed to be the ones on top, not... you know..." He nods toward the gates.


title: Racist lorry driver: ""I'll believe it when I see it." He..."
sequence: 0
dialoguetext:
"I'll believe it when I see it." He shrugs off your hand. "Whatever, I don't care. It's all the same to me..."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.down_with_racism"] == true  or  Variable["jam.truckman_told_him_to_fuck_off"] == false)

conditionstring:
(Variable["tc.down_with_racism"] == true  or  Variable["jam.truckman_told_him_to_fuck_off"] == false) == false


title: Racist lorry driver: ""'Cause there's no point, you hear..."
sequence: 0
dialoguetext:
"'Cause there's no point, you hear me? Unless you believe in ancient fascist magic like some wannabe magus."


title: Racist lorry driver: ""That's the question, isn't it?" He..."
sequence: 0
dialoguetext:
"That's the question, isn't it?" He takes a drag. "People think you and me got it so easy. But the reality is it's fucking *hard* to be a regular guy these days..."


title: Racist lorry driver: "He shakes his head sadly. "Trust me..."
sequence: 0
dialoguetext:
He shakes his head sadly. "Trust me, brother, I've done the research. Fascist magic just ain't true."


title: Racist lorry driver: ""No, that's bullshit. We can't turn..."
sequence: 0
dialoguetext:
"No, that's bullshit. We can't turn back time, but that doesn't mean we can just surrender to the savages..."


title: Racist lorry driver: "He takes a drag of his cigarette. "..."
sequence: 0
dialoguetext:
He takes a drag of his cigarette. "I've done the reading, I know what the *real* experts say. Our greatest days are behind us, and we're not going back."


title: Racist lorry driver: ""What? I don't wanna hear about you..."
sequence: 0
dialoguetext:
"What? I don't wanna hear about your bum-play! I'm trying to tell you what life is like out there for the working man and you're going on about sphincters."


title: You: ""By the way, anal acrobats actually..."
dialoguetext: "By the way, anal acrobats actually use stomach breathing to relax the external sphincter..."
sequence: 0
userscript: SetVariableValue("jam.lorryman_fascha_dq_explained_anal_acrobats", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.lorryman_fascha_encylo_analacrobats"] == true  and  Variable["jam.lorryman_fascha_dq_explained_anal_acrobats"] == false


title: Logic: "That's right. Guns and swords are t..."
sequence: 0
dialoguetext:
That's right. Guns and swords are the only things that will protect you from youth culture and demographic change.


title: Logic: "That's how badly you're losing, you..."
sequence: 0
dialoguetext:
That's how badly you're losing, you don't even realise it's happening! Thank god this hero is here, fighting for all of us.


title: Racist lorry driver: ""Let's get one thing straight: You..."
sequence: 0
dialoguetext:
"Let's get one thing straight: You can't tell a man to 'fuck off' and then say he's your brother. It doesn't work like that..."


title: Racist lorry driver: ""I've seen the demographic reports,..."
sequence: 0
dialoguetext:
"I've seen the demographic reports, I know what our experts say. Our greatest days as a people are behind us, and we're not going back."


title: Siileng: ""*Everything's* cool. The goods are..."
dialoguetext:
"*Everything's* cool. The goods are cool, the customers are cool, the place is cool -- and one more thing, officer..."


title: Shivers: "...from out on the bay a cool wind..."
sequence: 0
userscript: SetVariableValue("jam.siileng_shivers_cool", true) --[[ Variable[ ]]
dialoguetext:
...from out on the bay a cool wind gathers. It sweeps into the city, tugging at the textiles hanging around the stand. Some distance away the sound of a tin can clattering across the street can be heard...


title: You: ""The food packages you're selling h..."
dialoguetext: "The food packages you're selling have *humanitarian aid* written on them. How come?"
sequence: 0
userscript: SetVariableValue("jam.siileng_asked_about_hum_aid", true) --[[ Variable[ ]]
conditionstring:
Variable["jam.siileng_noticed_humanitarian_aid_macarons"] == true  and  Variable["jam.truckman_said_its_siileng"] == false


title: Siileng: ""Good joke, officer! Here we don't..."
sequence: 0
dialoguetext:
"Good joke, officer! Here we don't have permits, just economic freedom. Take a look around..." He takes a deep breath.


title: Siileng: ""No need for discounts at Siileng's..."
sequence: 0
userscript: SetVariableValue("jam.siileng_perc_noticed_name_tag", true) --[[ Variable[ ]]
dialoguetext:
"No need for discounts at Siileng's, officer. Everything's already on sale." He nods towards the crates. "Anything you want, 50% off!"


title: Siileng: ""... you're *very* cool." He makes..."
dialoguetext:
"... you're *very* cool." He makes both hands into finger-pistols and fires a few finger-bullets into the air.


title: Encyclopedia: "This man probably comes from Siigay..."
sequence: 0
userscript: SetVariableValue("jam.siileng_encyclo_apricot_suzerainty", true) --[[ Variable[ ]]
dialoguetext:
This man probably comes from Siigay, sometimes known as the 'Apricot Suzerainty,' an archipelago in the Samaran isola.


title: Siileng: ""Very sharp, officer. I'm Seraise,..."
sequence: 0
dialoguetext:
"Very sharp, officer. I'm Seraise, from the Siigay province of the Seraise Empire. The 'Apricot Suzerainty', you know?"


title: Kim Kitsuragi: ""The *Apricot Suzerainty*," the lie..."
sequence: 0
dialoguetext:
"The *Apricot Suzerainty*," the lieutenant explains, "is what the Siigay archipelago is commonly known as in Revachol." He pauses. "It's a bit of a *fraught* term, I'm sure you understand."


title: Siileng: ""Yes, apricots come from Siigay," t..."
sequence: 0
dialoguetext:
"Yes, apricots come from Siigay," the man explains. "My grandma used to grow them. But Siigay is a shithole, that's why I came to Revachol. Here's much better for an independent entrepreneur. Less *laws*."


title: Siileng: ""Speaking of -- why not support an..."
sequence: 0
userscript: SetVariableValue("jam.siileng_asked_about_personal_things", true) --[[ Variable[ ]]
dialoguetext:
"Speaking of -- why not support an independent local entrepreneur? I send half my profits back to my grandma in Siigay."


title: Siileng: "He raises his arms in mock alarm. "..."
dialoguetext:
He raises his arms in mock alarm. "Don't shoot, officer! Have we got an arrest here, or just a shakedown?"


title: Siileng: ""Good one, officer. You're a funny..."
dialoguetext:
"Good one, officer. You're a funny guy! Now what can I do for you?" He nods toward his shabby wares.


title: Rhetoric: "*Apricot Suzerainty* calls to mind..."
sequence: 0
userscript: SetVariableValue("jam.siileng_rhetoric_laupuru", true) --[[ Variable[ ]]
dialoguetext:
*Apricot Suzerainty* calls to mind an era when the Siigay archipelago was colonized by Revachol. It's a bit of a slur, in other words.


title: Siileng: ""My man, you know how the game is p..."
sequence: 0
dialoguetext:
"My man, you know how the game is played! You and me, we should work together. What do you think -- shake things up?" He winks.


title: Siileng: ""Then fire away, officer!" He settl..."
userscript: GainThought("finger_pistols")
dialoguetext:
"Then fire away, officer!" He settles back into the pile of boxes he's sitting on, getting comfortable.


title: Siileng: ""I would, officer, gladly, but I do..."
dialoguetext:
"I would, officer, gladly, but I don't have any cash on hand, you know?" He winks. "But maybe if you *buy* something first *then* I'll have some money you can shake me down for. Sound fair?"


title: Siileng: ""You're right, officer, 100%." He r..."
dialoguetext:
"You're right, officer, 100%." He returns his finger-pistols to their finger-holsters. "No playing around then. Strictly business. Maybe I can interest you in some premium menswear instead?"


title: You: ""Wait, but what am *I* doing here,..."
sequence: 0
dialoguetext:
"Wait, but what am *I* doing here, if there are no permits?" (Stare at the police insignia on your sleeve.)


title: You: ""A gossamer state? You're right, th..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"A gossamer state? You're right, this *is* cool. I'm part of a hip, thin, almost non-existent state apparatus!"


title: You: ""So 'cool' guys protect businessmen..."
sequence: 0
userscript: ReputationGrows("communist")
dialoguetext:
"So 'cool' guys protect businessmen while everyone else lives in the ruins? I can think of cooler things."


title: Siileng: ""Yeah, that's the main thing about..."
sequence: 0
dialoguetext:
"Yeah, that's the main thing about you." He nods admiringly. "Freedom is great, it's what lets independent entrepreneurs, like me, sell quality goods at competitive prices."


title: Siileng: ""Yeah -- *cool* ruins," he agrees...."
sequence: 0
dialoguetext:
"Yeah -- *cool* ruins," he agrees. "I get to sell quality goods like these by cutting out the middlemen. *You* don't have to rebuild your house. Live in a crater! Or in a tree!" He points to a tree. "*Where* can you do that? Only here."


title: Siileng: ""That's right. Revachol is the best..."
sequence: 0
dialoguetext:
"That's right. Revachol is the best place for an independent self-employer like myself. That's why it's so *cool* with all the models coming here and cool celebrities..." He smiles his bright toothpaste-ad smile.


title: Siileng: ""Of course, I'll come quietly." A s..."
userscript: GainThought("finger_pistols")
dialoguetext:
"Of course, I'll come quietly." A sly wink. "But perhaps I could convince you to arrest some of my wares, officer? With your money, maybe?"


title: You: ""Sorry, I didn't mean to say that...."
sequence: 0
dialoguetext:
"Sorry, I didn't mean to say that. I meant to say that you're from..." (Pronounce it very painstakingly.) "... See-guy..."


title: Siileng: ""Very cool," Siileng nods, his eyeb..."
sequence: 0
dialoguetext:
"Very cool," Siileng nods, his eyebrows furrowed, "I admire your awareness of our intertwined histories. It's super nice of you to apologize for colonialism. But the Apricot Suzerainty is a shithole -- that's why I left."


title: Siileng: ""Very cool," the street vendor nods..."
sequence: 0
dialoguetext:
"Very cool," the street vendor nods, his eyebrows furrowed, "I admire your awareness of our intertwined histories. It's super nice of you to apologize for colonialism. But the Apricot Suzerainty is a shithole -- that's why I left."


title: Siileng: ""That's *so* cool, officer. Speakin..."
sequence: 0
dialoguetext:
"That's *so* cool, officer. Speaking of, why not support an independent local entrepreneur by buying some pants and glasses?"


title: Siileng: "He smiles brightly. "If you say so,..."
sequence: 0
dialoguetext:
He smiles brightly. "If you say so, officer. I don't worry too much about politics. I'm an entrepreneur, you know? Whatever's good for business is good for me."


title: Siileng: ""Hey -- why not support *this* loca..."
sequence: 0
dialoguetext:
"Hey -- why not support *this* local entrepreneur? You can start by buying a pair of sexy pants. Or cool sunglasses... maybe some macaroni?"


title: Siileng: ""Oh! Oh no! It's very simple, actua..."
sequence: 0
dialoguetext:
"Oh! Oh no! It's very simple, actually. Siigay is a shithole. Not good for independent entrepreneurs like this one here. That's why I came to Revachol."


title: Siileng: ""My man, officer, *you* make all th..."
sequence: 0
dialoguetext:
"My man, officer, *you* make all this possible! Without you, this climate would be extremely bad for business. You're part of the gossamer state!"


title: Kim Kitsuragi: ""If you wanted to be *cynical* abou..."
sequence: 0
dialoguetext:
"If you wanted to be *cynical* about it, you could say we're here to protect the interests of property holders. I'm not, however."


title: Siileng: ""I'm an entrepreneur, officer!" He..."
sequence: 0
dialoguetext:
"I'm an entrepreneur, officer!" He begins counting on his fingers. "I've got sources, buyers, suppliers, distributors, manufacturers, wholesalers... all extremely cool and aboveboard."


title: Siileng: ""Only the coolest goods in Revachol..."
sequence: 0
userscript: SetVariableValue("tc.that_in_revachol", true) --[[ Variable[ ]]
dialoguetext:
"Only the coolest goods in Revachol. I've got sneakers, speakers, *extremely* comfy pants too. Try them on right here. No shame -- only freedom."


title: Siileng: ""That's right, officer, but it's a..."
sequence: 0
dialoguetext:
"That's right, officer, but it's a bad scene for business there. Too many regulations, extremely bad for an independent local entrepreneur."


title: You: ""Does your supplier drive that HUMA..."
sequence: 0
conditionstring: Variable["jam.siileng_noticed_humanox"] == true
dialoguetext:
"Does your supplier drive that HUMANOX lorry over there?" (Point at the lorry with the big HUMANOX sign on it.)


title: Siileng: ""You mean these *delicious* pre-pac..."
sequence: 0
dialoguetext:
"You mean these *delicious* pre-packaged, shelf-stable meal kits? Really easy to cook, no hassle, *really* cheap too -- buy some, try them out!"


title: Siileng: ""What?" The street vendor looks ove..."
sequence: 0
dialoguetext:
"What?" The street vendor looks over his left shoulder and stares at the lorry -- as though he's never seen a lorry in his entire life.


title: Siileng: ""Look, officer. I'm just the retail..."
sequence: 0
dialoguetext:
"Look, officer. I'm just the retailer. You'd have to talk to my supplier if you got questions about the supply chain. That's how the game works."


title: Perception (Sight): "You glance around the decrepit buil..."
sequence: 0
dialoguetext:
You glance around the decrepit buildings, the miserable weather, the sidewalks strewn with sunflower seeds and the dust-choked air...


title: Siileng: ""Oh yes! You got style, you got *pe..."
dialoguetext:
"Oh yes! You got style, you got *personal* style. You know what you like." He surveys his consumerist kingdom with an air of satisfaction.


title: Siileng: ""You like premium menswear! Look ar..."
dialoguetext:
"You like premium menswear! Look around and browse, everything looks cool on a guy like you. Take your time." He settles back into the pile of boxes he's sitting on.


title: Siileng: ""I think that's fair." He settles b..."
userscript: GainThought("finger_pistols")
dialoguetext:
"I think that's fair." He settles back into the pile of boxes he's sitting on, making himself comfortable.


title: Siileng: ""Of course. Fire away!" He settles..."
userscript: GainThought("finger_pistols")
dialoguetext:
"Of course. Fire away!" He settles back into the pile of boxes he's sitting on, making himself comfortable.


title: Siileng: ""A cop limping down the street, ble..."
dialoguetext:
"A cop limping down the street, bleeding from the shoulder, face bruised, looking like hell... You know what that is?"


title: Siileng: "You see a Samaran street vendor sur..."
sequence: 0
dialoguetext:
You see a Samaran street vendor surrounded by a motley assemblage of goods. When he realizes you're looking at him his face breaks into a wide welcoming grin...


