# dentries

title: René Arnoux: ""Your guess is as good as mine, off..."
sequence: 0
dialoguetext:
"Your guess is as good as mine, officer. Maybe you're just one of those men who's never satisfied with anything?" He shrugs. "Regardless, what do you need from us?"


title: René Arnoux: ""Spring slush on bare feet can make..."
sequence: 0
dialoguetext:
"Spring slush on bare feet can make a man feel like a failure." He points at your naked toes. "For a reason. Now, do you need something from us?"


title: Gaston Martin: ""What are you talking about? You ju..."
sequence: 0
dialoguetext:
"What are you talking about? You just executed a pretty much perfect pétanque throw!" His tone is full of admiration.


title: René Arnoux: ""How are you ever going to get the..."
dialoguetext:
"How are you ever going to get the officer's shit off your nose, Gaston? Or even climb out of his ass?" He shakes his head in extreme disdain.

sequence:
SemiBlack(true,1);TravelTo(rene, ReneReturnLoc, 2)@1;TravelTo(Tequila Sunset, TeqPentanqueReturnLoc, 2)@1;SemiBlack(false,1)@2;LuaRun(SetAreaState("PETANQUE_CUTSCENE","false"))@1;SetBooleanAnimation(rene,rene_throws,false);


title: You: "Let go. Be the ball. (Continue.)"
dialoguetext: Let go. Be the ball. (Continue.)
sequence:
BanishInterface(true)@1;FocusCamera(cam_pent_throwfar)@3;StartTime()@1;PlayAnimation(Tequila Sunset,PetanqueSuccess_Phase3anim,false,true,true)@3; SetTriggerAnimation(ball2_petanque_success,success)@3;BanishInterface(false)@12;FocusCamera(cam_pent_fail_slow)@10;TravelTo(Tequila Sunset,TequilaPetanqueSuccessMarkerFacing, 0)@10;


title: Visual Calculus: "It wasn't *merde*. The shot was at..."
sequence: 0
dialoguetext:
It wasn't *merde*. The shot was at least 23 metres. Probably 24 and then some. Nothing to be embarrassed about.


title: Hand/Eye Coordination: "Already your muscles are adjusting..."
sequence: 0
userscript: SetVariableValue("plaza.rene_shotpu_rc_succ_felt_the_ball", true) --[[ Variable[ ]]
dialoguetext:
Already your muscles are adjusting to the weight, the nervous system calibrating, until you and the ball have merged into a single entity. The *manball* is ready.


title: You: "There is time for a last glance inw..."
dialoguetext: There is time for a last glance inward. Who am I?
sequence: 0
conditionstring:
Variable["plaza.rene_shotpu_rc_succ_felt_the_ball"] == true  and  Variable["plaza.rene_shotpu_rc_succ_took_in_surroundings"] == true


title: Hand/Eye Coordination: "A chilly breeze ruffles your hair a..."
sequence: 0
userscript: SetVariableValue("plaza.rene_shotpu_rc_succ_took_in_surroundings", true) --[[ Variable[ ]]
dialoguetext:
A chilly breeze ruffles your hair as you stand there, feet firmly planted. All sounds, smells, even the wind -- everything fades until the only thing left is the union of Man and Ball.


title: René Arnoux: ""Probably because those rooster pan..."
sequence: 0
dialoguetext:
"Probably because those rooster pants are squeezing you senseless. What ever happened to practical? Durable? Revachol-made?" He shakes his head. "Now what can I do for you?"


title: Kim Kitsuragi: ""Yes, officer..." The lieutenant gi..."
sequence: 0
dialoguetext:
"Yes, officer..." The lieutenant gives you a quick side-glance. "What *do* we need from these gentlemen?"


title: You: ""I'm a god of track and field. Why..."
dialoguetext: "I'm a god of track and field. Why would I have a problem with anything?"
sequence: 0
conditionstring: Variable["plaza.rene_putshot_physint_feeble_geezer"] == true
userscript:
SetVariableValue("plaza.rene_godoftrackandfield", true) ; ReputationGrows("superstar_cop")--[[ Variable[ ]]


title: Hand/Eye Coordination: "You are immediately surprised by th..."
dialoguetext: You are immediately surprised by the ball's lack of weight. No matter. You'll make it work.
sequence:
BanishInterface(true)@1;SemiBlack(true,1)@1;FocusCamera(cam_pent_fail)@2;TravelTo(Tequila Sunset, TequilaPetanqueSuccessMarker, 2)@3; TravelTo(rene, ReneWatchingLocSuc, 2, false, false)@3;SemiBlack(false,2)@4;SetTriggerAnimation(Tequila Sunset,PetanqueSuccess_Phase2anim,false,true,false)@6; SetTriggerAnimation(ball2_petanque_success,success)@6;Release();StopTime()@9.6;BanishInterface(false)@9.6;LuaRun(SetAreaState("PETANQUE_CUTSCENE","true"));SetBooleanAnimation(rene,rene_throws,true);

userscript:
SetVariableValue("plaza.reneandgaston_greeting_done", true) ; ReputationGrows("coach_physical_instrument")--[[ Variable[ ]]


title: You: ""The damn ball was slippery as fuck..."
sequence: 0
conditionstring: Variable["plaza.rene_putshot_fail_halflight_use_swear_words"] == true
dialoguetext:
"The damn ball was slippery as fuck! How do you expect me to throw this piece of *shit* when it's got old man spunk all over, Mossback?!"


title: Perception (Hearing): "Everything has gone very quiet. It..."
sequence: 0
dialoguetext:
Everything has gone very quiet. It seems as even the waves have ceased their crashing against the promenade. It feels heavy.


title: Physical Instrument: "There are no two more harmful words..."
sequence: 0
dialoguetext:
There are no two more harmful words an athlete can hear than *good job*. And this was downright embarrassing!

userscript:
SetVariableValue("plaza.rene_physint_agnry_about_gaston_calling_rc_fail_a_good_job", true) --[[ Variable[ ]]


title: Half Light: "Mossback and his shitty ball are mo..."
sequence: 0
userscript: SetVariableValue("plaza.rene_putshot_fail_halflight_use_swear_words", true) --[[ Variable[ ]]
dialoguetext:
Mossback and his shitty ball are mocking you. You need to get angry. Use swear-words. Mention *spunk*.


title: Hand/Eye Coordination: "Something about it was completely u..."
sequence: 0
dialoguetext:
Something about it was completely unnatural. Corrupted. Your muscle memory knew what to do and went for it, but there were gaps...


title: Hand/Eye Coordination: "It felt like you were going for a t..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
It felt like you were going for a thrust or a lunge -- there was definitely gonna be jumping. Maybe you scored a point, but this is a *fiasco*.


title: Composure: "Look who's talking -- that cockatoo..."
sequence: 0
dialoguetext:
Look who's talking -- that cockatoo uniform must give him a real advantage. When fighting in *the circus*.


title: Hand/Eye Coordination: "The cold metal ball is surprisingly..."
sequence: 0
dialoguetext:
The cold metal ball is surprisingly smooth against your neck. It has a pattern on it. (Probably a sponsored ball.) Yours would only be covered with bumps of learning and scars of victory.


title: Shivers: "West, in the Grand Couron Arena, a..."
sequence: 0
userscript: SetVariableValue("plaza.rene_shivers_shotput", true) --[[ Variable[ ]]
dialoguetext:
West, in the Grand Couron Arena, a sharp overhand left from Arsène-Luc Edelbrock, sends the Samaran heavyweight champion, Kostya 'Mjasnok' Koštunica, flying to the mat. The crowd goes wild. Revachol loves her heroes.


title: Physical Instrument: "Behold the fear and confusion refle..."
sequence: 0
userscript: SetVariableValue("plaza.rene_putshot_physint_feeble_geezer", true) --[[ Variable[ ]]
dialoguetext:
Behold the fear and confusion reflecting in the eyes of the two feeble geezers -- they are in awe of your superiority. You are a God to them.


title: René Arnoux: ""No, no you don't! Our pétanque gam..."
sequence: 0
dialoguetext:
"No, no you don't! Our pétanque game is ruined!" He's getting angry again. "We want our *boule* back."


title: René Arnoux: ""Well, it damn well isn't, it's pét..."
sequence: 0
dialoguetext:
"Well, it damn well isn't, it's pétanque," the man snaps, raising his voice again. "You ruined a pétanque game. We want our *boule* back!"


title: René Arnoux: ""Yes, pétanque," the man says, rais..."
sequence: 0
dialoguetext:
"Yes, pétanque," the man says, raising his voice again. "You ruined our pétanque game. We want our *boule* back."


title: René Arnoux: ""No, we are not *good*, goddamnit!"..."
sequence: 0
dialoguetext:
"No, we are not *good*, goddamnit!" A vein on his forehead is bulging alarmingly. "We want our *boule* back!"


title: René Arnoux: ""Good." He nods. "Mistakes are forg..."
sequence: 0
userscript: GainTask("TASK.get_petanquista_new_boule")--[[ Variable[ ]]
dialoguetext:
"Good." He nods. "Mistakes are forgiven, when men at least *try* to right their wrongs. I believe you will try. Now why did you approach us?"


title: René Arnoux: ""A fine example you are setting her..."
sequence: 0
dialoguetext:
"A fine example you are setting here today, officer." He says, slowly shaking his head. "I will remember this. And Gaston will too."


title: Gaston Martin: ""It's okay, officer. Forgotten comp..."
sequence: 0
dialoguetext:
"It's okay, officer. Forgotten completely. It was my *boule* and I have a spare." He produces another ball from his pocket. "Everything is good and we're ready to assist any way we can!"


title: Kim Kitsuragi: "The lieutenant says nothing, but hi..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
The lieutenant says nothing, but his face is rigid. It seems he does not approve of your athletic displays.


title: Authority: "You are an officer of the law with..."
sequence: 0
userscript: SetVariableValue("plaza.rene_authority_boule", true) --[[ Variable[ ]]
dialoguetext:
You are an officer of the law with way more important things to worry about than *boules*. Don't take this crap.


title: Gaston Martin: ""Take it easy, René." The jolly one..."
sequence: 0
dialoguetext:
"Take it easy, René." The jolly one tries to defuse the situation. "This is just a misunderstanding, isn't it, officer? No harm done."


title: René Arnoux: ""Of course there's harm done, you o..."
sequence: 0
dialoguetext:
"Of course there's harm done, you orange slug!" The heel of his cavalry boot slams in the ground. "You owe us a goddamn *boule*!"


title: Visual Calculus: "It wasn't *whorehouse of shit*. The..."
sequence: 0
dialoguetext:
It wasn't *whorehouse of shit*. The shot was at least 23 metres. Probably 24 and then some. Nothing to be embarrassed about.


title: Gaston Martin: ""Thank you, officer." The jolly man..."
sequence: 0
dialoguetext:
"Thank you, officer." The jolly man quickly takes the ball and bounces it in his hand. "This is really something... Honestly I think it's better than our old *boule* even!"

userscript:
XPMinorSetBool("XP.already_had_the_boule_and_gave_it_to_rene"); LoseItem("shotput_ball");--[[ Variable[ ]]


title: René Arnoux: ""*Mon dieu*..." he mumbles, rubbing..."
sequence: 0
dialoguetext:
"*Mon dieu*..." he mumbles, rubbing his temples. "Alright. Alright. Fine. What do you want, officer?"


title: René Arnoux: ""Commies, communists, socialists, a..."
sequence: 0
dialoguetext:
"Commies, communists, socialists, anarchists -- call them what you like. They just chose the name to feel special." The carabineer frowns. "Senseless sentimentality."


title: René Arnoux: ""Sadly, no. It was the foreigners w..."
sequence: 0
dialoguetext:
"Sadly, no. It was the foreigners who brought them to their knees. We fought valiantly -- too valiantly. So valiantly we got licked," he adds, squeezing a *boule* in his fist.


title: René Arnoux: ""Should've fought dirty. Like they..."
sequence: 0
dialoguetext:
"Should've fought dirty. Like they did with their suicide sex cult propaganda and *mad anarchist women* strapped to shrapnel bombs. We didn't though. And we lacked *calibre*. God bless him, but the suzerain's cannons simply weren't big enough.“


title: René Arnoux: ""Because this place is the damn Bea..."
sequence: 0
dialoguetext:
"Because this place is the damn Beachhead," he says, pointing to the bay. "Had to soften the commies up first."


title: René Arnoux: ""Yes," he nods, inspecting you with..."
sequence: 0
dialoguetext:
"Yes," he nods, inspecting you with some disdain. "The military-coordinated amphibious landing to take back Revachol."


title: René Arnoux: ""Martinaise was used as one of the..."
sequence: 0
userscript: SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]
dialoguetext:
"Martinaise was used as one of the three footholds in Revachol during Operation Death Blow in '08. The other two are off in Stella Maris and the Delta." He points to the northeast.


title: René Arnoux: ""This here is blood ground, where C..."
sequence: 0
dialoguetext:
"This here is blood ground, where Coalition boots first made landfall and cleaned those rabid dogs out. Most likely," he says, looking down at the soil, "we're playing pétanque on their mangled corpses."


title: Gaston Martin: ""Blood ground..." The other one sha..."
sequence: 0
dialoguetext:
"Blood ground..." The other one shakes his head. "You got old René going there. Like he isn't angry enough already..."


title: René Arnoux: ""Mhmh," he grunts. "Don't get me wr..."
sequence: 0
dialoguetext:
"Mhmh," he grunts. "Don't get me wrong, officer. I hate those foreign dogs. But the enemy of my enemy and all that. They're the lesser evil."


title: René Arnoux: ""Yes, dammit -- I know! They laid t..."
sequence: 0
dialoguetext:
"Yes, dammit -- I know! They laid the fire of hell on this city before they stormed it. And it worked, too." There is a strange gleam in his eyes.


title: René Arnoux: ""The rest of the city got cleaned u..."
sequence: 0
dialoguetext:
"The rest of the city got cleaned up, but Martinaise they keep as a *monument*." A dark shadow runs across his face. "And now the Union socialists are practically running the place."


title: You: ""That's how it should be. Soft soci..."
sequence: 0
userscript: ReputationGrows("communist")
dialoguetext:
"That's how it should be. Soft socialists paving the way for the *hard* working class to take over."


title: René Arnoux: ""Damn right, son. They laid the fir..."
sequence: 0
dialoguetext:
"Damn right, son. They laid the fire of hell on this city before they stormed it. And it worked, too." There is a strange gleam in his eyes.


title: René Arnoux: ""They're *not*. And I'm sorry it ha..."
sequence: 0
dialoguetext:
"They're *not*. And I'm sorry it had to be them. After eight years of fighting those hyenas, boiling cats for food and drinking piss in the mountains..." He takes a deep breath.


title: René Arnoux: ""Instead, all that is just, holy, a..."
sequence: 0
dialoguetext:
"Instead, all that is just, holy, and beautiful in the world was wiped away and now it's neon signs with toothpaste ads everywhere. Foreign influence peddling garbage and stupid music on the radio." He sighs.


title: René Arnoux: ""I *would* have preferred if the ri..."
sequence: 0
dialoguetext:
"I *would* have preferred if the right honourable King Guillaume returned to Revachol or even if that damn clown, Frissel, had risen from the grave and led us. Sadly that was not the case."


title: René Arnoux: ""This is just what the commies want..."
sequence: 0
dialoguetext:
"This is just what the commies wanted. This was their plan all along. *This* is what they wanted to replace the rule of the Suzerain with."


title: René Arnoux: ""No, they don't. But I'm sorry it h..."
sequence: 0
dialoguetext:
"No, they don't. But I'm sorry it had to be the Coalition. After eight years of fighting rabid commies, boiling cats for food and drinking piss in the mountains..." He takes a deep breath.


title: René Arnoux: ""I'm sorry it had to be them." He l..."
sequence: 0
dialoguetext:
"I'm sorry it had to be them." He looks down at his boots. "After eight years of fighting those hyenas, boiling cats for food and drinking piss in the mountains..."


title: René Arnoux: ""Damn Frissel -- he was the king we..."
sequence: 0
userscript: SetVariableValue("plaza.rene_heard_of_frissel", true) --[[ Variable[ ]]
dialoguetext:
"Damn Frissel -- he was the king we couldn't protect. The carabineers failed him... and the crown." The old veteran falls silent and massages his chest. "He died in the hands of the *hoi polloi* in a very public execution."


title: René Arnoux: ""A true King in both blood and mind..."
sequence: 0
dialoguetext:
"A true King in both blood and mind. Led Revachol before Frissel. He would have been better, but the damn commies drove him into exile."


title: Reaction Speed: "Wait, Joyce said Guillaume ran and..."
dialoguetext: Wait, Joyce said Guillaume ran and his nephew, Frissel, was shot in his place.
sequence: 0
userscript:
SetVariableValue("plaza.rene_reaction_joyce_said_frissel_was_shot_instead_of_guillaume", true) --[[ Variable[ ]]


title: Logic: "Exiled? Joyce said Guillaume ran an..."
dialoguetext: Exiled? Joyce said Guillaume ran and his nephew, Frissel, was shot in his place.
sequence: 0
userscript:
SetVariableValue("plaza.rene_logic_joyce_said_frissel_was_shot_instead_of_guillaume", true) --[[ Variable[ ]]


title: You: ""Commies didn't drive Guillaume out..."
sequence: 0
dialoguetext:
"Commies didn't drive Guillaume out. He left, when things got bad and left Frissel to take the hit."


title: René Arnoux: ""The Suzerain is the King. Has ever..."
sequence: 0
dialoguetext:
"The Suzerain is the King. Has everyone forgotten already?" He then slowly nods and says to himself: "They've forgotten already."


title: René Arnoux: ""It's no use talking to you. You we..."
sequence: 0
userscript: XPPicoSetBool("XP.rene_rode_into_gunfire")--[[ Variable[ ]]
dialoguetext:
"It's no use talking to you. You were still in daddy's balls when it happened. When *we* took our last stand against the filth and rode the cavalry straight into gunfire."


title: René Arnoux: ""Because that's what happens when c..."
sequence: 0
dialoguetext:
"Because that's what happens when communards hijack your country, execute your supreme leadership, and turn your capital into a slaughterhouse. You use *heavy ordnance* to clean up your home."


title: René Arnoux: ""Fine," the carabineer replies shar..."
dialoguetext: "Fine," the carabineer replies sharply. "What do you want now then?"
sequence: 0
userscript:
SetVariableValue("plaza.rene_got_off_the_crater_train_when_rene_was_telling_about_artillery_fire", true) --[[ Variable[ ]]


title: René Arnoux: ""This place is the damn Beachhead,..."
sequence: 0
dialoguetext:
"This place is the damn Beachhead, son," he says, pointing to the bay. "They had to soften the commies up first."


title: René Arnoux: ""Preposterous! Surely you don't mea..."
sequence: 0
dialoguetext:
"Preposterous! Surely you don't mean it." He frowns. "I'm just sorry it had to be them. After eight years of fighting those commie hyenas, boiling cats for food and drinking my piss in the mountains..."


title: René Arnoux: ""He doesn't," the veteran replies s..."
sequence: 0
dialoguetext:
"He doesn't," the veteran replies sharply. "That was one hundred years ago. Ain't got nothing to do with anything."


title: René Arnoux: ""You don't even *begin* to truly un..."
sequence: 0
dialoguetext:
"You don't even *begin* to truly understand the players on the table, let alone the specific circumstances surrounding the..." He stops mid-sentence and turns to you. "What do you think?"


title: Gaston Martin: ""Well, it's your own damn fault," t..."
sequence: 0
userscript: SetVariableValue("plaza.rene_revolution_party_didnt_surrender", true) --[[ Variable[ ]]
dialoguetext:
"Well, it's your own damn fault," the jolly man remarks. "You, we, the Coalition, Revachol -- whoever you wanna blame -- never finished the job. Officially the Party never surrendered. Of course they still hold influence."


title: René Arnoux: ""I'm just so damn sorry it had to b..."
sequence: 0
dialoguetext:
"I'm just so damn sorry it had to be the Coalition..." He isn't really paying attention to your words anymore. "After eight years of fighting those hyenas, boiling cats for food and drinking piss in the mountains..."


title: René Arnoux: ""This place is the damn Beachhead,..."
sequence: 0
dialoguetext:
"This place is the damn Beachhead, son," he says, pointing to the bay. "They didn't do it because they didn't *like* it. They had to soften the commies up first."


title: Suggestion: "He finds your lack of historic know..."
sequence: 0
dialoguetext:
He finds your lack of historic knowledge troubling. A sign of mental deterioration in the proceeding generations.


title: Drama: "Some manner of self-deceit is prese..."
sequence: 0
dialoguetext:
Some manner of self-deceit is present in his thinking. Sounds like this Guillaume abandoned him and he doesn't want to admit it.


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.find_a_way_to_turn_back_time"] == true  and  Variable["TASK.ask_traditionalists_how_to_turn_back_time_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.find_a_way_to_turn_back_time"] == true  and  Variable["TASK.ask_traditionalists_how_to_turn_back_time_done"] == false)

conditionstring:
(Variable["TASK.find_a_way_to_turn_back_time"] == true  and  Variable["TASK.ask_traditionalists_how_to_turn_back_time_done"] == false) == false


title: Endurance: "That's our guy! The way he speaks a..."
sequence: 0
dialoguetext:
That's our guy! The way he speaks about the war and the bygone days -- Kingsman through and through -- ask him how to turn back time!

userscript:
SetVariableValue("plaza.rene_fascha_dream_endurance_confirmed", true) ;
XPMinorSetBool("plaza.fascha_q_initiation_found_rene")--[[ Variable[ ]]


title: Inland Empire: "Home? To work? To get something fro..."
sequence: 0
dialoguetext:
Home? To work? To get something from somewhere? Who knows what people are doing when we're not looking.


title: Kim Kitsuragi: ""And, I mean... it would be one twi..."
sequence: 0
userscript: FinishTask("TASK.do_not_talk_to_rene_and_gaston_done")--[[ Variable[ ]]
dialoguetext:
"And, I mean... it would be one twist too many if it turned out these two old men were our killers. That's just unlikely. No..." He seems pleased with himself. "We would only have wasted our time here."


title: You: ""Damn, I missed asking these guys a..."
dialoguetext: "Damn, I missed asking these guys about the dried May bells."
sequence: 0
conditionstring:
Variable["TASK.ask_rene_about_maybells"] == true  and  Variable["TASK.ask_rene_about_maybells_done"] == false


title: Inland Empire: "No need to beat yourself down over..."
sequence: 0
userscript: CancelTask("TASK.ask_rene_about_maybells_cancelled")--[[ Variable[ ]]
dialoguetext:
No need to beat yourself down over it. It probably wasn't the definitive piece of the puzzle. Still, somehow it feels like May bells matter somehow.


title: Kim Kitsuragi: ""Don't beat yourself up about it. I..."
sequence: 0
userscript: CancelTask("TASK.ask_rene_about_maybells_cancelled")--[[ Variable[ ]]
dialoguetext:
"Don't beat yourself up about it. I think I gave you a pretty exhaustive answer about those flowers and what they mean."


title: Inland Empire: "*Still* you can't shake the feeling..."
sequence: 0
dialoguetext:
*Still* you can't shake the feeling that somehow these may bell do actually matter. If only a little bit.


title: You: ""René... I need to go back in time...."
dialoguetext: "René... I need to go back in time. Can you help me?"
sequence: 0
conditionstring:
Variable["pier.rene_fascha_dream_endurance_confirmed"] == true  and  Variable["plaza.rene_asked_about_turning_back_time"] == false


title: Gaston Martin: ""Now, now..." His partner raises bo..."
sequence: 0
dialoguetext:
"Now, now..." His partner raises both hands in a calming gesture. "I'm sure the officer means it figuratively. Like a forensic technique or something, right?"


title: René Arnoux: ""Forensic techniques are your forte..."
sequence: 0
dialoguetext:
"Forensic techniques are your forte, not mine, officer." Something stiffens in the man. He shakes his head. "Find another fool, I will not be part of your... joke."


title: René Arnoux: ""I thought you were a busy man, off..."
sequence: 0
dialoguetext:
"I thought you were a busy man, officer. Or at least you should be, so I won't comment on this... eccentricity. Now what?"


title: René Arnoux: ""*Bon sang*, son. You must have a l..."
sequence: 0
dialoguetext:
"*Bon sang*, son. You must have a loose screw up there or something." He taps on his temple. "Sounds like you really mean it."


title: René Arnoux: ""Alright, I will entertain this......"
sequence: 0
dialoguetext:
"Alright, I will entertain this... *fantasy*, if you tell me, what interest does an RCM officer have in... 'time travel'?"


title: Gaston Martin: ""Oh, you're in for a treat, officer..."
sequence: 0
dialoguetext:
"Oh, you're in for a treat, officer. Seeing the playful side of old René is about as rare as a red rainbow."


title: Encyclopedia: "Not actually *that* rare. It's just..."
sequence: 0
dialoguetext:
Not actually *that* rare. It's just that red, or monochrome, rainbows usually occur at sunrise or sunset, when blue and green wavelengths are scattered before reaching water droplets. Fewer eyes to see them then.


title: Endurance: "He doesn't know anything, he's too..."
sequence: 0
userscript: SetVariableValue("plaza.rene_asked_about_turning_back_time", true) --[[ Variable[ ]]
dialoguetext:
He doesn't know anything, he's too old. Doesn't have that *fire* in him anymore. But no worries, *we* will carry on. *Semper fidelis*, kingsman!


title: René Arnoux: "The old soldier nods. "Even after t..."
sequence: 0
dialoguetext:
The old soldier nods. "Even after the Revolution, after the Beachhead, there was a chance. Had we just stayed true to our *values*..."


title: René Arnoux: ""It happened slowly, like a seedlin..."
sequence: 0
dialoguetext:
"It happened slowly, like a seedling growing into a tree. Tiny incremental steps. Imperceptible till the thicket was so thick you couldn't clear it with a flamethrower..."


title: René Arnoux: ""It really does, doesn't it?" The o..."
sequence: 0
userscript: SetVariableValue("plaza.rene_fascha_dq_bonded_over_flamethrowers", true) --[[ Variable[ ]]
dialoguetext:
"It really does, doesn't it?" The old soldier produces a strange croaking sound -- with laughter-like qualities -- then quickly massages his chest. "But honestly, why?"


title: René Arnoux: ""The 'right track'? This *is* the r..."
sequence: 0
dialoguetext:
"The 'right track'? This *is* the right track! The only track." He gets visibly annoyed. "This is the world we shaped, a reflection of what we are: cowardly, ugly, and numb."


title: René Arnoux: ""'This time'?!" He's becoming visib..."
sequence: 0
dialoguetext:
"'This time'?!" He's becoming visibly annoyed. "What happened to the first time? Did you make a mistake? Did you *fuck up*? Everyone did!"


title: René Arnoux: ""And there are no second chances. W..."
sequence: 0
userscript: SetVariableValue("plaza.rene_asked_about_turning_back_time", true) --[[ Variable[ ]]
dialoguetext:
"And there are no second chances. We don't deserve them! You can't just go back and restart -- that would make everything *MEANINGLESS*!" A shadow of pain comes over his face.


title: René Arnoux: ""Exactly what history needs." He sp..."
sequence: 0
dialoguetext:
"Exactly what history needs." He spits on the ground between the two of you. "More drifters, confused wanderers, weightless men..."


title: René Arnoux: ""I can't help you officer," he says..."
sequence: 0
userscript: SetVariableValue("plaza.rene_asked_about_turning_back_time", true) --[[ Variable[ ]]
dialoguetext:
"I can't help you officer," he says coldly. "There are no second chances in life. We don't deserve them. This is the world we shaped -- a reflection of what we are. Wasted, ugly, and numb."


title: Kim Kitsuragi: "The lieutenant clears his throat. "..."
sequence: 0
dialoguetext:
The lieutenant clears his throat. "I think we're done here unless you have questions *not* relating to 'time travel' for the gentlemen?"


title: Gaston Martin: "A heavy silence falls over the crat..."
sequence: 0
dialoguetext:
A heavy silence falls over the crater. The man in the checkered suit doesn't know where to look or what to do with his hands. Finally he speaks:


title: Gaston Martin: ""Officer, you must forgive Old René..."
sequence: 0
dialoguetext:
"Officer, you must forgive Old René. Holding a conversation has always been... problematic with him." He flashes you a quick smile. "Try asking him something else."


title: Endurance: "Don't worry, he doesn't know anythi..."
sequence: 0
userscript: SetVariableValue("plaza.rene_asked_about_turning_back_time", true) --[[ Variable[ ]]
dialoguetext:
Don't worry, he doesn't know anything useful, the man's almost expired. No fire in him. But *you* will carry on the flame. *Semper fidelis*, kingsman, anything is possible.


title: Gaston Martin: ""Easy, René, take it easy." There's..."
sequence: 0
dialoguetext:
"Easy, René, take it easy." There's genuine concern in his face. "You're right, absolutely right. What was, *was* and that's it. Isn't that right, officer?"


title: Empathy: "Honour walks and virtue follows. Yo..."
sequence: 0
userscript: ReputationGrows("honour")
dialoguetext:
Honour walks and virtue follows. You are truly a Detective-Saint, for you refuse to veer even when *no one* is looking. Bravo!


title: René Arnoux: ""*Imbécile, un putain d'imbécile*....."
sequence: 0
dialoguetext:
"*Imbécile, un putain d'imbécile*..." The old veteran clutches his chest and tries to steady his breathing.


title: René Arnoux: ""*Imbécile, un putain d'imbécile!*...."
sequence: 0
dialoguetext:
"*Imbécile, un putain d'imbécile!*..." The old veteran clutches his chest and tries to steady his breathing.


title: Gaston Martin: ""Enough, officer," the other one sa..."
sequence: 0
dialoguetext:
"Enough, officer," the other one says with surprising resoluteness. "We can't help you. Not with this. Such an *emotional* topic..."


title: Endurance: "The carabineer is too old and feebl..."
sequence: 0
userscript: SetVariableValue("plaza.rene_asked_about_turning_back_time", true) --[[ Variable[ ]]
dialoguetext:
The carabineer is too old and feeble to be useful. But you will carry on. *Movere tempore*, kingsman. For the tenacious no road is impassable.


title: Gaston Martin: ""No, officer." He shakes his head m..."
sequence: 0
dialoguetext:
"No, officer." He shakes his head meekly. "We can't help you with that, maybe there's something else we *can* help you with?"


title: René Arnoux: "You catch the old carabineer's gaze..."
sequence: FocusCamera(Zoom_cam_fac);
userscript: XPTinySetBool("XP.rene_fascha_dq_rc_sccss")--[[ Variable[ ]]
dialoguetext:
You catch the old carabineer's gaze slowly leaving his opponent's wrinkled face as his dark eyes meet yours -- whatever turmoil raged in him a moment ago is quelled for now.


title: Conceptualization: "Like the last rays of the evening s..."
sequence: 0
dialoguetext:
Like the last rays of the evening sun gently kissing the day goodbye, before giving way to unfathomable darkness.


title: Volition: "Willed back into the darkest unexpl..."
sequence: 0
dialoguetext:
Willed back into the darkest unexplored depths of his mind -- never meant to be shared, seen or confronted.


title: René Arnoux: ""Our lives are unique, and I have n..."
sequence: 0
dialoguetext:
"Our lives are unique, and I have neither the means nor the will to help you change that." A polite nod. "But I will gladly assist you with police matters."


title: Inland Empire: "Hopelessly alone behind the unbreak..."
sequence: 0
dialoguetext:
Hopelessly alone behind the unbreakable walls he spent a lifetime erecting. No one will ever know him.


title: You: ""Gun!""
dialoguetext: "Gun!"
sequence: 0
conditionstring:
Variable["TASK.confront_the_pigs_done"] == false  and  Variable["TASK.confront_the_pigs_cancelled"] == false


title: René Arnoux: ""Goddamnit, son..." He turns back t..."
sequence: 0
dialoguetext:
"Goddamnit, son..." He turns back to you, frowning. "As an officer of the law you should know better than... damn it! Are we done here?"


title: Kim Kitsuragi: ""*Meaningless* is what I think this..."
sequence: 0
dialoguetext:
"*Meaningless* is what I think this line of questioning is. Call me a sceptic, but I don't think time travel is going to solve our murder case."


title: René Arnoux: ""W-war?" The word seems to derail h..."
sequence: 0
dialoguetext:
"W-war?" The word seems to derail his train of thought. "I mean yes. Yes... It changes men, changes lives and uh..."


title: René Arnoux: ""What the hell are we talking about..."
sequence: 0
dialoguetext:
"What the hell are we talking about here, officer?" He rubs the back of his head. "Look, we just want to play our game, so unless there's something else..."


title: René Arnoux: ""Wh...? Oh, I see." He takes a step..."
sequence: 0
dialoguetext:
"Wh...? Oh, I see." He takes a step back and nods, jaw clenched tight. "You're a comedian after all. Funny guy. *Unpredictable*."


title: René Arnoux: ""Alright, you got your laugh, ruine..."
sequence: 0
dialoguetext:
"Alright, you got your laugh, ruined my concentration and our game... Anything else you want, or can we start a new one?"


title: René Arnoux: ""That's just *typical*!" The carabi..."
sequence: 0
dialoguetext:
"That's just *typical*!" The carabineer looks at you with disgust. "All you young guys these days. You want to be opinionated, controversial, opposition leaders..."


title: René Arnoux: ""But as soon as the talk turns real..."
sequence: 0
dialoguetext:
"But as soon as the talk turns real and there's a smallest amount of friction you're suddenly 'not gonna say anything'. Better to be wrong than a goddamn coward!"


title: René Arnoux: ""Oh save it." He waves you off. "Me..."
sequence: 0
dialoguetext:
"Oh save it." He waves you off. "Men don't have substance anymore, I know that, but seeing such spinelessness in a man bearing an insignia..."


title: Gaston Martin: ""You must forgive mean old René, of..."
sequence: 0
dialoguetext:
"You must forgive mean old René, officer!" The other one jumps in. "He can't stop being himself more than a scorpion can stop being a sco..."


title: René Arnoux: ""Enough yacking!" the carabineer cu..."
sequence: 0
dialoguetext:
"Enough yacking!" the carabineer cuts Gaston off mid-sentence. "We have a game to finish, so let's get back to it, unless there's something else?"


title: Pain Threshold: "There's tenderness in the carabinee..."
sequence: FocusCamera(Gaston_cam_fac2);
dialoguetext:
There's tenderness in the carabineer's look. Tenderness that's curdled into pain or something darker.


title: Sleeping Dockworker: "A man is sleeping at the table, wea..."
sequence: 0
dialoguetext:
A man is sleeping at the table, wearing mud-caked boots and rolled down overalls. The back of his shirt reads "WILD PINES", encircled by a logo with a tree.


title: Physical Instrument: "You gently shake his shoulder, but..."
sequence: 0
userscript: SetVariableValue("whirling.sleeper_physinstr_you_failed", true) --[[ Variable[ ]]
dialoguetext:
You gently shake his shoulder, but nothing happens. This man could probably sleep soundly in a ship's engine room.


title: Kim Kitsuragi: ""No idea. Looks like he works for W..."
sequence: 0
dialoguetext:
"No idea. Looks like he works for Wild Pines, the logistics company who owns and operates the harbour."


title: You: ""Lieutenant, who is this?""
dialoguetext: "Lieutenant, who is this?"
sequence: 0
conditionstring:
IsKimHere()  and  Variable["tc.strike_at_harbour"] == false  and  Variable["whirling.sleeper_wild_pines_he_is"] == false


title: Sleeping Dockworker: ""Knocks you right out when you drow..."
sequence: 0
userscript: SetVariableValue("whirling.sleeper_sleeping_after_rum", true) --[[ Variable[ ]]
dialoguetext:
"Knocks you right out when you drown a bottle or two." He rubs his face, then buries it in his hands. You can hear a faint snore.


title: Sleeping Dockworker: ""Congratulations, you have seen the..."
sequence: 0
dialoguetext:
"Congratulations, you have seen the future. Now if you excuse me again, officer..." The worker sinks back onto the table, ready to continue his nap.


title: Physical Instrument: "The worker continues to nap, undist..."
sequence: 0
dialoguetext:
The worker continues to nap, undisturbed despite you shaking him. This guy's a real juggernaut of sleep.


title: Sleeping Dockworker: ""You know, people die here every da..."
sequence: 0
dialoguetext:
"You know, people die here every day. Someone's found in a ditch, another one falls in a manhole, a third one gets eaten by stray dogs." He respites.


title: Sleeping Dockworker: ""They say your guy was a killer. Yo..."
sequence: 0
userscript: XPPicoSetBool("XP.sleeping_killer")--[[ Variable[ ]]
dialoguetext:
"They say your guy was a killer. Your tree-man. He has friends, same as him. Killers. There's only one thing they know well -- how to wreak havoc."


title: Physical Instrument: "You have a pretty solid feeling tha..."
sequence: 0
userscript: SetVariableValue("whirling.sleeper_afraids_something", true) --[[ Variable[ ]]
dialoguetext:
You have a pretty solid feeling that the man's *not* just mouthing off. He's strong, but even he has reasons to be cautious here.


title: Sleeping Dockworker: ""You heard what I said. Draw your o..."
sequence: 0
dialoguetext:
"You heard what I said. Draw your own conclusions. That's all I know, and I prefer to keep it this way."


title: Sleeping Dockworker: "The man emits a loud snore. Is he a..."
sequence: 0
dialoguetext:
The man emits a loud snore. Is he about to wake up? Doesn't look like it, but you never know. Better be quick!


title: Volition: "Are you positive that what you're d..."
sequence: 0
dialoguetext:
Are you positive that what you're doing here is proper police conduct? You can still leave and do *nothing*.


title: Inland Empire: "You don't really know what it's for..."
sequence: 0
dialoguetext:
You don't really know what it's for, but you get the feeling notes like these are *super* important -- you should keep it.


title: Interfacing: "You find a black paper note with a..."
sequence: 0
userscript: GainMoneyOnce(500)
dialoguetext:
You find a black paper note with a woman's profile on it. Seems like this woman lived centuries ago. The note says *five* reál. It feels nice and greasy.


title: Sleeping Dockworker: ""Really? You woke me up for that?"..."
sequence: 0
dialoguetext:
"Really? You woke me up for that?" The worker gives you a vacant stare, then groans. "Fine, what is it, officer?"


title: Interfacing: "Your fingers find their way into th..."
sequence: 0
userscript: SetVariableValue("whirling.dockworker_succeeded_steal", true) --[[ Variable[ ]]
dialoguetext:
Your fingers find their way into the shackle, flicking open its spring-loaded gate. The metal loop holds the plastic ID, and a leather-bound pocketbook...


title: Interfacing: "You fumble with the spring-loaded g..."
sequence: 0
userscript: SetVariableValue("whirling.dockworker_succeeded_steal", true) --[[ Variable[ ]]
dialoguetext:
You fumble with the spring-loaded gate of the carabiner, but to no avail... the dangling items refuse to come loose, they just jingle in an ever louder manner.


title: Garte, the Cafeteria Manager: ""Stop *finger-fucking* him, officer..."
sequence: 0
dialoguetext:
"Stop *finger-fucking* him, officer!" The cafeteria manager shouts from behind the counter. "I'm responsible for these oafs and their *stuff*. Even Sleepy there..."


title: Garte, the Cafeteria Manager: ""Fine -- fine! Finger-bang him then..."
sequence: 0
dialoguetext:
"Fine -- fine! Finger-bang him then, I don't care." He snorts angrily, then turns back to his activities.


title: Garte, the Cafeteria Manager: ""Yeah, sure! I don't care. Just don..."
sequence: 0
dialoguetext:
"Yeah, sure! I don't care. Just don't finger-bang his stuff, okay!" He snorts angrily, then turns back to his activities.


title: Kim Kitsuragi: ""To be honest, he is correct. Polic..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"To be honest, he is correct. Police officers generally don't go around *appropriating* possessions from people. Let's go."


title: Sleeping Dockworker: ""Okay, I guess there's also Evrart,..."
sequence: 0
dialoguetext:
"Okay, I guess there's also Evrart, he's in charge of the Union. He's smart. Knows how to negotiate. He's got our back."


title: You: "Inspect the piece of plastic on his..."
dialoguetext: Inspect the piece of plastic on his carabiner.
sequence: 0
conditionstring:
Variable["whirling.sleeper_felt_itch"] == true  and  Variable["whirling.dockworker_succeeded_steal"] == false


title: Sleeping Dockworker: "It's a dockworker's ID, doubling as..."
sequence: 0
userscript: SetVariableValue("whirling.sleeper_inspected_id", true) --[[ Variable[ ]]
dialoguetext:
It's a dockworker's ID, doubling as a shift card and a job permit. A young, able-bodied man stares back at you from the photo: Santiago S. John.


title: Kim Kitsuragi: ""Possibly because there's a strike..."
sequence: 0
userscript: SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]
dialoguetext:
"Possibly because there's a strike going on in the harbour. There's not much to do -- aside from drinking and sleeping."


title: Physical Instrument: "There is only one way to awake this..."
sequence: 0
dialoguetext:
There is only one way to awake this bone idle from his slumber. Roar like a hurricane, rip the buildings from the Earth!


title: Electrochemistry: "Yum, yum. Money. Think of all the t..."
sequence: 0
dialoguetext:
Yum, yum. Money. Think of all the things you can buy with this. The synapses in your brain fire with glee.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.sleeper_stole_documents"] == true  or  Variable["whirling.sleeper_stole_money"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.sleeper_stole_documents"] == true  or  Variable["whirling.sleeper_stole_money"] == true)

conditionstring:
(Variable["whirling.sleeper_stole_documents"] == true  or  Variable["whirling.sleeper_stole_money"] == true) == false


title: Sleeping Dockworker: ""How's it going?" The dockworker le..."
sequence: 0
dialoguetext:
"How's it going?" The dockworker lets out a big yawn, then stares at the cafeteria's terrace doors. Some fingerprints glisten on the glass.


title: Sleeping Dockworker: ""We're in the middle of a strike do..."
sequence: 0
dialoguetext:
"We're in the middle of a strike down at the harbour. Trying to force some sense into the executive board of Wild Pines."


title: Sleeping Dockworker: ""Good, then you understand the gist..."
sequence: 0
dialoguetext:
"Good, then you understand the gist of it. We would all be better off without the employers and their employment."


title: Sleeping Dockworker: ""For one -- I could use some more s..."
sequence: 0
userscript: SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]
dialoguetext:
"For one -- I could use some more shut-eye in the mornings..." He rubs his eyes and sighs. "Right to work? Right to *sleep*, I say."


title: Sleeping Dockworker: ""For one -- I could get some god da..."
sequence: 0
dialoguetext:
"For one -- I could get some god damn shut-eye." He rubs his eyes, then lets his head fall back on the table. "Right to *sleep*, I say."


title: Sleeping Dockworker: ""They got it. Measurehead's got it,..."
sequence: 0
dialoguetext:
"They got it. Measurehead's got it, he's guarding the gate. I'm just getting some sleep. Or *was*..."


title: Sleeping Dockworker: ""I don't know what you're talking a..."
sequence: 0
dialoguetext:
"I don't know what you're talking about, kind sir, but when I'm out, then I'm really *out*. No corpses. No mausoleums. Just *quality-time*."


title: Sleeping Dockworker: "The man does not mind. You probably..."
dialoguetext: The man does not mind. You probably need them more than he does.
sequence: 0
userscript:
GainItem("magnesium"); SetVariableValue("whirling.sleeper_picked_magnesium", true) --[[ Variable[ ]]


title: Tutorial Agent: "You’ve just picked up some MAGNESIU..."
sequence: 0
dialoguetext:
You’ve just picked up some MAGNESIUM. This item is stored in the bottom left corner of the screen, above your character portrait. Use MAGNESIUM to heal your Morale, if you have Morale damage.


title: Esprit de Corps: "So Union people think he was a kill..."
sequence: 0
dialoguetext:
So Union people think he was a killer, he thinks -- even Sleepy here? This doesn't help a *lot*, but it's something. Good work, detective.


title: Sleeping Dockworker: ""I don't know what you're talking a..."
sequence: 0
dialoguetext:
"I don't know what you're talking about, kind sir, but when I'm out, then I'm really *out*. No malt grains or whatever. No poetry-stuff. Just *quality-time*."


title: Sleeping Dockworker: ""I don't know what you're talking a..."
sequence: 0
dialoguetext:
"I don't know what you're talking about, kind sir, but when I'm out, then I'm really *out*. No ex-anything. Just *quality time*."


title: Inland Empire: "A little *me*-time in the abyssopel..."
sequence: 0
dialoguetext:
A little *me*-time in the abyssopelagic zone... you can never return to it now. Only detective-work remains. Wakefulness and detection.


title: Authority: "Officer? Even after a rude awakenin..."
sequence: 0
dialoguetext:
Officer? Even after a rude awakening -- this dockworker respects the police. More than they usually do at least.


title: Interfacing: "It was just an *idea*, c'mon. Relax..."
sequence: 0
dialoguetext:
It was just an *idea*, c'mon. Relax, everyone. It didn't turn out well -- doesn't mean it was a bad idea. Or that you shouldn't *appropriate* stuff...


title: Endurance: "Fuck sleep. Despite the headache --..."
sequence: 0
dialoguetext:
Fuck sleep. Despite the headache -- and the queasiness -- you feel like you've got at least a ten kilometre run in you.


title: Sleeping Dockworker: ""Good." He doesn't dwell on the par..."
sequence: 0
dialoguetext:
"Good." He doesn't dwell on the particulars of your existence. "We're in the middle of a strike down at the harbour. Trying to force some sense into the executive board of Wild Pines."


title: Physical Instrument: "The way he says "Measurehead" impli..."
sequence: 0
dialoguetext:
The way he says "Measurehead" implies ultimate trust in this head-reckoner's physical prowess. He seems like a worthy rival. You should *slay* him.


title: Gorący Kubek: "As you step in, he nods towards the..."
sequence: 0
dialoguetext:
As you step in, he nods towards the table and says something in a completely foreign language. The only words you can make out are 'gorący' and 'kubek'.


title: Gorący Kubek: "The man keeps shaking his head. His..."
sequence: 0
userscript: SetVariableValue("whirling.goracy_fridge_asked", true) --[[ Variable[ ]]
dialoguetext:
The man keeps shaking his head. His eyes seem sad. Then he starts swiping crumbs off the counter top.


title: Gorący Kubek: "A thin man is smoking below an exha..."
sequence: 0
dialoguetext:
A thin man is smoking below an exhaust hood, occasionally sipping from his mug. This must be the Whirling's cook.


title: Logic: "Okay, it's definitely not his name...."
sequence: 0
dialoguetext:
Okay, it's definitely not his name. Whatever you do, please don't call him Gorący Kubek! Please. It's not funny.


title: Kim Kitsuragi: ""We speak *Suresne*. There is no su..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"We speak *Suresne*. There is no such thing as the *Revacholian language*," he sighs. "But don't worry, your message remained clear."


title: You: ""Leo said you're friends with Mañan..."
dialoguetext: "Leo said you're friends with Mañana. Is that true?"
sequence: 0
userscript: SetVariableValue("cargo.kubek_asked_goracy_about_manana", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating"] == true  and  Variable["cargo.kubek_asked_goracy_about_manana"] == false  and  Variable["gates.manana_greeting_done"] == true


title: Gorący Kubek: "The mention of 'Mañana' gets his at..."
sequence: 0
dialoguetext:
The mention of 'Mañana' gets his attention. He smiles and delivers a whole slew of unfamiliar words and lively gestures. Then he falls silent again.


title: Conceptualization: "It's almost like music, especially..."
sequence: 0
dialoguetext:
It's almost like music, especially with the sounds of assorted dishes boiling and simmering on the stove.


title: Gorący Kubek: ""Ooh!" His eyes light up with under..."
sequence: 0
dialoguetext:
"Ooh!" His eyes light up with understanding, then instantly grow dark again. "No, no," he shakes his head, "Body no fit fridge. Fridge small."


title: You: ""What is in that borscht you're mak..."
dialoguetext: "What is in that borscht you're making there?" (Point to the large pot.)
sequence: 0
conditionstring:
Variable["TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating"] == true  and  Variable["TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_done"] == false


title: Gorący Kubek: "The man says a couple of sentences..."
sequence: 0
dialoguetext:
The man says a couple of sentences in that strange language of his and then seems to wait for you to speak.


title: Gorący Kubek: "He smiles and nods enthusiastically..."
sequence: 0
dialoguetext:
He smiles and nods enthusiastically, and, chattering away in his language, ladles some brew into a small thermal cup. Then hands it to you.

userscript:
SetVariableValue("inventory.got_goracy_brew", true) ; GainItem("drug_alcohol_goracy_brew")--[[ Variable[ ]]


title: Gorący Kubek: "The cook shakes his head and rattle..."
sequence: 0
dialoguetext:
The cook shakes his head and rattles off a sequence of undecipherable words. He then returns to his smoking, ash falling from between his fingers.


title: Gorący Kubek: ""*Barszcz* need…" He looks at the s..."
sequence: 0
dialoguetext:
"*Barszcz* need…" He looks at the soup, then at you. "More *wódka*?" He picks up a bottle from the shelf.


title: Electrochemistry: "Of course! Vodka! Now that makes it..."
sequence: 0
dialoguetext:
Of course! Vodka! Now that makes it a very very special borscht indeed! Turn it up and then ask for some yourself!


title: Kim Kitsuragi: ""Okay, so it's vodka that keeps the..."
sequence: 0
dialoguetext:
"Okay, so it's vodka that keeps the men happy and in good spirits." He nods. "Clever move by the Union."


title: Gorący Kubek: "He smiles, nodding vigorously, then..."
sequence: 0
dialoguetext:
He smiles, nodding vigorously, then pours half a bottle of vodka into the pot. With a whistle he stirs the brew.

userscript:
FinishTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_done"); XPTinySetBool("XP.found_out_the_borscht_had_wodka_in_it")--[[ Variable[ ]]


title: Gorący Kubek: "The cook gives you a long disappoin..."
sequence: 0
dialoguetext:
The cook gives you a long disappointed look, then turns the stove off and seems to wait for you to speak.

userscript:
FinishTask("TASK.find_out_whats_happening_with_the_special_brew_strikers_are_eating_done"); XPTinySetBool("XP.found_out_the_borscht_had_wodka_in_it")--[[ Variable[ ]]


title: Encyclopedia: "He's from Graad. People from Graad..."
sequence: 0
dialoguetext:
He's from Graad. People from Graad don't mind if they're called by their national derogatives. It's okay to call him a *Kojko*.


title: Authority: "Listen to him. This is a man who cl..."
sequence: 0
dialoguetext:
Listen to him. This is a man who clearly knows about bodies and fridges -- and bodies fitting into fridges.


title: Gorący Kubek: "The man takes another drag of his c..."
sequence: 0
dialoguetext:
The man takes another drag of his cigarette and shakes his head, smiling widely. It's not clear whether he understood your question.


title: Gorący Kubek: "With the mention of the word *Kojko..."
sequence: 0
dialoguetext:
With the mention of the word *Kojko* the cook starts talking excessively, his hands up in the air again.


title: You: "[Leave.]"
dialoguetext: [Leave.]
sequence: 0
conditionstring:
Variable["TASK.investigate_mysterious_door"] == true  or  Variable["TASK.investigate_mysterious_door_done"] == true


title: Kim Kitsuragi: ""You do?" The lieutenant regards yo..."
sequence: 0
dialoguetext:
"You do?" The lieutenant regards you with patient scepticism. "It's a door in the back of the kitchen. Why do you care where it leads?"


title: You: ""I wonder where this door leads.""
dialoguetext: "I wonder where this door leads."
sequence: 0
conditionstring:
Variable["whirling.barreddoor_kick_down_success"] == false  and  IsKimHere()  and  Variable["TASK.investigate_mysterious_door"] == false  and  Variable["TASK.investigate_mysterious_door_done"] == false  and  CheckItem("key_workshop_spare") == false


title: Blue door: "Your words fail to even echo agains..."
dialoguetext: Your words fail to even echo against the door's implacable steel.
sequence: 0
userscript:
GainTask("TASK.investigate_mysterious_door"); GainTask("TASK.enter_the_mysterious_door")--[[ Variable[ ]]


title: You: ""It's part of the Whirling-in-Rags...."
sequence: 0
userscript: SetVariableValue("whirling.steel_door_thorough", true) --[[ Variable[ ]]
dialoguetext:
"It's part of the Whirling-in-Rags. There's something *about* this place that makes me want to know."


title: Blue door: "The cobalt blue surface feels rough..."
sequence: 0
dialoguetext:
The cobalt blue surface feels rough to touch. The stainless steel door is flush with its frame on every side.


title: Blue door: "The key fits the dimple lock. It ta..."
sequence: 0
dialoguetext:
The key fits the dimple lock. It takes a bit of effort to turn it after all these years, but then -- the lock clicks.

userscript:
SetVariableValue("whirling.steel_door_unlocked", true) ; FinishTask("TASK.enter_the_mysterious_door_done"); GainTask("TASK.uncover_secrets_behind_the_mysterious_door")--[[ Variable[ ]]


title: Kim Kitsuragi: ""So do I." The lieutenant touches t..."
sequence: 0
dialoguetext:
"So do I." The lieutenant touches the lock. "It's locked -- and sturdy. The paint job looks old. From *before* the cafeteria."


title: Kim Kitsuragi: ""We're not getting past it without..."
sequence: 0
dialoguetext:
"We're not getting past it without a key. We should ask the bartender..." He corrects himself. "The cafeteria manager."

userscript:
GainTask("TASK.investigate_mysterious_door"); GainTask("TASK.enter_the_mysterious_door")--[[ Variable[ ]]


title: Visual Calculus: "It leads to a side-building, adjace..."
sequence: 0
dialoguetext:
It leads to a side-building, adjacent to this one. The old building next to this, half ruined. Whatever is behind it must be older.


title: Kim Kitsuragi: "He looks at you, then at the door...."
sequence: 0
dialoguetext:
He looks at you, then at the door. "Garte is the person to ask about this -- the cafeteria manager."

userscript:
GainTask("TASK.investigate_mysterious_door"); GainTask("TASK.enter_the_mysterious_door")--[[ Variable[ ]]


title: Kim Kitsuragi: ""If you say so." He looks at the do..."
sequence: 0
dialoguetext:
"If you say so." He looks at the door, then you. "Garte is the person to ask about this -- the cafeteria manager."


title: Kim Kitsuragi: ""It's hardly worth a *title*..." He..."
sequence: 0
dialoguetext:
"It's hardly worth a *title*..." He looks at the door, then you. "Anyway, Garte is the person to ask about this -- the cafeteria manager."


title: Kim Kitsuragi: ""Hmm... Yes, I suppose it's worth s..."
sequence: 0
dialoguetext:
"Hmm... Yes, I suppose it's worth seeing if we can get in. Just to be thorough. As a... side-investigation."


title: Conceptualization: "It's hardly a side-investigation. Y..."
dialoguetext: It's hardly a side-investigation. You already have a name for it.
sequence: 0
userscript:
SetVariableValue("whirling.steel_door_conceptualization_named_investigation", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Hardly." He looks at the door, the..."
sequence: 0
dialoguetext:
"Hardly." He looks at the door, then you. "Anyway, Garte is the person to ask about this -- the cafeteria manager."


title: You: ""I'll be back, door. Mark my words...."
dialoguetext: "I'll be back, door. Mark my words." [Leave.]
sequence: 0
conditionstring:
Variable["TASK.investigate_mysterious_door"] == false  and  Variable["TASK.investigate_mysterious_door_done"] == false


title: Kim Kitsuragi: ""There must be a key somewhere," th..."
sequence: 0
dialoguetext:
"There must be a key somewhere," the lieutenant says. "Probably somewhere in the Whirling? It's not *too* important. We can get in and out using the roof door."


title: Blue door: "The door stands silent, unmoved by..."
sequence: 0
dialoguetext:
The door stands silent, unmoved by your words. You still feel like you should look into it if you get the chance...


title: Blue door: "The key fits the dimple lock. It ta..."
sequence: 0
dialoguetext:
The key fits the dimple lock. It takes a bit of effort to turn it after all these years, but then -- the lock clicks.

userscript:
GainTask("TASK.investigate_mysterious_door"); SetVariableValue("whirling.steel_door_unlocked", true) ; FinishTask("TASK.enter_the_mysterious_door_done"); GainTask("TASK.uncover_secrets_behind_the_mysterious_door")--[[ Variable[ ]]


title: Industrial Stove: "This industrial gas-powered stove h..."
sequence: 0
dialoguetext:
This industrial gas-powered stove has been used to prepare food for many hungry hostel guests. There are several pots and pans on hand.


title: Kim Kitsuragi: ""What are you planning to do, throw..."
sequence: 0
dialoguetext:
"What are you planning to do, throw a dinner party? Please refrain from culinary experiments until after we've finished the investigation."


title: Savoir Faire: "The lieutenant said you'd need to b..."
sequence: 0
userscript: SetVariableValue("whirling.stove_savoir", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant said you'd need to boil the boots in acid to get the corpse smell out, but this huge pot, industrial dish soap, white vinegar, and patience might do the trick.


title: Savoir Faire: "Getting the corpse residue out of t..."
sequence: 0
userscript: SetVariableValue("whirling.stove_savoir", true) --[[ Variable[ ]]
dialoguetext:
Getting the corpse residue out of these boots is going to require patience. And also a huge pot full of boiling water, soap, and white vinegar.


title: You: "Add water -- and the boots -- to th..."
dialoguetext: Add water -- and the boots -- to the pot. Bring it all to a *nice* boil.
sequence: 0
userscript: LoseItem("hanged_boots_raw")
conditionstring:
(Variable["whirling.stove_added_soap"]  or  Variable["whirling.stove_added_bleach"]  or  Variable["whirling.stove_added_soap_and_vinegar"])  and  Variable["TASK.boil_the_boots_done"] == false


title: Industrial Stove: "A commercial pot draws your attenti..."
sequence: 0
dialoguetext:
A commercial pot draws your attention. It's very large. Gigantic, even. It could be used to make enough stew to feed an entire city. And also to boil a putrid pair of death-boots.


title: Industrial Stove: "There is a variety of soaps and ble..."
sequence: 0
dialoguetext:
There is a variety of soaps and bleaches in the cabinet to the left of the stove. There is also a bottle of white vinegar in the cabinet next to the fridge.


title: You: "The boots are *really* disgusting...."
sequence: 0
userscript: SetVariableValue("whirling.stove_added_soap_and_vinegar", true) --[[ Variable[ ]]
dialoguetext:
The boots are *really* disgusting. Pour some dish soap *and* the bottle of white vinegar into the pot.


title: Industrial Stove: "Strips of polymer fabric and human..."
sequence: 0
dialoguetext:
Strips of polymer fabric and human tissue separate from the lining of the boots. They float to the bubbling surface.


title: Industrial Stove: "The boots look cleaner and cleaner...."
sequence: 0
dialoguetext:
The boots look cleaner and cleaner. Those bits of human flesh are beginning to look *cooked*. You can smell it too.


title: Industrial Stove: "That's it, chef! The boots are as c..."
sequence: 0
dialoguetext:
That's it, chef! The boots are as clean as they're going to get. Steam dense with the smell of strange meat disappears into the vent above the stove.


title: Industrial Stove: "A pair of real beauties! The boots..."
dialoguetext: A pair of real beauties! The boots are shiny, hot and reek of vinegar. Just perfect.
sequence: 0
userscript:
GainItem("shoes_t500"); FinishTask("TASK.boil_the_boots_done"); FinishTask("TASK.claim_high_tech_boots_done")--[[ Variable[ ]]


title: Esprit de Corps: "Far away, in the darkness of a make..."
sequence: 0
dialoguetext:
Far away, in the darkness of a makeshift morgue behind Station 41's lazareth, Dr. Nix Gottlieb cuts into the cold, dead feet of a murder victim. The veins are oddly black, he suspects a neurotoxin...


title: Half Light: "Yeah, maybe that's a good habit *no..."
sequence: 0
dialoguetext:
Yeah, maybe that's a good habit *not* to include in your roster. Anyways, the boots are coming along nicely.


title: Conceptualization: "Of course it tastes vile. Look at t..."
sequence: 0
dialoguetext:
Of course it tastes vile. Look at the effort you put in the culinary side of this? Not exactly fine dining, is it?


title: Inland Empire: "You have awakened the *hunger*. The..."
sequence: 0
dialoguetext:
You have awakened the *hunger*. There is no turning back now, better invest in a good cook book and stock up on salt.


title: Frittte clerk: ""Welcome to Frittte! Feel free to l..."
dialoguetext:
"Welcome to Frittte! Feel free to look around or something, everything is out on the shelves." She returns to her magazine.


title: Composure: "Looks like it also has something ca..."
sequence: 0
userscript: SetVariableValue("gates.fritte_perc_fashion_police", true) --[[ Variable[ ]]
dialoguetext:
Looks like it also has something called 'Police De La Mode' featured on page 34. This speaks to you.


title: You: ""Can you tell me anything about thi..."
dialoguetext: "Can you tell me anything about this reality we're in?"
sequence: 0
conditionstring:
Variable["TASK.get_reality_lowdown"] == true  and  Variable["TASK.get_reality_lowdown_done"] == false


title: Frittte clerk: ""Yeah." She looks at the clock on t..."
sequence: 0
dialoguetext:
"Yeah." She looks at the clock on the wall. "That's why I'm working my ass off in Frittte. So I guess, like, that's economic."


title: Kim Kitsuragi: ""No need to worry." The lieutenant'..."
sequence: 0
dialoguetext:
"No need to worry." The lieutenant's voice is soothing and professional. "It's just standard procedure for us to ask around. If you hear anything, let us know. Okay?"


title: Frittte clerk: ""Not that they would know anything..."
sequence: 0
dialoguetext:
"Not that they would know anything about being high, it's just an expression." The girl adjusts her hat.


title: Kim Kitsuragi: ""Now that I'm looking at it... mayb..."
sequence: 0
dialoguetext:
"Now that I'm looking at it... maybe a glass-doored fridge in a public grocery store isn't the best option for storing a corpse."


title: Logic: "Maybe a glass-doored fridge in a pu..."
sequence: 0
dialoguetext:
Maybe a glass-doored fridge in a public grocery store really isn't the best option for storing a corpse.


title: You: ""Does Frittte have a warehouse in t..."
dialoguetext: "Does Frittte have a warehouse in the back of the Whirling-in-Rags?"
sequence: 0
conditionstring:
Variable["whirling.garte_steel_door_fritte"] == true  and  Variable["whirling.steel_door_unlocked"] == false


title: Frittte clerk: ""Fine -- Frittte doesn't have a war..."
sequence: 0
dialoguetext:
"Fine -- Frittte doesn't have a warehouse. Just a little back room here. M'kay?" She turns back to her magazine without waiting for you to respond.


title: Frittte clerk: ""Uhm, it's where they rate differen..."
dialoguetext:
"Uhm, it's where they rate different outfits famous people wear? It's kinda funny. They're kinda mean." She stops to think. "It's about who's the most stylish."


title: Frittte clerk: ""I think they think that extra T ma..."
dialoguetext:
"I think they think that extra T makes it *funkier*..." She chews on her gum with disgust. "It doesn't."


title: Frittte clerk: ""We're in a *transition*! You know,..."
sequence: 0
dialoguetext:
"We're in a *transition*! You know, transitioning from, uh... monarchy to democracy, all that stuff." She nods, then folds her magazine back.


title: Frittte clerk: ""Though some of my friends from sch..."
sequence: 0
dialoguetext:
"Though some of my friends from school have actually *travelled* through pale on their trip to Mundi. They said it was like being high." She smiles widely, then catches herself.


title: Frittte clerk: ""Or do you mean something else...?..."
sequence: 0
dialoguetext:
"Or do you mean something else...? Sorry, I really need to finish this article." She taps the magazine on the counter.


title: Frittte clerk: ""Uhm, you kicked the tare machine...."
userscript: SetVariableValue("gates.fritte_clerk_reacted_to_hitting_tare_machine", true) --[[ Variable[ ]]
dialoguetext:
"Uhm, you kicked the tare machine. Please don't kick the tare machine. This is Frittte -- and you don't want to fuck with Frittte."


title: You: ""You said I wouldn't want to 'fuck..."
dialoguetext: "You said I wouldn't want to 'fuck with Frittte'. Why?"
sequence: 0
conditionstring:
Variable["gates.fritte_tried_to_steal_raincoat_and_failed"] == true  or  Variable["gates.fritte_clerk_reacted_to_hitting_tare_machine"] == true  or  Variable["gates.fritte_smoked_fuck"] == true


title: Encyclopedia: "The story goes that normal Fritte w..."
sequence: 0
dialoguetext:
The story goes that normal Fritte with two T-s (a men's workwear shop in Vredefort) was already taken, so when Fritte Retail, Inc. grew into a multinational corporation they had to add an extra letter to avoid trademark infringement.