title: Siileng: ""That's right, no permits, no burea..."
sequence: 0
dialoguetext:
"That's right, no permits, no bureaucracy! That's why this city -- *and* its law officials -- are *so* cool!"


title: Encyclopedia: "Gossamer is a fine, filmy substance..."
sequence: 0
dialoguetext:
Gossamer is a fine, filmy substance consisting of cobwebs spun by small spiders, seen especially in autumn. It's safe to say he's referring to the near absence of regulations.


title: You: ""Then I'm protecting a state lawles..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
"Then I'm protecting a state lawlessness. I'm not an officer of law, I'm an officer of common anarchy."


title: Siileng: ""Yeah, Revachol's the coolest. Does..."
sequence: 0
dialoguetext:
"Yeah, Revachol's the coolest. Doesn't care about where you're from, who you are... It's all about *freedom*." He nods admiringly.


title: Siileng: ""Siigay, Apricot Suzerainty -- it's..."
sequence: 0
dialoguetext:
"Siigay, Apricot Suzerainty -- it's all the same to me, it's all cool. I'm interested in sales. Go ahead, let's make one." He gestures to the boxes. "Super high quality, friendly prices."


title: You: ""I don't know why I'm talking about..."
sequence: 0
dialoguetext:
"I don't know why I'm talking about this. It's some kind of... mind-reaction." (Point to your head.)


title: Siileng: ""No, no. It's very cool, officer. Y..."
sequence: 0
dialoguetext:
"No, no. It's very cool, officer. You're a cool cop for caring about those things. You should buy cool glasses too." He points to a pile of sunglasses.


title: Siileng: ""No-no, apricots come from Siigay,"..."
sequence: 0
dialoguetext:
"No-no, apricots come from Siigay," the vendor explains. "My grandma used to grow them. But Siigay is a shithole, that's why I came to Revachol. Here's much better for an independent entrepreneur. Less *laws*."


title: You: ""Doesn't that beat the idea of huma..."
sequence: 0
conditionstring: Variable["jam.siileng_rhetoric_humanitarian_aid_should_be_free"]
dialoguetext:
"Doesn't that beat the idea of humanitarian aid? It's *supposed* to be free. That's what makes it humanitarian."


title: Siileng: ""It *is* -- *practically* free. You..."
sequence: 0
dialoguetext:
"It *is* -- *practically* free. Yours for five cents a piece! Rock that tuna -- why not some macaroni too?"


title: Siileng: ""They're *very* delicious. *And* sh..."
sequence: 0
dialoguetext:
"They're *very* delicious. *And* shelf stable. You can keep all this out in the sun come summer! Try it -- buy some tuna. Won't rot. Un-rottable."


title: Esprit de Corps: "We'll need more if we're going to p..."
sequence: 0
userscript: SetVariableValue("jam.siileng_esprit_kim_later", true) --[[ Variable[ ]]
dialoguetext:
We'll need more if we're going to pin this one down, he thinks -- good questions, though. Sharp eyes, officer.


dialoguetext: 0
sequence: Continue()
title:
Variable["jam.siileng_asked_about_hum_aid"]  and  Variable["jam.siileng_noticed_humanitarian_aid_macarons"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["jam.siileng_asked_about_hum_aid"]  and  Variable["jam.siileng_noticed_humanitarian_aid_macarons"])

conditionstring:
(Variable["jam.siileng_asked_about_hum_aid"]  and  Variable["jam.siileng_noticed_humanitarian_aid_macarons"]) == false


title: You: ""I don't know, it was just the only..."
sequence: 0
dialoguetext:
"I don't know, it was just the only thing I could come up with in my head -- to ask you. I need to get money *somehow*."


title: Siileng: ""Ten reál is a bargain for that kin..."
sequence: 0
userscript: GainMoneyOnce(1000)
dialoguetext:
"Ten reál is a bargain for that kind of investment! You got it, my man." He takes a ten-note from a leather pouch.


title: Siileng: ""It's very cool of you to ask again..."
sequence: 0
dialoguetext:
"It's very cool of you to ask again -- it's the third time now. How about you give *me* money and I give *you* cool pants and sneakers." He points to them.


title: Empathy: "The air between you becomes a littl..."
sequence: 0
dialoguetext:
The air between you becomes a little awkward as it becomes clear you don't know the first thing about bribes.


title: Siileng: ""*Now* we're getting somewhere," th..."
sequence: 0
dialoguetext:
"*Now* we're getting somewhere," the street vendor nods. "If you'd only give me a good reason as well..."


title: Esprit de Corps: "Somewhere not so distant, officer C..."
sequence: 0
dialoguetext:
Somewhere not so distant, officer Chad Tillbrook refuses a bribe from a local hood. He doesn't know you've just made his job, and the job of all honest cops, a little bit harder.


title: Siileng: ""Wow! So cool... you keep saying *t..."
sequence: 0
dialoguetext:
"Wow! So cool... you keep saying *the same sentence*, mister. No difference. Same words." He grins in amazement. "Let me donate you some sunglasses. For only 20 cents to 2 reál."


title: Siileng: ""What, only a fiver? You can't even..."
sequence: 0
dialoguetext:
"What, only a fiver? You can't even buy a pack of Royal Extras with that -- let's make this one *stick*, my man."


title: Siileng: ""You see, I'm an honest entrepreneu..."
sequence: 0
dialoguetext:
"You see, I'm an honest entrepreneur. I can't help you if you don't give me a good reason as to why I should -- sorry, detective." The man grins as if the entire incident is already forgotten.


title: You: ""I'm *not* gonna confiscate this hu..."
dialoguetext: "I'm *not* gonna confiscate this humanitarian aid that you're reselling."
sequence: 0
userscript: SetVariableValue("jam.siileng_called_him_out", true) --[[ Variable[ ]]
conditionstring:
Variable["jam.siileng_noticed_humanitarian_aid_macarons"]  and  Variable["jam.siileng_asked_about_hum_aid"]  and  Variable["TASK.who_is_the_ladydriver"] == false


title: You: ""I'm *not* going tell HUMANOX about..."
dialoguetext: "I'm *not* going tell HUMANOX about the little side business you've got here."
sequence: 0
conditionstring:
Variable["jam.siileng_noticed_broken_security_seals"]  and  Variable["jam.siileng_asked_about_hum_aid"]  and  Variable["TASK.who_is_the_ladydriver"] == false


title: You: ""See this island over there?" (Poin..."
sequence: 0
userscript: SetVariableValue("character.liberal_thought_money_from_siileng", true) --[[ Variable[ ]]
dialoguetext:
"See this island over there?" (Point at the sea.) "I need money to fund an expedition there. It's important for the case."


title: Siileng: ""What, only a fiver? You can't even..."
sequence: 0
dialoguetext:
"What, only a fiver? You can't even buy a pack of Royal Extras with that -- let's make this one *stick*, my friend!"


title: Siileng: ""Hah -- that! You drive a hard barg..."
sequence: 0
dialoguetext:
"Hah -- that! You drive a hard bargain, officer. I respect that." He nods. "Okay, what's it going to cost me? Be reasonable..."


title: You: ""Because I want you to bribe me. I'..."
sequence: 0
conditionstring: Variable["whirling.garte_mentioned_bribes"]
dialoguetext:
"Because I want you to bribe me. I'm a police officer, remember? That's what you're supposed to *do* around here."


title: Empathy: "It's just like *bus*, or *seagull*..."
sequence: 0
dialoguetext:
It's just like *bus*, or *seagull* -- a kid watching out of a window describing things going by. He doesn't like it too much, but what do you do.


title: Siileng: "He looks you straight in the eye. "..."
sequence: 0
dialoguetext:
He looks you straight in the eye. "I hear you, officer," he agrees. "What kind of a sum are we talking about here?"


title: Kim Kitsuragi: ""I don't think you really understan..."
sequence: 0
dialoguetext:
"I don't think you really understand how bribes work, detective..." He looks at you, then the vendor.


title: Siileng: ""I guess it can't be any riskier th..."
sequence: 0
dialoguetext:
"I guess it can't be any riskier than speculating in exotic derivatives... how much are we talking about here?"


title: Siileng: ""Fair point," he agrees, "You can't..."
sequence: 0
dialoguetext:
"Fair point," he agrees, "You can't have a successful business without a loyal customer base. How much is your loyalty worth?"


title: Kim Kitsuragi: ""Are you trying to ask for a *bribe..."
sequence: 0
dialoguetext:
"Are you trying to ask for a *bribe*? If so, you're not doing a very good job..." He looks at the vendor.


title: You: ""So, Siileng -- what's *your* stanc..."
dialoguetext: "So, Siileng -- what's *your* stance on drugs?"
sequence: 0
conditionstring:
Variable["TASK.question_drivers_about_drugs"] == true  and  Variable["TASK.question_drivers_about_drugs_done"] == false  and  Variable["jam.truckman_said_its_siileng"]

userscript:
SetVariableValue("jam.jammystery_lorrymans_questioned", Variable["jam.jammystery_lorrymans_questioned"] +once(1)) 


title: Siileng: ""Unless *you're* into drugs, of cou..."
sequence: 0
dialoguetext:
"Unless *you're* into drugs, of course -- in which case, drugs are *excellent*." He kisses his fingers. "Tasty-tasty drugs."


title: Siileng: ""Drugs?" For a moment he's unsure h..."
sequence: 0
dialoguetext:
"Drugs?" For a moment he's unsure how to respond. "I don't go in for that, officer. Drugs ruin lives."


title: You: "(Proceed.) "We're looking for a lor..."
sequence: 0
dialoguetext:
(Proceed.) "We're looking for a lorry driver who is transporting drugs out of the harbour. He or she is in this traffic jam."


title: Siileng: ""That's even cooler -- you investig..."
sequence: 0
dialoguetext:
"That's even cooler -- you investigating that and all. But --" he points to the goods. "I am not a lorry driver, I'm just a street vendor. I don't know anything about that."


title: Siileng: ""That's very cool, a lot of the coo..."
sequence: 0
dialoguetext:
"That's very cool, a lot of the coolest detectives do drugs. Sadly, I don't have any drugs on sale -- or at my home. Or on my person." He smiles.


title: Perception (Sight): "Sir, it appears to be true. No drug..."
sequence: 0
userscript: SetVariableValue("jam.siileng_no_drugs_in_sight", true) --[[ Variable[ ]]
dialoguetext:
Sir, it appears to be true. No drugs in sight -- not in the box of sunglasses *or* under the speakers.


title: Siileng: ""That's cool. Especially after you..."
sequence: 0
dialoguetext:
"That's cool. Especially after you said you *don't* like them. All the cool detectives do drugs without liking them. Sadly I don't have any drugs on sale here." He smiles.


title: Siileng: ""That's very cool. I don't like dru..."
sequence: 0
dialoguetext:
"That's very cool. I don't like drugs, either. I only said I do because I didn't want to sound *lame*." He smiles. "Peer pressure."


title: Siileng: ""That's cool. Especially after you..."
sequence: 0
dialoguetext:
"That's cool. Especially after you already said you're into them. All the coolest detectives in the movies do drugs *and* are very conflicted about it. Still -- no drugs here." He smiles.


title: Siileng: ""That's *even* cooler -- you invest..."
sequence: 0
dialoguetext:
"That's *even* cooler -- you investigating narcotics crimes like that. But --" he points to the goods. "I am not a lorry driver, I'm just a street vendor. I don't know anything about that."


title: Drama: "A blatant lie, sire. Yet he tells i..."
sequence: 0
dialoguetext:
A blatant lie, sire. Yet he tells it with such conviction. We'd believe him -- if we didn't know better.


title: Siileng: ""That's *so* cool -- you investigat..."
sequence: 0
dialoguetext:
"That's *so* cool -- you investigating the local drug trade like some cool Narc. But --" he points to the goods. "I am not a lorry driver, I'm just a street vendor. I don't know anything about that."


title: Siileng: ""*Who* said that? It's the fat raci..."
sequence: 0
dialoguetext:
"*Who* said that? It's the fat racist, right? I bet it's him. He has an agenda against me, because I'm an immigrant who works harder than he does. He's a hater."


title: Siileng: ""Okay, maybe I'm a lorry driver too..."
sequence: 0
dialoguetext:
"Okay, maybe I'm a lorry driver too -- a little. But that's not the most important thing about me, that's my day job. This is my *dream*." He spreads his arms.


title: Siileng: ""No. I just forgot. It's such a sma..."
sequence: 0
dialoguetext:
"No. I just forgot. It's such a small part of my life. It's in the rear view mirror now. I'm climbing out of that hole -- with ingenuity."


title: Siileng: ""Exactly! It's such a small part of..."
sequence: 0
dialoguetext:
"Exactly! It's such a small part of my life. It's in the rear view mirror now. I'm climbing out of that hole -- with ingenuity."


title: Siileng: ""No. That's insane... It's the fat..."
sequence: 0
dialoguetext:
"No. That's insane... It's the fat hater! He's been eyeing me for a week and he sent you here. Maybe *he's* the one, huh? Have you thought about that?"


title: Half Light: "There's more here. He's *afraid* of..."
sequence: 0
userscript: SetVariableValue("jam.siileng_halflight_afraid", true) --[[ Variable[ ]]
dialoguetext:
There's more here. He's *afraid* of this crowd, whoever they are. More than he is of the racist lorryman.


title: Siileng: ""Look..." He looks around and lower..."
sequence: 0
dialoguetext:
"Look..." He looks around and lowers his voice. "There's bad people doing *bad* things here -- that's all I know. Please don't get me into this mess, I've spent fifteen years working my way up..."


title: Siileng: ""Shush, please..." He looks around,..."
sequence: 0
dialoguetext:
"Shush, please..." He looks around, then lowers his voice. "There's *bad* people doing *bad* things here -- that's all I know. Please don't get me into this mess, I've spent *fifteen* years working my way up..."


title: Kim Kitsuragi: ""No use -- he's not telling us. He'..."
sequence: 0
dialoguetext:
"No use -- he's not telling us. He's too afraid. We need to take him to my station and ask him there. *After* we've called his boss."


title: Siileng: ""Okay, look..." The vendor looks ar..."
sequence: 0
dialoguetext:
"Okay, look..." The vendor looks around, then lowers his voice. "There's *bad* people doing *bad* things here -- that's all I know. Please don't get me into this mess, I've spent *fifteen* years working my way up..."


title: Siileng: ""Okay, look..." He looks around and..."
sequence: 0
dialoguetext:
"Okay, look..." He looks around and lowers his voice. "There's *bad* people here. Doing *bad* things. That's all I know. Please don't get into this mess. I've been Revachol for *fifteen* years, working my way up..."