title: Frittte clerk: ""Um, is this about the questions ag..."
dialoguetext:
"Um, is this about the questions again? 'Cause I don't really know anything..." She puts down the magazine.


title: Frittte clerk: ""I dunno." She shrugs. "It stops pe..."
sequence: 0
userscript: SetVariableValue("tc.no_one_fucks_with_frittte", true) --[[ Variable[ ]]
dialoguetext:
"I dunno." She shrugs. "It stops people from robbing Frittte, I guess? If they know there's an army, I mean... I wouldn't want to fuck with them, anyway."


title: Frittte clerk: ""I mean, science is doing great......"
sequence: 0
dialoguetext:
"I mean, science is doing great... and this radiocomputer thing seems to be kinda big? I don't know." She shrugs, then folds her magazine back.


title: Frittte clerk: ""You think the police, like... both..."
sequence: 0
userscript: XPPicoSetBool("XP.frittte_has_an_army_so")--[[ Variable[ ]]
dialoguetext:
"You think the police, like... bother catching shoplifters?" She rolls her eyes. "Frittte polices themselves, so... Yeah. Anything else you wanted?"


title: Perception (Sight): "The clock shows the time at 10:09...."
sequence: 0
dialoguetext:
The clock shows the time at 10:09. The hands seem to be still. It's apparent the clock doesn't work.


title: You: ""Do you have any ammonia for sale?""
dialoguetext: "Do you have any ammonia for sale?"
sequence: 0
conditionstring:
Variable["TASK.get_ammonium"] == true  and  CheckItem("ammonia_ampoule") == false  and  Variable["gates.fritte_asked_ammonia"] == false  and  Variable["TASK.inspect_body_parts"] == false


title: Frittte clerk: ""Yes." She hitches her thumb toward..."
sequence: 0
userscript: SetVariableValue("gates.fritte_asked_ammonia", true) --[[ Variable[ ]]
dialoguetext:
"Yes." She hitches her thumb toward the end of the counter. "What we have is there, in the medicine cabinet -- go take a look yourself..."


title: Frittte clerk: ""Uh, wow, I didn't know you worked..."
sequence: 0
userscript: LoseItem("novelty_cheque"); GainMoneyOnce(2500)
dialoguetext:
"Uh, wow, I didn't know you worked for the Union, sir." She rolls up the giant novelty cheque -- looks like she's seen it before -- and slips it under the counter.


title: Electrochemistry: "Blow the whole thing on speed and g..."
sequence: 0
dialoguetext:
Blow the whole thing on speed and gin, right now. Speed -- AND GIN. Great combo. Ask some local dealers maybe...


title: Kim Kitsuragi: ""Businesses often hire private secu..."
sequence: 0
dialoguetext:
"Businesses often hire private security this side of the river. It's an unfortunate state of affairs, but not unheard of."


title: Kim Kitsuragi: ""Excuse us -- my partner here of co..."
sequence: 0
dialoguetext:
"Excuse us -- my partner here of course knows that net worth is not *legal tender*." The lieutenant gives you a quick glance.


title: Tare Machine: "Your bottles clunk into the machine..."
sequence: 0
userscript: SellItemGroup("tare")
dialoguetext:
Your bottles clunk into the machine and the money appears with a satisfying jingle. You're a richer man now!


title: Electrochemistry: "D'you know what you should do with..."
sequence: 0
dialoguetext:
D'you know what you should do with that money, kiddo? You should *buy more alcohol*! Enter the endless cycle of consumption!


title: Frittte clerk: "She knits her brow, confused. "It's..."
sequence: 0
dialoguetext:
She knits her brow, confused. "It's... a machine for tare? You know. You find tare outside -- like, bottles or whatever -- and put it in the machine. Then it gives you money."


title: Frittte clerk: ""You need a bag I guess? We used to..."
sequence: 0
dialoguetext:
"You need a bag I guess? We used to have some but we gave them all out, so..." She shrugs awkwardly.


title: Frittte clerk: ""Feel free to use it if you find a..."
sequence: 0
dialoguetext:
"Feel free to use it if you find a bag, though. I'm sure there are some... out there." She points outside. "Somewhere..."


title: Frittte clerk: ""No." She doesn't even bother looki..."
sequence: 0
dialoguetext:
"No." She doesn't even bother looking up out of her magazine. "You need tare to use the tare machine."


title: Inland Empire: "You're 100% sure you got special Ho..."
sequence: 0
userscript: SetVariableValue("gates.fritte_tare_hobo_inland", true) --[[ Variable[ ]]
dialoguetext:
You're 100% sure you got special Hobocop money for that tare. At least +100% extra tare money. If the numbers on the machine told you otherwise, it's a *lie*.


title: Knick-knacks Stand: "You see several packaged raincoats..."
sequence: 0
dialoguetext:
You see several packaged raincoats fill a low shelf beneath a display of croissants and juice bottles. The raincoats are transparent, except for the big 'FRITTTE' slogan on the back.


title: Interfacing: "The girl delves into the magazine,..."
sequence: 0
userscript: SetVariableValue("gates.frittte_savoire_theft_attempted", true) --[[ Variable[ ]]
dialoguetext:
The girl delves into the magazine, hair covering her face... vision obscured, she cannot see your hand move.


title: Frittte clerk: ""What is what?" The girl leans over..."
sequence: 0
userscript: SetVariableValue("gates.fritte_asked_what_is_rainponcho", true) --[[ Variable[ ]]
dialoguetext:
"What is what?" The girl leans over the counter to see what you're referring to. "Uhm, it's a raincoat?"


title: Interfacing: "Down onto one knee. Pretending to d..."
sequence: 0
userscript: GainItem("jacket_fritte_raincoat")
dialoguetext:
Down onto one knee. Pretending to do up a shoelace. Take a loose package from the bottom. Slip it in the old sleeve. The girl doesn't notice *a thing*.


title: Frittte clerk: ""Fucking with Frittte is *dangerous..."
sequence: 0
userscript: SetVariableValue("gates.fritte_tried_to_steal_raincoat_and_failed", true) --[[ Variable[ ]]
dialoguetext:
"Fucking with Frittte is *dangerous*, you know." She scratches her cheek, thinking. "Just leave it there, I'll put it away later."


title: Frittte clerk: ""Um, did you..." The girl stares at..."
sequence: 0
dialoguetext:
"Um, did you..." The girl stares at the package lying on the floor. It looks a little sad as it lies in the dusty floor.


title: Frittte clerk: ""If you want to buy one then it's o..."
sequence: 0
dialoguetext:
"If you want to buy one then it's only four reál." She taps on the glass counter. The raincoats patiently await purchase.


title: Frittte clerk: ""I mean, it doesn't even cost that..."
sequence: 0
dialoguetext:
"I mean, it doesn't even cost that much... like, why would you want to 'fuck with Frittte' over something like this?"


title: Frittte clerk: ""Here you go." The clerk removes th..."
dialoguetext: "Here you go." The clerk removes the garment from the lower shelf and hands it over.
sequence: 0
userscript:
SetVariableValue("gates.fritte_bought_rain_coat", true) ; GainItem("jacket_fritte_raincoat")--[[ Variable[ ]]


title: Interfacing: "The packages are small. Discreet. S..."
sequence: 0
userscript: SetVariableValue("gates.frittte_savoire_steal_the_coat", true) --[[ Variable[ ]]
dialoguetext:
The packages are small. Discreet. Sloppily stacked, making them easier to take unnoticed -- no need to worry about knocking over a display.


title: Knick-knacks Stand: "To the left of some croissants and..."
sequence: 0
dialoguetext:
To the left of some croissants and juice bottles, you see several packaged raincoats fill a low shelf. One is missing: the one you legally purchased.


title: Knick-knacks Stand: "To the left of the croissants and j..."
sequence: 0
dialoguetext:
To the left of the croissants and juice bottles, several packaged raincoats fill a low shelf. One, however, lies in the dusty floor: the one you tried and failed to steal.


title: Knick-knacks Stand: "To the left of the croissants and j..."
sequence: 0
dialoguetext:
To the left of the croissants and juice bottles, several packaged raincoats fill a low shelf. One is missing. No one need be any wiser.


title: Volition: "Look at it, detective. And be asham..."
sequence: 0
dialoguetext:
Look at it, detective. And be ashamed. Until you make it right by *legally purchasing* that raincoat, I'll make sure you feel guilty every time you see it.


title: Frittte clerk: ""What is what?" The girl leans over..."
sequence: 0
dialoguetext:
"What is what?" The girl leans over the counter to see what you're referring to. "Uhm... a raincoat? You know -- like the one you bought earlier?"


title: Knick-knacks Stand: "To the left of the croissants and j..."
sequence: 0
dialoguetext:
To the left of the croissants and juice bottles, several packaged raincoats fill a low shelf. One is missing: the one you tried to steal, but then legally purchased.


title: Frittte clerk: ""What is what?" The girl leans over..."
sequence: 0
dialoguetext:
"What is what?" The girl leans over the counter to see what you're referring to. "Uhm... a raincoat? You know -- like the one you tried to steal earlier?"


title: Frittte clerk: ""Yes -- buy it, please, don't steal..."
sequence: 0
dialoguetext:
"Yes -- buy it, please, don't steal it..." The clerk removes the garment from the dusty floor and hands it over.

userscript:
SetVariableValue("gates.fritte_bought_rain_coat", true) ; GainItem("jacket_fritte_raincoat")--[[ Variable[ ]]


title: Rhetoric: "She says 'fuck with Frittte' like i..."
sequence: 0
dialoguetext:
She says 'fuck with Frittte' like it's a saying, or like she's quoting someone. Maybe you can ask her about this later?


title: Saint-Batiste Pharmaceutics: "A small cabinet on the wall is fill..."
sequence: 0
dialoguetext:
A small cabinet on the wall is filled with various medicine bottles, nasal sprays and blister packs. They all bear the Saint-Batiste Pharmaceutics logo.


title: You: ""I want to buy some ammonia.""
dialoguetext: "I want to buy some ammonia."
sequence: 0
conditionstring:
Variable["gates.fritte_asked_ammonia"] == true  and  ((Variable["TASK.get_ammonium_done"] == false  and  Variable["TASK.inspect_body_parts"] == false)  or  IsTaskActive("TASK.contact_warship_archer"))


title: Frittte clerk: ""Uhm, just ask me if you need anyth..."
sequence: 0
dialoguetext:
"Uhm, just ask me if you need anything from Saint-Batiste. We don't stock prescription meds, but we do have nosaphed, drouamine, magnesium and hypnogamma."


title: Frittte clerk: ""Uhm... I don't know, let's see......"
sequence: 0
dialoguetext:
"Uhm... I don't know, let's see... Nosaphed is a nasal spray. Drouamine is a really good painkiller. Magnesium is a dietary supplement. Hypnogamma is..." She stops.


title: Frittte clerk: ""I don't really know what Hypnogamm..."
sequence: 0
dialoguetext:
"I don't really know what Hypnogamma is. I guess it makes you feel less shit? It's recommended to use after lots of partying, studying, or exercising."


title: Frittte clerk: ""M'kay." She hands you a small caps..."
dialoguetext: "M'kay." She hands you a small capsule. "Don't, like... over-do it or something."
sequence: 0
userscript:
FinishTask("TASK.get_ammonium_done"); GainItem("ammonia_ampoule"); SetVariableValue("gates.fritte_got_ammonia", true) --[[ Variable[ ]]


title: You: ""Do you have any ammonia?""
dialoguetext: "Do you have any ammonia?"
sequence: 0
userscript: SetVariableValue("gates.fritte_asked_ammonia", true) --[[ Variable[ ]]
conditionstring:
(Variable["TASK.get_ammonium"] == true  and  Variable["gates.fritte_asked_ammonia"] == false  and  Variable["TASK.inspect_the_dead_body_done"] == false  and  Variable["TASK.inspect_body_parts"] == false)  or  (IsTaskActive("TASK.contact_warship_archer")  and  Variable["church.soona_mentioned_ammonia"] == true  and  Variable["gates.fritte_asked_ammonia"] == false)


title: Frittte clerk: ""Saint-Batiste Pharmaceuticals? The..."
sequence: 0
dialoguetext:
"Saint-Batiste Pharmaceuticals? The one that sells meds out of Saint-Batiste?" She points to the cabinet. "That one? There?"


title: Encyclopedia: "She is right! Saint-Batiste the com..."
sequence: 0
dialoguetext:
She is right! Saint-Batiste the company derives its name from Saint-Batiste the city, itself so named... because that's what it is. A rare case where that really is the full etymological history -- as far as almost anyone knows, at least.


title: Tutorial Agent: "NOSAPHED heals +1 Health. DROUAMINE..."
sequence: 0
dialoguetext:
NOSAPHED heals +1 Health. DROUAMINE heals +3 Health. MAGNESIUM heals +1 Morale. HYPNOGAMMA heals +3 Morale.


title: Frittte clerk: ""Um, the pale-aged vodka is special..."
sequence: 0
dialoguetext:
"Um, the pale-aged vodka is special, I guess. It's stored in pale for a couple of years, which makes it super expensive and super strong."


title: Frittte clerk: ""I'm obliged to inform you that bot..."
sequence: 0
dialoguetext:
"I'm obliged to inform you that both alcohol and cigarettes damage your health," she comments as you eye the goods behind her, "but I guess you already know that."


title: Frittte clerk: ""Um... Sure. If you want something,..."
sequence: 0
dialoguetext:
"Um... Sure. If you want something, I can get it for you. Just let me know and pay and stuff..." She adjusts her hat.


title: Frittte clerk: ""But I'm obliged to inform you that..."
sequence: 0
dialoguetext:
"But I'm obliged to inform you that both alcohol and cigarettes damage your health. But I guess you already know that."


title: Frittte clerk: ""I'm obliged to inform you that bot..."
sequence: 0
dialoguetext:
"I'm obliged to inform you that both alcohol and cigarettes damage your health. But I guess you already know that."


title: Frittte clerk: ""... Huh? Speed, like... *speed* sp..."
sequence: 0
dialoguetext:
"... Huh? Speed, like... *speed* speed? No, Frittte doesn't do that..." She blinks at you, bewildered.


title: Kim Kitsuragi: ""Of course not," the lieutenant say..."
sequence: 0
dialoguetext:
"Of course not," the lieutenant says, glaring at you. "Frittte is an establishment that acts within the law. Is that all, detective?"


title: Tutorial Agent: "Substances give powerful bonuses to..."
sequence: 0
dialoguetext:
Substances give powerful bonuses to your main stats, at the cost of damage to your Health or Morale. CIGARETTES raise your INTELLECT while damaging your Health, ALCOHOL raises PHYSIQUE while damaging your Morale.


title: Tutorial Agent: "Use medication (like NOSAPHED and M..."
sequence: 0
dialoguetext:
Use medication (like NOSAPHED and MAGNESIUM) to counteract the negative effects of substances. NOTE! Consuming substances can have unforeseen consequences for you.


title: Perception (Sight): "The bottles wink at you in the ligh..."
sequence: 0
dialoguetext:
The bottles wink at you in the light. The smokes too glitter in their wrapping. It's like looking into a kind of heaven. Your knees are weak...


title: Electrochemistry: "There, in that dark green glass, a..."
sequence: 0
dialoguetext:
There, in that dark green glass, a world of ruby, all in vain! The great flowing river of warmth: Wine-alcohol. Beer-alcohol. Love-alcohol.


title: Jean Vicquemare: ""I'm your goddamn *partner* Jean Vi..."
dialoguetext:
"I'm your goddamn *partner* Jean Vicquemare, and this is *your* special task force," he says, gesturing toward his companions. "Or what's left of it."


title: Jean Vicquemare: ""You look like a fucking clown, Har..."
userscript: SetVariableValue("village.posse_dressed_clown", true) --[[ Variable[ ]]
dialoguetext:
"You look like a fucking clown, Harry. *Not* like a funny police officer, but like a real-life, full-time, pie-in-the-face, unicycle-riding circus employee."


title: Jean Vicquemare: ""What does that say on your back? '..."
userscript: SetVariableValue("village.posse_dressed_fuck", true) --[[ Variable[ ]]
dialoguetext:
"What does that say on your back? 'Fuck the World'? So you've turned into some kind of... nihilistic rock-and-roll *world ender*?"


dialoguetext: 0
sequence: Continue()
title:
(CheckEquipped("jacket_faln")  and  CheckEquipped("pants_faln"))  or  (CheckEquipped("shirt_faln")  and  CheckEquipped("pants_faln"))  or  (CheckEquipped("hat_faln")  and  CheckEquipped("pants_faln")  and  CheckEquipped("shoes_faln")  and  CheckEquipped("gloves_faln"))


dialoguetext: 0
sequence: Continue()
title:
!((CheckEquipped("jacket_faln")  and  CheckEquipped("pants_faln"))  or  (CheckEquipped("shirt_faln")  and  CheckEquipped("pants_faln"))  or  (CheckEquipped("hat_faln")  and  CheckEquipped("pants_faln")  and  CheckEquipped("shoes_faln")  and  CheckEquipped("gloves_faln")))

conditionstring:
((CheckEquipped("jacket_faln")  and  CheckEquipped("pants_faln"))  or  (CheckEquipped("shirt_faln")  and  CheckEquipped("pants_faln"))  or  (CheckEquipped("hat_faln")  and  CheckEquipped("pants_faln")  and  CheckEquipped("shoes_faln")  and  CheckEquipped("gloves_faln"))) == false


dialoguetext: 0
sequence: Continue()
title:
WeirdClothing()  or  CheckEquipped("hat_samaran")  or  CheckEquipped("jacket_carabineer")  or  CheckEquipped("pants_carabineer")  or  CheckEquipped("jacket_kimono_robe")


dialoguetext: 0
sequence: Continue()
title:
!(WeirdClothing()  or  CheckEquipped("hat_samaran")  or  CheckEquipped("jacket_carabineer")  or  CheckEquipped("pants_carabineer")  or  CheckEquipped("jacket_kimono_robe"))

conditionstring:
(WeirdClothing()  or  CheckEquipped("hat_samaran")  or  CheckEquipped("jacket_carabineer")  or  CheckEquipped("pants_carabineer")  or  CheckEquipped("jacket_kimono_robe")) == false


title: Jean Vicquemare: ""What does that say on your back......"
userscript: SetVariableValue("village.posse_dressed_piss", true) --[[ Variable[ ]]
dialoguetext:
"What does that say on your back..." He squints. "'Pissf****ts'... what the *fuck* is wrong with you?!"


dialoguetext: 0
sequence: Continue()
title:
CheckEquipped("shirt_t500")  and  (CheckEquipped("shoes_t500")  or  CheckEquipped("gloves_t500")  or  CheckEquipped("hat_t500"))


dialoguetext: 0
sequence: Continue()
title:
!(CheckEquipped("shirt_t500")  and  (CheckEquipped("shoes_t500")  or  CheckEquipped("gloves_t500")  or  CheckEquipped("hat_t500")))

conditionstring:
(CheckEquipped("shirt_t500")  and  (CheckEquipped("shoes_t500")  or  CheckEquipped("gloves_t500")  or  CheckEquipped("hat_t500"))) == false


title: Jean Vicquemare: ""I wanna call you a teapot, but I'm..."
userscript: SetVariableValue("village.posse_dressed_merc", true) --[[ Variable[ ]]
dialoguetext:
"I wanna call you a teapot, but I'm honestly kind of impressed... no idea where you got all that gear -- but there's no doubt in my mind that some bad, bad people are looking for it..."


title: Trant Heidelstam: ""Uhm..." He takes a step back. "I d..."
dialoguetext:
"Uhm..." He takes a step back. "I don't *quite* know what I'm doing here. I was asked to participate as an expert -- I think I need to manage your expectations a little. I'm at best an enthusiast in cognitive science."


title: Cuno: ""Task force. Cool. I'm the Cuno. We..."
dialoguetext:
"Task force. Cool. I'm the Cuno. We just came from the fucking island." He points to the seafort behind him.


title: Kim Kitsuragi: ""Lieutenant Kim Kitsuragi, Precinct..."
dialoguetext:
"Lieutenant Kim Kitsuragi, Precinct 57. We've just come from the island..." He points to the seafort. "Where our investigation led us."


title: Judit Minot: ""It's good to meet you, Lieutenant..."
dialoguetext:
"It's good to meet you, Lieutenant Kitsuragi," she says warmly, flashing the lieutenant the tiniest of smiles.


title: Kim Kitsuragi: ""But this is clearly a *departmenta..."
dialoguetext:
"But this is clearly a *departmental matter*, so I'm  going to leave you to discuss it among yourselves."


title: Composure: "Letting the lieutenant know *he* sh..."
sequence: 0
dialoguetext:
Letting the lieutenant know *he* shouldn't feel embarrassed over the shitstorm that's about to befall you.


title: Jean Vicquemare: ""Won't be long. I just need to talk..."
dialoguetext:
"Won't be long. I just need to talk to Harry about some of the things I think he's done wrong lately."


title: Trant Heidelstam: ""My background is in something else..."
dialoguetext:
"My background is in something else entirely. I engage in *neurology*..." -- he makes air quotes -- "... on a merely theoretical level. In fact, I should probably get going..."


title: You: ""You aren't the Man with Sunglasses..."
dialoguetext: "You aren't the Man with Sunglasses at all... you're not even blond!"
sequence: 0
userscript: SetVariableValue("village.posse_who_clicked", Variable["village.posse_who_clicked"] +once(1))
conditionstring:
Variable["whirling.minot_whirling_mainhub_reached"]  or  Variable["whirling.vicquemare_main_hub_reached"]


title: You: ""You! You never told me you're not..."
dialoguetext: "You! You never told me you're not the Horse-Faced Woman!" (Point at her.)
sequence: 0
userscript: SetVariableValue("village.posse_who_clicked", Variable["village.posse_who_clicked"] +once(1))
conditionstring:
Variable["village.posse_greet_sugg_hfw"] == false  and  Variable["whirling.minot_whirling_mainhub_reached"]


title: Jean Vicquemare: ""Guilty as charged." He exchanges a..."
sequence: 0
dialoguetext:
"Guilty as charged." He exchanges a look with the special consultant. "I heard you'd lost your mind *and* your memory. I wanted to see if it was true."


title: Jean Vicquemare: ""I'm clinically depressed, Harry. S..."
sequence: 0
userscript: SetVariableValue("village.posse_vicquemare_said_clinically_depressed", true) --[[ Variable[ ]]
dialoguetext:
"I'm clinically depressed, Harry. Sorry if I wasn't in the mood to butter you up after you told us to fuck off."


title: Jean Vicquemare: ""I didn't *lie* to you -- no one *l..."
sequence: 0
dialoguetext:
"I didn't *lie* to you -- no one *lies* to you. You were so fucked up on booze you couldn't recognize your own partner."


title: Judit Minot: ""Lieutenant," she says with a heavy..."
sequence: 0
dialoguetext:
"Lieutenant," she says with a heavy sigh. "My name is not 'Horse-Faced Woman'. It's Judit Minot. I was assigned to your unit two months ago. I thought we were friends..."


title: Trant Heidelstam: ""I wouldn't... quite say that. But,..."
sequence: 0
dialoguetext:
"I wouldn't... quite say that. But, yes, he is displaying aggression not atypical of late-stage alcoholism."


title: Trant Heidelstam: ""What indeed?" He looks at the dila..."
sequence: 0
dialoguetext:
"What indeed?" He looks at the dilapidated shacks, then you. "I was asked to share my take on some of the more *obscure* theories developed in Königstein in the Thirties. Like -- partial psychotraumatic amnesia, group personality theory..."


title: Trant Heidelstam: ""Again..." He looks around. "I was..."
sequence: 0
dialoguetext:
"Again..." He looks around. "I was asked to share my take on some of the more *fringe academic* theories developed in Königstein in the Thirties. For example -- partial psychotraumatic amnesia, group personality theory..."


title: Jean Vicquemare: ""Look what the tide brought in," th..."
sequence: MusicPlay(meeting-the-posse-02,100);
userscript: SetVariableValue("village.posse_has_begun", true) --[[ Variable[ ]]
dialoguetext:
"Look what the tide brought in," the man says in a measured tone. Suddenly, his expression changes and he tilts his head...


title: Jean Vicquemare: ""Harry, you're a cop with 'Pissf***..."
dialoguetext:
"Harry, you're a cop with 'Pissf****ts' on his back! Do you have any idea how hard the liberals are going to fuck us for this?"


title: Jean Vicquemare: ""No... Trant, it's too late. You're..."
dialoguetext:
"No... Trant, it's too late. You're part of this shit now!" He turns to you. "What have you got to say for yourself, shitkid?"


title: Esprit de Corps: "Even though we're all pigs here, yo..."
sequence: 0
dialoguetext:
Even though we're all pigs here, you and Cuno are more pigs than the rest of the pigs. He'll have your back -- only later.


title: Jean Vicquemare: ""No -- now we discuss THAT." He poi..."
sequence: 0
dialoguetext:
"No -- now we discuss THAT." He points to the water. "What the fuck did you do to our motor carriage?! Why is it *there*, Harry?"


title: Jean Vicquemare: ""And it was. Good work, Harry. You'..."
sequence: 0
dialoguetext:
"And it was. Good work, Harry. You're insane now. There's one less person for me -- and everyone else -- to rely on."


title: Jean Vicquemare: ""Did you? Or did you think I was a..."
sequence: 0
dialoguetext:
"Did you? Or did you think I was a god damn FIREFIGHTER? We've been partners for how long, Harry?" He adjusts his tie. "Don't answer that -- you don't *remember*."


title: Jean Vicquemare: ""Did you? Or did you think I was a..."
sequence: 0
dialoguetext:
"Did you? Or did you think I was a god damn MALE NURSE? We've been partners for how long, Harry?" He adjusts his tie. "Don't answer that -- you don't *remember*."


title: Jean Vicquemare: ""Did you? Or did you think I was a..."
sequence: 0
dialoguetext:
"Did you? Or did you think I was a god damn ANIMAL HANDLER? We've been partners for how long, Harry?" He adjusts his tie. "Don't answer that -- you don't *remember*."


title: You: ""After all that Sylvie stuff, he be..."
dialoguetext: "After all that Sylvie stuff, he betrays me..."
sequence: 0
conditionstring:
Variable["TASK.minister_love_reporting_for_duty_done"]  or Variable["TASK.sylvie_talk_to_garte_done"]


title: You: "(Turn to face the general direction..."
sequence: 0
dialoguetext:
(Turn to face the general direction of the Whirling and yell.) "Damn you, cafeteria manager! You've betrayed me for the last time!"


title: Jean Vicquemare: ""Shitkid," he says, shaking his ind..."
sequence: 0
dialoguetext:
"Shitkid," he says, shaking his index finger, "he didn't *betray* you. He just told us the direction you went in. Who's Sylvie?"


title: Judit Minot: ""Uhm, and..." she interjects, tryin..."
sequence: 0
dialoguetext:
"Uhm, and..." she interjects, trying to defuse the situation. "People on this street helped us too."


title: Jean Vicquemare: ""Strange. He didn't mention that. I..."
sequence: 0
dialoguetext:
"Strange. He didn't mention that. In fact, the establishment didn't look saved at all -- there was a giant *aero-graffito* in front of the building. It was on fire."


title: Jean Vicquemare: ""Speaking of which. The giant *aero..."
sequence: 0
dialoguetext:
"Speaking of which. The giant *aero-graffito* in front of his building, in red, government-marked fuel -- did you do that?"


title: Jean Vicquemare: ""Strange. He didn't mention that. I..."
sequence: 0
dialoguetext:
"Strange. He didn't mention that. In fact, the establishment didn't look saved at all -- there was a giant *aero-graffito* in front of the building. Mixed with *blood*."


title: Jean Vicquemare: ""Speaking of which. The giant *aero..."
sequence: 0
dialoguetext:
"Speaking of which. The giant *aero-graffito* in front of the building. The one that's *burning* -- did you do that?"


title: Trant Heidelstam: ""The line is from Lu Jiatun's 'Miro..."
sequence: 0
dialoguetext:
"The line is from Lu Jiatun's 'Mirova Cycle', isn't it? About Girl Child Communism -- the titular *returning* character. The ghostly apparition of..." He looks around and, noticing the impatience of his companions, stops himself. "Good choice, Harry."


title: Encyclopedia: "He is correct. It was the Seraise p..."
sequence: 0
dialoguetext:
He is correct. It was the Seraise poet Lu Jiatun who in the Fifties of the last century composed a...


title: You: ""Have you been *spying* on me?""
dialoguetext: "Have you been *spying* on me?"
sequence: 0
userscript: SetVariableValue("village.posse_who_clicked", Variable["village.posse_who_clicked"] +once(1))
conditionstring:
Variable["whirling.minot_whirling_mainhub_reached"] == false  and  Variable["whirling.vicquemare_main_hub_reached"] == false


title: Jean Vicquemare: ""Yes, I *was* spying on you. I was..."
sequence: 0
dialoguetext:
"Yes, I *was* spying on you. I was in the bar, wearing a wig and stupid sunglasses. You didn't *recognize* me -- your own partner. Walked right past me..."


title: Jean Vicquemare: ""I heard you'd lost your mind *and*..."
sequence: 0
dialoguetext:
"I heard you'd lost your mind *and* your memory. I wanted to see if it was true. And it is, Harry -- you're totally insane now. Good job."


title: Kim Kitsuragi: ""In the crowd, there was a man and..."
sequence: 0
dialoguetext:
"In the crowd, there was a man and a woman in RCM uniform," he says to you, then turns to Vicquemare. "In his defence -- we were in a hurry."


title: Cuno: ""Cuno knew dress-up-pigs were in to..."
sequence: 0
dialoguetext:
"Cuno knew dress-up-pigs were in town. Cuno meant to dust them -- Cuno pig-duster -- but didn't, 'cause Cuno cares." The kid nods solemnly.


title: Suggestion: "This is the Horse-Faced Woman. I do..."
sequence: 0
userscript: SetVariableValue("village.posse_greet_sugg_hfw", true) --[[ Variable[ ]]
dialoguetext:
This is the Horse-Faced Woman. I don't know *why* you named her that, but it was beyond idiotic. You should *never* address her using those words again.


title: Jean Vicquemare: ""You fucking idiot. You stupid fuck..."
sequence: 0
dialoguetext:
"You fucking idiot. You stupid fucking idiot. You're even worse than before. How is that even *possible*?"


title: Judit Minot: ""Okay." Another sigh. "You're my co..."
sequence: 0
dialoguetext:
"Okay." Another sigh. "You're my commanding officer. I... I really want to respect you. I want us to have a normal relationship."


title: Jean Vicquemare: ""That will never happen, Jude. He's..."
sequence: 0
dialoguetext:
"That will never happen, Jude. He's the rudest man on Earth. He is the reason why the rest of us have to take sensitivity training. And I *hate* sensitivity training..."


title: Judit Minot: ""Okay." Another sigh. "Because you'..."
sequence: 0
dialoguetext:
"Okay." Another sigh. "Because you're my commanding officer. I... I really want to respect you. I want us to have a normal relationship."


title: Judit Minot: ""It's okay," she sighs. "I didn't c..."
sequence: 0
dialoguetext:
"It's okay," she sighs. "I didn't come here to gloat, or to fool you. Neither did he, actually." She gestures toward Vicquemare. "We're just worried."


title: Jean Vicquemare: ""That's right -- 'worried'. I'm alw..."
sequence: 0
dialoguetext:
"That's right -- 'worried'. I'm always worried about you. Every time you don't show up to work, or when you do -- but *stink*."


title: Jean Vicquemare: ""You're a *worry-fest*. She's worri..."
sequence: 0
dialoguetext:
"You're a *worry-fest*. She's worried about you. I'm worried about you. Even Special Consultant Backpedal is worried about you. Everyone worries -- instead of *working*."


title: Rhetoric: "He's got a very, very solid case th..."
sequence: 0
userscript: SetVariableValue("village.posse_minot_rhet_case", true) --[[ Variable[ ]]
dialoguetext:
He's got a very, very solid case there. Actually, I've been trying to find a good moment to tell you...


title: Empathy: "Him being there with his son -- it..."
sequence: 0
dialoguetext:
Him being there with his son -- it was not a coincidence. It's difficult to see, but he was worried about you. And *also* interested in the Feld building.


title: Trant Heidelstam: ""No. I was just interested in the F..."
sequence: 0
dialoguetext:
"No. I was just interested in the Feld building and the Martinaise Beachhead. And Mikael wanted to see Martinaise. It was a coincidence."


title: Trant Heidelstam: ""What *am* I?" He taps his foot. "I..."
sequence: 0
dialoguetext:
"What *am* I?" He taps his foot. "I was asked to share my take on some of the more *fringe academic* theories developed in Königstein in the Thirties. Regarding partial psychotraumatic amnesia. Group personality theory..."


title: Jean Vicquemare: ""*Duped*? Hey, here's a brilliant i..."
sequence: 0
dialoguetext:
"*Duped*? Hey, here's a brilliant idea -- don't be a morbid drunk and you won't be duped so easily."


title: You: ""It's the gardener situation all ov..."
sequence: 0
conditionstring: Variable["gates.scableader_greeting_done"] == false
dialoguetext:
"It's the gardener situation all over again..." (Turn to the lieutenant.) "Tell me at least *you* are who you said you were."


title: You: ""Gardener, scab leader, *this*..."..."
sequence: 0
conditionstring: Variable["plaza.gardener_main_hub_reached"] and Variable["gates.scableader_greeting_done"]
dialoguetext:
"Gardener, scab leader, *this*..." (Turn to the lieutenant.) "Tell me at least *you* are who you said you were!"


title: Cuno: ""Fuck, pig..." The boy looks slight..."
sequence: 0
dialoguetext:
"Fuck, pig..." The boy looks slightly uncomfortable. "The name's Kuuno, not *Cuno*. It's... lamer. My name's lamer than I said it was."


title: Jean Vicquemare: ""Refresh your memory? It's a god da..."
sequence: 0
dialoguetext:
"Refresh your memory? It's a god damn Major Crimes Unit. There's you, me, Jude, Trant fucking Heidelstam, and Guillaume Bevy..." He stares at you.


title: Jean Vicquemare: ""Oh, that's an interesting story, a..."
sequence: 0
dialoguetext:
"Oh, that's an interesting story, actually!" He's not smiling. "Guillaume Bevy is a police reporter who joined our team. He was really good. Then he left, because he lost faith in your ability to lead the unit."


title: Jean Vicquemare: ""Other people have left too. Good,..."
sequence: 0
dialoguetext:
"Other people have left too. Good, smart people. People we won't get back. Only me and this *really patient* patrol officer are still here. And Trant -- because I'm *forcing* him to stay."


title: Jean Vicquemare: ""See -- there!" He wags his finger..."
sequence: 0
userscript: XPMinorSetBool("XP.posse_g_bevy")--[[ Variable[ ]]
dialoguetext:
"See -- there!" He wags his finger at you. "He's getting it! I was *impersonating* him. Look at me, I'm G-Bevy. It was going to be funny. But then you really did have brain damage -- so not so much anymore."


title: Jean Vicquemare: ""Do? It's a Major Crimes Unit! We c..."
sequence: 0
dialoguetext:
"Do? It's a Major Crimes Unit! We clear the desk of cases so Precinct 41 doesn't look like the worst station in town. We're *shit tier* now, Harry. Because of you."


title: Jean Vicquemare: ""You told us to fuck off. You said..."
sequence: 0
dialoguetext:
"You told us to fuck off. You said we're *cramping your style*. You're *Detective God*. Fuck everything. All will burn. Detect or die!"


title: Cuno: ""You talking about Cuno?" He points..."
sequence: 0
dialoguetext:
"You talking about Cuno?" He points to himself. "Major Cuno wasn't abducted, you fucking fat dink! Fuck outta here..."


title: Jean Vicquemare: ""And you were probably right too --..."
sequence: 0
dialoguetext:
"And you were probably right too -- I would have never let you abduct a kid and take him on a creepy boat trip in the middle of fucking March!"


title: Jean Vicquemare: ""Sure..." he squints at you. "You'r..."
sequence: 0
dialoguetext:
"Sure..." he squints at you. "You're not a... *superstar law official*. Talk on the town is you're Guillaume Le Million reincarnate. I know this shit. Nothing has changed."


title: Jean Vicquemare: ""You were crying hysterically. You..."
sequence: 0
dialoguetext:
"You were crying hysterically. You were drunk, breaking things, being emotionally abusive. You said we were going 'into the abyss'."


title: Jean Vicquemare: ""Oh, you think it was *cool* -- you..."
sequence: 0
dialoguetext:
"Oh, you think it was *cool* -- you saying that? *Aesthetic* somehow? You were crying when we got here. Breaking things. You said we were going 'into the abyss'."


title: Jean Vicquemare: ""Sure..." he squints at you. "Talk..."
sequence: 0
dialoguetext:
"Sure..." he squints at you. "Talk on the town is you're the 'mouthpiece of the Gloaming.' Deranged apocalyptic rhetoric... Nothing has changed."


title: Jean Vicquemare: ""Yes. You're *sorry*. You're the so..."
sequence: 0
dialoguetext:
"Yes. You're *sorry*. You're the sorriest cop who ever lived. Nothing has changed, Harry. I've heard this *repentance* shit a million times over."


title: Jean Vicquemare: ""Are you sure?" He squints at you...."
sequence: 0
dialoguetext:
"Are you sure?" He squints at you. "So you haven't been telling everyone what a *boring cop* you are -- and that you should kill yourself? People say you've been out of your mind. I asked around."


title: Jean Vicquemare: ""The *bells* aren't ringing because..."
sequence: 0
dialoguetext:
"The *bells* aren't ringing because you have brain damage. Trant," he turns to the blond, "this is where you come in -- how bad is it?"


title: Trant Heidelstam: ""Well... He doesn't have visible tr..."
sequence: 0
dialoguetext:
"Well... He doesn't have visible tremors. He talks without slurring. He can drive a boat. He's standing, reasoning. All good signs. But -- complete retrograde amnesia, episodic *and* semantic..."


title: Trant Heidelstam: ""As displayed in the station call,..."
sequence: 0
dialoguetext:
"As displayed in the station call, our interactions with him, and -- I don't want to be a 'snitch'," he makes air quotes, "but also mine with him before, when Harry did not seem to know who I was... It's all very interesting."


title: Trant Heidelstam: ""Yes. Interesting. I have my theori..."
sequence: 0
dialoguetext:
"Yes. Interesting. I have my theories, but I would like to hear Harry's thoughts first. Harry," he turns to you, "what do *you* think happened to you? Neurologically? Psychologically? And -- why not -- *socioeconomically*?"


title: Trant Heidelstam: ""As displayed in your interactions..."
sequence: 0
dialoguetext:
"As displayed in your interactions with him here and previously, at the bar, and -- I don't want to be a 'snitch'," he makes air quotes, "but also mine with him before, when Harry did not seem to know who I was... It's all very interesting."


title: Trant Heidelstam: ""As displayed in our interactions w..."
sequence: 0
dialoguetext:
"As displayed in our interactions with him here, and also his interactions with the locals, where he did not remember being a law official... It's all very interesting."


dialoguetext: 0
sequence: Continue()
title:
Variable["boardwalk.trant_main_hub_reached"]  and  (Variable["whirling.minot_whirling_mainhub_reached"]  or  Variable["whirling.vicquemare_main_hub_reached"])


dialoguetext: 0
sequence: Continue()
title:
!(Variable["boardwalk.trant_main_hub_reached"]  and  (Variable["whirling.minot_whirling_mainhub_reached"]  or  Variable["whirling.vicquemare_main_hub_reached"]))

conditionstring:
(Variable["boardwalk.trant_main_hub_reached"]  and  (Variable["whirling.minot_whirling_mainhub_reached"]  or  Variable["whirling.vicquemare_main_hub_reached"])) == false


title: Trant Heidelstam: ""Interesting. So at first he dipped..."
sequence: 0
dialoguetext:
"Interesting. So at first he dipped his toes into it. Prepared. That's where he would have gotten the idea -- yes. Practice. And then he used alcohol to 'get there', so to speak..."


title: Trant Heidelstam: ""Not when you phrase it like that...."
sequence: 0
dialoguetext:
"Not when you phrase it like that. But I don't think critical theory -- I know everyone thinks this is far-fetched, pink academia, but still -- I don't think it should be off the table here."


title: Trant Heidelstam: ""No, not like that, I'm not talking..."
sequence: 0
dialoguetext:
"No, not like that, I'm not talking Vredefort School here. But, Harry, I asked you -- what do *you* think happened?"


title: You: ""A police detective.""
dialoguetext: "A police detective."
sequence: 0
userscript:
SetVariableValue("village.posse_know_detective", true) ; ReputationGrows("boring_cop")--[[ Variable[ ]]


title: You: ""Well it's *not* capitalism. So we..."
dialoguetext: "Well it's *not* capitalism. So we can cross that off the list, you lefty dink."
sequence: 0
userscript: SetVariableValue("village.posse_trant_lefty_dink", true) --[[ Variable[ ]]
conditionstring:
Variable["village.posse_trant_lefty_dink"] == false  and  Variable["village.posse_poor_memory"]  and  (IsHighestPolitical("revacholian_nationhood")  or  IsHighestPolitical("ultraliberal"))


title: Trant Heidelstam: ""Lefty dink? Well, actually -- I do..."
sequence: 0
dialoguetext:
"Lefty dink? Well, actually -- I don't consider myself a classical leftist at all. Not in the Mazovian sense at least. But, fine -- theory aside, what happened?"


title: Kim Kitsuragi: ""He is -- he's getting better. And..."
sequence: 0
dialoguetext:
"He is -- he's getting better. And I can confirm that he drank a *lot* of alcohol prior to it happening."


title: Jean Vicquemare: ""I believe he *drank*," he turns to..."
sequence: 0
dialoguetext:
"I believe he *drank*," he turns to you. "People do that -- especially this one. What they don't do is forget their *whole life* because of drinking."


title: Jean Vicquemare: ""I believe you *drank*. People do t..."
sequence: 0
dialoguetext:
"I believe you *drank*. People do that -- you especially. What they don't do is forget their *whole life* because of drinking."


title: Judit Minot: ""Yes, a couple of times. After some..."
sequence: 0
dialoguetext:
"Yes, a couple of times. After some of the more... serious benders." She pauses, remembering. "One was after the Two Drunks case, the other when we looked into that mural."


title: Trant Heidelstam: ""Well -- here is my theory: What if..."
sequence: 0
dialoguetext:
"Well -- here is my theory: What if this is an absolutely normal reaction to the world we're living in? What if this is *not* a significant anomaly at all, something to be explained, approached as a defect? Look at the sensory input here..." He gestures toward the scenery.


title: Trant Heidelstam: ""Look at the ruins, the neon, liste..."
sequence: 0
dialoguetext:
"Look at the ruins, the neon, listen to the radio, the multitudes. The people. Live here for forty years... As a police detective, he's like a magnetic reader on the world-tape -- to borrow a known metaphor. Harry's been pushed *flat against it*. Total input."


title: Jean Vicquemare: ""Okay, Trant, thank you. That's......"
sequence: 0
dialoguetext:
"Okay, Trant, thank you. That's... absolutely meaningless. I'm glad we brought you. Will he or will he not be able to work in the Major Crimes Unit? Is he a cretin now? I want to know *that*."


title: Jean Vicquemare: ""Okay, Trant, thank you. That's abs..."
sequence: 0
dialoguetext:
"Okay, Trant, thank you. That's absolutely meaningless. You really are a lefty dink. Will he or will he not be able to work in the Major Crimes Unit? Is he a cretin now? I want to know *that*."


title: Trant Heidelstam: ""He is *not* a cretin. And he *is*..."
sequence: 0
dialoguetext:
"He is *not* a cretin. And he *is* able to do work -- if not in his previous leadership role, then as a line detective."


title: Jean Vicquemare: ""No one even *mentioned* that." He..."
sequence: 0
dialoguetext:
"No one even *mentioned* that." He looks at you, then at Trant. "I misphrased my question. It should have been: Is he able to put his clothes on, and use the potty, or do we need to get him on a disability pension?"


title: Jean Vicquemare: ""For *now*?" He looks at you, then..."
sequence: 0
dialoguetext:
"For *now*?" He looks at you, then at Trant. "I misphrased my question. It should have been: Is he able to put his clothes on, and use the potty, or do we need to get him on a disability pension?"


title: Kim Kitsuragi: ""That is what I thought -- at first..."
sequence: 0
dialoguetext:
"That is what I thought -- at first. That it was a fantasy. But... I've seen him work. It's not. He really is experiencing something out of the ordinary. He really does not remember."


title: Jean Vicquemare: ""Lieutenant, I'm sorry, but you've..."
sequence: 0
dialoguetext:
"Lieutenant, I'm sorry, but you've been *bewitched by the shitkid*. It happens. I know it's hard to accept, but he made it all up -- because he's a psychopath. It's a simple explanation."


title: Jean Vicquemare: ""I can believe that. Shitkid made i..."
sequence: 0
dialoguetext:
"I can believe that. Shitkid made it all up to fuck with us -- because he's a psychopath. This is typical Harry behaviour. A sick joke. I told you, Jude."


title: Jean Vicquemare: ""Corresponding to the twenty-centim..."
sequence: 0
dialoguetext:
"Corresponding to the twenty-centimetre hole in your brain? Sure. This theory has great symmetry. I see how it folds into itself neatly."


title: Jean Vicquemare: ""Thank you, Lieutenant Kitsuragi. J..."
sequence: 0
dialoguetext:
"Thank you, Lieutenant Kitsuragi. Just to clarify -- I do not think isolary entroponetics are a hoax. Pale produces global phenomena -- it's proven. However..."


title: Kim Kitsuragi: ""This sounds odd -- but I was there..."
sequence: 0
dialoguetext:
"This sounds odd -- but I was there. The church on the coast was shaking from an audio-spatial anomaly. It may have been entroponetic, or perhaps related to radio waves..."


title: Kim Kitsuragi: ""*Crab-man* is an unfortunate choic..."
sequence: 0
dialoguetext:
"*Crab-man* is an unfortunate choice of words -- but I was there. The church on the coast shook from an audio-spatial anomaly. It may have been entroponetic, or perhaps related to radio waves..."


title: Kim Kitsuragi: ""Either way, I have put this into m..."
sequence: 0
dialoguetext:
"Either way, I have put this into my report -- you should read it. I do not, however, think it has anything to do with him drinking himself to the point of brain damage."


title: Kim Kitsuragi: ""Either way, it was real. I've even..."
sequence: 0
dialoguetext:
"Either way, it was real. I've even put it in my report -- you should read it. I do not, however, think it has anything to do with him drinking himself to the point of brain damage."


title: Jean Vicquemare: ""...what has *not* been proven is t..."
sequence: 0
dialoguetext:
"...what has *not* been proven is total memory loss after drinking too much Commodore Red. Honestly, I think he's just lying to us."


title: Jean Vicquemare: ""Crab-man... Look, I get it. In you..."
sequence: 0
dialoguetext:
"Crab-man... Look, I get it. In your delirium you came up with an *entroponetic* explanation for why you're such an insane drunk."


title: Jean Vicquemare: ""Yes-yes. Anomaly. Look, I get it...."
sequence: 0
dialoguetext:
"Yes-yes. Anomaly. Look, I get it. In your delirium you came up with an *entroponetic* explanation for why you're such an insane drunk. And I understand."


title: Jean Vicquemare: ""I've been there: Perhaps it's *not..."
sequence: 0
dialoguetext:
"I've been there: Perhaps it's *not* because he's a petulant teenager in a 40-year-old man's body. Perhaps it's pale-related? Perhaps it's extraphysical?"


title: Jean Vicquemare: ""Or perhaps it can be cured with me..."
sequence: 0
dialoguetext:
"Or perhaps it can be cured with mesmerism? But then I think: No, that's unlikely. He's probably just an *asshole*. A drunk asshole who *pretends* to have amnesia to get out of shit."


title: You: ""This is all *pointless*. I have co..."
sequence: 0
userscript: SetVariableValue("village.posse_tried_telling_about_phasmid", true) --[[ Variable[ ]]
dialoguetext:
"This is all *pointless*. I have completely TRANSCENDED all of this. You have no idea what I just saw!"


title: Jean Vicquemare: ""Yes. It's really, really hard to b..."
sequence: 0
dialoguetext:
"Yes. It's really, really hard to believe. Because it's *idiotic* and *not true*. It's not possible to wipe your own memory. Even with the amount of *Potent Pilsner* you down every *hour*."


title: Kim Kitsuragi: ""He *did* present this theory to me..."
sequence: 0
dialoguetext:
"He *did* present this theory to me -- once before. I had trouble believing it then, but he seems to be convinced. And I've seen him work. His methods are... unorthodox."


title: Jean Vicquemare: ""With all due respect, lieutenant -..."
sequence: 0
dialoguetext:
"With all due respect, lieutenant -- you're *bewitched by the shitkid*. It happens. What doesn't happen is a cop wiping his own memory to solve a case."


title: Jean Vicquemare: ""In fact, it's not possible to wipe..."
sequence: 0
dialoguetext:
"In fact, it's not possible to wipe one's memory -- at all. Even with the amount of Potent Pilsner he downs every *hour*. He's simply lying. Or insane. Or both."


title: Judit Minot: ""Detective Vicquemare... I'm not sa..."
sequence: 0
dialoguetext:
"Detective Vicquemare... I'm not saying he's the Son of Lung. But lying? I mean -- he *has* blacked out before..."


title: Jean Vicquemare: ""Shut up! You didn't wipe your own..."
sequence: 0
dialoguetext:
"Shut up! You didn't wipe your own memory. We're not even *considering* that option. It's not possible. Even with the amount of *Potent Pilsner* you down every *hour*."


title: Trant Heidelstam: ""It's an urban myth -- a police det..."
sequence: 0
dialoguetext:
"It's an urban myth -- a police detective who employs highly experimental investigative techniques. It's a *cultural* reference, detective."


title: Jean Vicquemare: ""Psychotraumatic amnesia? Trant?" H..."
sequence: 0
dialoguetext:
"Psychotraumatic amnesia? Trant?" He turns to the special consultant. "I can go for that -- shitkid is a broken man, always has been. Who isn't? I know I am. But you know what?"


title: Jean Vicquemare: "He turns back to you. "I keep my sh..."
sequence: 0
dialoguetext:
He turns back to you. "I keep my shit together. Also, I *know* a person can't wipe their own mind -- however traumatic it gets. That doesn't happen. You're lying. Or insane. Or both."


title: Jean Vicquemare: ""Look at F. Booho here! Victim of t..."
sequence: 0
dialoguetext:
"Look at F. Booho here! Victim of the ethanol-industrial complex. What are you, an inva-communist now? You think this is a joke?"


title: Jean Vicquemare: "He turns to the special consultant...."
sequence: 0
dialoguetext:
He turns to the special consultant. "Asking him was a mistake -- he's a teenage psycho. I asked *you*. It's not possible to wipe your own memory with alcohol alone, right? He's either lying or insane."


title: Jean Vicquemare: ""No, Harry -- FUCK YOU. You already..."
sequence: 0
dialoguetext:
"No, Harry -- FUCK YOU. You already fucked us -- I've already explained this shit to Pryce *twice*. To Berdyayeva -- *four times*. I'm your partner. I answer for you when you're not there."


title: Jean Vicquemare: ""Agreed, Harry." He nods. "Just don..."
sequence: 0
dialoguetext:
"Agreed, Harry." He nods. "Just don't expect us to get you a disability pension. Cops who actually gave a shit are waiting in line. You're not gonna hog their seat."


title: Jean Vicquemare: ""I *know* who Jacob Irw is. I wante..."
sequence: 0
dialoguetext:
"I *know* who Jacob Irw is. I wanted to give you a chance to stop *fucking* me. How naive of me. You drove a 45,000 reál police vehicle into the ocean -- what did I expect?"


title: Jean Vicquemare: ""Oh -- well, if it wasn't *you* the..."
sequence: 0
dialoguetext:
"Oh -- well, if it wasn't *you* then it's okay. You only let someone *steal* our 45,000 reál police vehicle, drive it into the sea -- and then just *left* it there."


title: You: ""What I *do* have is this futuristi..."
dialoguetext: "What I *do* have is this futuristic armour." (Point to yourself.)
sequence: 0
userscript: SetVariableValue("village.posse_showed_off_armour", true) --[[ Variable[ ]]
conditionstring:
(CheckEquipped("gloves_t500")  or  CheckEquipped("hat_t500")  or  CheckEquipped("shirt_t500")  or  CheckEquipped("shoes_t500"))  and  Variable["village.posse_showed_off_armour"] == false


title: Jean Vicquemare: ""We're not armour-cops, we're cop-c..."
sequence: 0
dialoguetext:
"We're not armour-cops, we're cop-cops! People don't know us by our armour, they know us by our badges. Where the fuck is your badge?"


title: Jean Vicquemare: ""For the record, you pressured us i..."
sequence: 0
dialoguetext:
"For the record, you pressured us into getting it. 'It'll be cool Jean, we'll have wheels, rapid response...' I was fine being an equestrian cop. I hope you're fine driving a *bicycle*."


title: Jean Vicquemare: ""So *refreshing*. He just admits it..."
sequence: 0
dialoguetext:
"So *refreshing*. He just admits it. Thank you for your honesty. Thank you for destroying 45,000 reál of police property that's coming out of *everyone's* payslip."


title: Jean Vicquemare: ""I do. You drove it into the water...."
sequence: 0
dialoguetext:
"I do. You drove it into the water. Everyone on this street saw you do it. It's going to be a local landmark too -- on the brochure. Thank you for fucking us, Harry."


title: Jean Vicquemare: ""Ha-ha-ha, ho-ho-ho." He grabs his..."
sequence: 0
dialoguetext:
"Ha-ha-ha, ho-ho-ho." He grabs his stomach in mirthless laughter. "Tequila Sunset -- not Sunrise, because you're almost dead. So funny, Harry. Thank you for fucking me."


title: Jean Vicquemare: ""Ha-ha-ha, ho-ho-ho." He grabs his..."
sequence: 0
dialoguetext:
"Ha-ha-ha, ho-ho-ho." He grabs his stomach in mirthless laughter. "Underwater killer. So funny, Harry. Thank you for fucking me."


title: Jean Vicquemare: ""Thank you for destroying 45,000 re..."
sequence: 0
dialoguetext:
"Thank you for destroying 45,000 reál of police property that's coming out of *my* payslip. You know that, right? You're gonna get fired. And I'm gonna pay till I die..."


title: Jean Vicquemare: ""Yes. *Your* motor carriage. White..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Yes. *Your* motor carriage. White and blue. Under the sea. With fish and clams and other sea-shit."


title: Perception (Sight): "Now that you look where he's pointi..."
sequence: 0
dialoguetext:
Now that you look where he's pointing -- to the northeast -- then yes. There does seem to be a motor carriage in the ocean. Strange. How did it get there?


title: Jean Vicquemare: ""He doesn't have it..." He points t..."
sequence: 0
dialoguetext:
"He doesn't have it..." He points to the sea. "Here's an idea. Maybe you could look in the mother fucking motor carriage you drove into the sea? Maybe LOOK THERE?!"


title: Jean Vicquemare: ""Fuck it. I'll get it myself, just..."
sequence: 0
dialoguetext:
"Fuck it. I'll get it myself, just tell me you have your *gun*." He collects himself again -- dusts off his black suit, although it's completely clean.


title: Judit Minot: ""He found it!" The patrol officer p..."
sequence: 0
userscript: GainItem("badge")
dialoguetext:
"He found it!" The patrol officer picks it up and gives it back to you -- slippery and cold. "He found it, Jean. It's his badge!"


title: Interfacing: "In a rush to demonstrate your badge..."
sequence: 0
userscript: LoseItem("badge"); SetVariableValue("village.posse_lost_badge", true) --[[ Variable[ ]]
dialoguetext:
In a rush to demonstrate your badge, your eager fingers can't sustain a grip on the smooth plastic, and the badge slips out of your hand.


title: Jean Vicquemare: ""I don't care if you have a *new gu..."
sequence: 0
dialoguetext:
"I don't care if you have a *new gun*, I only care about your *old gun*. Your official sidearm. You lost it, didn't you?"


title: You: ""Gun? Behold *all* my guns. If anyt..."
sequence: 0
dialoguetext:
"Gun? Behold *all* my guns. If anything, I need more *hands*!" (Show him your two pistols and two rifles.)

conditionstring:
CheckItem("gun_ruby")  and  CheckItem("gun_villiers")  and  CheckItem("deserter_gun")  and  CheckItem("antique_rifle")

userscript:
SetVariableValue("village.posse_intro_some_gun", true) ; SetVariableValue("village.posse_showed_triangong", true) --[[ Variable[ ]]


title: Jean Vicquemare: ""It *worked* too, didn't it? You're..."
sequence: 0
dialoguetext:
"It *worked* too, didn't it? You're drunk right now, aren't you? You fucking bum, I can smell it all the way over here!"


title: Jean Vicquemare: ""Did you check the local pawnshop?..."
sequence: 0
dialoguetext:
"Did you check the local pawnshop? Because *I* did  -- and you're not gonna believe it, but you sold the pawnbroker a Villiers 9mm pistol -- to pay for booze!"


title: Jean Vicquemare: ""You lost your fucking gun!?" He lo..."
sequence: 0
dialoguetext:
"You lost your fucking gun!?" He looks around. "I knew it. I knew he lost it. Didn't I tell you? I told you he lost his gun too."


title: You: ""I lost my gun. And I didn't find i..."
dialoguetext: "I lost my gun. And I didn't find it. It's gone."
sequence: 0
conditionstring:
Variable["canal.roy_asked_about_your_gun"] == false  and  Variable["TASK.confront_the_pigs_done"] == false  and  CheckItem("gun_villiers") == false


title: Jean Vicquemare: ""I would say it's *very* bad, yes."..."
sequence: 0
dialoguetext:
"I would say it's *very* bad, yes." He turns to you. "You lost your service weapon -- while drunk. And then you couldn't find it, because you were *still* drunk?! You're drunk right now, aren't you?"


title: Jean Vicquemare: ""I don't care about your collection..."
sequence: 0
userscript: XPTinySetBool("XP.hoarding_freak")--[[ Variable[ ]]
dialoguetext:
"I don't care about your collection, you hoarding freak." He waves your arsenal away without looking. "Is one of them your service weapon? I only want to know about that *one* gun."


title: Jean Vicquemare: ""You're *drunk*, aren't you? You lo..."
sequence: 0
dialoguetext:
"You're *drunk*, aren't you? You lost your gun and you're drunk! You're a drunk, gunless bum! I can smell it!"


title: You: ""I didn't lose my gun, I have my gu..."
dialoguetext: "I didn't lose my gun, I have my gun!" (Show him the gun.)
sequence: 0
conditionstring:
Variable["seafort.posse_lied_doesnt_have_gun"]  or  Variable["village.posse_know_lost_gun"]  or  (CheckItem("gun_villiers")  and  (Variable["village.posse_gun_concept"]  or  Variable["village.posse_gun_auth"]))


title: Jean Vicquemare: ""We're not talking about the fuckin..."
sequence: 0
userscript: XPTinySetBool("XP.posse_gun")--[[ Variable[ ]]
dialoguetext:
"We're not talking about the fucking gun anymore -- we're talking about the *vaporized cloud* of ethanol coming from your mouth."


title: Jean Vicquemare: ""Whooh. He has it -- I thought it w..."
sequence: 0
userscript: XPTinySetBool("XP.posse_has_gun")--[[ Variable[ ]]
dialoguetext:
"Whooh. He has it -- I thought it was in the ocean..." He wipes his brow in mock relief. "You're drunk like a bum, Harry. Put that thing away before you kill someone."


title: Jean Vicquemare: ""Whooh. He has it -- *and* he didn'..."
sequence: 0
dialoguetext:
"Whooh. He has it -- *and* he didn't drop it." He wipes his brow in mock relief. "You're drunk like a bum, Harry. Put that thing away before you kill someone."


title: Jean Vicquemare: ""I would say it's *very* bad, yes."..."
sequence: 0
dialoguetext:
"I would say it's *very* bad, yes." He turns to you. "You're drunk like an asshole, Harry -- please put the stolen firearm away before you kill someone."


title: Jean Vicquemare: ""Oh, I would say it's *very* bad."..."
sequence: 0
dialoguetext:
"Oh, I would say it's *very* bad." He turns to you. "You're drunk like a bum, Harry. Please put the stolen rifle away before you kill someone."


title: Jean Vicquemare: ""*Upgraded it*? I don't care about..."
sequence: 0
dialoguetext:
"*Upgraded it*? I don't care about your weapon-mania, Harry. I only care about your official sidearm -- which you *lost*."


title: Jean Vicquemare: ""Oh, I would say it's *very* bad."..."
sequence: 0
dialoguetext:
"Oh, I would say it's *very* bad." He turns to you. "You're drunk like a bum, Harry. Please put the gun collection away before you kill someone."


title: Jean Vicquemare: ""But you haven't -- because you're..."
sequence: 0
dialoguetext:
"But you haven't -- because you're *drunk*. You lost your gun -- and you're drunk. You're a drunk, gunless bum! I can smell it."


title: You: ""I'm not drunk. I haven't started d..."
dialoguetext: "I'm not drunk. I haven't started drinking again!"
sequence: 0
userscript: SetVariableValue("village.posse_said_you_quit", true) --[[ Variable[ ]]
conditionstring:
SubstanceUsedOnce("alcohol") == false  and  IsTHCCookingOrFixed("the_waste_land_of_reality") == false


title: Jean Vicquemare: ""You were never supposed to lose it..."
sequence: 0
dialoguetext:
"You were never supposed to lose it in the first place. *Not lost* is your gun's *natural state*, you drunk bum."


title: You: ""Yeah I'm drunk! I'm also on drugs.""
dialoguetext: "Yeah I'm drunk! I'm also on drugs."
sequence: 0
conditionstring:
SubstanceUsedOnce("alcohol")  and  (SubstanceUsedOnce("speed")  or  SubstanceUsedOnce("pyrholidon"))


title: Jean Vicquemare: ""A *little* drink?! You smell like..."
sequence: 0
dialoguetext:
"A *little* drink?! You smell like a corpse. I'm downwind and I can barely breathe." He covers his nose. "You smell like shit."


title: Jean Vicquemare: ""You let a suspect escape, Harry --..."
sequence: 0
dialoguetext:
"You let a suspect escape, Harry -- Klaasje-something. Because you were too *drunk* to assess her flight risk."


title: Jean Vicquemare: ""Is that why you let a suspect esca..."
sequence: 0
dialoguetext:
"Is that why you let a suspect escape -- Ruby-something? Because you were too fucking *drunk* to take her in?"


title: Jean Vicquemare: ""Is that why a suspect shot herself..."
sequence: 0
dialoguetext:
"Is that why a suspect shot herself in the head -- Ruby-something? Under the boardwalk? You went in drunk and *intimidated* her?"


title: Jean Vicquemare: ""*Well?* You let the suspect escape..."
sequence: 0
dialoguetext:
"*Well?* You let the suspect escape! Klaasje-something. Because you were too *drunk* to assess her flight risk."


title: Jean Vicquemare: ""*Well*? Harry, you let the suspect..."
sequence: 0
dialoguetext:
"*Well*? Harry, you let the suspect escape -- Ruby-something. You were too *drunk* to take her in, weren't you? "


title: Jean Vicquemare: ""*Well?!* A suspect shot herself in..."
sequence: 0
dialoguetext:
"*Well?!* A suspect shot herself in the head, Harry. I know what you did -- you went in drunk and *intimidated* her, didn't you!?"


title: Jean Vicquemare: ""Who are you posing for, Harry? You..."
sequence: 0
dialoguetext:
"Who are you posing for, Harry? You let the suspect escape -- a certain Ruby. You were too fucking *high* to take her in, weren't you?"


title: Jean Vicquemare: ""Who are you posing for, huh? A sus..."
sequence: 0
dialoguetext:
"Who are you posing for, huh? A suspect escaped, Harry. Klaasje-something. Because you were too *high* to assess her flight risk."


title: Jean Vicquemare: ""A woman shot herself -- in the hea..."
sequence: 0
dialoguetext:
"A woman shot herself -- in the head. Because you went in high and *intimidated* her, didn't you!? Ruby-something? You basically *killed* her yourself."


title: Jean Vicquemare: ""What you've *discovered*? You let..."
sequence: 0
dialoguetext:
"What you've *discovered*? You let the suspect *escape* -- a certain Ruby. Because you were too *drunk* to take her in. You went in drunk."


title: Jean Vicquemare: ""What you've *discovered*? You let..."
sequence: 0
dialoguetext:
"What you've *discovered*? You let the suspect *escape* -- a certain Klaasje. Because you were you too *drunk* to assess her flight risk!"


title: Jean Vicquemare: ""Oh? Is that why the suspect shot h..."
sequence: 0
dialoguetext:
"Oh? Is that why the suspect shot herself in the head? Under the boardwalk? You went in drunk and *intimidated* her."


title: Jean Vicquemare: ""A bit of a week?" He squints. "You..."
sequence: 0
dialoguetext:
"A bit of a week?" He squints. "You're drunk. And you let a suspect *escape* -- a certain Klaasje. Because you were you too *drunk* to assess her flight risk."


title: Jean Vicquemare: ""A bit of a week?" He squints. "You..."
sequence: 0
dialoguetext:
"A bit of a week?" He squints. "You let a suspect *escape* -- a certain Ruby. You let her escape because you were too *drunk* to take her in."


title: Jean Vicquemare: ""A bit of a week?" He squints. "You..."
sequence: 0
dialoguetext:
"A bit of a week?" He squints. "You're drunk. You let the suspect shoot herself in the head. You went in drunk and *intimidated* her."


title: Jean Vicquemare: ""I don't believe you." He squints...."
sequence: 0
dialoguetext:
"I don't believe you." He squints. "You're drunk. You let a suspect *escape* -- a certain Ruby. Because you were too *drunk* to take her in."


title: Jean Vicquemare: ""I don't believe you." He squints...."
sequence: 0
dialoguetext:
"I don't believe you." He squints. "You're drunk. You made a suspect shoot herself in the head. You went in drunk and *intimidated* her."


title: Jean Vicquemare: ""I don't believe you." He squints...."
sequence: 0
dialoguetext:
"I don't believe you." He squints. "You're drunk. You let a suspect *escape* -- a certain Klaasje. Because you were you too *drunk* to assess her flight risk."


title: You: ""Wait, it may be because of the *ph..."
dialoguetext: "Wait, it may be because of the *pheromone*."
sequence: 0
userscript: SetVariableValue("village.posse_smell_pheromones", true) --[[ Variable[ ]]
conditionstring:
Variable["coast.morells_pheromone_spray"]  and  Variable["whirling.bath_washed_pheromones_off"] == false  and  Variable["village.posse_smell_pheromones"] == false


title: Judit Minot: ""Detective -- please. Don't start t..."
sequence: 0
dialoguetext:
"Detective -- please. Don't start talking about your *pheromones* again. This is serious. If you don't..." She doesn't finish the sentence.


title: Jean Vicquemare: ""Oh well -- if she thought you were..."
sequence: 0
dialoguetext:
"Oh well -- if she thought you were sent by La Puta Madre..." He rubs his face in frustration. "I'm not even gonna get into what this means for the ethics commission."


title: Jean Vicquemare: ""Oh well -- if she was *specially t..."
sequence: 0
dialoguetext:
"Oh well -- if she was *specially trained*." He rubs his face in frustration. "I'm not even gonna get into the other suspect -- the one who shot herself. In the *head*."


title: Jean Vicquemare: ""Oh well -- if she was *specially t..."
sequence: 0
dialoguetext:
"Oh well -- if she was *specially trained*...." He rubs his face in frustration. "I'm not even gonna get into the *other* suspect who *also* escaped. Yeah. Ruby-something?"


title: Jean Vicquemare: ""Or the fact that you're Evrart Cla..."
sequence: 0
dialoguetext:
"Or the fact that you're Evrart Claire's *little peone* now. Doing I-don't-know-what for him. That's small-time stuff. That's nothing. That's a humourous anecdote..."


title: Jean Vicquemare: ""Or the fact that you kidnapped a k..."
sequence: 0
dialoguetext:
"Or the fact that you kidnapped a kid and took him to some island? That's small-time stuff. That's nothing. That's a humourous anecdote..."


title: Jean Vicquemare: ""Or the fact that you *very likely..."
sequence: 0
dialoguetext:
"Or the fact that you *very likely sold your gun for booze*. That's peanuts. That's nothing. That's a humourous anecdote..."