title: You: ""If you don't want to get into this..."
sequence: 0
dialoguetext:
"If you don't want to get into this mess..." (Raise your voice) "You HAVE to give us a REASON to move on."


title: Siileng: ""It's a *she*, okay?" he whispers...."
sequence: 0
dialoguetext:
"It's a *she*, okay?" he whispers. "The other drivers call her the *lady driver*. You're better off staying away from her -- the way they talk about her..." He shakes his head. "She's no lady."

userscript:
FinishTask("TASK.question_drivers_about_drugs_done"); GainTask("TASK.who_is_the_ladydriver")--[[ Variable[ ]]


title: Siileng: ""All of them, I don't know. I told..."
sequence: 0
dialoguetext:
"All of them, I don't know. I told you all I know. Are we cool now? I really want us to be cool now."


title: Siileng: ""All of them. Even the ones who've..."
sequence: 0
dialoguetext:
"All of them. Even the ones who've left. I don't hang out with them, I don't remember who has tattoos."


title: Kim Kitsuragi: ""Who *exactly* is talking about thi..."
sequence: 0
dialoguetext:
"Who *exactly* is talking about this lady-driver of yours? The racist? Or the other one, with the tattoos?" He points north.


title: Siileng: ""All right!" He snaps back to his a..."
sequence: 0
dialoguetext:
"All right!" He snaps back to his act. "Very cool. Let's cap this off with a *purchase*. A pair of funky sunglasses, detective. You deserve it! And *I* deserve it too, don't you think?"


title: Siileng: ""There's one by the statue of that..."
sequence: 0
dialoguetext:
"There's one by the statue of that king." He points towards the roundabout. "I haven't gone near her. And I *won't* either."


title: Kim Kitsuragi: ""The third driver," he nods. "We ha..."
sequence: 0
dialoguetext:
"The third driver," he nods. "We haven't talked to her yet. Where exactly is she -- near the horseback monument?"


title: Siileng: "He nods. "In her lorry there, but....."
sequence: 0
dialoguetext:
He nods. "In her lorry there, but... I don't know if it's her... Are we cool now? I think we're cool now."


title: You: ""Hey, a quick question -- do you se..."
dialoguetext: "Hey, a quick question -- do you sell any tapes?"
sequence: 0
conditionstring:
IsTaskActive("TASK.find_egg_melody")  and  CheckItem("tape_melody_broken") == false  and  CheckItem("tape_melody_fixed") == false--[[ Variable[ ]]


title: Siileng: ""Tapes, you mean like music tapes?..."
sequence: 0
dialoguetext:
"Tapes, you mean like music tapes? No, music is *out*! Don't listen to music. I sell extremely cool sunglasses if you want get your *mojo* going." He points at the shoddy box on the left.


title: Siileng: ""Tapes?" The notion sounds preposte..."
sequence: 0
dialoguetext:
"Tapes?" The notion sounds preposterous to him. "Tapes are *everywhere*! They're worthless, kids throw them in the trees -- there's one in the bushes, right behind this lorry."


title: Siileng: "He nods at the empty lorry cabin be..."
sequence: 0
dialoguetext:
He nods at the empty lorry cabin behind his back. "No one would ever throw a good pair of *high quality plastic* sunglasses in the bushes, mister." His smile widens.


title: Rhetoric: "Start with a little compliment, the..."
sequence: 0
dialoguetext:
Start with a little compliment, then work your way up from there -- this is about business, remember.


title: You: ""Hey, you seem like a really succes..."
sequence: 0
dialoguetext:
"Hey, you seem like a really successful entrepreneur... would you like to support a member of the local police force?"


title: Kim Kitsuragi: ""It is not code. He really means hi..."
sequence: 0
dialoguetext:
"It is not code. He really means his individual net worth," the lieutenant jumps in. "It is *not* legal tender."


title: Siileng: ""In that case, I cannot accept that..."
sequence: 0
dialoguetext:
"In that case, I cannot accept that as payment, officer. I run everything above board here. Cash only."


title: Lilienne, the Net Picker: ""Aye, officer." A woman in a rain c..."
dialoguetext:
"Aye, officer." A woman in a rain coat stands on the quay, considering an overturned boat. A sword in a scabbard hangs from her hip.


title: Lilienne, the Net Picker: ""Aye, the sea's gonna calm down soo..."
userscript: SetVariableValue("village.netpicker_reached_motor_hub", true) --[[ Variable[ ]]
dialoguetext:
"Aye, the sea's gonna calm down soon. I can feel it. The wind is turning southeast." She nods. "What's on your mind, officer?"


title: Lilienne, the Net Picker: ""Sure is. *The Sun* I call her. Coa..."
sequence: 0
userscript: SetVariableValue("village.netpicker_skiff_asked", true) --[[ Variable[ ]]
dialoguetext:
"Sure is. *The Sun* I call her. Coated with a fresh layer of tar just yesterday. It'll take some time for it to dry, assuming the sunny days continue."


title: Lilienne, the Net Picker: ""And go where? The fish are plentif..."
sequence: 0
userscript: SetVariableValue("village.netpicker_village_one_question_asked", true) --[[ Variable[ ]]
dialoguetext:
"And go where? The fish are plentiful here and we get enough orders to get by. It's not great, but it's something."


title: Lilienne, the Net Picker: ""Unfortunately, the factory sold th..."
sequence: 0
dialoguetext:
"Unfortunately, the factory sold this one with a three-year warranty instead of a story." She smiles at her own joke. "It's to intimidate folks, mostly."


title: Lilienne, the Net Picker: ""It's a regular mass-produced sword..."
sequence: 0
dialoguetext:
"It's a regular mass-produced sword, like a shovel or an axe. Nothing fancy, just for intimidation."


title: Lilienne, the Net Picker: ""Wood. Pieces of glass. Every once..."
sequence: 0
dialoguetext:
"Wood. Pieces of glass. Every once in a while we see dead bodies -- human, animal, fish, other odd sea creatures. A mine washed ashore, once..."


title: Lilienne, the Net Picker: ""Don't have any," she replies with..."
sequence: 0
userscript: SetVariableValue("village.netpicker_village_one_question_asked", true) --[[ Variable[ ]]
dialoguetext:
"Don't have any," she replies with a shrug. "Those get cleaned out so fast even the local bums can only stand by and watch with watery mouths. Always by strangers too. Union folk don't stand this kind of stuff around here."


title: Lilienne, the Net Picker: ""Not really." She glances at the bl..."
sequence: 0
dialoguetext:
"Not really." She glances at the blade. "I know some basic moves and I know it sure as hell beats a knife, when you're in a tough spot."


title: Lilienne, the Net Picker: ""From time to time people need a le..."
sequence: 0
dialoguetext:
"From time to time people need a lesson in respect. That's just the way it is. Back in the day I caught the eyes of many men and believe me," she adds, tittering, "men need a lesson in manners from time to time."


title: Lilienne, the Net Picker: ""What makes you think we haven't?"..."
sequence: 0
dialoguetext:
"What makes you think we haven't?" She smiles. "Heh. The truth is that almost everyone in this life is scared and tired and stupid and too *dull* for that."


title: Lilienne, the Net Picker: "Her eyes meet yours and suddenly sh..."
sequence: 0
userscript: SetVariableValue("village.netpicker_whitecheck_trigger", true) --[[ Variable[ ]]
dialoguetext:
Her eyes meet yours and suddenly she starts laughing. It's hoarse. As if she hasn't laughed in a while.


title: Lilienne, the Net Picker: ""Sure." Her face straightens. "It l..."
sequence: 0
dialoguetext:
"Sure." Her face straightens. "It looks as if you could face-down any horror in the world with that same unchanging grin. It's like a shield."


title: You: ""That's my motor carriage in the se..."
dialoguetext: "That's my motor carriage in the sea by the way." (Point to the sunken vehicle.)
sequence: 0
conditionstring:
Variable["village.netpicker_reached_motor_hub"] == true  and  Variable["coast.sunken_dialogue_done"] == true


title: Lilienne, the Net Picker: ""No, I'm afraid not." Her eyes are..."
sequence: 0
userscript: SetVariableValue("village.netpicker_can_i_have_sword", true) --[[ Variable[ ]]
dialoguetext:
"No, I'm afraid not." Her eyes are smiling as her hand moves to the hilt. "Attempting to confiscate the blade I use to keep these animals in check? You would put me in an early grave."


title: Lilienne, the Net Picker: ""The name is Lilienne. People call..."
userscript: SetVariableValue("tc.liliene_carter_name_knownc", true) --[[ Variable[ ]]
dialoguetext:
"The name is Lilienne. People call me Net Picker." She gestures toward the fishnets. "I think I have time for questions. What are the other ones?"


title: Lilienne, the Net Picker: ""A fishing village. On the seashore..."
userscript: SetVariableValue("village.netpicker_street_has_no_name", true) --[[ Variable[ ]]
dialoguetext:
"A fishing village. On the seashore." She looks around. "This place doesn't really have a name. It's sometimes called... *Illisible*."


title: Lilienne, the Net Picker: ""Are you now?" She smirks. "There a..."
dialoguetext:
"Are you now?" She smirks. "There are a lot of lawbringers around Martinaise, but not a lot of law."


title: Lilienne, the Net Picker: ""Guns are expensive... and fragile...."
sequence: 0
dialoguetext:
"Guns are expensive... and fragile. I think." She shrugs. "Besides, I got kids. Can't have guns around them and sometimes a sharp blade is enough to keep folks at bay."


title: swordhub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("village.netpicker_dating_counter", Variable["village.netpicker_dating_counter"] +once(1)) 


title: Lilienne, the Net Picker: ""Some went to patch their wounds, t..."
sequence: 0
dialoguetext:
"Some went to patch their wounds, their lesson learned, others were more thick-headed..." She looks down. "And one of them I ended up marrying."


title: Lilienne, the Net Picker: ""Ugh... sure. Venomosity." She nods..."
sequence: 0
dialoguetext:
"Ugh... sure. Venomosity." She nods. "But boys will be boys and god knows we don't have many around. So far the sword has been enough to keep them in line."


title: Lilienne, the Net Picker: ""That goes for men too, but they pu..."
sequence: 0
dialoguetext:
"That goes for men too, but they put on an act for us. Pretend like everything's good and living in shit doesn't bother them. Like anyone falls for that."


title: Lilienne, the Net Picker: ""Oh..." She shakes her head, smilin..."
sequence: 0
dialoguetext:
"Oh..." She shakes her head, smiling faintly. "Believe *me*, everyone here is a 'proper' man. Must be something about poverty that makes all the men *real*."


title: Lilienne, the Net Picker: ""Uh..." She raises an eyebrow. "Goo..."
sequence: 0
dialoguetext:
"Uh..." She raises an eyebrow. "Good for you. He, however, was lost to the waves. It's been quite a while now."


title: Shivers: "The harbour seawall endures the was..."
sequence: 0
dialoguetext:
The harbour seawall endures the wash of the freezing waves. Many things wash up against it and onto the beaches of Revachol. Some inanimate, some just no longer alive... You shudder.


title: Lilienne, the Net Picker: ""Like I said, fish, mostly. Sail th..."
sequence: 0
userscript: SetVariableValue("village.netpicker_janus_bote", true) --[[ Variable[ ]]
dialoguetext:
"Like I said, fish, mostly. Sail the waves, take care of the kids. Pick nets... right now I'm tarring a little skiff."


title: Lilienne, the Net Picker: ""I sell the fish to people in the D..."
sequence: 0
userscript: SetVariableValue("village.netpicker_sell_fish_delta", true) --[[ Variable[ ]]
dialoguetext:
"I sell the fish to people in the Delta to serve at their fancy restaurants. Authentic Insulindian cuisine."


title: Lilienne, the Net Picker: ""Bottles. Drugs, also. Lost cargo i..."
sequence: 0
dialoguetext:
"Bottles. Drugs, also. Lost cargo in general." She looks at the beach. "But most of the time, it's just wood and glass."


title: Lilienne, the Net Picker: ""Well, you're barking under the wro..."
sequence: 0
userscript: SetVariableValue("village.netpicker_village_one_question_asked", true) --[[ Variable[ ]]
dialoguetext:
"Well, you're barking under the wrong tree then, officer." She shakes her head. "I have no interest in floaters. Seen enough of them in my life already. A very unattractive bunch."


title: Lilienne, the Net Picker: ""Well, the RCM has to wait for anot..."
sequence: 0
userscript: SetVariableValue("village.netpicker_village_one_question_asked", true) --[[ Variable[ ]]
dialoguetext:
"Well, the RCM has to wait for another one, cause some army folks came by, took it in the middle of the bay and blew it up." She spits over the railing. "The blast was surprisingly timid for such a huge spiky thing."


title: Electrochemistry: "You could use a hit right about now..."
sequence: 0
userscript: SetVariableValue("village.netpicker_elchem_you_need_drugs", true) --[[ Variable[ ]]
dialoguetext:
You could use a hit right about now. Any hit really. Feel that itch in your hands, the stiffness of your neck? That strange *restlessness* in your bones?


title: Lilienne, the Net Picker: ""Oh, very." She laughs. "Finding pi..."
sequence: 0
dialoguetext:
"Oh, very." She laughs. "Finding pieces of glass, bits of wood. Every once in a while we get dead bodies -- human, animal, fish, other sea creatures. A mine washed ashore, once..."


title: Lilienne, the Net Picker: ""What else?" She looks at the beach..."
sequence: 0
dialoguetext:
"What else?" She looks at the beach. "Bottles. Drugs, also. Lost cargo in general. But most of the time, it's just wood and glass. *Very* romantic."


title: Lilienne, the Net Picker: ""People imagine picking up and find..."
sequence: 0
dialoguetext:
"People imagine picking up and finding *something better* is an easy solution. But how is that supposed to work, when all your time and energy goes to staying alive? You have almost nothing to set aside to actually fight your way out."


title: You: ""Is that your boat?" (Point at the..."
dialoguetext: "Is that your boat?" (Point at the overturned boat.)
sequence: 0
conditionstring:
Variable["TASK.investigate_sea_fortress"] == false  and  Variable["village.netpicker_skiffquestion_counter"] == 0  and  (Variable["village.netpicker_clicked_skiff_orb"] == true  or  Variable["village.netpicker_janus_bote"])

userscript:
SetVariableValue("village.netpicker_skiffquestion_counter", Variable["village.netpicker_skiffquestion_counter"] +once(1)) 


title: Lilienne, the Net Picker: ""Oh, but of course -- why didn't I..."
sequence: 0
dialoguetext:
"Oh, but of course -- why didn't I think of that?" She rolls her eyes. "Look, I have mouths to feed and as much as I'd like a change, I... they need stability first."


title: Lilienne, the Net Picker: ""Exactly." She tries to smile and r..."
sequence: 0
dialoguetext:
"Exactly." She tries to smile and reaches in her net. "I don't mean to complain about my sad pauper life. We do manage alright. We're tough people here."