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_shanky_ran_earlier"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_shanky_ran_earlier"])

conditionstring:
(Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_shanky_ran_earlier"]) == false


title: Jean Vicquemare: ""...compared to the *nine people* w..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *nine people* who were gunned down! The streets are literally red with blood. Lieutenant Kitsuragi is barely clinging to life in the hospital. Harry, it was fucking *mass murder*."


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_shanky_ran_earlier"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_shanky_ran_earlier"] == false)

conditionstring:
(Variable["plaza.tribunal_gardener_shot"] == false  and  Variable["plaza.tribunal_hardie_shot"] == false  and  Variable["plaza.tribunal_shanky_ran_earlier"] == false) == false


title: Jean Vicquemare: ""...compared to the *six people* wh..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *six people* who were gunned down! The streets are literally red with blood. Lieutenant Kitsuragi is barely clinging to life in the hospital. Harry, it was fucking *mass murder*."


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.tribunal_gardener_shot"] == false  or  Variable["plaza.tribunal_hardie_shot"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.tribunal_gardener_shot"] == false  or  Variable["plaza.tribunal_hardie_shot"] == false)

conditionstring:
(Variable["plaza.tribunal_gardener_shot"] == false  or  Variable["plaza.tribunal_hardie_shot"] == false) == false


title: Jean Vicquemare: ""...compared to the *eight people*..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *eight people* who were gunned down! The streets are literally red with blood. Lieutenant Kitsuragi is barely clinging to life in the hospital. Harry, it was fucking *mass murder*."


title: Jean Vicquemare: ""...compared to the *seven people*..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *seven people* who were gunned down! The streets are literally red with blood. Lieutenant Kitsuragi is barely clinging to life in the hospital. Harry, it was fucking *mass murder*."


title: Jean Vicquemare: ""...compared to the *six people* wh..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *six people* who were gunned down! The streets are literally red with blood, Harry. It was fucking *mass murder*."


title: Jean Vicquemare: ""...compared to the *eight people*..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *eight people* who were gunned down! The streets are literally red with blood, Harry. It was fucking *mass murder*."


title: Jean Vicquemare: ""...compared to the *seven people*..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *seven people* who were gunned down! The streets are literally red with blood, Harry. It was fucking *mass murder*."


title: Jean Vicquemare: ""...compared to the *nine people* w..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"...compared to the *nine people* who were gunned down! The streets are literally red with blood, Harry. It was fucking *mass murder*."


title: Jean Vicquemare: ""Oh well -- if she was *nice*..." H..."
sequence: 0
dialoguetext:
"Oh well -- if she was *nice*..." He rubs his face in frustration. "I'm not even gonna get into the other suspect -- the one who shot herself. In the *head*."


title: Jean Vicquemare: ""Oh well -- if she was *nice*..." H..."
sequence: 0
dialoguetext:
"Oh well -- if she was *nice*..." He rubs his face in frustration. "I'm not even gonna get into the *other* suspect -- who also escaped. Yeah. Ruby-something?"


title: Jean Vicquemare: ""Duped again! Outsmarted by someone..."
sequence: 0
dialoguetext:
"Duped again! Outsmarted by someone who isn't *drunk*." He rubs his face in frustration. "I'm not even gonna get into the *other* suspect -- who also escaped. A Ruby-something?"


title: Jean Vicquemare: ""Duped again! Outsmarted by someone..."
sequence: 0
dialoguetext:
"Duped again! Outsmarted by someone who isn't *drunk*." He rubs his face. "I'm not even gonna get into the other suspect -- the one who shot herself. In the head."


title: Jean Vicquemare: ""Oh well -- if you *let* her go..."..."
sequence: 0
dialoguetext:
"Oh well -- if you *let* her go..." He rubs his face in frustration. "I'm not even gonna get into the other suspect, who shot herself. In the *head*."


title: Jean Vicquemare: ""Oh well -- if you *let* her go......."
sequence: 0
dialoguetext:
"Oh well -- if you *let* her go...." He rubs his face in frustration. "I'm not even gonna get into the *other* suspect who escaped -- another act of mercy?"


title: Jean Vicquemare: ""Oh well -- if *you* think she didn..."
sequence: 0
dialoguetext:
"Oh well -- if *you* think she didn't know anything..." He rubs his face in frustration. "I'm not even gonna get into the eighty other suspects you've failed to arrest."


title: Jean Vicquemare: ""Oh well -- if you've *learned your..."
sequence: 0
dialoguetext:
"Oh well -- if you've *learned your lesson*..." He rubs his face in frustration. "I'm not even gonna get into the eighty other suspects you've failed to arrest."


title: Jean Vicquemare: ""Oh well, if it made you *boo-boo*...."
sequence: 0
dialoguetext:
"Oh well, if it made you *boo-boo*..." He rubs his face in frustration. "I'm not even gonna get into the eighty other suspects you've failed to arrest."


title: Jean Vicquemare: ""Oh well -- if you *let* her go..."..."
sequence: 0
dialoguetext:
"Oh well -- if you *let* her go..." He rubs his face in frustration. "I'm not even gonna get into the eighty other suspects you haven't brought in, because it's *hard*."


title: Jean Vicquemare: ""Oh well -- if you feel *guilty* ab..."
sequence: 0
dialoguetext:
"Oh well -- if you feel *guilty* about it..." He rubs his face in frustration. "I'm not even gonna get into what this means for the ethics commission."


title: Jean Vicquemare: ""Oh well -- if she was *unimportant..."
sequence: 0
dialoguetext:
"Oh well -- if she was *unimportant*..." He rubs his face in frustration. "I'm not even gonna get into what this means for the ethics commission."


title: Jean Vicquemare: ""Sure -- if it's part of your *mast..."
sequence: 0
dialoguetext:
"Sure -- if it's part of your *master plan*...." He rubs his face in frustration. "Let's not even get into the other suspect, the one who shot herself. In the head. Another *detail*."


title: Jean Vicquemare: ""Sure -- if it's part of your *mast..."
sequence: 0
dialoguetext:
"Sure -- if it's part of your *master plan*..." He rubs his face in frustration. "Let's not even get into the other suspect who *also* escaped. Another *detail*."


title: Jean Vicquemare: ""Sure -- if it's part of your *mast..."
sequence: 0
dialoguetext:
"Sure -- if it's part of your *master plan*..."  He rubs his face in frustration. "Let's not even get into what this means for the ethics commission."


title: Jean Vicquemare: ""Oh well -- if you got *really* hig..."
sequence: 0
dialoguetext:
"Oh well -- if you got *really* high then I guess it's okay." He rubs his face in frustration. "Then it's all been worth it. Let's not even get into the other suspect -- who *shot* herself. In the head."


title: Jean Vicquemare: ""Oh well -- if you got *really* hig..."
sequence: 0
dialoguetext:
"Oh well -- if you got *really* high then I guess it's okay." He rubs his face in frustration. "Let's not even get into what this means for the ethics commission."


title: Jean Vicquemare: ""Oh well -- if you got *really* hig..."
sequence: 0
dialoguetext:
"Oh well -- if you got *really* high then I guess it's okay." He rubs his face in frustration. "Let's not even get into the *other* suspect -- who also escaped."


title: Trant Heidelstam: ""The line is from Lu Jiatun's 'Miro..."
sequence: 0
dialoguetext:
"The line is from Lu Jiatun's 'Mirova 82', isn't it? About Girl Child Communism -- the titular *returning* character. The ghostly apparition of..." He looks around and, noticing the impatience of his companions, stops himself. "Good choice, Harry."


title: Empathy: "Judging by the familiarity you feel..."
sequence: 0
dialoguetext:
Judging by the familiarity you feel toward him -- two years minimum? Or maybe a short, but close stint on the task force...


title: Kim Kitsuragi: ""He *has* hinted at the possibility..."
sequence: 0
dialoguetext:
"He *has* hinted at the possibility before. I have trouble believing him, of course, but he seems to want to convince himself of it. And I've seen him work. His methods are... unorthodox."


title: !(Variable["inventory.ledger_crack_it_on_the_knee"] and Variable["inventory.ledger_case_mural"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["inventory.ledger_crack_it_on_the_knee"]  and  Variable["inventory.ledger_case_mural"]) == false


title: Jean Vicquemare: ""Did you?" He adjusts his tie. "Or..."
sequence: 0
dialoguetext:
"Did you?" He adjusts his tie. "Or did you literally not recognize my face? We've been partners for how long, Harry? Don't answer that -- you don't *remember*."


title: Cuno: ""Pig's lying. He's clearly got some..."
sequence: 0
dialoguetext:
"Pig's lying. He's clearly got something real fucked up going on up in here." He twists his index finger at his temple.


title: Jean Vicquemare: ""Got that right, kid -- he's a psyc..."
sequence: 0
dialoguetext:
"Got that right, kid -- he's a psychopath, and he made up this whole amnesia story to fuck with us."


title: Cuno: ""Aw, c'mon, you gotta cut him some..."
sequence: 0
dialoguetext:
"Aw, c'mon, you gotta cut him some slack. Pig's been working hard. Digging through the guts of corpses and shit. Getting shot and shit."


title: You: ""I may have pawned it... anyway, it..."
dialoguetext: "I may have pawned it... anyway, it's gone now."
sequence: 0
conditionstring:
Variable["canal.roy_asked_about_your_gun"]  and  Variable["TASK.confront_the_pigs_done"] == false  and  CheckItem("gun_villiers") == false


title: Jean Vicquemare: ""Yeah, I checked the local pawnshop..."
sequence: 0
dialoguetext:
"Yeah, I checked the local pawnshop. You sold the pawnbroker a Villiers 9mm pistol -- to pay for booze!"


title: You: ""Hold on, I just haven't washed mys..."
dialoguetext: "Hold on, I just haven't washed myself after the autopsy..."
sequence: 0
conditionstring:
Variable["TASK.perform_field_autopsy_done"] == true  and  Variable["TASK.wash_the_death_off_done"] == false


title: Rhetoric: "If you investigated further, you --..."
sequence: 0
dialoguetext:
If you investigated further, you -- or Kim -- would have more to say. But you didn't, so here we are.


title: You: ""Wait, what smell?! I didn't even g..."
sequence: 0
dialoguetext:
"Wait, what smell?! I didn't even get close to the damn corpse and I *still* solved the case. That's how good I am."

conditionstring:
Variable["TASK.inspect_the_dead_body"] == true  and  Variable["TASK.inspect_the_dead_body_done"] == false  and  Variable["village.solved_the_case_wo_even_inspecting_the_body"] == false


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.inspect_the_dead_body"] == true  and  Variable["TASK.inspect_the_dead_body_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.inspect_the_dead_body"] == true  and  Variable["TASK.inspect_the_dead_body_done"] == false)

conditionstring:
(Variable["TASK.inspect_the_dead_body"] == true  and  Variable["TASK.inspect_the_dead_body_done"] == false) == false


title: Jean Vicquemare: "From the way he covers his nose you..."
sequence: 0
userscript: SetVariableValue("village.solved_the_case_wo_even_inspecting_the_body", true) --[[ Variable[ ]]
dialoguetext:
From the way he covers his nose you can tell the satellite-officer is still fixated on the smell and not your incredible achievement.


title: Jean Vicquemare: ""Thank you for the input, Lieutenan..."
sequence: 0
dialoguetext:
"Thank you for the input, Lieutenant Kitsuragi. I didn't mean to suggest you didn't handle the situation..." He brushes a stray strand of hair out of his eye and coughs.


title: Kim Kitsuragi: ""He did everything he could," the l..."
sequence: 0
dialoguetext:
"He did everything he could," the lieutenant interrupts him. "*We* did everything we could. The company hired unvetted mercenaries. Lieutenant Du Bois got between them and the locals."


title: Kim Kitsuragi: ""He did so at considerable risk to..."
sequence: 0
dialoguetext:
"He did so at considerable risk to his own life. He was shot -- not once, but twice. We stopped an execution, not a negotiation. The loss of life was minimal compared to what it could have been."


title: Kim Kitsuragi: ""He did so at considerable risk to..."
sequence: 0
dialoguetext:
"He did so at considerable risk to his person. Remember -- he was shot. We stopped an execution, not a negotiation. The loss of life was minimal compared to what it could have been."


title: Kim Kitsuragi: ""Well..." A cold gust of wind. He p..."
sequence: 0
dialoguetext:
"Well..." A cold gust of wind. He pulls up his collar. "The drinking, the lost gun, also losing his badge -- that's all true. *And* he's been drinking on the job."


title: Kim Kitsuragi: ""He did so at considerable risk to..."
sequence: 0
dialoguetext:
"He did so at considerable risk to his own life. He was shot, and survived only because of his armour. We stopped an execution, not a negotiation. The loss of life was minimal compared to what it could have been."


title: Kim Kitsuragi: ""Well..." He pulls up his collar. "..."
sequence: 0
dialoguetext:
"Well..." He pulls up his collar. "The drinking, the gun-losing, also losing the badge -- that's all true. Although he has *not* been drinking on the job this week."


title: Kim Kitsuragi: ""And then there's the motor carriag..."
sequence: 0
dialoguetext:
"And then there's the motor carriage in the sea -- something I was *not* present for..." He breathes in sharply. "But -- despite all this -- he is a great detective. One of the best I've seen, in fact."


title: Kim Kitsuragi: ""Then there's the apocalypse thing...."
sequence: 0
dialoguetext:
"Then there's the apocalypse thing. At first I thought it was a joke -- but it's not. He actually thinks the world is about to end. In a *bloodletting*, or a *gloaming*. We're about to *become vapour*, even..."


title: Kim Kitsuragi: ""It's worrying. Especially consider..."
sequence: 0
dialoguetext:
"It's worrying. Especially considering his political views. Detective Du Bois is -- as you may know -- a Mazovian socio-economist. He wants to liquidate the ruling class. Which -- again -- for a police officer... is a little odd."


title: Kim Kitsuragi: ""Then there's the... superstardom...."
sequence: 0
dialoguetext:
"Then there's the... superstardom. He likes to -- from time to time -- allude to being a *superstar law official*. At first I thought it was a joke, but... now I'm not so sure. He says *disco* about twenty times a day."


title: Kim Kitsuragi: ""As you can see -- it's about three..."
sequence: 0
dialoguetext:
"As you can see -- it's about three metres tall. In fact, we think it may be the largest land invertebrate ever discovered."


title: Kim Kitsuragi: ""The RCM consists of policemen of t..."
sequence: 0
dialoguetext:
"The RCM consists of policemen of the state that *is*. So -- a little discrepancy there." He turns back to Vicquemare.


title: Kim Kitsuragi: ""It's worrying. Especially in light..."
sequence: 0
userscript: SetVariableValue("village.posse_2_fascist_highest", true) --[[ Variable[ ]]
dialoguetext:
"It's worrying. Especially in light of his political views. Detective Du Bois is -- as you may know -- a fascist. A far-right woman-hater and, of course, also into race-stuff. Which -- for a police officer --" He shakes his head. "Not good."


title: Kim Kitsuragi: ""I had a major collision with him o..."
sequence: 0
dialoguetext:
"I had a major collision with him on the subject. He yielded, and is now striving to be a crypto-fascist. That is: a regular police officer who *thinks* these things but doesn't say them. So that's... yeah."


title: Kim Kitsuragi: ""Then there's the... self-flagellat..."
sequence: 0
dialoguetext:
"Then there's the... self-flagellation issue. He likes to apologize -- profusely. Making it sound like he's guilty of at least first degree murder. It's not a good communication strategy for an officer. It's..."


title: Kim Kitsuragi: ""Then there's the *boring cop* issu..."
sequence: 0
dialoguetext:
"Then there's the *boring cop* issue. Despite all the obvious and almost grotesque mannerisms and sartorial choices he still insists he isn't *characteristic* enough. It's..."


title: Kim Kitsuragi: ""It's odd. Especially in light of h..."
sequence: 0
userscript: SetVariableValue("village.posse_2_ultraliberal_highest", true) --[[ Variable[ ]]
dialoguetext:
"It's odd. Especially in light of his political views. Detective Du Bois is -- as you may know -- a 'hustler'. He..." The lieutenant pinches the root of his nose. "Grinds. He makes *the reál*. He's a 'visionary' and a 'money engineer', which is just..." He shakes his head.


title: Kim Kitsuragi: ""Odder still -- he is also a Mazovi..."
sequence: 0
dialoguetext:
"Odder still -- he is also a Mazovian socio-economist, who believes in liquidating the ruling class. How he reconciles these two points of view, I do not know -- but he is *vocal* on both of them."


dialoguetext: 0
sequence: Continue()
title:
!(IsTHCPresent("revacholian_nationhood")  and  Variable["village.posse_2_fascist_highest"] == false)

conditionstring:
(IsTHCPresent("revacholian_nationhood")  and  Variable["village.posse_2_fascist_highest"] == false) == false


title: Kim Kitsuragi: ""Odder still -- he is also a full b..."
sequence: 0
dialoguetext:
"Odder still -- he is also a full blown fascist. An ultranationalist woman-hater and more than a little racist. How he reconciles these two points of view..." He shrugs. "But he is *vocal* about both."


title: Kim Kitsuragi: ""It's just strange. Especially in l..."
sequence: 0
dialoguetext:
"It's just strange. Especially in light of his political views. Detective Du Bois is -- as you may know -- a true blue moralist. A man of the centre. Not prone to political outbursts. Which is commendable. But also... at odds with his behaviour."


title: Kim Kitsuragi: ""Odder still -- he is also a full b..."
sequence: 0
dialoguetext:
"Odder still -- he is also a full blown fascist. An ultranationalist woman-hater and more than a little racist. Which, I guess, goes well with the *grind*? I do not know -- but he is *vocal* about both beliefs."


title: !(IsTHCPresent("ultraliberal") and Variable["village.posse_2_ultraliberal_highest"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(IsTHCPresent("ultraliberal")  and  Variable["village.posse_2_ultraliberal_highest"] == false) == false


title: Kim Kitsuragi: ""Odder still -- he is also an ultra..."
sequence: 0
dialoguetext:
"Odder still -- he is also an ultraliberal 'hustler' who is always..." The lieutenant pinches the root of his nose. "*On the grind.* How he reconciles these two points of view, I do not know -- but he is vocal about both of them."


title: Kim Kitsuragi: ""Odder still -- he is also an ultra..."
sequence: 0
dialoguetext:
"Odder still -- he is also an ultraliberal 'hustler' who is always..." The lieutenant pinches the root of his nose. "*On the grind.* Which I guess, goes well with some of his racism. I don't know -- he is vocal about both beliefs though."


title: Kim Kitsuragi: ""He can talk human beings into tell..."
sequence: 0
dialoguetext:
"He can talk human beings into telling him anything. And he doesn't stop. In all the time I've spent with him, he has not once stopped working on the case. He is tireless. Madly driven."


title: Kim Kitsuragi: ""Well, except that one time when he..."
sequence: 0
dialoguetext:
"Well, except that one time when he stopped to sing karaoke. Which -- by the way -- was a valiant effort. He really sang his heart out."


title: Kim Kitsuragi: ""Well... except that one time when..."
sequence: 0
dialoguetext:
"Well... except that one time when he stopped to sing karaoke. Which, by the way -- I have to disagree with you, Mr. Vicquemare -- was a valiant effort. He really sang his heart out."


title: Kim Kitsuragi: ""Other than that one time, he has t..."
sequence: 0
dialoguetext:
"Other than that one time, he has tirelessly worked on the case. And he solved it. We have a confession, a murder weapon, *and* the perpetrator -- locked on the island right now, awaiting transportation."


title: Kim Kitsuragi: ""He apprehended a revolutionary bri..."
sequence: 0
dialoguetext:
"He apprehended a revolutionary brigade who stayed hidden for fifty years, ever since the Revolution; who's probably committed other murders over those years..." He pauses. "Oh -- and he also discovered a new species."


title: Kim Kitsuragi: ""And he *solved* it. Near-perfectly..."
sequence: 0
dialoguetext:
"And he *solved* it. Near-perfectly. In one week we have: a confession, a murder weapon -- *and* the perpetrator. Locked on the island right now, awaiting transportation."


title: Kim Kitsuragi: ""He apprehended a straggler who sta..."
sequence: 0
dialoguetext:
"He apprehended a straggler who stayed hidden for fifty years, ever since the Revolution; who's probably committed other murders over those years..." He pauses. "Oh -- and he also discovered a new species."


title: Kim Kitsuragi: ""A colossal stick insect. It was on..."
sequence: 0
dialoguetext:
"A colossal stick insect. It was on the island, camouflaged as the reeds. It... unfolded from the reeds. I think we may be dealing with the Insulindian phasmid."


title: Kim Kitsuragi: ""A colossal stick insect -- three m..."
sequence: 0
dialoguetext:
"A colossal stick insect -- three metres tall. It's on the island, camouflaged as the reeds. It... unfolded from them. I did not -- unfortunately -- get a photo. But I believe it may have been the Insulindian phasmid."


title: Kim Kitsuragi: ""I know this sounds fantastic. But..."
sequence: 0
dialoguetext:
"I know this sounds fantastic. But I'm a four times decorated lieutenant of the RCM. I do not make up encounters with *cryptids* to spice up my day. I am very, very sane."


title: Jean Vicquemare: ""I don't doubt you, lieutenant. If..."
sequence: 0
dialoguetext:
"I don't doubt you, lieutenant. If you say it was the Insulindian phasmid then it was the Insulindian Phasmid."


title: Kim Kitsuragi: "He takes out the photo of the phasm..."
sequence: 0
dialoguetext:
He takes out the photo of the phasmid and shows it to the officers across the yard. The wind blows, flapping the glossy rectangle in his hand.


title: Kim Kitsuragi: "He takes out the photo and shows it..."
sequence: 0
dialoguetext:
He takes out the photo and shows it to the officers across the yard. Rain comes down, he covers the glossy photo of the phasmid with his hand.


title: Kim Kitsuragi: "He takes out the photo and shows it..."
sequence: 0
dialoguetext:
He takes out the photo and shows it to the officers across the yard. Thick white snow falls all around you -- flakes stick to the glossy photo of the phasmid.


title: Jean Vicquemare: ""Fucking hell is that..." The man c..."
sequence: 0
dialoguetext:
"Fucking hell is that..." The man cranes his neck, still looking at the photo. "Is this somehow... *connected* to the case?"


title: Jean Vicquemare: ""Fucking hell, is that... Is this s..."
sequence: 0
dialoguetext:
"Fucking hell, is that... Is this somehow *connected* to the case?" He ignores you, still staring at the phasmid.


title: Trant Heidelstam: ""I must say, this," he points to th..."
sequence: 0
dialoguetext:
"I must say, this," he points to the photo, "is absolutely extraordinary. It's... I don't even have *words* for it."


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_health_phasmid"]  or  Variable["seafort.deserter_phasmid_degradation_discussed"]


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

conditionstring:
(Variable["seafort.deserter_health_phasmid"]  or  Variable["seafort.deserter_phasmid_degradation_discussed"]) == false


title: Kim Kitsuragi: ""The killer did not seem to be *awa..."
sequence: 0
dialoguetext:
"The killer did not seem to be *aware* of the phasmid's presence. Exhibiting a strange, atypical dementia, he fell into a stupor after its appearance. He became near-catatonic."


title: You: ""Khm... yes. I believe the pheromon..."
sequence: 0
dialoguetext:
"Khm... yes. I believe the pheromone it emits may be responsible for the killer's mental degradation."


title: Kim Kitsuragi: ""The old man was not *aware* of the..."
sequence: 0
dialoguetext:
"The old man was not *aware* of the phasmid's presence. Exhibiting a strange, atypical dementia, he fell into a stupor after its appearance. He became near-catatonic."


title: Jean Vicquemare: ""Yes. It really does make it hard t..."
sequence: 0
dialoguetext:
"Yes. It really does make it hard to fire the drunk..." His tired eyes follow the photo as the lieutenant puts it away.


title: Trant Heidelstam: ""We could order a search. I could g..."
sequence: 0
dialoguetext:
"We could order a search. I could get people from EPIS on the island, entomologists, doctors. There must be signs of it in the reeds -- if we found the Insulindian phasmid, well -- that would be absolutely *exceptional*. The PR value alone..."


title: You: ""There was also a dead man -- on th..."
dialoguetext: "There was also a dead man -- on the boardwalk. A missing person I found."
sequence: 0
conditionstring:
Variable["TASK.identify_corpse_boardwalk_done"]  or  Variable["TASK.report_corpse_wo_taking_main_task_done"]


title: You: ""I think it reproduces by parthenog..."
dialoguetext: "I think it reproduces by parthenogenesis."
sequence: 0
conditionstring:
Variable["coast.morell_parthenogenesis_hub_reached"]  or  Variable["seafort.phasmid_parthenogenesis"]


title: Jean Vicquemare: ""You're right. It's *is* a small th..."
sequence: 0
dialoguetext:
"You're right. It's *is* a small thing." He looks around. "Does anyone care? About a jacket? No one?"


title: You: ""The curse turned out to be possibl..."
sequence: 0
conditionstring: Variable["church.soona_talked_about_pale"]
dialoguetext:
"The curse turned out to be possibly entroponetical. Part of my larger investigation -- into Martinaise itself."


title: Cuno: ""First of all, yo -- those guys wer..."
sequence: 0
dialoguetext:
"First of all, yo -- those guys were all f****ts. The guys in the armour? F****ts. The Union guys? F****ts. So yeah --" He stares Vicquemare in the eye. "Suck Cuno's dick. You don't *know* me."


title: Cuno: ""You don't *know* what happened her..."
sequence: 0
dialoguetext:
"You don't *know* what happened here. You don't know this shit. Automatic fucking weapons. Urban battleground shit. Battle lines drawn in *blood*. Blood Meridian. You don't *know* this shit."


title: Cuno: ""Now -- Cuno wasn't there. Right --..."
sequence: 0
dialoguetext:
"Now -- Cuno wasn't there. Right -- you getting this? Cuno was breaking it up with Cuno's main bitch C. Parting-of-the-ways shit. But when Cuno got there -- pig had fucking *cleaned up*. Blood and ruin."


title: Cuno: ""Smoked all those dinky fuckers. Sa..."
sequence: 0
dialoguetext:
"Smoked all those dinky fuckers. Saved this shit -- Martinaise shit. I see he's mournin' and shit.... His main pig got semi-wasted. Sent to the boo-boo-mobile -- Cuno steps up. Cuno fucking FILLS those shoes. Big boy shoes -- Detective Cuno."


title: Cuno: ""Yo, Cuno feels like you weren't re..."
sequence: 0
dialoguetext:
"Yo, Cuno feels like you weren't really *listening* to Cuno." He drills his left temple with his index finger. "You were hearin' -- but you weren't listenin'. F***y f*g and the armour boys came to Martinaise to fuck shit up."


title: Cuno: ""Hardie *boys* or whatever the fuck..."
sequence: 0
dialoguetext:
"Hardie *boys* or whatever the fuck they are -- they were tellin' everyone and their mom how they wasted one of those armour fucks. It was *always* gonna go down like that. My pig stepped up -- got fucked in the leg for it. Sacrifice style."


title: Cuno: ""Second -- you dinky fucking asshol..."
sequence: 0
dialoguetext:
"Second -- you dinky fucking asshole. This pig right here," he points to you, "this oink-oink motherfucker *solved* that shit. On Death Island. Case solved. Go home, or fuck off."


title: Cuno: ""Yeah -- some fucked up grandpa did..."
sequence: 0
dialoguetext:
"Yeah -- some fucked up grandpa did it. Fuckin' grandpa in the woods or some shit. Old shit. Cuno doesn't know about that. Look -- the REAL shit here is..."


title: You: ""Cuno, if you're going to interrupt..."
dialoguetext: "Cuno, if you're going to interrupt -- make it snappier."
sequence: 0
userscript: SetVariableValue("village.posse_said_cuno_not_ten_but_twelve", true) --[[ Variable[ ]]
conditionstring:
Variable["village.posse_2_rhet_cuno_shorter"]  and  Variable["village.posse_2_cuno_snappy"] == false  and  Variable["village.posse_said_cuno_not_ten_but_twelve"] == false


title: Cuno: ""Yeah-yeah, straggler, sure." He no..."
sequence: 0
dialoguetext:
"Yeah-yeah, straggler, sure." He nods to you, then turns back to Vicquemare. "You getting this *smart* shit? The old fuck killed him. Confessed to it too. We got him snitchin' on himself -- popo style."


title: You: ""He may have committed other murder..."
sequence: 0
conditionstring: Variable["seafort.deserter_rc_logic_link_between_des_and_edgar_true"]
dialoguetext:
"He may have committed other murders over the years -- we have him confessing to one too. A big one."


title: Cuno: ""Yeah, big shit. We taking them *al..."
sequence: 0
dialoguetext:
"Yeah, big shit. We taking them *all* down. We cleaning this shit up." He nods and crosses his arms, regally. "Now listen up suit-fuck. You're gonna shit yourself, because it's gonna get wacko-natural."


title: Cuno: ""Yeah -- smoked a ton of people --..."
sequence: 0
dialoguetext:
"Yeah -- smoked a ton of people -- unsolved shit." He nods and crosses his arms regally. "Now listen up, suit-fuck. You're gonna shit yourself, because it's gonna get wacko-natural."