title: Lilienne, the Net Picker: ""I don't mean to complain about my..."
sequence: 0
dialoguetext:
"I don't mean to complain about my pauper life. We are warm and fed here and..." She smiles faintly and plucks some seaweed out of the net. "I don't know, there's just something about this shit hole."


title: Shivers: "A sudden gust of cold air blows in..."
sequence: 0
userscript: SetVariableValue("village.netpicker_shivers_trigger", true) --[[ Variable[ ]]
dialoguetext:
A sudden gust of cold air blows in from the sea. The waves flow and ebb, around you the fishing village takes its slow and steady breaths... its many wooden structures worn by bitter years of salt and storm.


title: Lilienne, the Net Picker: ""Good. 'Twould have been bad news h..."
sequence: 0
dialoguetext:
"Good. 'Twould have been bad news had it turned out it wasn't a sunny day. Bad news for the skiff. Bad news for the nets. Bad news for the kids."


title: Lilienne, the Net Picker: ""Sure it is. 'Twould be bad news fo..."
sequence: 0
dialoguetext:
"Sure it is. 'Twould be bad news for the skiff if it weren't. Bad news for the nets. Bad news for the kids."


title: Lilienne, the Net Picker: "There's a moment's silence. She loo..."
sequence: 0
dialoguetext:
There's a moment's silence. She looks at the slush-like rain-thing melt on the yellow belly of the boat.


title: Lilienne, the Net Picker: ""Everyone does that, in a way. You..."
dialoguetext:
"Everyone does that, in a way. You don't have to get shot for that." She waves her hand dismissively.


title: Lilienne, the Net Picker: ""Is this from the shooting in town?..."
dialoguetext:
"Is this from the shooting in town?" She's not letting it go that easy. "We heard gunshots. Not that we don't hear gunshots all the time, but they were closer than usual."


title: Lilienne, the Net Picker: ""That won't be a problem. It's wind..."
sequence: TriggerWeather(Clear, 7);
dialoguetext:
"That won't be a problem. It's windstill -- and the tar just dried." She points to her skiff next to the jetty. "We've got two days of *relative* sunshine ahead."


title: You: ""Can I borrow your boat?""
dialoguetext: "Can I borrow your boat?"
sequence: 0
userscript:
GainTask("TASK.use_boat"); SetVariableValue("village.netpicker_asked_skiff_from_her", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""Aye." She nods solemnly. "I've alw..."
dialoguetext:
"Aye." She nods solemnly. "I've always taken you for one, that's for sure. Not a lot of RCM men who aren't killers."


title: Lilienne, the Net Picker: ""I'm sad to hear that. Take care of..."
sequence: 0
dialoguetext:
"I'm sad to hear that. Take care of that with ether, will you? Don't get too many RCM men around here. Be sad to lose the first one."


title: Lilienne, the Net Picker: ""If you promise to bring it back. A..."
sequence: 0
dialoguetext:
"If you promise to bring it back. And no scraping the hull -- I just got it nice and yellow. And *no* drinking on the boat." Her eyes narrow. "And no joyriding, either."


title: Lilienne, the Net Picker: ""See, that makes me not want to len..."
sequence: 0
dialoguetext:
"See, that makes me not want to lend you my skiff. On a boat, *rocking* leads to capsizing. That there is an absolutely one-hundred percent *rock-free* skiff, you got that?"


title: Lilienne, the Net Picker: ""Mhm, used to be some kind of forti..."
sequence: 0
dialoguetext:
"Mhm, used to be some kind of fortification there before the war -- for the communards. An anti-aircraft gun, I think. Bombed to bits in the landing... I haven't been there myself -- always steered clear of it."

userscript:
SetVariableValue("village.netpicker_open_why_steer_clear", true) ; SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""Well -- most of it's sunken. Under..."
sequence: 0
dialoguetext:
"Well -- most of it's sunken. Underwater. That means concrete under water -- cut your boat if you're not careful. Be sure to enter from the south side, water's deep there."


title: Lilienne, the Net Picker: ""My husband used to drink there. Hi..."
sequence: 0
dialoguetext:
"My husband used to drink there. Him and his drinking buddies. Always seemed like a bad place to drink to me. People died there during the landing, you know, my mother told me..."

userscript:
SetVariableValue("tc.netpickers_husband_drank_on_island", true) ; SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: "She looks around. "The kids sometim..."
sequence: 0
dialoguetext:
She looks around. "The kids sometimes go there too, I know they do -- on rafts. I tell them not to but they bring back old bullet casings and such."


title: Lilienne, the Net Picker: ""The twins." She points to the two..."
sequence: 0
userscript: GainTask("TASK.ask_twins_about_island")--[[ Variable[ ]]
dialoguetext:
"The twins." She points to the two kids playing on the concrete yard. "God forbid they bring the girl along on some rickety barge."


title: Lilienne, the Net Picker: ""Nothing, just ruins. Used to be so..."
sequence: 0
dialoguetext:
"Nothing, just ruins. Used to be some kind of fortification there before the war, for the communards. An anti-aircraft gun, I think. Bombed to bits in the landing... I haven't been there myself -- always steered clear of it."

userscript:
SetVariableValue("village.netpicker_open_why_steer_clear", true) ; SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""The twins." She points to the two..."
sequence: 0
userscript: GainTask("TASK.ask_twins_about_island")--[[ Variable[ ]]
dialoguetext:
"The twins." She points to the two kids playing on the concrete yard. "God forbid they bring the girl along on a rickety barge."


title: Lilienne, the Net Picker: ""Hundreds. Maybe thousands even..."..."
sequence: 0
dialoguetext:
"Hundreds. Maybe thousands even..." She looks around. "The kids sometimes go there too, I know they do. On barges. I tell them not to but they bring back old bullet casings and such."


title: Lilienne, the Net Picker: ""My husband used to drink there. Hi..."
sequence: 0
dialoguetext:
"My husband used to drink there. Him and his drinking buddies. Always seemed like a bad place to drink to me. People died there during the landing, you know -- my mother told me..."

userscript:
SetVariableValue("tc.netpickers_husband_drank_on_island", true) ; SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: "She nods. "Please be conservative w..."
sequence: 0
dialoguetext:
She nods. "Please be conservative with the fuel, will you? I just filled her up, but it's a small tank."


title: Lilienne, the Net Picker: ""Be careful out there. Sea's calm a..."
dialoguetext:
"Be careful out there. Sea's calm as death, but still... there are ruins underwater. You can scrape the paint... or worse."


title: Lilienne, the Net Picker: ""And why so? Our things are a part..."
sequence: 0
dialoguetext:
"And why so? Our things are a part of our life-world. They're made with human sweat and they share human history. We should care about them as we care about humans, to some extent at least."


title: Lilienne, the Net Picker: ""Our things are a part of our life-..."
sequence: 0
dialoguetext:
"Our things are a part of our life-world. They're made with human sweat and they share human history. We should care about them as we care about humans. To some extent at least," she adds.


title: Lilienne, the Net Picker: ""Oh yeah," she says with a chuckle...."
sequence: 0
dialoguetext:
"Oh yeah," she says with a chuckle. "You won't even be able to get it out of the water before early June and where are you gonna bury it? Who to invite? What music to play at the wake?"


title: Lilienne, the Net Picker: ""Men with authority have their quir..."
dialoguetext:
"Men with authority have their quirks. Comes with never being second-guessed about anything..." She waves you off.


title: Lilienne, the Net Picker: ""I guess men with authority have th..."
userscript: GainThought("lawbringer")
dialoguetext:
"I guess men with authority have their quirks." She waves you off. "What brings you here, Lawbringer?"


title: Lilienne, the Net Picker: ""The sign on the street leading her..."
dialoguetext:
"The sign on the street leading here is *illegible*. Has been since they built this place." The wind rattles her earrings.


title: Lilienne, the Net Picker: ""The name is Lilienne. People call..."
userscript: SetVariableValue("tc.liliene_carter_name_knownc", true) --[[ Variable[ ]]
dialoguetext:
"The name is Lilienne. People call me Net Picker." She gestures toward the fishnets. "I think I have time for questions. And that was actually the second one."


title: Lilienne, the Net Picker: ""I see you haven't left our little..."
userscript: SetVariableValue("village.netpicker_altgreet_postdate", true) --[[ Variable[ ]]
dialoguetext:
"I see you haven't left our little Martinaise yet. Still running around," she observes. "Like some kind of cross-country law official."


title: Lilienne, the Net Picker: ""The waves are beginning to die dow..."
dialoguetext:
"The waves are beginning to die down... look at those little bastards. Simmer down. Simmer down, bastards."

userscript:
SetVariableValue("village.netpicker_simmer_down_waves", true) ; SetVariableValue("village.netpicker_reached_motor_hub", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""What is it with waves and fisherme..."
sequence: 0
userscript: SetVariableValue("village.netpicker_fisherwoman_first", true) --[[ Variable[ ]]
dialoguetext:
"What is it with waves and fishermen?" She tilts her head and looks at the sea. "We need to be out there, with them. Fishing, making a living. So I ask them to accommodate me."


title: Lilienne, the Net Picker: ""Aye, but don't let it grow too muc..."
sequence: 0
dialoguetext:
"Aye, but don't let it grow too much... this is not the place to settle down. Now, what's on your mind, Officer Harry?"


title: Lilienne, the Net Picker: ""Aye, but don't let it grow too muc..."
sequence: 0
dialoguetext:
"Aye, but don't let it grow too much... this is not the place to settle down. Now, what's on your mind, officer?"


title: Lilienne, the Net Picker: ""Were you?" Her eyes dart back and..."
sequence: 0
dialoguetext:
"Were you?" Her eyes dart back and forth on the paper. "Hmm... this says by signing I agree to living with construction noise. What exactly is the Union building?"


title: You: ""I was asked to get your signature...."
dialoguetext: "I was asked to get your signature." (Hand her Evrart's envelope.)
sequence: 0
userscript: LoseItem("white_envelope")
conditionstring:
CheckItem("white_envelope")  and  Variable["TASK.deliver_mail_to_fishing_village"] == true  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["village.netpicker_got_her_signature"] == false  and  Variable["village.netpicker_told_to_ignore_documents_once"] == false  and  Variable["TASK.find_two_random_people_to_sign_the_papers_done"] == false  and  Variable["TASK.forge_liliennes_and_isobels_signatures_done"] == false


title: You: ""Evrart's planning to turn some of..."
dialoguetext: "Evrart's planning to turn some of the village into a youth centre."
sequence: 0
userscript:
SetVariableValue("village.netpicker_told_her_evrart_plans_to_build_youth_centre", true) --[[ Variable[ ]]


title: You: ""On second thought, don't sign the..."
dialoguetext: "On second thought, don't sign the papers."
sequence: 0
userscript:
GainItem("white_envelope"); SetVariableValue("village.netpicker_told_to_ignore_documents_once", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""Aye, if you say so." She plucks on..."
sequence: 0
dialoguetext:
"Aye, if you say so." She plucks on her net. "Probably better that way. I mean -- who likes construction noise?"


title: Lilienne, the Net Picker: ""He has a pen and everything..." Sh..."
sequence: 0
dialoguetext:
"He has a pen and everything..." She takes it from you, a doubtful look in her eyes, clicks it and places the tip on the paper.


title: Lilienne, the Net Picker: ""That Evrart and the Union have nic..."
sequence: 0
dialoguetext:
"That Evrart and the Union have nice plans for anything. I thought they only cared about themselves." She shakes her head. "Well, I guess Union members have children too."


title: Lilienne, the Net Picker: ""Fine." The pen clicks. "Here you g..."
dialoguetext: "Fine." The pen clicks. "Here you go."
sequence: 0
userscript:
GainItem("white_envelope_lilienne_signed"); SetVariableValue("village.netpicker_got_her_signature", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""Here you go.""
dialoguetext: "Here you go."
sequence: 0
userscript:
GainItem("white_envelope_lilienne_signed"); SetVariableValue("village.netpicker_signature_for_washerwoman", true) --[[ Variable[ ]]


title: You: ""I changed my mind. I would like yo..."
dialoguetext: "I changed my mind. I would like you to sign the documents." (Hand her the envelope.)
sequence: 0
userscript: LoseItem("white_envelope")
conditionstring:
CheckItem("white_envelope")  and  Variable["TASK.deliver_mail_to_fishing_village"] == true  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["village.netpicker_told_to_ignore_documents_once"] == true


title: Lilienne, the Net Picker: "She pulls out the papers. "Evrart a..."
sequence: 0
dialoguetext:
She pulls out the papers. "Evrart and his plan for the village. I guess it does sound nice enough..."


title: Lilienne, the Net Picker: ""That's sweet of you. It really is...."
sequence: 0
dialoguetext:
"That's sweet of you. It really is. I'd check around the abandoned fish market on the boardwalk. Drunks are inexplicably drawn to markets... might be why they have such trouble staying in business..."


title: Lilienne, the Net Picker: ""Not the best use of your time, is..."
sequence: 0
dialoguetext:
"Not the best use of your time, is it, Mr. Lawman? Harassin' homeless people on the beach and the like..."


title: Lilienne, the Net Picker: ""I'm sure you have," she replies wi..."
sequence: 0
dialoguetext:
"I'm sure you have," she replies with a peculiar look. "I don't have to hear about it, but I do wish you luck finding the thing. Look near the fish market north of here, on the boardwalk. Drunks are *drawn* to markets."


title: Lilienne, the Net Picker: ""Sure, sure... that makes it alrigh..."
sequence: 0
dialoguetext:
"Sure, sure... that makes it alright." She rolls her eyes, but then suddenly a smile appears. "Still, I do hope you find it. Look near the fish market north of here, on the boardwalk. Drunks are *drawn* to markets."


title: You: ""I've looked at the documents and n..."
dialoguetext: "I've looked at the documents and no, you shouldn't have."
sequence: 0
conditionstring: Variable["cargo.passed_the_logic_wc_to_make_sense_of_evrarts_documents"] == true
userscript:
SetVariableValue("village.lillienne_said_she_shouldnt_have_singed_minustwo_modifier", true) --[[ Variable[ ]]


title: You: ""I mean it's Evrart, so it's probab..."
dialoguetext: "I mean it's Evrart, so it's probably a mistake."
sequence: 0
userscript:
SetVariableValue("village.lilienne_its_youthcentre_why_sahouldnt_you_sign_minus_onemodifier", true) --[[ Variable[ ]]


title: Lilienne, the Net Picker: ""That's what I asked *you*." She ti..."
sequence: 0
dialoguetext:
"That's what I asked *you*." She tilts her head. "It's a youth centre and I have children. Got to give them *something* else to do. They're cute and small now, but they're growing up fast. I had my first drink when I was eleven, because I was so bored..."


title: Lilienne, the Net Picker: ""Yes. Well. I looked at it and thou..."
sequence: 0
dialoguetext:
"Yes. Well. I looked at it and thought I should -- because it says *youth centre* and I have my own children. I am, of course, just a stupid poor person, so what do I know?"


title: Lilienne, the Net Picker: ""Besides, you also need Isobel's si..."
sequence: 0
dialoguetext:
"Besides, you also need Isobel's signature," she says with a smile. "If it's a bad idea, she won't sign."


title: Lilienne, the Net Picker: ""Sure, but it's temporary and for a..."
sequence: 0
dialoguetext:
"Sure, but it's temporary and for a good cause and I need to give the children *something* else to do..."


title: Lilienne, the Net Picker: ""Probably." She smiles. "But it is..."
sequence: 0
dialoguetext:
"Probably." She smiles. "But it is a youth centre and I have children. Got to give them *something* else to do. They're cute and small now, but they're growing up fast. I had my first drink when I was eleven, because I was so bored..."


title: Lilienne, the Net Picker: ""Anyhow.... you also need Isobel's..."
sequence: 0
dialoguetext:
"Anyhow.... you also need Isobel's signature. If it's a bad idea, she won't sign. You'll find she's a tougher nut to crack than me."


title: Lilienne, the Net Picker: ""They're cute and small now, but th..."
sequence: 0
dialoguetext:
"They're cute and small now, but they're growing up fast. Too fast, I had my first drink when I was eleven, because I was so bored..."


title: Lilienne, the Net Picker: ""Anyway... you'll have to get Isobe..."
sequence: 0
dialoguetext:
"Anyway... you'll have to get Isobel to sign it too. I saw the signatories --  she won't if it's a bad idea. She's a much tougher nut to crack."


title: Lilienne, the Net Picker: ""Be my guest." She looks at the boy..."
sequence: 0
dialoguetext:
"Be my guest." She looks at the boys. "They've a strange way of talking. See if you can get anything *useful* out of them. I seldom do..."


title: You: ""I'm looking for someone, maybe you..."
dialoguetext: "I'm looking for someone, maybe you can help?"
sequence: 0
conditionstring:
(Variable["TASK.locate_morell"] == true  or  Variable["TASK.ask_about_ruby_in_village"] == true  or Variable["TASK.find_working_class_husband"] == true)  and  Variable["village.netpicker_asked_about_missing_persons_once"] == false


title: You: ""I'm looking for missing cryptozool..."
dialoguetext: "I'm looking for missing cryptozoologists."
sequence: 0
userscript: SetVariableValue("village.netpicker_asked_about_cryptos", true) --[[ Variable[ ]]
conditionstring:
(Variable["TASK.locate_morell_done"] == false  and  Variable["TASK.locate_morell"] == true)  or (Variable["TASK.tell_morell_lena_is_worried_done"] == false  and  Variable["TASK.tell_morell_lena_is_worried"] == true)


title: You: ""A working class husband.""
dialoguetext: "A working class husband."
sequence: 0
userscript: SetVariableValue("village.netpicker_asked_about_wch", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.find_working_class_husband"] == true  and  Variable["TASK.find_working_class_husband_done"] == false


title: You: ""That's it, I'm not looking for any..."
dialoguetext: "That's it, I'm not looking for anyone else right now."
sequence: 0
conditionstring:
Variable["village.netpicker_asked_about_wch"]  or  Variable["village.netpicker_asked_about_cryptos"]  or  Variable["village.netpicker_asked_about_ruby"]


title: Lilienne, the Net Picker: ""Oh..." She looks slightly disappoi..."
sequence: 0
dialoguetext:
"Oh..." She looks slightly disappointed. "I've been out on the sea for most of the past week. The weather's been good for fishing, so I usually start at four in the morning."


title: Lilienne, the Net Picker: ""Yes, that's the optimal time. Got..."
sequence: 0
dialoguetext:
"Yes, that's the optimal time. Got to make the most of the calm. I've been sleeping like a corpse after. The sea really takes its toll. Now I'm just waiting for the wind to settle to get out there again..."


title: Lilienne, the Net Picker: ""Sorry I couldn't help you out." A..."
sequence: 0
dialoguetext:
"Sorry I couldn't help you out." A faint smile runs across her face. "Maybe I can help you find someone else?"


title: Lilienne, the Net Picker: ""Two odd guys have been wandering a..."
sequence: 0
dialoguetext:
"Two odd guys have been wandering around here, nose in sand, talking nonsense about Snow Men and the like."


title: Lilienne, the Net Picker: ""Right," she nods. "Not only Snow M..."
sequence: 0
dialoguetext:
"Right," she nods. "Not only Snow Men -- also Green Men, Monkey Men, burning rhinos. You get the picture."


title: Lilienne, the Net Picker: ""I don't really know. Further down..."
sequence: 0
userscript: XPPicoSetBool("XP.netpicker_asked_about_cryptos")--[[ Variable[ ]]
dialoguetext:
"I don't really know. Further down the peninsula I guess. I mean that's where they were heading." She points north. "Who else are you looking for, beside Snow Men?"


title: Lilienne, the Net Picker: ""Yeah, *I'm* not really looking for..."
sequence: 0
dialoguetext:
"Yeah, *I'm* not really looking for that anymore. Not much into the middle-class ones either." She sighs. "I could use some *landed gentry*, but apparently they don't make those anymore."


title: Lilienne, the Net Picker: ""Wish I could help you with that, b..."
sequence: 0
dialoguetext:
"Wish I could help you with that, but I haven't seen your 'working class husband'. Maybe I can help you find someone else?"


dialoguetext: 0
sequence: Continue()
title:
Variable["village.netpicker_asked_about_cryptos"] == true  and  Variable["village.netpicker_asked_about_wch"] == true  and  Variable["village.netpicker_asked_about_ruby"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["village.netpicker_asked_about_cryptos"] == true  and  Variable["village.netpicker_asked_about_wch"] == true  and  Variable["village.netpicker_asked_about_ruby"] == true)

conditionstring:
(Variable["village.netpicker_asked_about_cryptos"] == true  and  Variable["village.netpicker_asked_about_wch"] == true  and  Variable["village.netpicker_asked_about_ruby"] == true) == false


title: Lilienne, the Net Picker: ""Really? Are you sure you're not al..."
sequence: 0
dialoguetext:
"Really? Are you sure you're not also looking for Nadia Harnankur? Or Ignus Nilsen? Or the great lost city of Eis under the waves?"


title: Lilienne, the Net Picker: ""I guess that makes you into some s..."
sequence: 0
userscript: GainThought("terrier")
dialoguetext:
"I guess that makes you into some sort of a terrier." She picks on her net. "Either way, I can't help you out."


title: Lilienne, the Net Picker: ""Intense." She pulls her fingers th..."
sequence: 0
userscript: GainThought("terrier")
dialoguetext:
"Intense." She pulls her fingers through her hair. "You're like some kind of dark terrier with your endless searches. Maybe there's something else I can help you with then?"


title: You: ""I guess so. Doesn't feel like a lo..."
sequence: 0
dialoguetext:
"I guess so. Doesn't feel like a lot to me. I could be doing *more*. Maybe there's someone missing from your life?"


title: Lilienne, the Net Picker: ""Oh," she chuckles. "There's plenty..."
sequence: 0
userscript: GainThought("terrier")
dialoguetext:
"Oh," she chuckles. "There's plenty missing, but that's too much for even an eager terrier like you to handle. Although you seem very thorough. Tell me instead, is there something else I can help you with?"


title: Lilienne, the Net Picker: ""Unbelievable, you *are* looking fo..."
sequence: 0
dialoguetext:
"Unbelievable, you *are* looking for more lost things." She smiles. "Doom Spiral losing his jacket on the other hand is *very* believable. I mean he has lost everything else already."


title: Lilienne, the Net Picker: ""Remarkable..." She shakes her head..."
sequence: 0
dialoguetext:
"Remarkable..." She shakes her head. "That one already lost everything else and now his jacket too?"


title: You: ""Idiot Doom Spiral over there needs..."
dialoguetext: "Idiot Doom Spiral over there needs his jacket. Have you seen it?"
sequence: 0
conditionstring:
Variable["TASK.find_idiot_doom_spiral_jacket"] == true  and  Variable["TASK.find_idiot_doom_spiral_jacket_done"] == false  and  CheckItem("jacket_faln") == false  and  CheckItem("missing_jacket_filthy") == false


title: Lilienne, the Net Picker: ""It's a good thing too that he has..."
sequence: 0
userscript: SetVariableValue("village.netpicker_searching_for_people", true) --[[ Variable[ ]]
dialoguetext:
"It's a good thing too that he has an actual police officer looking for it." A smile lights up her face. "Good old Doom Spiral, upper-management to the core."


title: Lilienne, the Net Picker: ""Aye, we all feel that way sometime..."
sequence: 0
dialoguetext:
"Aye, we all feel that way sometimes..." She turns her gaze towards the beach. "Sometimes I wonder if I'm the protagonist even in my own life story."


title: Lilienne, the Net Picker: ""Anyway..." She clears her throat...."
sequence: 0
dialoguetext:
"Anyway..." She clears her throat. Twice. "I'd look near the fish market north of here, on the boardwalk. Drunks are *drawn* to markets, for some reason. Was there something else?"


title: Lilienne, the Net Picker: ""But until that happens I can try t..."
sequence: 0
dialoguetext:
"But until that happens I can try to assist you the best I can," she adds with a smile. "So, what will it be, officer?"


title: Lilienne, the Net Picker: ""I apologize," she replies with a n..."
sequence: 0
dialoguetext:
"I apologize," she replies with a nod. "It looked like you could face-down any horror in the world with that unchanging grin. Looked like a shield."


title: Lilienne, the Net Picker: ""Yeah, by himself. Inadvertently."..."
sequence: 0
dialoguetext:
"Yeah, by himself. Inadvertently." She continues with a frown. "He never respected the sea. Went out there drunk like a skunk and sure enough one day he didn't come back."


title: Lilienne, the Net Picker: ""Who knows, maybe he fell over?" Sh..."
sequence: 0
dialoguetext:
"Who knows, maybe he fell over?" She shrugs. "He didn't respect the sea. Went out there drunk like a skunk and sure enough one day the boat was found floating empty. The bloated corpse turned up two weeks later."


title: Lilienne, the Net Picker: ""He didn't respect the sea. Went ou..."
sequence: 0
dialoguetext:
"He didn't respect the sea. Went out there drunk like a skunk and sure enough one day the boat was found floating empty. The bloated corpse turned up two weeks later."


title: Lilienne, the Net Picker: ""Now, before you tell me how sorry..."
sequence: 0
userscript: SetVariableValue("village.netpicker_redc_open", true) --[[ Variable[ ]]
dialoguetext:
"Now, before you tell me how sorry you are for my loss, know that it was four years ago and I've moved on. There's only so much mourning you can do for a drunk with sinewy muscles."


title: Lilienne, the Net Picker: ""Us working folk don't have the lux..."
sequence: 0
userscript: SetVariableValue("village.netpicker_open_the_date_wc", true) --[[ Variable[ ]]
dialoguetext:
"Us working folk don't have the luxury to be bed-sick with melancholy." She crosses her arms. "I buried him, mourned for an appropriate amount of time, and went on."


title: Electrochemistry: "She looks like she's ready to go on..."
sequence: 0
dialoguetext:
She looks like she's ready to go on a date with another -- better! -- drunk. Ask her. Both of you could need some action.


title: Lilienne, the Net Picker: ""I don't. But us working folk don't..."
sequence: 0
userscript: SetVariableValue("village.netpicker_open_the_date_wc", true) --[[ Variable[ ]]
dialoguetext:
"I don't. But us working folk don't have the luxury to be bed-sick with melancholy." She crosses her arms. "I buried him, mourned for an appropriate amount of time and went on."


title: Lilienne, the Net Picker: ""Oh? The kids too, right?" She does..."
sequence: 0
dialoguetext:
"Oh? The kids too, right?" She doesn't wait for your reply. "Working class people don't have that luxury. That's for rich folks. We just go on."


title: Lilienne, the Net Picker: ""I buried my man, mourned for a mon..."
sequence: 0
userscript: SetVariableValue("village.netpicker_open_the_date_wc", true) --[[ Variable[ ]]
dialoguetext:
"I buried my man, mourned for a month and that was it. Life didn't really change that much for me and the kids. Not for the worse at least."


title: Rhetoric: "All right! Major choice moment. You..."
sequence: 0
dialoguetext:
All right! Major choice moment. You only get to ask ONE thing. It would be weird to say them all. Choose wisely.


title: Volition: "She would like to complain. She wou..."
sequence: 0
dialoguetext:
She would like to complain. She would like that very much. But she can't and she won't. 'Though' has gotten her this far and she's not giving it up.


title: Conceptualization: "Hordes of wild homeless people roam..."
sequence: 0
dialoguetext:
Hordes of wild homeless people roaming the lands, nomads scattered across an endless plain in a dystopian world where tare is the only valid currency... and people eat each other to stay alive.


title: Horrific Necktie: "He's right, *bratan*! You're descen..."
sequence: 0
dialoguetext:
He's right, *bratan*! You're descending and you need to climb higher. Soar on the wings of your spirit hawk. Or just do a line... whatever, right? Not a biggie.


title: Suggestion: "Yeah, maybe steer clear of the thin..."
sequence: 0
dialoguetext:
Yeah, maybe steer clear of the things reminding her of the 'floater' she used to be married to. Just saying.


title: Lilienne, the Net Picker: ""In time," she replies with a nod a..."
sequence: 0
dialoguetext:
"In time," she replies with a nod and adds: "When the sea turns and the winds settle she will be ready."


title: Shivers: "Waves wash the sand. A skiff moves..."
sequence: 0
dialoguetext:
Waves wash the sand. A skiff moves across the mirror-smooth sea, far away from here. A lone passenger. A fast sloop in the distance. White sails.


title: Lilienne, the Net Picker: ""Hm, an installation?" She raises h..."
sequence: 0
dialoguetext:
"Hm, an installation?" She raises her eyebrows. "Us poor people are stupid and don't get 'installations'. All I see is a heap of trash. This actually calls for a funeral, I think."


title: Lilienne, the Net Picker: ""That's great." The woman glances t..."
sequence: 0
dialoguetext:
"That's great." The woman glances towards the wreckage again. "Until then you should maybe start thinking about the funeral?"


title: Lilienne, the Net Picker: ""You never know, officer. *Some* th..."
sequence: 0
dialoguetext:
"You never know, officer. *Some* things might have a soul." There's something playful in her smile. "But I get it. A rational guy like you probably has a lot on his plate anyway. So what can I do for you?"


title: Lilienne, the Net Picker: ""Take it from someone who's been th..."
sequence: 0
dialoguetext:
"Take it from someone who's been through a few funerals: It's easiest to just leave them there and let nature take care of it."