title: Cuno: ""Yeah -- and solved that shit. Fuck..."
sequence: 0
dialoguetext:
"Yeah -- and solved that shit. Fucking... grandpa in the woods did it. Old shit. Cuno doesn't know about that. Look -- the REAL SHIT here is..."


title: Cuno: ""Yeah, fucko. He's on the island ri..."
sequence: 0
dialoguetext:
"Yeah, fucko. He's on the island right now. In a coma or some shit. Oh -- and we also got the gun. Gun-of-the-killer shit. You know what I mean. *Now* let's get our big boy shit on..."


title: Cuno: ""This case -- this fucking grandpa..."
sequence: 0
dialoguetext:
"This case -- this fucking grandpa shit.... this ugly shit? It's *nothing*. We saw a ghost. A real life ghost. Like he fucking proved *ghosts* are real -- it's that big, popo. It's fucking..."


title: Cuno: ""Yo -- this is like the biggest mom..."
sequence: 0
dialoguetext:
"Yo -- this is like the biggest moment in history right now. You wanna fucking listen to what's coming out of Cuno's *mouth*." He points to his crooked scowl.


title: Cuno: ""This fucking *old* popo *discovere..."
sequence: 0
dialoguetext:
"This fucking *old* popo *discovered* it. Me and the pig-bacon discovered a new *species*. It was beautiful. It was..." He pauses, out of breath, then continues: "You ain't seen this kind of animal before. Fucking *miracle* shit."


title: Cuno: ""We saw a giant insect. White as fu..."
sequence: 0
dialoguetext:
"We saw a giant insect. White as fuck. *Literally* the Insulindian phasmid or some shit. Praying mantis-style. It was three metres tall, and this pig right here..." He points his finger at you.


title: Cuno: ""Why are you not fucking shitting y..."
sequence: 0
dialoguetext:
"Why are you not fucking shitting yourselves -- what's wrong?!" He glares at the officers, who stand silently in the cold wind. In the distance a wave breaks...


title: Cuno: ""Why are you not fucking shitting y..."
sequence: 0
dialoguetext:
"Why are you not fucking shitting yourselves -- what's wrong?!" He glares at the officers standing silently in the rain. The water is coming down hard, washing the concrete...


title: Cuno: ""Why are you not fucking shitting y..."
sequence: 0
dialoguetext:
"Why are you not fucking shitting yourselves -- what's wrong?!" He glares at the officers standing silently in the falling snow. They look back at him, seemingly at a loss.


title: Jean Vicquemare: ""I don't know. I zoned out. Harry -..."
sequence: 0
dialoguetext:
"I don't know. I zoned out. Harry --" He turns you. "Did you just pick up some island bum and pin it on him?"


title: Cuno: ""You aren't fucking *listening*! Th..."
sequence: 0
dialoguetext:
"You aren't fucking *listening*! The bum is nothing. This is science history here. It was the Insulindian phasmid. It's *connected* to this shit." He turns to you. "Tell him!"


title: Cuno: ""WHAT?! I can't fucking *believe* t..."
sequence: 0
dialoguetext:
"WHAT?! I can't fucking *believe* this shit... He's lying!" He turns back to them. "He's fucking lying. We were *just* there, he went up to it. He fucking touched it!"


title: Judit Minot: ""Lieutenant, please -- you have to..."
sequence: 0
dialoguetext:
"Lieutenant, please -- you have to have more than just some *mantis*. The straggler -- stick to that. You said you solved the murder."


title: Volition: "No. There was a giant insect and th..."
sequence: 0
dialoguetext:
No. There was a giant insect and they *have* to understand that. You will find proof. Don't give up.


title: Authority: "It's not going well. You have to pr..."
sequence: 0
dialoguetext:
It's not going well. You have to present something now. Something sane and forceful. Make your case.


title: Cuno: ""POOR kid?! Fuck you, f****t! Cuno'..."
sequence: 0
dialoguetext:
"POOR kid?! Fuck you, f****t! Cuno's loaded!" The boy clenches his bony fists so hard the knuckles turn white. "Can't *believe* you're not believing me..."


title: Jean Vicquemare: ""Don't make this about Lieutenant K..."
sequence: 0
dialoguetext:
"Don't make this about Lieutenant Kitsuragi. He's a *great* cop -- and you almost got him killed. I don't even understand why you're *here* after he got shot."


title: Jean Vicquemare: ""You went in drunk and got people k..."
sequence: 0
dialoguetext:
"You went in drunk and got people killed." He shakes his head. "Why are you even *here* -- after Kitsuragi got shot? What else could you possibly fuck up?"


title: Jean Vicquemare: ""You went in drunk and you got your..."
sequence: 0
dialoguetext:
"You went in drunk and you got yourself shot -- and others killed." He sighs, then continues more calmly: "Why are you even *here* after Kitsuragi got shot?"


title: Jean Vicquemare: ""Who? Who got what was coming to th..."
sequence: 0
dialoguetext:
"Who? Who got what was coming to them? The civilians? Lieutenant Kitsuragi? Why are you even *here* after he got shot? What else could you possibly fuck up?"


title: You: ""I solved the case. A straggler fro..."
sequence: 0
dialoguetext:
"I solved the case. A straggler from the Revolution shot the merc. He was hiding for *fifty* years on that island before I found him."


title: You: ""It's wild. But I have a confession..."
sequence: 0
dialoguetext:
"It's wild. But I have a confession *and* a murder weapon. He's on the island now -- waiting for arrest."


title: You: ""It's okay. A giant insect -- three..."
sequence: 0
dialoguetext:
"It's okay. A giant insect -- three metres tall -- came out of the reeds and left him in a catatonic state."


title: You: ""I don't know. What I *do* know is..."
sequence: 0
dialoguetext:
"I don't know. What I *do* know is -- there was no giant stick insect on the island. That would be insane."


title: Jean Vicquemare: ""What is this, a joke? We *will* du..."
sequence: 0
dialoguetext:
"What is this, a joke? We *will* dump you, Harry. We will leave you here -- you'll be just another bum on the coast. This is a *trial*. Stop fucking around."


title: Authority: "It's not going well. You have to pr..."
sequence: 0
dialoguetext:
It's not going well. You have to present something sane and forceful. Make your case. You've done stuff. Good stuff.


title: Authority: "Something that proves you haven't c..."
sequence: 0
dialoguetext:
Something that proves you haven't completely lost it. Something *solid*. You've *done* things. Good things. List those.


title: You: ""The biggest land invertebrate ever..."
sequence: 0
dialoguetext:
"The biggest land invertebrate ever found? It's anything but funny. Also, I think it's connected to the case."


title: You: ""Ha ha ha..." (Laugh nervously.) "I..."
sequence: 0
dialoguetext:
"Ha ha ha..." (Laugh nervously.) "I don't know why I won't stop talking about the *three-metres-tall stick insect*. There was no insect!"


title: Jean Vicquemare: ""This is *not* a joke. We *will* du..."
sequence: 0
dialoguetext:
"This is *not* a joke. We *will* dump you, Harry. We will leave you here -- and you'll be just another bum on the coast. Take this as your *trial*. Stop fucking around."


title: You: ""I talked to it. It told me about t..."
sequence: 0
conditionstring: Variable["tc.oxygen_holocaust"]
dialoguetext:
"I talked to it. It told me about the pale and the Oxygen Holocaust, and how its antenna turned into a foot."


title: You: ""It had gathered *items* in its nes..."
dialoguetext: "It had gathered *items* in its nest: a helmet, a scope, and a passport."
sequence: 0
conditionstring:
CheckItem("klaasje_passport")  and  (CheckItem("hat_t500") == true  or  CheckItem("deserter_scope") == true)


title: Trant Heidelstam: ""Hmm, yes. That would be a kairomon..."
sequence: 0
dialoguetext:
"Hmm, yes. That would be a kairomone -- a pheromone that's seemingly beneficial to the host. It usually stimulates the affected nervous system -- not a human's, of course, but perhaps a predator's?"


title: You: ""It had gathered *items* in its nes..."
dialoguetext: "It had gathered *items* in its nest: a helmet and a scope."
sequence: 0
conditionstring:
CheckItem("klaasje_passport") == false  and  (CheckItem("hat_t500") == true  or  CheckItem("deserter_scope") == true)


title: Kim Kitsuragi: ""You had to see it... It had the su..."
sequence: 0
dialoguetext:
"You had to see it... It had the subdued colours of a female. And the nesting behaviour too, I think."


title: Kim Kitsuragi: ""Yes, but also reed-coloured -- bei..."
sequence: 0
dialoguetext:
"Yes, but also reed-coloured -- beige and brown, a little green -- on the outside. After unfolding from a single stalk, it still retained parts that looked like reed tufts on its limbs."


title: Trant Heidelstam: ""Like a cephalopod's? Phasmids, I t..."
sequence: 0
dialoguetext:
"Like a cephalopod's? Phasmids, I think, only have nerves in their heads and abdomens, though... there is a correlation between invertebrate size and intelligence. Was it...?"


title: Trant Heidelstam: ""Actually, you know -- this would i..."
sequence: 0
userscript: SetVariableValue("village.posse_nest_bower_discussed", true) --[[ Variable[ ]]
dialoguetext:
"Actually, you know -- this would indicate it was a male. This is far from anything in my field, but I think such nests are called 'bowers'. They are for attracting mates."


title: Encyclopedia: "Bowers are built by males of specie..."
sequence: 0
dialoguetext:
Bowers are built by males of species who can't afford colourful mating displays physically -- this one *was* plain coloured...


title: Trant Heidelstam: ""Of course. As I said, I'm only gue..."
sequence: 0
dialoguetext:
"Of course. As I said, I'm only guessing. *I* didn't see it." He pauses, turning something over in his head. "It must be robust, if it can move a whole helmet with its limbs..."


title: Trant Heidelstam: ""Well -- then it wouldn't matter if..."
sequence: 0
dialoguetext:
"Well -- then it wouldn't matter if it's male or female. The bower would just be rudimentary behaviour from before the parthenogenetic mutation."


title: Trant Heidelstam: ""Interesting... Then it is *especia..."
sequence: 0
dialoguetext:
"Interesting... Then it is *especially* vulnerable to disease. A single strain of bacteria could wipe out the entire species. We're *probably* talking conservation efforts here..." He looks around, quickly assessing the coast.


title: Trant Heidelstam: ""Very interesting." He looks around..."
sequence: 0
dialoguetext:
"Very interesting." He looks around, quickly assessing the coast. "Such organisms are extremely vulnerable to disease. A single strain of bacteria could wipe out the whole species. We're probably looking at conservation efforts here..."


title: Trant Heidelstam: ""There are species of bees that, un..."
sequence: 0
userscript: XPTinySetBool("XP.posse_affect_human")--[[ Variable[ ]]
dialoguetext:
"There are species of bees that, under the influence of kairomones, take wasp larvae to their hives. Ants do the same with aphids thinking they're..." he stops. "Do you think this is how it's stayed hidden?"


title: Kim Kitsuragi: ""Nothing is off the table, but -- I..."
sequence: 0
dialoguetext:
"Nothing is off the table, but -- I want to stress this -- the find does not have to be connected to the case. The case is 100% prosecutable -- without *any* kairomones."


title: Jean Vicquemare: ""Of course, lieutenant. Of course...."
sequence: 0
dialoguetext:
"Of course, lieutenant. Of course. We should treat the case and the phasmid as completely separate from each other. People are not going to..." He shakes his head.


title: Trant Heidelstam: "He nods. "At that size, this creatu..."
sequence: 0
dialoguetext:
He nods. "At that size, this creature would have a lot of surface area to put neurons into. It's basic geometry."


title: Trant Heidelstam: ""Of course. I'm getting ahead of my..."
sequence: 0
dialoguetext:
"Of course. I'm getting ahead of myself. Stick insects have primitive nervous systems. Still -- this creature would have a lot of surface area to put neurons into..."


title: Trant Heidelstam: ""Incredible..." he repeats, turning..."
sequence: 0
dialoguetext:
"Incredible..." he repeats, turning to Vicquemare. "The PR value of this is exceptional. 'Cop Discovers New Species.' Maybe even: 'Discovers the Insulindian Phasmid.' No... That's too much."


title: Trant Heidelstam: ""Absolutely -- this is great. This..."
sequence: 0
dialoguetext:
"Absolutely -- this is great. This does not say 'vigilante murderers' to me at all. This says: science, news, human interest." He smiles. "You know, it's a really good thing you have that photo."


title: Trant Heidelstam: ""Incredible..." he repeats, turning..."
sequence: 0
dialoguetext:
"Incredible..." he repeats, turning to Vicquemare. "It's a toughie that you don't have a photo. This would look very, very flashy in the papers. None of it says *vigilante murderers* to me at all. Great PR."


title: Trant Heidelstam: ""We can still work 'Cop Discovers N..."
sequence: 0
dialoguetext:
"We can still work 'Cop Discovers New Species' in there. I know a good guy in La Majeste. But only *after* the École Supérieure people find it. This *cannot* be done by fringe people."


title: Jean Vicquemare: ""It needs to be white coats and gla..."
sequence: 0
dialoguetext:
"It needs to be white coats and glassware for this fly. We need professionals..." He looks at the reeds.


title: Kim Kitsuragi: ""I told them a police raid will swe..."
sequence: 0
dialoguetext:
"I told them a police raid will sweep the church in two days. Which, by the way -- it will. If they have any brains they won't be producing in there."


title: Kim Kitsuragi: ""No. He just let some youths set up..."
sequence: 0
dialoguetext:
"No. He just let some youths set up a club in the church. They *thought* they could produce in there. They won't. The building was abandoned. It was an okay idea -- better than having them out on the ice."


title: Jean Vicquemare: ""What was that?" He cups his ear --..."
sequence: 0
dialoguetext:
"What was that?" He cups his ear -- the wind blows. "It sounded like you set up a night club in the church."


title: You: ""Yeah! And I discovered a hitherto..."
sequence: 0
conditionstring: Variable["TASK.report_to_soona_unmute_done"]
dialoguetext:
"Yeah! And I discovered a hitherto unexplored entroponetical phenomenon in there too -- a two-millimetre hole in the world."


title: Jean Vicquemare: ""That's great! *Night club owner* i..."
sequence: 0
dialoguetext:
"That's great! *Night club owner* is a great new career -- because you're *done* as a police officer."


title: Jean Vicquemare: ""It wasn't the fucking wind! You sa..."
sequence: 0
dialoguetext:
"It wasn't the fucking wind! You said you started a drug lab." He takes a moment to collect himself. "Fine. I don't care. You're done as a cop -- become a polonium dealer for all I care."


title: Suggestion: "You know -- it might have been a *b..."
sequence: 0
userscript: SetVariableValue("village.posse_sugg_drug_baron", true) --[[ Variable[ ]]
dialoguetext:
You know -- it might have been a *bad* idea to tell him that. Unless you want to be a drug baron and not a cop, of course...


title: Jean Vicquemare: ""Fuck it. Fine. I don't care. Your..."
sequence: 0
dialoguetext:
"Fuck it. Fine. I don't care. Your life as a cop is over -- become a polonium dealer for all I care."


title: Cuno: ""Stop squealing on yourself. Cuno *..."
sequence: 0
dialoguetext:
"Stop squealing on yourself. Cuno *needs* to get out of this shithole." He turns to Vicquemare. "Pig's talking whack to impress you. It didn't go down like that. He done good. Tell them!"


title: Jean Vicquemare: ""I don't care what your drug lab is..."
sequence: 0
dialoguetext:
"I don't care what your drug lab is called..." He calms himself. "Fuck it. You're done as a cop -- become a polonium dealer for all I care."


title: Jean Vicquemare: ""That's great! *Entroponaut* is a g..."
sequence: 0
dialoguetext:
"That's great! *Entroponaut* is a great new career for you -- *after* police officer. I don't care. Go live in the fucking pale."


title: Jean Vicquemare: ""You turned a church into a night c..."
sequence: 0
dialoguetext:
"You turned a church into a night club -- the *kids* are probably shooting up in there... What else did you do? Desecrate the altar? Shit in the chancel?"


title: Jean Vicquemare: ""That's great! *Entroponaut* is a g..."
sequence: 0
dialoguetext:
"That's great! *Entroponaut* is a great new career for you -- *after* police officer. I don't care. Go live in the pale."


title: Kim Kitsuragi: ""Four kids were living in a tent on..."
sequence: 0
dialoguetext:
"Four kids were living in a tent on the ice. They were going to drown when it melted. It's not optimal, but the building *was* abandoned. So he put them in there. It's okay."


title: You: ""Rue de Saint-Ghislaine 10. A comme..."
sequence: 0
dialoguetext:
"Rue de Saint-Ghislaine 10. A commercial building where all businesses go bankrupt. I looked into it."


title: Jean Vicquemare: ""Yeah, honestly -- it doesn't sound..."
sequence: 0
dialoguetext:
"Yeah, honestly -- it doesn't sound too important. Since it's not connected to the case -- or a giant living organism."


title: Cuno: ""This pig *helps* people, okay? He'..."
sequence: 0
dialoguetext:
"This pig *helps* people, okay? He's a fuckin' handy helper, he does that shit. He finds insects and solves side-shit. It's his style. Side-style."


title: Kim Kitsuragi: ""There was a *fridge* we needed. An..."
sequence: 0
dialoguetext:
"There was a *fridge* we needed. And a possible witness. He was just chasing a lead and ended up advising a local shopkeeper -- it was okay."


title: Kim Kitsuragi: ""There was a possible witness in th..."
sequence: 0
dialoguetext:
"There was a possible witness in there. And it was close to the crime scene. He was just chasing a lead and ended up advising a local shopkeeper -- it was okay."


title: Judit Minot: ""Jean -- it's his style. He does si..."
sequence: 0
dialoguetext:
"Jean -- it's his style. He does side cases. I'm sure it was important enough. Call it community outreach."


title: Jean Vicquemare: ""It's not what he was sent here to..."
sequence: 0
dialoguetext:
"It's not what he was sent here to do. He was sent here to solve a murder -- not look into commercial areas."


title: Jean Vicquemare: ""I'm 100% sure it didn't *turn out*..."
sequence: 0
dialoguetext:
"I'm 100% sure it didn't *turn out* to be that. You know, cut the amateur entroponetic two-millimetre-hole shit -- this isn't Paradox B. We're a police force."


dialoguetext: 0
sequence: Continue()
title:
Variable["village.posse_used_anomaly_as_excuse"]  or  Variable["village.posse_church_hole_mentioned"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["village.posse_used_anomaly_as_excuse"]  or  Variable["village.posse_church_hole_mentioned"])

conditionstring:
(Variable["village.posse_used_anomaly_as_excuse"]  or  Variable["village.posse_church_hole_mentioned"]) == false


title: Jean Vicquemare: ""No, it didn't -- it didn't turn ou..."
sequence: 0
dialoguetext:
"No, it didn't -- it didn't turn out to be entroponetical *again*. Enough with two millimetre holes and the giant bugs -- this isn't Paradox B. We're a police force."


title: Encyclopedia: "Paradox B is a fringe science magaz..."
sequence: 0
dialoguetext:
Paradox B is a fringe science magazine published in Graad. Its mission is to explain theories like telekinesis and intraisolary pale, before they get out of hand.


title: Jean Vicquemare: ""What were you even doing in some c..."
sequence: 0
dialoguetext:
"What were you even doing in some commercial area? Your *job* was to solve a murder, not *Martinaise*."


title: Jean Vicquemare: ""No, it didn't -- it didn't turn ou..."
sequence: 0
dialoguetext:
"No, it didn't -- it didn't turn out to be entroponetical *again*. Enough with the isolary-pale two-millimetre-hole-in-the-world line. This isn't Paradox B. We're a police force."


title: Jean Vicquemare: ""Yeah, I'm not going to waste more..."
sequence: 0
dialoguetext:
"Yeah, I'm not going to waste more time with this -- whatever it was, it wasn't entroponetical, or a giant bug. Cut the Paradox B shit, we're a police force."


title: Trant Heidelstam: ""The custom started in Graad, where..."
sequence: 0
dialoguetext:
"The custom started in Graad, where they have patronyms: Krasovich, Larsovich, etc. The revolutionaries saw this as a chauvinist atavism so they used matronyms, derived from the mother's name, instead."


title: Trant Heidelstam: ""This man would be Lilian's son --..."
sequence: 0
dialoguetext:
"This man would be Lilian's son -- Lilianovich." He turns to Vicquemare. "The custom was overturned after the revolutions failed, but not before making it to Revachol."


title: Jean Vicquemare: ""Okay, Trant, thank you. I get it...."
sequence: 0
dialoguetext:
"Okay, Trant, thank you. I get it. Harry..." He looks at you sternly. "No more giant insects -- you said you have a *motive*."


title: Trant Heidelstam: ""This man's mother was Lilian. He's..."
sequence: 0
dialoguetext:
"This man's mother was Lilian. He's Lilian's son -- Lilianovich. The custom was overturned after the Revolution failed, but not before it made it to Revachol."


title: Jean Vicquemare: ""Thank you, Trant. Thank you for th..."
sequence: 0
dialoguetext:
"Thank you, Trant. Thank you for that piece of cultural theory." He turns to you. "You said you have a *motive*."


title: You: ""He killed him in an act of rage in..."
dialoguetext: "He killed him in an act of rage induced by the phasmid's semiochemicals."
sequence: 0
conditionstring:
Variable["seafort.deserter_composure_white_succeeded"]  and  Variable["seafort.deserter_phasmid_aside_spoken"]


title: Cuno: ""This narrow-minded pig," he mumble..."
sequence: 0
dialoguetext:
"This narrow-minded pig," he mumbles, drilling his temples with his index fingers. "I can't fucking..."


title: Cuno: ""Yeah, suit. Check this shit out --..."
sequence: 0
dialoguetext:
"Yeah, suit. Check this shit out -- the merc was bangin' some chick he wanted to bang. So he shot him. Chick's called Klaasje."


title: Cuno: ""Fucking snitch binoclard..." He co..."
sequence: 0
dialoguetext:
"Fucking snitch binoclard..." He collects himself. "Yeah -- that chick. Get over it pig, she didn't do it. It was grandpa on the island. Merc was fuckin' her and he couldn't hack it. Cuno can hack it."


title: Judit Minot: ""Jean. He has it. No more cooperati..."
sequence: 0
dialoguetext:
"Jean. He has it. No more cooperation needed. He had a civilian there for the confession -- this is doable."


title: Cuno: ""Yeah. Check this shit -- he's like..."
sequence: 0
dialoguetext:
"Yeah. Check this shit -- he's like some fucking old school warrior. Man From Hjelmdall shit. Only against rich people and... pederasts I think? Cuno doesn't know what a pederast is, Cuno's not a university..."


title: Cuno: ""But he did that shit. To get the U..."
sequence: 0
dialoguetext:
"But he did that shit. To get the Union fucks killed, so they'd get the other fucks killed. Boom! Giant kill-storm. Mastermind shit -- only, like, a really old mastermind who's fucking stupid."


title: Cuno: ""You were *just* up his asscrack fo..."
sequence: 0
dialoguetext:
"You were *just* up his asscrack for the mass murder shit. Now it's nothing? Why do you think that shit *happened?*"


title: Jean Vicquemare: ""Okay, Cuno -- okay." He rubs his t..."
sequence: 0
dialoguetext:
"Okay, Cuno -- okay." He rubs his temples, then turns to you. "And he'll confess? To *prosecution* too?"


title: Cuno: ""Fucking... listen to him, pig! Gra..."
sequence: 0
dialoguetext:
"Fucking... listen to him, pig! Grandpa's *deranged*. Cuno knows you don't believe this phasmid shit -- but he was hatin' rich people, some kind of *pederasts* too... fuckin' hating *everything*."


title: Cuno: ""Worse than Cuno's violent dad. Sha..."
sequence: 0
dialoguetext:
"Worse than Cuno's violent dad. Shakes like a pig, eyes like saucers. Wavin' at nothing. That's some dark shit -- and he's been with that bug for like -- ever. Don't close your mind to this shit!"


title: Jean Vicquemare: ""Yeah, okay, I get it -- people dev..."
sequence: 0
dialoguetext:
"Yeah, okay, I get it -- people develop fucked up psyches in solitude. If he's been hiding for fifty *years* it's understandable."


title: Jean Vicquemare: ""Okay-okay..." He rubs his temples...."
sequence: 0
dialoguetext:
"Okay-okay..." He rubs his temples. "Will he confess? To *prosecution*? No phasmid weirdness, just straight up confess?"


title: Jean Vicquemare: ""Klaasje -- as in the suspect Lieut..."
sequence: 0
dialoguetext:
"Klaasje -- as in the suspect Lieutenant Kitsuragi brought in? I've read his reports -- don't fuck with me."


title: Cuno: ""Snitch binoclard..." He collects h..."
sequence: 0
dialoguetext:
"Snitch binoclard..." He collects himself. "Yeah. Klaasje -- that chick. But she didn't do it. It was this old fuck. Grandpa on the island. Merc was fucking her and he couldn't hack it. Cuno can hack it."


title: Kim Kitsuragi: ""A strange psychosexual fixation. A..."
sequence: 0
dialoguetext:
"A strange psychosexual fixation. Aggravated -- possibly -- by proximity to the phasmid and its chemicals. He himself gave a political reason -- said he had killed an enemy combatant."


title: Jean Vicquemare: ""Jealousy... I thought this Liliano..."
sequence: 0
dialoguetext:
"Jealousy... I thought this Lilianovich was an old man. To have been hiding for fifty years... seventy-something?"


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_health_phasmid"]  or  Variable["seafort.deserter_phasmid_degradation_discussed"]  or  Variable["seafort.deserter_phasmid_caused_randy_discussed"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.deserter_health_phasmid"]  or  Variable["seafort.deserter_phasmid_degradation_discussed"]  or  Variable["seafort.deserter_phasmid_caused_randy_discussed"])

conditionstring:
(Variable["seafort.deserter_health_phasmid"]  or  Variable["seafort.deserter_phasmid_degradation_discussed"]  or  Variable["seafort.deserter_phasmid_caused_randy_discussed"]) == false


title: Kim Kitsuragi: "He nods. "A strange psychosexual fa..."
sequence: 0
dialoguetext:
He nods. "A strange psychosexual fascination. The result of spending all this time in solitude, on the islands of this bay... And trauma too. He himself gave a political reason. In his mind, he had killed an enemy combatant."


title: Kim Kitsuragi: ""Yes -- until we stopped it." The l..."
sequence: 0
dialoguetext:
"Yes -- until we stopped it." The lieutenant is quick to correct him. "He saw the mercenary as an *enemy combatant* -- there's plenty for prosecution to pick from, as far as motive is concerned."


title: Kim Kitsuragi: ""Also -- we have a sniper's nest wi..."
sequence: 0
dialoguetext:
"Also -- we have a sniper's nest with full view of the room in which the mercenary died. Right on the island. *And* two officers on the scene that Mr. Dros *confessed* to."


title: Kim Kitsuragi: ""*Possibly* induced," he corrects y..."
sequence: 0
dialoguetext:
"*Possibly* induced," he corrects you. "But even without that -- this man spent fifty years on the islands in the bay. In solitude. Loathing what Revachol has become. There's plenty for prosecution to pick from in terms of motive."


title: Kim Kitsuragi: ""Also -- we have ballistics from th..."
sequence: 0
dialoguetext:
"Also -- we have ballistics from the gun, matching the bullet found in the dead mercenary's head. *And* two officers on the scene that Mr. Dros *confessed* to."


title: Jean Vicquemare: ""Fine. Brilliant theory. A real mas..."
sequence: 0
dialoguetext:
"Fine. Brilliant theory. A real masterpiece. You'll get a station call and you can tell all about it -- to some *other* officer. We'll send the coast guard to the island. Maybe they'll find your giant insect too."


title: Jean Vicquemare: ""Cryptozoology? You're giving me *c..."
sequence: 0
dialoguetext:
"Cryptozoology? You're giving me *cryptozoology*? Trant was feeling *pity* for you -- you use the chance to go *full crypto*!"


title: Jean Vicquemare: ""*Perfect folding mechanism*..." He..."
sequence: 0
dialoguetext:
"*Perfect folding mechanism*..." He rolls his eyes. "Get over yourself, Harry -- I can still smell the booze on the wind."


title: Jean Vicquemare: ""That's not how personal relationsh..."
sequence: 0
dialoguetext:
"That's not how personal relationships work, Harry. You found a straggler. The first since the Thirties. Kudos. But that doesn't *change* anything."


title: Jean Vicquemare: ""*Masterpiece*..." He rolls his eye..."
sequence: 0
dialoguetext:
"*Masterpiece*..." He rolls his eyes. "Get over yourself, Harry -- I can still smell the booze on the wind."


title: Jean Vicquemare: ""Get over yourself -- you're not a..."
sequence: 0
dialoguetext:
"Get over yourself -- you're not a *perfectionist*. You're a cop and you did a good job. With a lot of help from Lieutenant Kitsuragi."


title: !(SubstanceUsedOnce("alcohol") == false or IsTHCCookingOrFixed("the_waste_land_of_reality"))
dialoguetext: 0
sequence: Continue()
conditionstring:
(SubstanceUsedOnce("alcohol") == false  or  IsTHCCookingOrFixed("the_waste_land_of_reality")) == false


title: Jean Vicquemare: ""I'm pulling the plug on this *stra..."
sequence: 0
dialoguetext:
"I'm pulling the plug on this *straggler* thing." He shakes his head. "You're gonna get a station call to explain what happened. Coast guard is gonna scan the island. That's it."


title: Jean Vicquemare: ""Jude, he's drunk. It's cold. I'm f..."
sequence: 0
dialoguetext:
"Jude, he's drunk. It's cold. I'm fucking freezing. Let's get him to the station when he's sobered up. In two weeks or something."


title: Jean Vicquemare: ""Cryptozoology? You're giving me *c..."
sequence: 0
dialoguetext:
"Cryptozoology? You're giving me *cryptozoology*? You say you have a motive and you use the chance to go *full crypto* on me!"


title: Jean Vicquemare: ""No -- I don't *have* to believe yo..."
sequence: 0
dialoguetext:
"No -- I don't *have* to believe you made a *zoological discovery*. That is not a must. And even if you did... you're a cop. Who cares?"


title: Trant Heidelstam: ""You know, Harry -- if I may interr..."
sequence: 0
dialoguetext:
"You know, Harry -- if I may interrupt -- it would help if you had *evidence*. Any proof -- and I'd play ball here. The PR potential would be quite something for the RCM."


title: Trant Heidelstam: ""Some kind of a... what were they c..."
sequence: 0
dialoguetext:
"Some kind of a... what were they called? A bower? Yes. Things collected for a mating display. This would indicate a male. But... I don't know of *insects* displaying bowery behaviour."


title: Trant Heidelstam: ""That's not *proof*, it's a descrip..."
sequence: 0
dialoguetext:
"That's not *proof*, it's a description. But -- befitting a stick insect. If it's camouflaged to look like the reeds then it would have to be pretty large."


title: Cuno: ""Yeah, and it had like these... tuf..."
sequence: 0
dialoguetext:
"Yeah, and it had like these... tufts of reeds on it. Even after it unfolded. And bitch -- it unfolded like crazy! It was fucking beautiful."


title: Cuno: ""Fucking gimp... it's more than *in..."
sequence: 0
dialoguetext:
"Fucking gimp... it's more than *interesting*. Cuno's pig's laying down science here. Shit's legit."


title: Jean Vicquemare: ""What you're giving us is not news...."
sequence: 0
dialoguetext:
"What you're giving us is not news. It's not proof, it's not even an observation. It's a cryptozoological factoid. You can get it from Paradox B, Aquarius, any *mystery* station..." He stops. "Here's *my* theory."


title: Jean Vicquemare: ""You experienced a *delirium halluc..."
sequence: 0
dialoguetext:
"You experienced a *delirium hallucination*. It's typical of cognitive damage. From years of chronic alcoholism. You started *seeing shit* in the reeds -- and convinced this poor kid of it too."


title: Jean Vicquemare: ""You experienced a *delirium halluc..."
sequence: 0
dialoguetext:
"You experienced a *delirium hallucination*. It's typical of cognitive damage. From chronic alcoholism. Which is what you have. So you started *seeing shit* in the reeds."


title: Inland Empire: "No. It's not true. It was there. It..."
sequence: 0
dialoguetext:
No. It's not true. It was there. It was real. You remember every detail of its sounds, its movements, its presence...