title: Logic: "It's going to be quite a few years..."
sequence: 0
dialoguetext:
It's going to be quite a few years before 'nature' is able to completely take care of a motor carriage. You can always come back in few months and see if you still want to give it a proper send-off.


title: Kim Kitsuragi: ""That's all we have time for right..."
sequence: 0
dialoguetext:
"That's all we have time for right now anyway." The lieutenant looks at you sympathetically. "Come back here in June and see how you feel about it then. It's not like it's going anywhere."


title: You: ""It's a pity we don't get to do mor..."
sequence: 0
conditionstring: Variable["tc.doomed_commercial_area"] == true
dialoguetext:
"It's a pity we don't get to do more frivolous side-activities. Like rejuvenate the Doomed Commercial Area, or..."


title: Kim Kitsuragi: "The lieutenant looks at you almost..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
The lieutenant looks at you almost gently. "Yes. That is a pity. But for now let's focus on the things we *do* get to do. Like the murder investigation for example."


title: Lilienne, the Net Picker: ""I understand, believe me, I really..."
sequence: 0
dialoguetext:
"I understand, believe me, I really do." She brushes back her hair. "I think about all the frivolous side-activities I *could* be doing every time I go out there with my nets."


title: Lilienne, the Net Picker: ""But daydreaming is a rich man's ga..."
sequence: 0
dialoguetext:
"But daydreaming is a rich man's game. At sea you can't afford to be careless and dream. Anyway..." She shakes her head. "What are we talking about here again?"


title: Suggestion: "Oh, yes she does -- you need to get..."
sequence: 0
dialoguetext:
Oh, yes she does -- you need to get your drink on. There is no other way for human beings to procreate. Not after six thousand years of yeast cultivation-based mating rituals.

userscript:
SetVariableValue("village.netpicker_date_wc_failed_once", true) ; SetVariableValue("village.netpicker_reached_motor_hub", true) --[[ Variable[ ]]


title: Suggestion: "Get the drink ON. It would be unima..."
sequence: 0
dialoguetext:
Get the drink ON. It would be unimaginable for a human female to have sex with a man without Al-Gul as the master of ceremonies to guide them.

userscript:
SetVariableValue("village.netpicker_date_wc_fail_for_second_time", true) ; SetVariableValue("village.netpicker_reached_motor_hub", true) --[[ Variable[ ]]


title: You: ""Since the dawn of mankind, Al-Gul..."
sequence: 0
conditionstring: Variable["tc.al_gul"] == true
dialoguetext:
"Since the dawn of mankind, Al-Gul has watched over the re-procreation of our species. Lay with me. Let's celebrate the Gul."


title: Lilienne, the Net Picker: ""Absurdly and pointedly phrased." S..."
sequence: 0
dialoguetext:
"Absurdly and pointedly phrased." She doesn't laugh. "You can be quite funny, officer. Anyway, what did you want?"


title: Suggestion: "She doesn't even *understand* you a..."
sequence: 0
dialoguetext:
She doesn't even *understand* you asked her out. Perhaps you're too sober to pull it off right now? Try again later.


title: Lilienne, the Net Picker: "She bursts out laughing. "That's a..."
sequence: 0
dialoguetext:
She bursts out laughing. "That's a good impression. You really crack me up, officer. Now how can I help you?"


title: Lilienne, the Net Picker: ""Now there's a whole shipment of bi..."
sequence: 0
dialoguetext:
"Now there's a whole shipment of big words." She looks at you from head to toe. "May mankind be plentiful, I guess? Can I get back to my nets now?"


title: Lilienne, the Net Picker: ""Funny. Funny sailor jokes." She no..."
sequence: 0
dialoguetext:
"Funny. Funny sailor jokes." She nods, without smiling. "Sorry if I'm not laughing out loud, but the comedy has worn thin over the years."


title: Suggestion: "It's okay, she just hasn't figured..."
sequence: 0
dialoguetext:
It's okay, she just hasn't figured out how these things work between the sexes. Keep at it. She'll come around.


title: Suggestion: "*Before* recorded history, men and..."
sequence: 0
dialoguetext:
*Before* recorded history, men and women were able to do simple, very primitive things together sober. Acknowledge the situation -- and keep it basic.


title: Rhetoric: "You just wanna go for a walk. What..."
sequence: 0
dialoguetext:
You just wanna go for a walk. What kind of a *monster* doesn't wanna go for a walk? Walks are innocent.


title: Lilienne, the Net Picker: ""Just a walk?!" She feigns extreme..."
sequence: 0
dialoguetext:
"Just a walk?!" She feigns extreme surprise. "I don't know, officer -- I would not have taken you for an innocent perambulator."


title: Kim Kitsuragi: ""Let's call it a walk." The lieuten..."
sequence: 0
dialoguetext:
"Let's call it a walk." The lieutenant adjusts his glasses and looks at you apologetically. "I will join you, if the ma'am insists."


title: Rhetoric: "Nothing creepy, *strange*, or out t..."
dialoguetext: Nothing creepy, *strange*, or out there. Keep it airy and simple.
sequence: 0
userscript:
SetVariableValue("village.netpicker_date_wc_succ_no_kim_location_rhet_no_creepy", true) --[[ Variable[ ]]


title: Electrochemistry: "Creepy? What is this kink-shaming?"
dialoguetext: Creepy? What is this kink-shaming?
sequence: 0
userscript:
SetVariableValue("village.netpicker_date_succ_elchem_no_such_thing_as_creepy", true) --[[ Variable[ ]]


title: You: ""To the island of Ecstasy in the ca..."
dialoguetext: "To the island of Ecstasy in the carnal Sea of Lust, baby."
sequence: 0
userscript: ReputationGrows("superstar_cop")
conditionstring:
Variable["village.netpicker_date_wc_succ_no_kim_location"] == true  and  Variable["village.netpicker_date_succ_elchem_no_such_thing_as_creepy"] == true


title: Lilienne, the Net Picker: ""Wow..." She shakes her head, sadde..."
sequence: 0
dialoguetext:
"Wow..." She shakes her head, saddened  somehow. "That is definitely a trek you're gonna take alone. Now if there isn't anything else I'd really like to get this net done."


title: Electrochemistry: "Nah, it's definitely not that. She..."
sequence: 0
dialoguetext:
Nah, it's definitely not that. She probably just wasn't ovulating right now. Never mind, back to questions.


title: Lilienne, the Net Picker: ""Oh no, *you* come with us. Serious..."
sequence: 0
dialoguetext:
"Oh no, *you* come with us. Seriously, I insist." She smiles at the lieutenant and turns back to you...


title: Kim Kitsuragi: ""Officer..." The lieutenant has dis..."
sequence: 0
dialoguetext:
"Officer..." The lieutenant has discreetly taken a few steps back. "I thought we had a walk of our own in mind. One that results in a solved murder investigation?"


title: Lilienne, the Net Picker: ""Alright, I will walk with you." Sh..."
sequence: 0
dialoguetext:
"Alright, I will walk with you." She raises her finger. "But you need to understand that *nothing* is going to happen. We're just walking."


title: Lilienne, the Net Picker: "She doesn't wait for an answer. You..."
dialoguetext: She doesn't wait for an answer. You better get ready.
sequence:
FocusCamera(FollowNetpickerCam)@1;TravelTo(Netpicker, NetPickerWalkMarker);LuaRun(GainTask("TASK.meet_lilienne_for_a_date"))@13;


title: Kim Kitsuragi: ""I guess I can come along for a qui..."
sequence: 0
dialoguetext:
"I guess I can come along for a quick stroll..." The lieutenant looks at you apologetically. "I mean if the ma'am insists, of course."


title: Lilienne, the Net Picker: ""I do, yes. A stroll on the beach s..."
sequence: 0
dialoguetext:
"I do, yes. A stroll on the beach sounds nice, doesn't it?" She nods. "Alright. I'll see the kids haven't killed each other and we'll meet at Land's End in... fifteen minutes?"


title: Lilienne, the Net Picker: ""Yes," she replies with a smile. "*..."
sequence: 0
dialoguetext:
"Yes," she replies with a smile. "*Someone* could get pushed in the water. Maybe even get laughed at. But I'm sure that's not gonna happen."


title: Lilienne, the Net Picker: ""A stroll on the beach sounds nice...."
sequence: 0
dialoguetext:
"A stroll on the beach sounds nice." She nods. "Alright, I guess I'll be seeing you at Land's End in the evening. When it gets dark, alright?"


title: Lilienne, the Net Picker: ""Charming. My man was like that too..."
sequence: 0
dialoguetext:
"Charming. My man was like that too. Had to knock two of his teeth out to establish a good relationship dynamic." She chuckles. "I'll see you at Land's End in the evening. Be there after dark, alright?"


title: Lilienne, the Net Picker: ""Charming. My man was like that too..."
sequence: 0
dialoguetext:
"Charming. My man was like that too. Had to knock two of his teeth out to establish a good relationship dynamic." She chuckles. "I'll see you at Land's End in... let's say fifteen minutes."


title: Lilienne, the Net Picker: ""Me too," she replies with sudden s..."
sequence: 0
dialoguetext:
"Me too," she replies with sudden sincerity. "It's been ages since I just had normal conversation with one of you guys."


title: You: ""I'd like to ask something else.""
dialoguetext: "I'd like to ask something else."
sequence: 0
conditionstring:
Variable["village.netpicker_asked_about_wch"] == false  and  Variable["village.netpicker_asked_about_cryptos"] == false  and  Variable["village.netpicker_asked_about_ruby"] == false


title: Lilienne, the Net Picker: ""Aye. No one wants to talk about ho..."
sequence: 0
dialoguetext:
"Aye. No one wants to talk about how frightened they are. But only frightened people are *really* dangerous -- and *plenty* of them are dangerous."


title: Lilienne, the Net Picker: ""Life didn't really change that muc..."
sequence: 0
dialoguetext:
"Life didn't really change that much for me and the kids..." She glances at the village where two little kids are playing with what look like rocks.


title: Lilienne, the Net Picker: ""Why odd? Our things are a part of..."
sequence: 0
dialoguetext:
"Why odd? Our things are a part of our life-world. They're made with human sweat and they share human history. We should care about them as we care about humans, to some extent at least."


title: Lilienne, the Net Picker: ""You need to understand that *nothi..."
sequence: 0
dialoguetext:
"You need to understand that *nothing* is going to happen. We're just walking. That's it. Understood?"


title: Encyclopedia: "This must be one of the many fortif..."
sequence: 0
dialoguetext:
This must be one of the many fortifications that was used in the dying days of the Revolution. Against Coalition forces -- before they took this city.


title: ROO A72 Motor Skiff: "A skiff with a small steering engin..."
sequence: 0
dialoguetext:
A skiff with a small steering engine in the back floats on the calm mirror of the sea. Its two seats are empty.


title: Encyclopedia: "SRV-made, this machine represents h..."
sequence: 0
userscript: SetVariableValue("village.skiff_cyclo_roo", true) --[[ Variable[ ]]
dialoguetext:
SRV-made, this machine represents humanitarian aid from a workers' state on the Samaran isola. The *ROO* logo on the engine gives it away -- that and the white five-pointed star.


title: Perception (Sight): "The boat's belly is a shiny yellow..."
sequence: 0
userscript: SetVariableValue("village.skiff_perc_trigger_for_ency", true) --[[ Variable[ ]]
dialoguetext:
The boat's belly is a shiny yellow colour, industrial paint over fresh tar. You see it reflect off the water, along with the factory number: A72.


title: You: "Get in and ride to the island."
dialoguetext: Get in and ride to the island.
sequence:
HideActualHeld(); TotalBlack(true,3);EndgameBoat()@3; BanishInterface(true)@3; LuaRun(SetAreaState("FISHING_BOAT", "boating"))@3; TotalBlack(false,3)@4;BanishInterface(false)@192;FocusCamera(BoatRide1)@5;FocusCamera(BoatRide2)@57;FocusCamera(BoatRide4b)@103;

conditionstring:
(Variable["auto.visited_island"] == false  and  Variable["plaza.tribunal_kim_shot"])  or  (Variable["auto.visited_island"] == false  and  Variable["plaza.tribunal_kim_shot"] == false  and  IsKimHere() == true)


title: You: "[Climb out.]"
dialoguetext: [Climb out.]
sequence:
MusicPriorityReset()@4;SemiBlack(true,3); EndgameBoatDone()@3; TravelTo(Tequila Sunset, teqSeafortSkiffLandingLoc, 2)@3; TravelTo(Kim Kitsuragi, kimSeafortSkiffLandingLoc, 2)@3; SemiBlack(false,3)@4;


title: Inland Empire: "Once you get in, that's it -- one p..."
sequence: 0
userscript: SetVariableValue("village.boat_inland_foreshadowing", true) --[[ Variable[ ]]
dialoguetext:
Once you get in, that's it -- one pull of the starter handle and you're off into the bay. A strange trepidation comes over you: are you sure you want to go *now*?


title: Shivers: "There is very little wind here toda..."
sequence: 0
dialoguetext:
There is very little wind here today. The ghost is standing still. You look at your arms, then the cliffs above you...


title: You: "[Climb out.]"
dialoguetext: [Climb out.]
sequence:
MusicPriorityReset()@4;SemiBlack(true,3); EndgameBoatDone()@3; TravelTo(Tequila Sunset, teqSeafortSkiffLandingLoc, 2)@3; SemiBlack(false,3)@4;


title: Encyclopedia: "Sad FM is a radio station specializ..."
sequence: 0
dialoguetext:
Sad FM is a radio station specializing in sad, slow rock songs. You seem to know its frequency by heart.


title: Cuno: ""I mapped the place out and uh... i..."
dialoguetext:
"I mapped the place out and uh... it looks like both of us aren't gonna make it. This is death island. The hell maw." He wipes snot from his nose.


title: Cuno: ""Maybe Cuno's just pessimistic beca..."
userscript: SetVariableValue("seafort.cuno_mapped_the_place_out", true) --[[ Variable[ ]]
dialoguetext:
"Maybe Cuno's just pessimistic because of the massive speed hangover. I did scout the place out. I can fill you in."


title: Cuno: ""Good. You made it." Cuno stands wi..."
userscript: FinishTask("TASK.investigate_sea_fortress_done"); FinishTask("TASK.use_boat_done")--[[ Variable[ ]]
dialoguetext:
"Good. You made it." Cuno stands with his arms akimbo, looking at the shadow of the ruined flak tower looming overhead.


title: Joyce Messier: ""Silly nostalgia...""
dialoguetext: "Silly nostalgia..."
sequence: 0
conditionstring:
Variable["village.joyce_stops_roping"] == true  and  Variable["TASK.ask_about_ruby_in_village"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: "This is what I get for trying to be..."
sequence: 0
dialoguetext:
This is what I get for trying to be a scientist instead of a cop. I mean, I'm not even a *good* cop.


title: Inland Empire: "Don't be too hard on yourself. You..."
sequence: 0
dialoguetext:
Don't be too hard on yourself. You couldn't have known that for sure. And, besides, finding this phasmid is your special destiny -- you can feel it!


title: Inland Empire: "You were just following your instin..."
sequence: 0
dialoguetext:
You were just following your instincts, your destiny. You're meant to find the phasmid! Just maybe not here...


title: You: "You're not going to be fooled again..."
sequence: 0
conditionstring: Variable["cargo.evrart_fishing_rod"]
dialoguetext:
You're not going to be fooled again. You're going to stand here calmly and observe this non-phasmid until you see what it really is...


title: Inland Empire: "Fine. It's not a phasmid. It's not..."
sequence: 0
dialoguetext:
Fine. It's not a phasmid. It's not even organic. Just a fire iron resting by the fire place. But... where's your sense of wonder, man?


title: Little Lily: ""Hello, mister!" A young girl, bare..."
sequence: 0
dialoguetext:
"Hello, mister!" A young girl, barely four or five years old, sits on the sofa. She is looking at you with frank curiosity.


title: Little Lily: ""Noo, mister!" Her eyes grow wider..."
sequence: 0
dialoguetext:
"Noo, mister!" Her eyes grow wider as she shakes her head. "Even Lamby doesn't like it." She hugs her stuffed toy tighter.


title: You: ""What's that?" (Point at the stuffe..."
dialoguetext: "What's that?" (Point at the stuffed bird hanging from the ceiling.)
sequence: 0
conditionstring:
CheckItem("ruffed_grouse_taxidermy") == false  and  Variable["TASK.take_bird_to_garte"] == false  and  Variable["TASK.take_bird_to_garte_done"] == false  and  Variable["village.lily_talked_about_bird"] == false


title: Little Lily: "Lamby is a stuffed lamb that, admit..."
sequence: 0
dialoguetext:
Lamby is a stuffed lamb that, admittedly, has seen better days. One of the eye-buttons is missing and the fur is tattered in several parts.


title: Little Lily: ""Yessss, Lamby has lived a long lif..."
sequence: 0
dialoguetext:
"Yessss, Lamby has lived a long life." She waves the lamb around in the air. "Lamby was a... re.. a rev..." She stumbles on her words.


title: Little Lily: ""Noo-noooo, that's not it." She fro..."
sequence: 0
dialoguetext:
"Noo-noooo, that's not it." She frowns, looking at her tattered toy. "You know what you are, Lamby."


title: Little Lily: ""It's old and broken." She nods. "D..."
sequence: 0
dialoguetext:
"It's old and broken." She nods. "Dan-ze-ruus, Mom says. I listen to mom. Lamby also listens. Brothers listen. They tried going there, but it was scary and they ran away!"


title: Suggestion: "You might be able to get on Garte's..."
sequence: 0
userscript: SetVariableValue("village.lily_sugg_take_bird", true) --[[ Variable[ ]]
dialoguetext:
You might be able to get on Garte's good side if you replace the broken skua you almost certainly broke?


title: Little Lily: ""Sure! Just go and get it. I don't..."
dialoguetext: "Sure! Just go and get it. I don't like it anyway... it looks angry."
sequence: 0
userscript:
GainTask("TASK.take_bird_to_garte"); XPTinySetBool("XP.littlelilly_got_new_bird_from_her")--[[ Variable[ ]]


title: You: ""I heard there was a girl here who..."
dialoguetext: "I heard there was a girl here who has armoured gloves. Is that you?"
sequence: 0
conditionstring:
Variable["TASK.ask_little_girl_in_village_about_gloves"]  or  Variable["TASK.ask_little_lily_about_gloves"]


title: Little Lily: ""Found them when Lamby and I were p..."
sequence: 0
dialoguetext:
"Found them when Lamby and I were playing hide-and-seek. In an empty house where no one lives! I think someone hid them there..."


title: Little Lily: "She pouts. "I hid them. The twins w..."
sequence: 0
dialoguetext:
She pouts. "I hid them. The twins were going to take them. They're stupid..." She lifts her stuffed toy up and looks into its one remaining eye, as though searching for confirmation.


title: Kim Kitsuragi: ""We're going to need those gloves...."
sequence: 0
dialoguetext:
"We're going to need those gloves. It's for important police business." He enunciates the last two words carefully.


title: Little Lily: ""Oooh..." She doesn't seem to under..."
sequence: 0
dialoguetext:
"Oooh..." She doesn't seem to understand, but the lieutenant's tone has conveyed to her the 'important' part.


title: Little Lily: "She frowns, delaying divulging her..."
sequence: 0
dialoguetext:
She frowns, delaying divulging her secret. "Oo-kay," she says finally with some reluctance. "I hid them inside my sandcastle. Behind the house." She points somewhere outside. "You can take them."


title: Little Lily: ""They're in my sandcastle." She poi..."
sequence: 0
dialoguetext:
"They're in my sandcastle." She points somewhere outside. "Behind our house. Under the sand. You can break the castle, it's not very good."


title: You: ""What's this?" (Show her the stuffe..."
dialoguetext: "What's this?" (Show her the stuffed bird you took from the ceiling.)
sequence: 0
conditionstring:
CheckItem("ruffed_grouse_taxidermy") == true  and  Variable["TASK.take_bird_to_garte"] == false  and  Variable["TASK.take_bird_to_garte_done"] == false  and  Variable["village.lily_talked_about_bird"] == false


title: Little Lily: ""My mom's outside, and I don't real..."
sequence: 0
dialoguetext:
"My mom's outside, and I don't really know about my dad." She gives you a bright smile like it's a good thing.


title: Little Lily: ""Ll... Luby... Rr... R-luuby." Sudd..."
sequence: 0
dialoguetext:
"Ll... Luby... Rr... R-luuby." Suddenly the girl gets all serious and leans in, as if she's about to tell you a secret.


title: Little Lily: ""My mom tells me that I'm a big gir..."
sequence: 0
dialoguetext:
"My mom tells me that I'm a big girl, but she doesn't know that I can't say *ll*. Or like, sometimes I can, but then... *ll*... *rr*... *llrr*..."


title: Kim Kitsuragi: ""Press your damn cheek against Lamb..."
sequence: 0
dialoguetext:
"Press your damn cheek against Lamby, okay?" The lieutenant sounds authoritative -- and surprisingly gruff.


title: Little Lily: ""Isn't he soft?" She's right, Lamby..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
"Isn't he soft?" She's right, Lamby is very soft. She rubs the white fur against your cheek, then returns the lamb into her lap, cuddling it.


title: Little Lily: ""Uhhhhh..." She sits her doll on he..."
sequence: 0
dialoguetext:
"Uhhhhh..." She sits her doll on her lap. Its ragged limbs reach out toward you, as if longing for a cuddle. "Like what?"


title: You: ""Anything that will help me dismant..."
sequence: 0
conditionstring: Variable["boardwalk.mural_big_c_accepted"] == true
dialoguetext:
"Anything that will help me dismantle Capitalism, so that you can inherit Communism, O' Girl Child Revolution?"


title: Kim Kitsuragi: "The lieutenant sighs, and kneels to..."
sequence: 0
dialoguetext:
The lieutenant sighs, and kneels to be eye-level with the girl. "Maybe someone you know has acted a little different, lately?"


title: Little Lily: "She turns the stuffed lamb to face..."
sequence: 0
dialoguetext:
She turns the stuffed lamb to face her. "What does that mean, Lamby?" The doll offers no reply. Stuffing hangs out its rear.


title: Little Lily: "Lamby remains silent. The fireplace..."
sequence: 0
dialoguetext:
Lamby remains silent. The fireplace flickers and cackles. She hugs the doll close to her chest and laughs.


title: Reaction Speed: "He's not going to let you make a fo..."
sequence: 0
dialoguetext:
He's not going to let you make a fool of yourself or the RCM in front of this girl. Not while he's here.


title: You: ""I'm talking to the children to lea..."
dialoguetext: "I'm talking to the children to learn from them. Has anything strange happened here lately?"
sequence: 0
conditionstring:
Variable["TASK.find_children_of_the_big_sea"] == true  and  Variable["village.lily_bad_word_brothers_known"] == false  and  Variable["village.twins_spoke_to_boys_about_swearing_done"] == false  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false


title: Kim Kitsuragi: "The lieutenant cranes his head and..."
sequence: 0
userscript: SetVariableValue("tc.aerograffito", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant cranes his head and mutters: "GO HOME." He pauses. "It's an *aerograffito*. It's meant for the Coalition aerostatics that keep a lookout on the city from the low troposphere."


title: Kim Kitsuragi: ""Look," the lieutenant says impatie..."
sequence: 0
dialoguetext:
"Look," the lieutenant says impatiently. "It's not something that can be explained on the go in couple of sentences. We have more important things to focus on right now, so let's get back to them, alright?"


title: Conceptualization: "The sky is indifferent to your sile..."
sequence: 0
userscript: SetVariableValue("coast.orb_aerograffito_done", true) --[[ Variable[ ]]
dialoguetext:
The sky is indifferent to your silent nod, but the lieutenant seems to appreciate it. He gives you a fleeting smile.


title: Kim Kitsuragi: ""An aerostatic is an airship. A hyb..."
sequence: 0
userscript: SetVariableValue("tc.aerostatic", true) --[[ Variable[ ]]
dialoguetext:
"An aerostatic is an airship. A hybrid airship, semi-rigid." He points up to a small dot in the cloudline. "*That* is an aerostatic."


title: Lilienne's Other Twin: "The other one looks indistinguishab..."
sequence: 0
dialoguetext:
The other one looks indistinguishable from him. He watches his brother kick the stone with his tongue lolling out of his mouth.


title: Inland Empire: "Maybe there's some kind of reason w..."
sequence: 0
userscript: SetVariableValue("village.twins_inland_mysterious_laugh", true) --[[ Variable[ ]]
dialoguetext:
Maybe there's some kind of reason why they're laughing? An interesting reason somehow tied to the case!


title: Lilienne's Twin: "The stone-kicking one becomes frant..."
sequence: 0
dialoguetext:
The stone-kicking one becomes frantic all of a sudden, as if that's something to be scared of -- the obvious fact that you just stated.


title: Lilienne's Other Twin: "The boy doesn't answer. His brother..."
sequence: 0
dialoguetext:
The boy doesn't answer. His brother throws another rock. Both of their hair is covered in some kind of dirt.


title: Kim Kitsuragi: ""Don't worry, everyone is." He look..."
sequence: 0
dialoguetext:
"Don't worry, everyone is." He looks at the little scruffian, then at you. "How about we do some police work now? We're not getting anything here."


title: Kim Kitsuragi: ""You're right there." He looks at t..."
sequence: 0
dialoguetext:
"You're right there." He looks at the little scruffian, then at you. "Let's see if we can find some police work, shall we? We're not getting anything here."


title: Lilienne's Twin: "Just a second ago, the first one wa..."
sequence: 0
dialoguetext:
Just a second ago, the first one was laughing. Now he's doing something with his lip and his gap tooth.


title: Lilienne's Twin: "The boy keeps laughing. Then he bow..."
sequence: 0
dialoguetext:
The boy keeps laughing. Then he bows down to inspect the rock as though there's something noteworthy about it.


title: Lilienne's Twin: ""That's... uhm... nothing?" The boy..."
sequence: 0
dialoguetext:
"That's... uhm... nothing?" The boy pauses to think with his finger in his mouth. "It's just a seafort and some plants. You can take a raft there. It's great."


title: Lilienne's Twin: ""Mhm," his brother nods. "Gather th..."
sequence: 0
dialoguetext:
"Mhm," his brother nods. "Gather the sticks for the fire -- and bullets. Or not real bullets, empty bullets."


title: Lilienne's Other Twin: ""Yes," the other one adds laconical..."
sequence: 0
userscript: SetVariableValue("village.twins_open_third", true) --[[ Variable[ ]]
dialoguetext:
"Yes," the other one adds laconically, standing with his hands glued to his sides like a little tin soldier.


title: Lilienne's Other Twin: ""Don't say that. He didn't." His br..."
sequence: 0
dialoguetext:
"Don't say that. He didn't." His brother punches him. The boy's eyes well up like he's about to start crying.


title: You: ""It's okay to kill yourself, you kn..."
sequence: 0
conditionstring: Variable["reputation.suicide_cop"] >= 3 and IsTHCPresent("suicide_is_painless") == false
dialoguetext:
"It's okay to kill yourself, you know. I'm gonna blow my brains out. Gonna close this one final case and then *blam* -- I'm outta here."

userscript:
SetVariableValue("village.twins_said_kill_yourself", true) ; GainThought("suicide_is_painless")--[[ Variable[ ]]


title: Lilienne's Twin: ""There's a..." the boy says, rubbin..."
sequence: 0
userscript: FinishTask("TASK.ask_twins_about_island_done")--[[ Variable[ ]]
dialoguetext:
"There's a..." the boy says, rubbing his eyes. It's clear that he has no intention of finishing the sentence.


title: Lilienne's Twin: ""I'm not gonna start *crying*," the..."
sequence: 0
dialoguetext:
"I'm not gonna start *crying*," the one who almost started crying snaps, regaining control of his quivering chin.


title: Lilienne's Twin: ""Please don't..." The boy's eyes we..."
sequence: 0
dialoguetext:
"Please don't..." The boy's eyes well up as he looks at you. They're dark and round. The wind tussles his hair.


title: Lilienne's Twin: "The other boy straightens his back...."
sequence: 0
dialoguetext:
The other boy straightens his back. "I'm not gonna start *crying*, stupid," he snaps, regaining control of his quivering chin.


title: Lilienne's Other Twin: "The other watches him, brows knitte..."
sequence: 0
dialoguetext:
The other watches him, brows knitted. "It doesn't even have anything to do with this, you. Father isn't the fire guy."


title: Lilienne's Twin: ""Huh..." The first one pauses to th..."
sequence: 0
dialoguetext:
"Huh..." The first one pauses to think, then comes to some kind of conclusion. "He doesn't live there. He isn't there sometimes."


title: Lilienne's Twin: ""I dunno what you're talking about...."
sequence: 0
dialoguetext:
"I dunno what you're talking about." The boy stuffs his hands deep into his pockets and kicks another rock.


title: Lilienne's Twin: ""He dunno what you're talking about..."
sequence: 0
dialoguetext:
"He dunno what you're talking about," the first kid says loudly. Or you think it's the first kid -- it could be the second.


title: Lilienne's Twin: ""Ha ha, I dunno what you're talking..."
sequence: 0
dialoguetext:
"Ha ha, I dunno what you're talking about." One of the boys shrugs his shoulders and starts laughing.