title: Jean Vicquemare: ""It's a scope. From a gun. Nothing..."
sequence: 0
dialoguetext:
"It's a scope. From a gun. Nothing about this even *remotely* proves the existence of a giant insect. Here's my theory, Harry."


title: Jean Vicquemare: ""It's a helmet. From the victim. No..."
sequence: 0
dialoguetext:
"It's a helmet. From the victim. Nothing about this even *remotely* proves the existence of a giant insect. Here's my theory, Harry."


title: Jean Vicquemare: ""It's a passport. Waterlogged paper..."
sequence: 0
dialoguetext:
"It's a passport. Waterlogged paper. Nothing about this even *remotely* proves the existence of a giant insect. Here's my theory, Harry."


title: Jean Vicquemare: ""Literal *cryptozoologists* are inv..."
sequence: 0
dialoguetext:
"Literal *cryptozoologists* are involved? That's it. No more phasmid-talk. There's no PR-value in delirium tremens."


title: Jean Vicquemare: ""The tie's talking again -- that's..."
sequence: 0
dialoguetext:
"The tie's talking again -- that's it. No more phasmid-talk. There's no PR-value in delirium tremens."


title: Trant Heidelstam: ""Plants turning into bugs *is* a ty..."
sequence: 0
dialoguetext:
"Plants turning into bugs *is* a typical hallucination. Arche-typical even, dating back to many ancient tribal societies."


title: Cuno: ""Fucking... Cuno doesn't have a pho..."
sequence: 0
dialoguetext:
"Fucking... Cuno doesn't have a photo camera 'cause Cuno *is* fucking POOR, okay?! That sucks about the Cuno. So Cuno didn't take a fucking PHOTO. And Cuno didn't paint a fucking picture."


title: Cuno: "He points to his skull. "But it's i..."
sequence: 0
dialoguetext:
He points to his skull. "But it's in my head. In here. Cuno's *eyes* took the picture. It's RIGHT FUCKING HERE. I can't BELIEVE you're not getting this..." He grinds his teeth.


title: Cuno: ""It will NEVER be seen again! It wa..."
sequence: 0
dialoguetext:
"It will NEVER be seen again! It wasn't seen for a *hundred* years. Fuck Cuno and let's all pretend there was no miracle. We don't need a giant insect, everything is so *good* without it in this fuck-hole..." He looks around.


title: Volition: "The sheer willpower in him MUST be..."
sequence: 0
dialoguetext:
The sheer willpower in him MUST be making some dent in their incredulity. Some part of them must be thinking...


title: Jean Vicquemare: ""Bugs everywhere. *Plants* turning..."
sequence: 0
dialoguetext:
"Bugs everywhere. *Plants* turning into bugs. It's a typical hallucination. Every drunk past the age of forty has seen it."


title: Cuno: ""I knew it! The bitch sees it. Bitc..."
sequence: 0
dialoguetext:
"I knew it! The bitch sees it. Bitches are fucking *smart*. But you dicks are dumb as fuck! It's real, I told you."


title: Kim Kitsuragi: ""This is a conversation for when we..."
sequence: 0
userscript: XPTinySetBool("XP.posse_kim_claires")--[[ Variable[ ]]
dialoguetext:
"This is a conversation for when we are no longer out in the open, in Martinaise, where Evrart and Edgar Claire have ears everywhere." The lieutenant lowers his voice -- just a little.


title: Cuno: ""The fuck, you puss? This'll send s..."
sequence: 0
dialoguetext:
"The fuck, you puss? This'll send shit flying. Trust Cuno. Grandpa laid down some real shit. *Conspiracy*-style."


title: Jean Vicquemare: ""If that's even remotely true, then..."
sequence: 0
userscript: XPTinySetBool("XP.posse_shitkid")--[[ Variable[ ]]
dialoguetext:
"If that's even remotely true, then a clandestine investigation will be required. It smells like *bad news* to me -- a classic shitkid case that'll get people killed. Or fired."


title: Savoir Faire: "Not discussing it further *out here..."
sequence: 0
dialoguetext:
Not discussing it further *out here in the open* is probably a good idea. People must have seen you return from the island. Word travels fast...


title: Kim Kitsuragi: ""He didn't quite *solve* it -- he c..."
sequence: 0
dialoguetext:
"He didn't quite *solve* it -- he cross-pollinated information between the company rep and Evrart. Until the rep came to see that the Union desires war. At which point Mrs. Messier decided to..." He shrugs.


title: Jean Vicquemare: ""It doesn't matter how I know about..."
sequence: 0
dialoguetext:
"It doesn't matter how I know about *Al Gul*. What matters is -- you're Evrart Claire's messenger now. A *Union man*, as he calls it. He's a *mob boss*, did you know?"


title: Kim Kitsuragi: ""It's not *quite* like that... The..."
sequence: 0
dialoguetext:
"It's not *quite* like that... The move allowed us to stabilize things here. It was *not* bad for Martinaise. And we don't owe anyone anything."


title: Jean Vicquemare: ""Is that why you want us to investi..."
sequence: 0
dialoguetext:
"Is that why you want us to investigate the assassination of the previous Union head thing? To get off Evrart's hook?"


title: Kim Kitsuragi: ""No. It's *nothing* like that. He w..."
sequence: 0
dialoguetext:
"No. It's *nothing* like that. He was reckless with information -- but ethical. We don't owe anyone anything. This allowed us to stabilize things in Martinaise."


title: Cuno: ""You fucking twisting his words aga..."
sequence: 0
dialoguetext:
"You fucking twisting his words again! My pig's not *dirty*. This is fucking *paladin* shit. He don't bend like that. Tell em --" He gestures for you to speak.


title: Kim Kitsuragi: ""I don't even know which jacket he'..."
sequence: 0
dialoguetext:
"I don't even know which jacket he's talking about. There have been... many things that he's found. He gets meticulous. But it's okay."


title: Jean Vicquemare: ""Yes, we can *see* the jacket. Fuck..."
sequence: 0
dialoguetext:
"Yes, we can *see* the jacket. Fuck the world. Fuck police duty. Fuck Jean Vicquemare -- that's what it says to me. Fuck me. We've been through this."


title: Jean Vicquemare: ""Yes, we can see the jacket. 'Hey e..."
sequence: 0
dialoguetext:
"Yes, we can see the jacket. 'Hey everybody -- I'm working undercover in a *hard fetish gang*. I don't care about anyone or anything.' We've been through this."


title: Rhetoric: "Dammit. Not *that* jacket, the one..."
sequence: 0
dialoguetext:
Dammit. Not *that* jacket, the one you got for the Doom Spiral. Forget it... It's not worth the effort.


title: Jean Vicquemare: ""You're right, lieutenant -- I don'..."
sequence: 0
dialoguetext:
"You're right, lieutenant -- I don't." He turns to you. "You snorted the drugs, I know you did. It's all right, I mean, at this point -- *anything* is but the drink."


title: Cuno: ""Yeah -- he really fucked the Cuno..."
sequence: 0
dialoguetext:
"Yeah -- he really fucked the Cuno on that," the kid says with a respectful glance. "But that's old shit. Cuno's now. Pig's just being a good pig. That's cool to Cuno."


title: Jean Vicquemare: ""Great. Thanks." He turns to you. "..."
sequence: 0
dialoguetext:
"Great. Thanks." He turns to you. "You snorted the drugs. I know you did. Fuck it. It's all right. I mean -- honestly. *Anything* but the drink."


title: Jean Vicquemare: ""I don't care. You took some drugs..."
sequence: 0
dialoguetext:
"I don't care. You took some drugs from some kid. And then snorted them. It's all right -- honestly. *Anything* but the drink."


title: Judit Minot: ""The body was transported to Precin..."
sequence: 0
dialoguetext:
"The body was transported to Precinct 41. Our morgue. I had Tillbrook and Mollins take care of funeral arrangements and family-stuff."


title: Jean Vicquemare: ""What you're giving us -- it's not..."
sequence: 0
dialoguetext:
"What you're giving us -- it's not news. It's not proof. Or an observation. It's a cryptozoological factoid. You can get it from Paradox B, Aquarius, any *mystery* station. Here's *my* theory."


title: Jean Vicquemare: ""Talked? Okay. What you're giving u..."
sequence: 0
dialoguetext:
"Talked? Okay. What you're giving us -- it's not news. It's not proof. Or an observation. It's a cryptozoological factoid. You can get it from Paradox B, Aquarius, any *mystery* station. Here's *my* theory."


title: Jean Vicquemare: ""I've never doubted you can pull yo..."
sequence: 0
dialoguetext:
"I've never doubted you can pull yourself together and work -- in bouts. Bouts don't last." He buttons his jacket. "I can still smell the booze on the wind."


title: You: ""I moved information between the co..."
sequence: 0
dialoguetext:
"I moved information between the company rep and Evrart. Until the rep came to see that the Union *wants* war. At which point Mrs. Messier decided to go."


title: Cuno: ""You fucking twisting his words aga..."
sequence: 0
dialoguetext:
"You fucking twisting his words again! My pig's wasn't *duped*. This pig's fucking *mastermind* shit. He doesn't do like that. He doesn't get fucked. Tell em --" He gestures for you to speak.


title: You: ""Uh -- big boy shit?""
dialoguetext: "Uh -- big boy shit?"
sequence: 0
conditionstring:
Variable["seafort.deserter_rc_logic_link_between_des_and_edgar_true"] == false  or Variable["seafort.deserter_rc_logic_link_between_des_and_edgar_failed"] == false


title: Cuno: ""Yeah, big shit." He nods and cross..."
sequence: 0
dialoguetext:
"Yeah, big shit." He nods and crosses his arms, regally. "Now listen up suit-fuck. You're gonna shit yourself, because it's gonna get wacko-natural."


title: You: ""It had gathered *items* in its nes..."
dialoguetext: "It had gathered *items* in its nest: behold, a passport."
sequence: 0
conditionstring:
CheckItem("hat_t500") == false  and  CheckItem("deserter_scope") == false  and  CheckItem("klaasje_passport") == true


title: Cuno: ""Yeah," he agrees, giving you a qui..."
sequence: 0
dialoguetext:
"Yeah," he agrees, giving you a quick look. "Cuno's been around, seen shit, *real* shit -- he's not a fucking toddler!"


title: Trant Heidelstam: ""Mhm..." He ignores your answer. "T..."
sequence: 0
dialoguetext:
"Mhm..." He ignores your answer. "Then it wouldn't matter if it's male or female. The bower would just be rudimentary behaviour from before the parthenogenetic mutation."


title: Trant Heidelstam: ""Interesting..." He ignores your an..."
sequence: 0
dialoguetext:
"Interesting..." He ignores your answers. "Then it is *especially* vulnerable to disease. A single strain of bacteria could wipe out the entire species. We're probably talking conservation efforts here..." He looks around, quickly assessing the coast.


title: Trant Heidelstam: ""I would prefer *not* to partake in..."
sequence: 0
dialoguetext:
"I would prefer *not* to partake in anything Union-related." The consultant, too, has lowered his voice. "For political neutrality."


title: !(IsTHCCookingOrFixed("the_waste_land_of_reality") or SubstanceUsedOnce("alcohol") == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(IsTHCCookingOrFixed("the_waste_land_of_reality")  or  SubstanceUsedOnce("alcohol") == false) == false


title: Jean Vicquemare: ""Even the insect -- I don't care. B..."
sequence: 0
dialoguetext:
"Even the insect -- I don't care. But you're an *alcoholic*. And you've been drinking -- again. I won't let my life unravel because of this."


title: Trant Heidelstam: ""It's tough. One of the toughest ad..."
sequence: 0
dialoguetext:
"It's tough. One of the toughest addictions to overcome. Comparable *only* to heavy synthetic opiates. Even morphine is easier to kick than alcohol -- statistically. The odds are against him. Especially at his age."


title: Electrochemistry: "No. You can figure it out. *Replace..."
sequence: 0
dialoguetext:
No. You can figure it out. *Replace* it! Replace the alcohol with amphetamine. Or GBL! Fuck it -- morphine! Graffito removal agent! Anything. It'll buy you time. All you need is time.


title: Volition: "No. You *can* stop. Just wade throu..."
sequence: 0
userscript: SetVariableValue("village.posse_home_stretch_volition", true) --[[ Variable[ ]]
dialoguetext:
No. You *can* stop. Just wade through the hell. Month after month. Year after year -- you against the nothingness. It's possible, because *time* is possible.


title: Conceptualization: "If you declare your life forfeit; i..."
sequence: 0
userscript: SetVariableValue("village.posse_home_stretch_concept", true) --[[ Variable[ ]]
dialoguetext:
If you declare your life forfeit; if you declare yourself a doomed man... A doomed man does not need comfort. From *anything*. He can go on without drink, or help. Like a clockwork.


title: Jean Vicquemare: "He nods. "He's too old. He's been l..."
sequence: 0
dialoguetext:
He nods. "He's too old. He's been like this for too long. I've seen him try many times. It's a farce by now."


title: Inland Empire: "Compared to the intersection, in fr..."
sequence: 0
dialoguetext:
Compared to the intersection, in front of Video Revachol 24 -- it's nothing. Compared to that, everything is possible.


title: Perception (Sight): "Think! You can *detect*. In Jamrock..."
sequence: 0
userscript: SetVariableValue("village.posse_home_stretch_percept", true) --[[ Variable[ ]]
dialoguetext:
Think! You can *detect*. In Jamrock. Boogie Street. Couron. Le Royaume, underground. Coal City. On the 8/81-- it will all be yours to sieve through when the last snow has melted.


title: Shivers: "Stop and you can go to the Burnt Ou..."
sequence: 0
userscript: SetVariableValue("village.posse_home_stretch_shivers", true) --[[ Variable[ ]]
dialoguetext:
Stop and you can go to the Burnt Out Quarter. And meet me there -- wafting above the burnt ruins. Like the smell of caramel -- Le Retour is waiting.


title: You: ""I can -- I will just pass time unt..."
sequence: 0
conditionstring: Variable["village.posse_home_stretch_volition"]
dialoguetext:
"I can -- I will just pass time until my mind reconfigures from the abuse it's taken. I can do that now. I've taught myself."


title: You: ""I will win, Jean. I swear to god a..."
dialoguetext: "I will win, Jean. I swear to god and to Revachol, I will win."
sequence: 0
conditionstring:
Variable["village.posse_home_stretch_shivers"]  or  Variable["village.posse_home_stretch_react"]  or  Variable["village.posse_home_stretch_empathy"]


title: Jean Vicquemare: ""Fucking Harry... Fuck you for brin..."
sequence: 0
dialoguetext:
"Fucking Harry... Fuck you for bringing this kid with you. It's *only* because he's defending you -- it's the *only* reason you're not staying here to die."


title: Jean Vicquemare: ""You manipulative son of a bitch......"
sequence: 0
userscript: FinishTask("TASK.return_to_mainland_done")--[[ Variable[ ]]
dialoguetext:
"You manipulative son of a bitch..." He shakes his head and sniffles. "It *is* cold, and we have vehicles in the square. The perp needs to be taken into custody. Let's get a move on."


title: Judit Minot: ""Detective." She looks at Vicquemar..."
sequence: 0
dialoguetext:
"Detective." She looks at Vicquemare. "I just don't want this *trial* to go on any longer. It's cold outside, and..."


title: Jean Vicquemare: ""You manipulative fuck... Fine. It'..."
sequence: 0
userscript: FinishTask("TASK.return_to_mainland_done")--[[ Variable[ ]]
dialoguetext:
"You manipulative fuck... Fine. It's cold and we have vehicles in the square. And the perp needs to be taken into custody too -- let's get a move on."


title: Jean Vicquemare: ""No." There's a silence. "Sure, you..."
sequence: 0
dialoguetext:
"No." There's a silence. "Sure, you got the case together -- you can *do* policework -- in bouts. That's not a surprise to me."


title: Esprit de Corps: "And Station 41 and the glow of its..."
sequence: 0
dialoguetext:
And Station 41 and the glow of its desk lamps, the clicking of coffee mugs, clouds of cigarette smoke and the ringing telephone... your youth. There is still a way back.


title: Jean Vicquemare: ""Okay." He sighs. "We have vehicles..."
sequence: 0
userscript: FinishTask("TASK.return_to_mainland_done")--[[ Variable[ ]]
dialoguetext:
"Okay." He sighs. "We have vehicles in the square. And the perpetrator needs to be taken into custody. Let's go."


title: Esprit de Corps: "But he's been drinking, she thinks...."
sequence: 0
dialoguetext:
But he's been drinking, she thinks. This is exactly how he gets out of this every time. It's bad for him, but...


title: !(IsTHCCookingOrFixed("the_waste_land_of_reality") or SubstanceUsedOnce("alcohol") == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(IsTHCCookingOrFixed("the_waste_land_of_reality") or  SubstanceUsedOnce("alcohol") == false) == false


title: Judit Minot: ""Detective." She looks at Vicquemar..."
sequence: 0
dialoguetext:
"Detective." She looks at Vicquemare. "I just don't want this *trial* to go on any longer. It's cold outside, and... let's just go."


title: Judit Minot: ""Before you were a cop, you were a..."
sequence: 0
dialoguetext:
"Before you were a cop, you were a gym teacher in Couron." She looks around. "It's getting really cold outside. Should we maybe..."


title: You: ""A special forces gym teacher?""
dialoguetext: "A special forces gym teacher?"
sequence: 0
conditionstring:
IsHighestPolitical("moralist") == false  and  (IsTHCPresent("communist")  or  IsTHCPresent("revacholian_nationhood")  or  IsTHCPresent("ultraliberal"))


title: Kim Kitsuragi: ""Harry... it explains *everything*...."
sequence: 0
dialoguetext:
"Harry... it explains *everything*. The running around. The jumping. The *shot-put*. Your inexplicable facial hair..."


dialoguetext: 0
sequence: Continue()
title:
CheckItem("jacket_faln")  or  CheckItem("pants_faln")  or  CheckItem("hat_faln")  or  CheckItem("shirt_faln")  or  CheckItem("shoes_faln")


dialoguetext: 0
sequence: Continue()
title:
!(CheckItem("jacket_faln")  or  CheckItem("pants_faln")  or  CheckItem("hat_faln")  or  CheckItem("shirt_faln")  or  CheckItem("shoes_faln"))

conditionstring:
(CheckItem("jacket_faln")  or  CheckItem("pants_faln")  or  CheckItem("hat_faln")  or  CheckItem("shirt_faln")  or  CheckItem("shoes_faln")) == false


title: You: ""Contact Mike is a reprise of the m..."
sequence: 0
conditionstring: Variable["ice.acele_asked_about_contact_mike"]
dialoguetext:
"Contact Mike is a reprise of the most inspiring basic sporting principle of open competition! A 5,000-1 rank outsider!"


title: Jean Vicquemare: ""Oh -- you don't say?" He arches an..."
sequence: 0
dialoguetext:
"Oh -- you don't say?" He arches an eyebrow. "Does he also *vault an impassible gulf of finance and privilege*?"


title: Jean Vicquemare: ""The regular -- you found some chic..."
sequence: 0
dialoguetext:
"The regular -- you found some chick. She inspired you to fight the *big fight*. Be more than you are. All that."


title: Jean Vicquemare: ""Yes, you *taught gym* in Couron. I..."
sequence: 0
dialoguetext:
"Yes, you *taught gym* in Couron. I believe that's the term? Taught gym at a high school. You were a high school gym teacher."


title: Kim Kitsuragi: ""High school. Harry! Your goings-on..."
sequence: 0
dialoguetext:
"High school. Harry! Your goings-on with Cuno, Andre, Acele -- the whole thing on the ice. That's why you're so *juvie*."


title: Kim Kitsuragi: ""Some of your more, khm, *old-schoo..."
sequence: 0
dialoguetext:
"Some of your more, khm, *old-school* wording choices. Your posture even. The constant *stretches*..."


title: Kim Kitsuragi: ""Your moves on the church floor --..."
sequence: 0
dialoguetext:
"Your moves on the church floor -- which, honestly, were just *jump aerobics*. Your use of the word *graffito*..."


title: Encyclopedia: "Couron is just east of Jamrock. It..."
sequence: 0
dialoguetext:
Couron is just east of Jamrock. It was a short walk, every morning -- to the baseball field or the sports building...


title: Inland Empire: "You, every morning, walking from Vo..."
sequence: 0
dialoguetext:
You, every morning, walking from Voyager Road to teach gym. She -- leaving for the academy with her spring coat on. The air filled with the smell of smoke and raspberries and incredible hope. An ocean full of hope.


title: Cuno: ""No, pig, that explains *everything..."
sequence: 0
dialoguetext:
"No, pig, that explains *everything*." The boy looks at you. "The running. The jumping. The *shot-put*. Your whack moustache..."


title: !(CheckEquipped("jacket_faln") and (CheckEquipped("pants_faln") or CheckEquipped("hat_faln")))
dialoguetext: 0
sequence: Continue()
conditionstring:
(CheckEquipped("jacket_faln")  and  (CheckEquipped("pants_faln")  or  CheckEquipped("hat_faln"))) == false


dialoguetext: 0
sequence: Continue()
title:
CheckItem("jacket_faln")  and  CheckItem("pants_faln")  and  CheckItem("hat_faln")  and  CheckItem("shirt_faln")  and  CheckItem("shoes_faln")


dialoguetext: 0
sequence: Continue()
title:
!(CheckItem("jacket_faln")  and  CheckItem("pants_faln")  and  CheckItem("hat_faln")  and  CheckItem("shirt_faln")  and  CheckItem("shoes_faln"))

conditionstring:
(CheckItem("jacket_faln")  and  CheckItem("pants_faln")  and  CheckItem("hat_faln")  and  CheckItem("shirt_faln")  and  CheckItem("shoes_faln")) == false


title: !(Variable["TASK.buy_faln_pants_from_cuno_done"] and CheckEquipped("pants_bellbottom") == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.buy_faln_pants_from_cuno_done"]  and  CheckEquipped("pants_bellbottom") == false) == false


title: Cuno: ""Your lame-ass pants before. Like t..."
sequence: 0
dialoguetext:
"Your lame-ass pants before. Like this... fucking retro shit that's going on. Cuno's seen all this before -- in *gym* class..."


title: Cuno: ""Your lame taste in music. Like fro..."
sequence: 0
dialoguetext:
"Your lame taste in music. Like from -- the Forties. Even the way you *stand* and stretch and shit... Cuno's seen this shit before. In *gym* class."


title: Jean Vicquemare: ""Du Bois?" He shakes his head. "It..."
sequence: 0
dialoguetext:
"Du Bois?" He shakes his head. "It was... Dora Ingerlund, I think. You've said her name. But you weren't married. You were engaged."


title: Jean Vicquemare: ""Yeah... Or seven? You're not doing..."
sequence: 0
dialoguetext:
"Yeah... Or seven? You're not doing too good there. It's an old-man thing. Two *old-years* equals one normal year. That -- and Dora Ingerlund really tore you a new one. A big one."


title: Jean Vicquemare: ""I think she taught in the Académie..."
sequence: 0
dialoguetext:
"I think she taught in the Académie des Arts, east of the river. Way east. Hard to say which came first -- the middle class chick or the drink? Egg and the chicken kinda thing..."


title: Jean Vicquemare: ""She was extremely fuckable, Harry...."
sequence: 0
dialoguetext:
"She was extremely fuckable, Harry. Gorgeous. A gorgeous bourgeois woman. Waifish. Like a *welkin* basically."


title: Jean Vicquemare: ""My point is, you need to see a *ps..."
sequence: 0
dialoguetext:
"My point is, you need to see a *psychiatrist* about this shit. Not a psychologist -- several degrees harder. Is there's something harder than a psychiatrist?" He pauses to think. "A forensic psychiatrist. Go talk to that."


title: Jean Vicquemare: ""No. It was six. Like *ancient*. It..."
sequence: 0
dialoguetext:
"No. It was six. Like *ancient*. It's an old-man thing. Two *old-years* equals one normal year. That -- and Dora Ingerlund really tore you a new one. A big one."


title: Jean Vicquemare: ""Extremely fuckable, Harry. Gorgeou..."
sequence: 0
dialoguetext:
"Extremely fuckable, Harry. Gorgeous. A gorgeous bourgeois woman. Waifish. Like a *welkin* basically."


title: Jean Vicquemare: ""I've only seen a picture -- but it..."
sequence: 0
dialoguetext:
"I've only seen a picture -- but it's obvious you formed a real spiritual connection with how *pretty* she was. One you never recuperated from."


title: Jean Vicquemare: ""Yeah... You're not doing too good..."
sequence: 0
dialoguetext:
"Yeah... You're not doing too good there. It's an old-man thing I think. Two *old-years* equals one normal year. That -- and Dora Ingerlund really tore you a new one. A big one."


title: Jean Vicquemare: ""So have I. You *bitterly* drop *De..."
sequence: 0
dialoguetext:
"So have I. You *bitterly* drop *Dearest Dora* and *really tore me a new one*... twice a week I think? It comes up."


title: Judit Minot: ""He's telling the truth. You were a..."
sequence: 0
dialoguetext:
"He's telling the truth. You were a gym teacher in Couron." She looks around. "It's getting really cold outside. Should we maybe..."


title: Esprit de Corps: "Somewhere under the curved roof of..."
sequence: 0
userscript: SetVariableValue("village.posse_4_esprit_price_gottlieb", true) --[[ Variable[ ]]
dialoguetext:
Somewhere under the curved roof of a former silk factory, shaped like a ladybird with two chimneys, Police Captain Ptolemy Pryce sits behind a heavy wooden desk. Resident medic Nix Gottlieb pours him coffee. It's silent in the captain's office...


title: Judit Minot: ""Mack 'The Torso' Torson and Cheste..."
sequence: 0
dialoguetext:
"Mack 'The Torso' Torson and Chester McLaine --" She arches an eyebrow. "They're not fit to run a wing. Believe me. Things are shaky as it is."


title: Kim Kitsuragi: ""That's not true. Jamrock is too bi..."
sequence: 0
dialoguetext:
"That's not true. Jamrock is too big for one precinct. You're just understaffed. And everyone respects the 41st -- you have Captain Pryce."


title: Jean Vicquemare: ""Thank you, lieutenant. You're bein..."
sequence: 0
dialoguetext:
"Thank you, lieutenant. You're being kind. It *is* an understaffed station and the district *is* too big -- which is why we need to..." He tilts his head northward...


title: Jean Vicquemare: ""Yeah -- not like *us*. Two clinica..."
sequence: 0
dialoguetext:
"Yeah -- not like *us*. Two clinically depressed old men. Where's the contrast here? We're garbage."


title: Jean Vicquemare: ""God..." He sighs. "There are four..."
sequence: 0
dialoguetext:
"God..." He sighs. "There are four wings, Harry: A, B, C, and D. We're in C. It's made of losers and clock-punchers. You and I *re-conceptualized* it as a task force. It was a mistake."


title: Judit Minot: ""Jamrock is the largest ghetto in R..."
sequence: 0
dialoguetext:
"Jamrock is the largest ghetto in Revachol. Faubourg, technically... but it's divided into *eleven* districts. Jamrock only has us."


title: Kim Kitsuragi: ""The press will blow over," he says..."
sequence: 0
dialoguetext:
"The press will blow over," he says in a reassuring tone. "Jamrock is lucky to have you. And it's often considered to be the greatest of the districts -- you're lucky to have it."


title: Jean Vicquemare: ""Okay. It's an understaffed station..."
sequence: 0
dialoguetext:
"Okay. It's an understaffed station where there's too much work, so we need to get back to it. It's not your problem anymore."


title: Cuno: ""What?! Bitches dream of the 41st...."
sequence: 0
dialoguetext:
"What?! Bitches dream of the 41st. Why you think Cuno's *in* this shit? Word is it's fucking violent. Your Captain Pryce dusted like... a thousand people."


title: Jean Vicquemare: ""Thank you, Cuno," he says with an..."
sequence: 0
dialoguetext:
"Thank you, Cuno," he says with an amused half-smile. "You're being kind. It's an understaffed station and the district is too big -- which is why we need to..." He tilts his head northward and clicks his tongue.


title: Jean Vicquemare: ""Okay -- it's not the Bloody Murder..."
sequence: 0
dialoguetext:
"Okay -- it's not the Bloody Murder Station. It's an old converted silk mill with green desk lamps and a coffee corner. A lot of good people work there. Hard. Every day."


title: Jean Vicquemare: ""So he remembers *that*... Yes, the..."
sequence: 0
dialoguetext:
"So he remembers *that*... Yes, there may have been a raid on *some* churches. It wasn't good press."


title: Jean Vicquemare: ""Our *enemies* were hiding in *a* c..."
sequence: 0
userscript: XPTinySetBool("XP.posse_enemies_in_church")--[[ Variable[ ]]
dialoguetext:
"Our *enemies* were hiding in *a* church -- to the best of our information. That's it. I'm not talking about this anymore. Your security clearance is *shit-tier* right now. You have to wait for it to go up."


title: Cuno: ""Cuno's likin' this shit. Jamrock i..."
sequence: 0
dialoguetext:
"Cuno's likin' this shit. Jamrock is the real shit -- Martinaise is fucking white as balls. Sea-shit. This ain't a real ghetto."


title: Esprit de Corps: "They speak of change. The city. The..."
sequence: 0
dialoguetext:
They speak of change. The city. The tension on the streets. They speak of the events of April and the blood on the streets in May.


title: Kim Kitsuragi: ""Well -- first I will go back to my..."
sequence: 0
dialoguetext:
"Well -- first I will go back to my station and write the most detailed report anyone has ever seen. It will have to be good to cover all this. Then I will have a serious talk with my captain."


title: Kim Kitsuragi: ""Detective, we just stopped a small..."
sequence: 0
dialoguetext:
"Detective, we just stopped a small-scale war. Something is happening to Revachol." He pulls up his collar and looks around, the cold spring light reflected in the lenses of his glasses.


title: Kim Kitsuragi: ""Detective, we just stopped a small..."
sequence: 0
dialoguetext:
"Detective, we just stopped a small-scale war. Something is happening to Revachol." He takes a look around -- into the deepening shadows of the streets -- then pulls up his collar.


title: Perception (Sight): "It says: "Tensions rise in Terminal..."
sequence: 0
dialoguetext:
It says: "Tensions rise in Terminal YC In light of the Débardeurs' strike in Terminal B, among representatives of heavy industry in Coal City..." you read.


title: Kim Kitsuragi: ""I don't know what, yet -- but it's..."
sequence: 0
dialoguetext:
"I don't know what, yet -- but it's going to be a hard spring for the RCM. We need to get ready. Infiltrate. Investigate."


title: Kim Kitsuragi: ""Talk to Captain Pryce? I'd rather..."
sequence: 0
dialoguetext:
"Talk to Captain Pryce? I'd rather not ruffle the feathers of *two* captains with my doom-mongering."


title: Kim Kitsuragi: ""I would have to tie things up in G..."
sequence: 0
userscript: XPMinorSetBool("XP.posse_kim_41")--[[ Variable[ ]]
dialoguetext:
"I would have to tie things up in GRIH first. But... I mean, whatever is coming -- Jamrock *will* be more central to it than the harbour." The lieutenant turns very serious all of a sudden.


title: Kim Kitsuragi: ""Perhaps..." He pauses, deep in tho..."
sequence: 0
dialoguetext:
"Perhaps..." He pauses, deep in thought. "There are people who say the Zone of Control will not hold up long. They're not on the radio -- yet. But there are parties out there..."


title: Trant Heidelstam: ""Yes." His face darkens. "I hear wo..."
sequence: 0
dialoguetext:
"Yes." His face darkens. "I hear worries -- from systems analysts in Vesper and Messina. International risks departments in banks. People like that."


title: Jean Vicquemare: ""We've been hearing whispers in Jam..."
sequence: 0
dialoguetext:
"We've been hearing whispers in Jamrock too. Ever since fall. I agree that something is happening. People are tense. I hear a fan spinning. Fast. Something is about to hit it."


title: Judit Minot: ""And we also have a huge case load,..."
sequence: 0
dialoguetext:
"And we also have a huge case load, lieutenant," she says with a smile. "Piles that we need to get back to. Mountains, even."


title: Kim Kitsuragi: ""They should know as soon as possib..."
sequence: 0
dialoguetext:
"They should know as soon as possible. It would do you good to deliver some positive news for a change."


title: Suggestion: "She is going to be over the moon. I..."
sequence: 0
dialoguetext:
She is going to be over the moon. It will do you good to deliver some *good* news to someone for a change.


title: Cuno: ""THE FUCK?!" He spreads his arms. "..."
sequence: 0
dialoguetext:
"THE FUCK?!" He spreads his arms. "Cuno's been *seen* with you, out in the open. He's free game right now. Singin' to the popophone. Fuckin' informant shit. Got pig all over me -- smoked pig."