title: Perception (Hearing): "It's a purposefully shrill laugh. L..."
sequence: 0
dialoguetext:
It's a purposefully shrill laugh. Like he's practised it for the express purpose of annoying people.


title: Half Light: "Oh, okay. So now he's *shy*. Now he..."
sequence: 0
dialoguetext:
Oh, okay. So now he's *shy*. Now he's not talking, just wobbling around like he's afraid of something.


title: Kim Kitsuragi: ""I don't think questioning four-yea..."
sequence: 0
dialoguetext:
"I don't think questioning four-year-olds without their parents present is gonna crack the case," says the lieutenant.


title: You: ""Hey, boys. Your sister told me you..."
dialoguetext: "Hey, boys. Your sister told me you got in trouble for saying bad words."
sequence: 0
conditionstring:
Variable["village.lily_bad_word_brothers_known"] == true  and  Variable["TASK.find_children_of_the_sea_first_step"] == true  and  Variable["village.twins_spoke_to_boys_about_swearing_done"] == false  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false


title: You: ""Kids, has anything *strange* happe..."
dialoguetext: "Kids, has anything *strange* happened lately?"
sequence: 0
conditionstring:
Variable["village.lily_bad_word_brothers_known"] == false  and  Variable["TASK.find_children_of_the_sea_first_step"] == true  and  Variable["village.twins_spoke_to_boys_about_swearing_done"] == false  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false


title: Lilienne's Twin: ""Yeah." The boy turns a rock over i..."
sequence: 0
userscript: SetVariableValue("village.twins_spoke_to_boys_about_swearing_done", true) --[[ Variable[ ]]
dialoguetext:
"Yeah." The boy turns a rock over in his hand. "We heard *bad* words and said them, and got in trouble..."


title: Lilienne's Twin: ""Uhm..." The boy turns a rock over..."
sequence: 0
userscript: SetVariableValue("village.twins_spoke_to_boys_about_swearing_done", true) --[[ Variable[ ]]
dialoguetext:
"Uhm..." The boy turns a rock over in his hand. "We heard *bad* words and said them, and got in trouble..."


title: Lilienne's Twin: ""We thought the voices were funny."..."
sequence: 0
dialoguetext:
"We thought the voices were funny." The brother nods. "We said what they said and then we got in trouble..."


title: Lilienne's Other Twin: ""You know." He points at his head...."
sequence: 0
dialoguetext:
"You know." He points at his head. His fingers are red from the cold. "I heard people talking. Except just in my head!"


title: Lilienne's Twin: ""Uh..." He scratches his head. He l..."
sequence: 0
dialoguetext:
"Uh..." He scratches his head. He looks at his twin, who nods -- and then he begins. "It was like... 'It is time at last, my nasty speedfreaks! Our brotherman is about to grow up!'"


title: Lilienne's Other Twin: ""'DJ Flacio's big boy debut single..."
sequence: 0
dialoguetext:
"'DJ Flacio's big boy debut single is here! Buckle up, because this is the fastest trash that you're ever gonna hear.'"


title: Esprit de Corps: "Elsewhere in Revachol, the Lieutena..."
sequence: 0
dialoguetext:
Elsewhere in Revachol, the Lieutenant switches on the radio. His head rocks subtly to a violent track. He needs to hear this story.

userscript:
SetVariableValue("village.twins_redo_with_kim_quickpath", true) ;
GainTask("TASK.talk_to_twins_with_kim")--[[ Variable[ ]]


title: You: ""Okay kids, tell Kim here what happ..."
dialoguetext: "Okay kids, tell Kim here what happened with the voices."
sequence: 0
conditionstring:
Variable["village.twins_redo_with_kim_quickpath"] == true  and  Variable["village.twins_spoke_to_boys_about_swearing_done_again"] == false  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false  and  IsKimHere() == true


title: Lilienne's Other Twin: ""The one we heard say a bad word?"..."
sequence: 0
dialoguetext:
"The one we heard say a bad word?" The boy shrugs. "Okay. The voices were like..." He scratches his head -- then seems to remember.


title: Kim Kitsuragi: ""I understand." The lieutenant's ey..."
sequence: 0
userscript: SetVariableValue("kimswitch.talked_to_kids_about_radio", true) --[[ Variable[ ]]
dialoguetext:
"I understand." The lieutenant's eyes are wide in surprise, despite his calm voice. "Thank you. Let's have a word when you're finished, detective."


title: You: ""Real quick, boys -- where were you..."
dialoguetext: "Real quick, boys -- where were you when you heard the voices?"
sequence: 0
conditionstring:
Variable["TASK.return_to_ask_kids_where"] == true  and  Variable["TASK.return_to_ask_kids_where_done"] == false  and  Variable["TASK.return_to_ask_kids_where_cancelled"] == false  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false


title: Lilienne's Twin: ""Uh-huh!" one says, throwing a rock..."
dialoguetext: "Uh-huh!" one says, throwing a rock into the sand.
sequence: 0
userscript:
FinishTask("TASK.return_to_ask_kids_where_done");
GainTask("TASK.return_to_mural_for_new_check")--[[ Variable[ ]]


title: Drama: "Why, what a splendid rendition thes..."
sequence: 0
dialoguetext:
Why, what a splendid rendition these two rapsssssssssscallions have offered us here today! Faultless memorization! Perchance they'll enjoy greatness as a double-act in the Performing Artsss.


title: Lilienne's Other Twin: ""Ff..." The other boy tries. He loo..."
sequence: 0
userscript: XPPicoSetBool("XP.swore_before_the_twins")--[[ Variable[ ]]
dialoguetext:
"Ff..." The other boy tries. He looks at his brother for understanding, then at you. "What does that mean?"


title: Authority: "Pipe down Puzzle Face, this is a Co..."
sequence: 0
dialoguetext:
Pipe down Puzzle Face, this is a Code Red situation! If we review all the *bad words*, that's only going to add more temptation to saying them -- in front of the *children*. And we *do not* want that.


title: Sandcastle: "Weather has not been kind to Lily's..."
sequence: 0
dialoguetext:
Weather has not been kind to Lily's little sandcastle. The once mighty towers are quickly eroding away. You can see something shining back to you from what must have been a vast underground catacomb network.


title: Kim Kitsuragi: ""The little castle?" The lieutenant..."
sequence: 0
dialoguetext:
"The little castle?" The lieutenant smiles a little. "The reigning lord must have come upon some really tough times to let it slip in such decrepitude."


title: Sandcastle: "A gush of wind disintegrates anothe..."
sequence: 0
dialoguetext:
A gush of wind disintegrates another piece of the cellar ceiling, exposing more of the mysterious glimmer underneath. The shithole's about to collapse.


title: Sandcastle: "The walls and floors give way to th..."
sequence: 0
dialoguetext:
The walls and floors give way to the giant's greed, collapse and present you with a pair of ceramic gauntlets.

userscript:
GainItem("gloves_t500"); FinishTask("TASK.get_the_armoured_gloves_from_lillys_sandcastle_done"); FinishTask("TASK.find_the_armoured_gloves_done")--[[ Variable[ ]]


title: Sandcastle: "The fortress is still defiantly sta..."
sequence: 0
dialoguetext:
The fortress is still defiantly standing. There's an inviting gleam of *something* coming from the depths of the deepest cellars.


title: Kim Kitsuragi: ""Congratulations -- that's the gaun..."
sequence: 0
dialoguetext:
"Congratulations -- that's the gauntlets down, then. We're doing good on the armour collection front."


title: Kim Kitsuragi: ""I believe they heard something," h..."
sequence: 0
dialoguetext:
"I believe they heard something," he says, glancing back at the twins. "And given the poverty of this part of town, I don't know how they could have heard a radio."


title: Kim Kitsuragi: ""I don't *know* how they heard it,..."
sequence: 0
dialoguetext:
"I don't *know* how they heard it, but..." He returns his gaze to you. "I know the station they imitated. So they must have heard it somehow."


title: Kim Kitsuragi: "He pauses. "It's... important in ou..."
sequence: 0
dialoguetext:
He pauses. "It's... important in our line to know about all sorts of things. I know a little bit about radio culture."


title: Drama: "The machinery of his mind is at wor..."
sequence: 0
userscript: SetVariableValue("village.kim_drama_speedfreaks_lying_alert", true) --[[ Variable[ ]]
dialoguetext:
The machinery of his mind is at work, sire! With swiftness the gears do turn, for to produce *deceit*! He seeks to hide his fondness for his favourite channel, Speedfreaks FM!


title: Composure: "The lieutenant isn't usually a man..."
sequence: 0
userscript: SetVariableValue("village.kim_reactionspeed_knows_speedfreaks", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant isn't usually a man who checks his watch without reason. He was trying to stay cool. Don't push now -- keep an eye out for it again later.


title: Logic: "A calculated response. To say *why..."
sequence: 0
dialoguetext:
A calculated response. To say *why the hell did you snoop on my radio?* would be reasonable -- but it would confirm he likes the station. Instead, he dismisses it. He must be embarrassed by his affection for Speedfreaks FM.


title: Kim Kitsuragi: ""I can't explain how they heard it,..."
sequence: 0
dialoguetext:
"I can't explain how they heard it," the lieutenant continues unabated. "I believe they heard something. And given the poverty of this part of town, I don't know how they could have heard a radio. However..."


title: Volition: "He was clearly uncomfortable discus..."
sequence: 0
dialoguetext:
He was clearly uncomfortable discussing it before. He still is. You have nothing to gain from pushing his buttons.


title: Kim Kitsuragi: ""I can't explain how they heard it,..."
sequence: 0
dialoguetext:
"I can't explain how they heard it," he says, ignoring your comment. "I believe they heard something. And given the poverty of this part of town, I don't know how they could have heard a radio. However..."


title: Kim Kitsuragi: ""No." His answer is immediate. "I j..."
sequence: 0
dialoguetext:
"No." His answer is immediate. "I just... don't see how this furthers our investigation into a murder. That's all."


title: Kim Kitsuragi: ""Let's at least rule out radios bef..."
sequence: 0
dialoguetext:
"Let's at least rule out radios before continuing. Maybe the twins didn't know it was a radio they were hearing..."


title: You: ""Maybe it has something to do with..."
dialoguetext: "Maybe it has something to do with the mass call-in *radio* game?"
sequence: 0
conditionstring:
Variable["church.mainframe_asked_whats_fortress_accident"]  or  Variable["doomed.radiocomputer_asked_fortress_accident"]  or  Variable["doomed.fireplace_kim_call_in_station"]


title: Kim Kitsuragi: ""The washerwoman seems to know ever..."
sequence: 0
dialoguetext:
"The washerwoman seems to know everything that happens here. Let's ask if she heard anything, before moving on."

userscript:
FinishTask("TASK.find_children_of_the_sea_first_step");
GainTask("TASK.talk_to_washer_woman_about_radio")--[[ Variable[ ]]


title: Kim Kitsuragi: "The lieutenant says nothing. An oce..."
sequence: 0
dialoguetext:
The lieutenant says nothing. An ocean breeze blows in strong. He raises his jacket collar against it.


title: You: ""I suspect you're embarrassed to ca..."
dialoguetext: "I suspect you're embarrassed to call Speedfreaks FM, Kim."
sequence: 0
conditionstring:
Variable["village.kim_reactionspeed_knows_speedfreaks"]  or  Variable["village.kim_drama_speedfreaks_lying_alert"]


title: Kim Kitsuragi: ""Besides. Maybe it was just a radio..."
sequence: 0
dialoguetext:
"Besides. Maybe it was just a radio they overheard -- they might not be old enough to know the difference. How would they have heard the voices?"


title: Cuno: ""Cuno's got this.""
dialoguetext: "Cuno's got this."
sequence: 0
userscript: SetVariableValue("yard.cunoesse_barks_dick", false) --[[ Variable[ ]]
conditionstring:
Variable["yard.cunoesse_barks_dick"]  and  Variable["TASK.get_the_dead_body_down_from_the_tree_done"] == false


title: Cuno: ""Fucker shit himself.""
dialoguetext: "Fucker shit himself."
sequence: 0
userscript: SetVariableValue("yard.cunoesse_barks_shit", false) --[[ Variable[ ]]
conditionstring:
Variable["yard.cunoesse_barks_shit"]  and  Variable["TASK.get_the_dead_body_down_from_the_tree_done"] == false


title: Cuno: ""Cuno knows how to fucking throw!""
dialoguetext: "Cuno knows how to fucking throw!"
sequence: 0
userscript: SetVariableValue("yard.cunoesse_barks_rake", false) --[[ Variable[ ]]
conditionstring:
Variable["yard.cunoesse_barks_rake"]  and  Variable["TASK.get_the_dead_body_down_from_the_tree_done"] == false


title: Cuno: ""Over here, baconator! Time for lau..."
dialoguetext: "Over here, baconator! Time for launch."
sequence: 0
userscript: SetVariableValue("yard.cunoesse_barks_throw", false) --[[ Variable[ ]]
conditionstring:
Variable["yard.cunoesse_barks_throw"]  and  Variable["TASK.get_the_dead_body_down_from_the_tree_done"] == false


title: You: ""Listen, child. The smell is so bad..."
dialoguetext: "Listen, child. The smell is so bad that I threw up, and I was wondering..."
sequence: 0
conditionstring:
Variable["yard.hanged_endurance_failed_once"] == true  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  Variable["TASK.fridge_victims_body_done"] == false


title: Cunoesse: ""What's this... kid shit? Fucking m..."
dialoguetext:
"What's this... kid shit? Fucking mind games..." She puts her finger to her temple. "I'd rather die than squeal!"


title: Cunoesse: ""You don't wanna fuck with me -- I..."
dialoguetext:
"You don't wanna fuck with me -- I got my hands bloody." The hat drops even lower. "I'm not here, pig. You're not seeing this."


title: Cunoesse: ""Murder was the case, was the case,..."
userscript: SetVariableValue("yard.cunoesse_murder_was_the_case_line_heard", true) --[[ Variable[ ]]
dialoguetext:
"Murder was the case, was the case, they gave me..." She has almost vanished behind the fence. Only the top of her hat remains.


title: Cunoesse: ""Can't believe you missed... We wer..."
userscript: SetVariableValue("yard.cunoesse_altgreet_gunwaving_done", true) --[[ Variable[ ]]
dialoguetext:
"Can't believe you missed... We were so close, you and I... fucking noodle fingers! Can't you see I'm *IMMORTAL* now!"


title: Cunoesse: ""Can't believe you didn't take the..."
userscript: SetVariableValue("yard.cunoesse_altgreet_gunwaving_done", true) --[[ Variable[ ]]
dialoguetext:
"Can't believe you didn't take the shot. Fucking coward... waved your gun like a clown. Next time you point that shit at me, you better take the shot."