title: Cuno: ""Fuck do you think? Gonna rock that..."
sequence: 0
dialoguetext:
"Fuck do you think? Gonna rock that law enforcement shit with you guys -- Detective Cuno." He chews on a piece of imaginary chewing gum. "Like you promised."


title: Cuno: ""You gonna *lie* after what we just..."
sequence: 0
dialoguetext:
"You gonna *lie* after what we just been through? Let Cuno refresh you: Cuno said he'd take your crippled ass to the island, if you take Cuno to Jamrock. Boatman Cuno."


title: Cuno: ""Hey, f****t! You don't get it. Cun..."
sequence: 0
dialoguetext:
"Hey, f****t! You don't get it. Cuno's got pig all over him -- Cuno smells of bacon grease. Been *seen* with you. Fuckin' informant shit. You think no one *sees* this?" He spreads his arms.


title: Cuno: ""They're gonna hang me by the nuts..."
sequence: 0
dialoguetext:
"They're gonna hang me by the nuts if you leave me here. You want that on you? A dead kid?" He narrows his eyes. "Or you want Cuno at your station, solving shit? Like we *just* did."


title: Cuno: ""Not POSSIBLE is me staying here. *..."
sequence: 0
dialoguetext:
"Not POSSIBLE is me staying here. *Fucking* understand that. I'm not dying here, f****t. I'm coming with you."


title: Cuno: ""Hey, f****t! Understand this -- th..."
sequence: 0
dialoguetext:
"Hey, f****t! Understand this -- they're gonna hang me by the nuts if you leave me here. You want that on you? A dead kid? *Or* you want the Cuno at your station, solving shit? Like we *just* did?"


title: Trant Heidelstam: ""Maybe you can take the kid with yo..."
sequence: 0
dialoguetext:
"Maybe you can take the kid with you," the special consultant says, looking at the boy. "Enrol him a year earlier and say he's fourteen. *If* he..."


title: Cuno: ""I promise I won't say it." He shak..."
sequence: 0
dialoguetext:
"I promise I won't say it." He shakes his head so hard his face turns red. "I won't say any of it anymore."


title: Jean Vicquemare: ""Fuck it, let's go." The man points..."
sequence: 0
dialoguetext:
"Fuck it, let's go." The man points down the street. "Trant brought his motor carriage. It's a 20 minute drive to Jamrock."


title: Jean Vicquemare: ""Good bye, Harry. And -- I know it..."
sequence: TriggerWeather(Rain,10);
dialoguetext:
"Good bye, Harry. And -- I know it won't happen, but..." He looks at you, heart steeled and eyes cold.


title: Jean Vicquemare: ""*If* you make it -- if you've been..."
sequence: 0
userscript: PrimeSpecialEndButton()
dialoguetext:
"*If* you make it -- if you've been sober for 10 months -- tell us. I'll work with you again. But not like this. Never like this again. This is over."


title: Jean Vicquemare: "Another sigh -- of surrender."
dialoguetext: Another sigh -- of surrender.
sequence: 0
userscript:
XPMajorSetBool("XP.make_cuno_a_detective"); SetVariableValue("village.posse_achievement_cuno", true) --[[ Variable[ ]]


title: Shivers: "Under the night sky the great distr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the night sky the great district sleeps: A black chessboard of old wooden houses, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street forking into the darkened horizon...


title: Shivers: "Under the night sky the great distr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the night sky the great district sleeps: A dark chessboard of wooden houses in the rain, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street glowing on the rainswept horizon...


title: Shivers: "You close your eyes and hear the do..."
sequence: 0
dialoguetext:
You close your eyes and hear the dogs bark. A lone woman sits by a factory window, dreaming of meteorite strikes. On Rue Saint-Gérôme a square bullet slides into a square-shaped chamber. In Old South a man without eyelids smiles. Spring has come. It's time.


title: Shivers: "Under the night sky the great distr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the night sky the great district sleeps: A chessboard of old wooden houses in the snow, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street glowing on the horizon...


title: Shivers: "Under the evening sky the great dis..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the evening sky the great district turns on its lights: A chessboard of wooden houses, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street forking into the snowswept horizon...


title: Shivers: "Under the evening sky the great dis..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the evening sky the great district turns on its lights: A chessboard of wooden houses, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street disappearing into the rain on the horizon...


title: Shivers: "Under the evening sky the great dis..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the evening sky the great district turns on its lights: A chessboard of wooden houses, 80,000 living souls inside. Firetraps as far as the eye can see -- from Main Street to Precinct 41 atop the motorway, to Boogie Street forking into the dark horizon...


title: Shivers: "Under the afternoon sky the great d..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the afternoon sky the great district hums: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the snowswept horizon...


title: Shivers: "The great district hums in the slow..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
The great district hums in the slowly falling snow: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the white horizon...


title: Shivers: "The great district hums in the fall..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
The great district hums in the falling rain: A chessboard of wooden houses, 80,000 living souls. Firetraps as far as the eye can see -- from Main Street to Grand Couron, from Precinct 41 to Boogie Street forking into the rainswept horizon...


title: Shivers: "Under the violet morning sky the gr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the violet morning sky the great district wakes: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the glowing horizon...


title: Shivers: "Under the pink morning sky the grea..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the pink morning sky the great district wakes: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the snowswept horizon...


title: Shivers: "Under the violet morning sky the gr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the violet morning sky the great district wakes: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the rainswept horizon...


title: Shivers: "A grey rain falls on Martinaise. Th..."
sequence: 0
dialoguetext:
A grey rain falls on Martinaise. The city soaks in it, cold and dripping. Waves hit the concrete breakers. The homeless huddle by the fires behind the fences. There, among the shacks, is your home. Stay. Have a drink. Forever.


title: Shivers: "The great district hums with the no..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
The great district hums with the noise of human habitation: A chessboard of wooden houses, 80,000 living souls. Firetraps as far as the eye can see -- from Main Street to Grand Couron, from Precinct 41 to Boogie Street forking into the distant horizon...


title: Esprit de Corps: ""Really?" Nix Gottlieb looks up fro..."
sequence: 0
dialoguetext:
"Really?" Nix Gottlieb looks up from the list. "I hear he's quite unstable."
"You say that like it's a *bad* thing," Captain Ptolemy Pryce points his pen at the doctor. It's dim in his office and the curtains are drawn. "Harry's our man, he'll pull through -- and when he does, he'll side with Revachol."
"Understood." Gottlieb returns to the list. "Minot?"
"Of course."


title: Shivers: "The great district hums in the slow..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
The great district hums in the slowly falling snow: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41. To Boogie Street forking into the white horizon...


title: Shivers: "Under the afternoon sky the great d..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the afternoon sky the great district hums: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41. To Boogie Street forking into the snowswept horizon...


title: Shivers: "Under the violet morning sky the gr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the violet morning sky the great district wakes: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41. To Boogie Street forking into the rainswept horizon...


title: Shivers: "Under the pink morning sky the grea..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the pink morning sky the great district wakes: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41. To Boogie Street forking into the snowswept horizon...


title: Shivers: "Under the violet morning sky the gr..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the violet morning sky the great district wakes: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41. To Boogie Street forking into the glowing horizon...


title: Jean Vicquemare: ""Okay, you're right. She was extrem..."
sequence: 0
dialoguetext:
"Okay, you're right. She was extremely fuckable, Harry. Gorgeous. A gorgeous bourgeois woman. Waifish. Like a *welkin* basically."


title: Judit Minot: "..."
sequence:
StopVoiceover(); MusicPlay(new-new-world-goty, 100, 1); Hold(); HideActualHeld(); BanishInterface(true); FocusCamera(Ending_Cam_Solo2); FocusCamera(Ending_Cam_Middle3)@20; FocusCamera(Ending_Cam_3)@25; FocusCamera(Ending_Cam_Zoom_4)@35; PlayAnimation(Tequila Sunset, Kim_not_recruited); PlayAnimation(Kim Kitsuragi, Kim_not_recruited); PlayAnimation(Trant, Kim_not_recruited); PlayAnimation(Vicquemare, Kim_not_recruited); PlayAnimation(Minot, Kim_not_recruited); PlayAnimation(Car_ending, Kim_not_recruited); SemiBlack(true,0.1)@51.2; EndGame()@51.3;


title: Judit Minot: "..."
sequence:
StopVoiceover(); MusicPlay(new-new-world-goty, 100, 1); Hold(); HideActualHeld(); BanishInterface(true); FocusCamera(Ending_Cam_Solo); FocusCamera(Ending_Cam_Middle3)@14; FocusCamera(Ending_Cam_3)@19; PlayAnimation(Tequila Sunset, Teq_solo_recruited); PlayAnimation(Trant, Teq_solo_recruited); PlayAnimation(Vicquemare, Teq_solo_recruited); PlayAnimation(Minot, Teq_solo_recruited); PlayAnimation(Car_ending_solo, Teq_solo_recruited); SemiBlack(true,0.1)@44.9; EndGame()@45;


title: Judit Minot: "..."
sequence:
StopVoiceover(); MusicPlay(new-new-world-goty, 100, 1); Hold(); HideActualHeld(); BanishInterface(true); FocusCamera(Ending_Cam_Solo)@1; FocusCamera(Ending_Cam_Middle)@19.5; FocusCamera(Ending_Cam_Zoom_5)@31; PlayAnimation(Tequila Sunset, Kim_recruited); PlayAnimation(Kim Kitsuragi, Kim_recruited); PlayAnimation(Trant, Kim_recruited); PlayAnimation(Vicquemare, Kim_recruited); PlayAnimation(Minot, Kim_recruited); PlayAnimation(Car_ending, Kim_recruited); SemiBlack(true,0.1)@52.4;EndGame()@52.5;


title: Judit Minot: "..."
sequence:
StopVoiceover(); MusicPlay(new-new-world-goty, 100, 1); Hold(); HideActualHeld(); BanishInterface(true); FocusCamera(Ending_Cam_Fast); FocusCamera(Ending_Cam_Zoom_5)@10; PlayAnimation(Tequila Sunset, Cuno_recruited); PlayAnimation(Cuno, Cuno_recruited); PlayAnimation(Trant, Cuno_recruited); PlayAnimation(Vicquemare, Cuno_recruited); PlayAnimation(Minot, Cuno_recruited); PlayAnimation(Car_ending, Cuno_recruited); SemiBlack(true,0.1)@43.7;EndGame()@43.8;


title: Jean Vicquemare: "..."
sequence:
StopVoiceover(); MusicPlay(coast-night-music-teqleftbehind, 100, 1); Hold(); HideActualHeld(); BanishInterface(true); FocusCamera(Ending_Cam_Solo3); FocusCamera(Ending_Cam_Shack)@43; FocusCamera(Ending_Cam_Shack_2)@58; PlayAnimation(Tequila Sunset, Teq_solo_not_recruited); PlayAnimation(Trant, Teq_solo_not_recruited); PlayAnimation(Vicquemare, Teq_solo_not_recruited); PlayAnimation(Minot, Teq_solo_not_recruited); PlayAnimation(Car_ending_solo, Teq_solo_not_recruited); PlayAnimation(Door_Posse, Teq_solo_not_recruited); PlayAnimation(Bottle_Posse, Teq_solo_not_recruited); LuaRun(SetAreaState("HIDE_TRANT", "hidden"))@27; SemiBlack(true,0.1)@77.5; EndGame()@77.6;


title: Elevator: "This small elevator is dimly lit by..."
sequence: 0
userscript: SetVariableValue("whirling.hidden_pinball_room_explored", true) --[[ Variable[ ]]
dialoguetext:
This small elevator is dimly lit by a bulb that's been glowing for ages. The latticed cage is open, inviting you to step inside.


title: You: "(Close the doors and go up.)"
dialoguetext: (Close the doors and go up.)
sequence: 0
conditionstring: Variable["auto.upstairs_elevator"] == false
userscript:
SetVariableValue("whirling.elevator_taken", true) ; SetVariableValue("whirling.elevator_taken_up", true) --[[ Variable[ ]]


title: Elevator: "The elevator screeches and rattles,..."
sequence: 0
userscript: GoToDestination("Whirling-int-f3-antechamber","elevator")
dialoguetext:
The elevator screeches and rattles, like the belly of some ancient beast, as it carries you upward...


title: Elevator: "Smells of nougat and sweat. Your he..."
sequence: 0
dialoguetext:
Smells of nougat and sweat. Your head brushes up against the ceiling. There is a control panel to your right -- and just enough room for two people to fit in.


title: Elevator: "There are large rectangular buttons..."
sequence: 0
dialoguetext:
There are large rectangular buttons: 'Monter', 'Descendre', and an international: 'Call for Emergency Assistance'. That third one appears to be broken.


title: Kim Kitsuragi: ""Look on the bright side: if it fai..."
sequence: 0
dialoguetext:
"Look on the bright side: if it fails, we will only sustain minor injuries. I'm talking three, maybe four months in the hospital. Maximum five."


title: Kim Kitsuragi: ""If some form of time travel become..."
sequence: 0
dialoguetext:
"If some form of time travel becomes possible in the future, I doubt its inventors will use it to repair elevators in Martinaise,” the lieutenant responds with a grave voice.


title: Elevator: "The deep scratches on the floor sug..."
sequence: 0
dialoguetext:
The deep scratches on the floor suggest it was used as a freight elevator -- for transporting heavy machinery. And one man.


title: Kim Kitsuragi: ""Seems so, although it's pretty......"
sequence: 0
userscript: SetVariableValue("whirling.elevator_use", true) --[[ Variable[ ]]
dialoguetext:
"Seems so, although it's pretty... quaint for a freight elevator." He taps on the guttering light bulb -- it's golden in the dark.


title: Kim Kitsuragi: ""Seems like a small freight elevato..."
sequence: 0
dialoguetext:
"Seems like a small freight elevator for transporting machinery. For that -- it's pretty quaint." He taps the on the guttering light bulb -- it's golden in the dark.


dialoguetext: 0
sequence: Continue()
title:
Variable["auto.visited_pinball_workshop"]  and  Variable["whirling.elevator_use"] == false  and  Variable["whirling.elevator_logic_use"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["auto.visited_pinball_workshop"]  and  Variable["whirling.elevator_use"] == false  and  Variable["whirling.elevator_logic_use"] == false)

conditionstring:
(Variable["auto.visited_pinball_workshop"]  and  Variable["whirling.elevator_use"] == false  and  Variable["whirling.elevator_logic_use"] == false) == false


title: Elevator: "Looks like one would fit in there,..."
sequence: 0
dialoguetext:
Looks like one would fit in there, yes. Although it's also surprisingly human -- in the golden light of that ancient bulb.


title: Encyclopedia: "A small steel plaque reads 'Halter..."
sequence: 0
dialoguetext:
A small steel plaque reads 'Halter 800'. Halter is a Königsteiner lift company who went out of business a long, long time ago.


title: Kim Kitsuragi: ""At the end of the last century." H..."
sequence: 0
dialoguetext:
"At the end of the last century." He nods. "Look on the bright side. If it fails, we will only sustain minor injuries -- I'm talking three, maybe four months in the hospital. maximum five."


title: Kim Kitsuragi: ""Some kind of..." He looks around,..."
sequence: 0
dialoguetext:
"Some kind of..." He looks around, thinking. "Inane pinball theme -- probably related to Messina during the Dolorian age. The *history themes* are the worst."


title: Encyclopedia: "Deora was one of the three *Crown C..."
sequence: 0
dialoguetext:
Deora was one of the three *Crown Cities* of the Dolorian era, on the Mundi isola -- the others being Rheasilvia and Advesperascit. This theme is all about early airships and beautiful, sad, pearl-laden women. It's quite nice actually.


title: Kim Kitsuragi: ""You can't *fire* them up, they're..."
sequence: 0
dialoguetext:
"You can't *fire* them up, they're broken. Only that one machine in the main hall works. The Royalist Pinball." He looks away.


title: Half Light: "What a dumb name -- Royalist Pinbal..."
sequence: 0
userscript: SetVariableValue("whirling.pinball_kim_does_not_like_pinball", true) --[[ Variable[ ]]
dialoguetext:
What a dumb name -- Royalist Pinball. If they weren't broken, he would kick one of these machines about now.


title: Encyclopedia: "It's strange that he doesn't like p..."
sequence: 0
dialoguetext:
It's strange that he doesn't like pinball. Kim here is a Seolite. His people are incredibly dextrous, and they all *love* pinball. Matter of fact...


title: Kim Kitsuragi: ""Seol is an *extremely* protectioni..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Seol is an *extremely* protectionist isola, inaccessible to the rest of mankind. As it has been for over a thousand years. I have no special knowledge of them, despite my heritage."


title: Kim Kitsuragi: ""But even *I* know that they don't..."
sequence: 0
dialoguetext:
"But even *I* know that they don't play pinball. They have a rigid class society, and a punitive justice system..." He looks around. "We should continue with our exploration of this place. It doesn't matter."


title: Kim Kitsuragi: ""Okay." He thinks for a moment. "I..."
sequence: 0
userscript: XPTinySetBool("XP.play_pinball_kim_boring")--[[ Variable[ ]]
dialoguetext:
"Okay." He thinks for a moment. "I don't like pinball because I had to learn to play it for an undercover job at a pinball ring. And it's a lame, boring, and unchallenging game -- there. We can move on now."


title: Kim Kitsuragi: ""So *now* he remembers..." He looks..."
sequence: 0
dialoguetext:
"So *now* he remembers..." He looks at you in the silence of the workshop -- then takes his glasses off and cleans them.


title: Encyclopedia: "Of course, of course. Just somethin..."
sequence: 0
dialoguetext:
Of course, of course. Just something that swam to the surface. Go on, do real police work. This isn't a pinball mystery.


title: Kim Kitsuragi: ""Fine. I'm Kim 'Pinball' Kitsuragi...."
sequence: 0
userscript: SetVariableValue("whirling.pinball_encyclopedia_success_kimball", true) --[[ Variable[ ]]
dialoguetext:
"Fine. I'm Kim 'Pinball' Kitsuragi." he puts them back on. "AKA The Kimball. You remembered -- congratulations."


title: Kim Kitsuragi: ""No human being should. It is a gam..."
sequence: 0
dialoguetext:
"No human being should. It is a game that requires no skill and a childlike affinity to flashing lights. And to *fantastique*, science fiction, and historic romance franchises."


title: Kim Kitsuragi: ""I am not *called* Pinball. It was..."
sequence: 0
dialoguetext:
"I am not *called* Pinball. It was used to taunt me -- a long time ago. *Before* I became a homicide detective. And got my lieutenancy."


title: Kim Kitsuragi: ""Not only to you -- I am *Lieutenan..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"Not only to you -- I am *Lieutenant Kitsuragi* to everyone." He nods. "Now -- we really need to continue our sweep of what appears to be a secret path through the Whirling."


title: Kim Kitsuragi: "He puts his glasses back on. "Fine...."
sequence: 0
dialoguetext:
He puts his glasses back on. "Fine. I was a juvenile police officer -- for over 15 years. It's how I started out in the RCM. Once I had to infiltrate a pinball ring. As you do -- when you're a juvie cop."


title: Kim Kitsuragi: ""That time is over now." He looks a..."
sequence: 0
dialoguetext:
"That time is over now." He looks at the pinball machine and breathes in. "I was already a 38 year old man. It was unbecoming. As was playing pinball."


title: Kim Kitsuragi: ""Lieutenant Kitsuragi is good too."..."
sequence: 0
dialoguetext:
"Lieutenant Kitsuragi is good too." He nods. "Now -- we really need to continue our sweep of what appears to be a secret path through the Whirling."


title: Kim Kitsuragi: ""Unbelievably," he nods. "To do tha..."
sequence: 0
dialoguetext:
"Unbelievably," he nods. "To do that I needed to become a... *pinball champion*. I trained for nine months. The job was successful and I was moved out of the juvenile wing -- to homicide."


title: Kim Kitsuragi: ""It was not okay. I needed to becom..."
sequence: 0
dialoguetext:
"It was not okay. I needed to become a... *pinball champion*." He shudders. "I trained for 9 months. The job was successful and I was moved out of the juvenile wing -- to homicide."


title: Kim Kitsuragi: ""No. You're *gonna* call me Lieuten..."
sequence: 0
dialoguetext:
"No. You're *gonna* call me Lieutenant Kitsuragi -- or on rare occasions 'Kim', because it's shorter." He nods. "Let's go."


title: Volition: "Any plan to call him Pinball or Kim..."
sequence: 0
dialoguetext:
Any plan to call him Pinball or Kimball is immediately wiped from your neocortex, as if with some sort of mind altering device. It is simply not going to happen.


title: Shivers: "Signage is put up and taken down, s..."
sequence: 0
dialoguetext:
Signage is put up and taken down, shop windows boarded up and reopened once more. What remains constant -- voyeurism, always unhelpful. And, at times, quite fully helpless.


title: Shivers: "It doesn't even matter why it was p..."
sequence: 0
dialoguetext:
It doesn't even matter why it was put there in the first place. That's something it could have been used for.


title: Electrochemistry: "You can almost *see* the shape of a..."
sequence: 0
dialoguetext:
You can almost *see* the shape of a man and a woman, writhing inside -- bathed in drug sweat and dirty linens. Bottles lie around everywhere...


title: Electrochemistry: "You lean closer to the peephole, in..."
sequence: 0
userscript: XPPicoSetBool("XP.peephole_knows_what_happened")--[[ Variable[ ]]
dialoguetext:
You lean closer to the peephole, instinctively. I bet they're doing something quite *unnatural* there. Sensationally unnatural.


title: Electrochemistry: "If your mesolimbic reward pathway w..."
sequence: 0
dialoguetext:
If your mesolimbic reward pathway were to venture a guess: one of the bottles is probably being *put* somewhere it doesn't belong.


title: Electrochemistry: "And were your glands to venture *an..."
sequence: 0
dialoguetext:
And were your glands to venture *another* guess -- they would add that *another* bottle is being put somewhere very close to that. The bottle is a bit smaller you see.


title: Electrochemistry: "Also! You can literally put speed u..."
sequence: 0
dialoguetext:
Also! You can literally put speed up your asshole, did you know? Enters the bloodstream right through the mucus membrane! So yeah, that's definitely *also* taking place.


title: Kim Kitsuragi: "He leans closer to inspect the peep..."
sequence: 0
dialoguetext:
He leans closer to inspect the peephole. "You can barely see through. Better not to jump to *sensationalist* conclusions here."


title: Kim Kitsuragi: ""The footprints on the floor, howev..."
sequence: 0
dialoguetext:
"The footprints on the floor, however..." He points to the marks nearby, on the floor. "*Definitely* suspicious."


title: Logic: "So this is where they brought fault..."
sequence: 0
dialoguetext:
So this is where they brought faulty pinball machines to fix them up -- a long time ago. Everything is covered with dust now...


title: Logic: "This seems to be some kind of works..."
sequence: 0
dialoguetext:
This seems to be some kind of workshop. For fixing up pinball machines -- a long time ago. Everything is covered with dust now...


title: You: ""This used to be a... pinball works..."
dialoguetext: "This used to be a... pinball workshop."
sequence: 0
userscript:
SetVariableValue("whirling.pinball_asked_about_arcade", true) ; SetVariableValue("whirling.orb_pinball_exit_janus", true) ;  SetVariableValue("whirling.pinball_used_to_be_workshop", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Looks like it. I'm guessing Martin..."
sequence: 0
dialoguetext:
"Looks like it. I'm guessing Martinaise North 22 used to be a pinball arcade before it became a hostel. There are machines left over..." He taps his foot.


title: Kim Kitsuragi: ""Downstairs in the hall -- next to..."
sequence: 0
dialoguetext:
"Downstairs in the hall -- next to the main door. One of them even works. I've seen one of the Hardies bang away at it."


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.dicemaker_pinball_arcade"]  or  Variable["doomed.dicemaker_whirling_part_of_complex"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.dicemaker_pinball_arcade"]  or  Variable["doomed.dicemaker_whirling_part_of_complex"])

conditionstring:
(Variable["doomed.dicemaker_pinball_arcade"]  or  Variable["doomed.dicemaker_whirling_part_of_complex"]) == false


title: Kim Kitsuragi: ""Ah, yes -- as the novelty dicemake..."
sequence: 0
userscript: XPPicoSetBool("XP.pinball_dicemaker")--[[ Variable[ ]]
dialoguetext:
"Ah, yes -- as the novelty dicemaker said." He makes a note in his notebook. "This has absolutely nothing to do with the case, I'm sure. But I do like a nice little *connection*."


title: You: ""Could this mean the Whirling-in-Ra..."
dialoguetext: "Could this mean the Whirling-in-Rags really *is* part of the Doomed Commercial Area?"
sequence: 0
conditionstring:
(Variable["tc.doomed_commercial_area"]  or  Variable["XP.pinball_dicemaker"])  and  Variable["whirling.pinball_used_to_be_workshop"] == true


title: Kim Kitsuragi: ""If that's true then our *cafeteria..."
sequence: 0
dialoguetext:
"If that's true then our *cafeteria manager* is not going to like it." He looks around. "We should tell him what we found up here -- *omitting* that suspicion."


title: Kim Kitsuragi: ""He does not appear to be the kind..."
sequence: 0
userscript: GainTask("TASK.find_out_if_whirling_part_of_doomed")--[[ Variable[ ]]
dialoguetext:
"He does not appear to be the kind of man who likes his establishment to be part of a neighbourhood ghost story. About *bankruptcy*."


title: Logic: "And it has been forgotten. Now, the..."
sequence: 0
dialoguetext:
And it has been forgotten. Now, there is only one working machine in the main hall -- the rest is lost to dust.


title: Logic: "As the Dicemaker said, yes; it all..."
sequence: 0
userscript: XPPicoSetBool("XP.pinball_dicemaker")--[[ Variable[ ]]
dialoguetext:
As the Dicemaker said, yes; it all fits. Not that it has anything to do with the case, but it is a nice connection!


title: Logic: "And Garte would not like that. He s..."
sequence: 0
userscript: GainTask("TASK.find_out_if_whirling_part_of_doomed")--[[ Variable[ ]]
dialoguetext:
And Garte would not like that. He should probably be made aware that his establishment is part of the neighbourhood ghost story.


title: Logic: "Stupid superstition. But still -- i..."
sequence: 0
dialoguetext:
Stupid superstition. But still -- it would be *interesting* to see what the cafeteria manager thinks of this...


title: Inland Empire: "It's not a ghost story. It's a curs..."
sequence: 0
dialoguetext:
It's not a ghost story. It's a curse -- and Garte ought be made knowledgeable so he can perform counter-spells.


title: Footprints in the Dust: "Large prints, most likely made by b..."
sequence: 0
userscript: SetVariableValue("whirling.footprints_pattern", true) --[[ Variable[ ]]
dialoguetext:
Large prints, most likely made by boots. The size is hard to determine (sole could be bigger than vamp). The soles have left a pattern -- uniform, horizontal lines.


title: Visual Calculus: "Shoe size is 41-42, maybe 43. It co..."
sequence: 0
userscript: SetVariableValue("whirling.footprints_viscalc_shoe_size_in_dust", true) --[[ Variable[ ]]
dialoguetext:
Shoe size is 41-42, maybe 43. It could be a large-footed woman or a small-to-average-footed man. This is, unfortunately, the worst, most vague shoe size there is.


title: Kim Kitsuragi: ""Three weeks maximum -- from the du..."
sequence: 0
dialoguetext:
"Three weeks maximum -- from the dust coverage. It could easily have been *one* week too. You know, officer..." He looks at you.


title: Kim Kitsuragi: ""The blue door was a *mega*-investi..."
sequence: 0
dialoguetext:
"The blue door was a *mega*-investigation after all -- it has now converged with our main investigation, which I would say is *quite* large."

userscript:
ReputationGrows("kim"); FinishTask("TASK.investigate_mysterious_door_done"); FinishTask("TASK.uncover_secrets_behind_the_mysterious_door_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""It was a *stereo-investigation* af..."
sequence: 0
dialoguetext:
"It was a *stereo-investigation* after all. It has now converged with our main investigation. Adding a new fact to *consider*."

userscript:
ReputationGrows("kim"); FinishTask("TASK.investigate_mysterious_door_done"); FinishTask("TASK.uncover_secrets_behind_the_mysterious_door_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""This isn't bad at all -- it was a..."
sequence: 0
dialoguetext:
"This isn't bad at all -- it was a *good* idea to see where that door leads. Commendable work bringing us to this place."

userscript:
ReputationGrows("kim"); FinishTask("TASK.investigate_mysterious_door_done"); FinishTask("TASK.uncover_secrets_behind_the_mysterious_door_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""It means someone snuck through wha..."
sequence: 0
dialoguetext:
"It means someone snuck through what seems like a secret route -- behind our rape victim's room. In the recent weeks. This may prove to be significant."


title: !(Variable["TASK.where_is_ruby"] == true and Variable["TASK.where_is_ruby_done"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.where_is_ruby"] == true  and  Variable["TASK.where_is_ruby_done"] == false) == false


title: Kim Kitsuragi: ""It means someone snuck through wha..."
sequence: 0
dialoguetext:
"It means someone snuck through what seems like a secret route -- leading to the roof. From where you can *shoot* our victim. This is significant."


title: Kim Kitsuragi: ""It means someone snuck through wha..."
sequence: 0
dialoguetext:
"It means someone snuck through what seems like a *secret route* -- leading to the roof. The roof, from where you can *shoot* our victim. This is significant."


title: Kim Kitsuragi: ""These prints, officer, could be th..."
sequence: 0
dialoguetext:
"These prints, officer, could be the prints of our killer. And if not -- at least they're a good argument for this *Ruby* doing it. To present to Titus."


title: Encyclopedia: "This print is unlike one left by a..."
sequence: 0
dialoguetext:
This print is unlike one left by a regular worker boot. It is not a *brand* sole, with logos on it. It seems custom made or old fashioned.


title: Kim Kitsuragi: "He inspects the tracks closer. "The..."
sequence: 0
dialoguetext:
He inspects the tracks closer. "The size looks about the same, actually. They're not the same *shoe*, but they *could* be the same person."


title: Kim Kitsuragi: ""No. These little... horizontal lin..."
sequence: 0
dialoguetext:
"No. These little... horizontal lines are different. They look custom made to me. Or some kind of foreign print? Hard to say. Still a *boot* though."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.where_is_ruby_done"] == false  and  Variable["whirling.klaasje_full_story_hub_reached"] == true  and  Variable["TASK.confront_klaasje_with_full_story_done"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.where_is_ruby_done"] == false  and  Variable["whirling.klaasje_full_story_hub_reached"] == true  and  Variable["TASK.confront_klaasje_with_full_story_done"] == true)

conditionstring:
(Variable["TASK.where_is_ruby_done"] == false  and  Variable["whirling.klaasje_full_story_hub_reached"] == true  and  Variable["TASK.confront_klaasje_with_full_story_done"] == true) == false


title: Kim Kitsuragi: ""I wouldn't rule out Ruby coming he..."
sequence: 0
dialoguetext:
"I wouldn't rule out Ruby coming here yet. This isn't an argument against her. People change shoes, you know. But it's not argument *for* her either."


title: Kim Kitsuragi: ""Between that," he points to the el..."
sequence: 0
dialoguetext:
"Between that," he points to the elevator doors in the corner, "and that," he points to the barred door.


title: Footprints in the Dust: "The dust has not settled again wher..."
sequence: 0
dialoguetext:
The dust has not settled again where these footprints have been made. The displacement in this dusty hell tells a story.

userscript:
FinishTask("TASK.investigate_mysterious_door_done"); FinishTask("TASK.uncover_secrets_behind_the_mysterious_door_done")--[[ Variable[ ]]


title: Footprints in the Dust: "The footprints do not speak. They s..."
sequence: 0
dialoguetext:
The footprints do not speak. They simply exist here, a product of the dust; just as the footprints outside are a product of the mud and apparently different shoes.


title: Footprints in the Dust: "The footprints are of one type. The..."
sequence: 0
dialoguetext:
The footprints are of one type. They do not congratulate you for correctly recognizing what type they are not.


title: Footprints in the Dust: "Neither the footprints nor the dust..."
sequence: 0
dialoguetext:
Neither the footprints nor the dust speak their secrets. But you know: it means that someone has been back *here*.


title: Kim Kitsuragi: ""Unless we've veered off into a fol..."
sequence: 0
dialoguetext:
"Unless we've veered off into a folded M dimension, I'm expecting to step out on the roof -- we could ask Klaasje about this route, see how she reacts?"


title: Conceptualization: "Folded M dimension. A reference to..."
sequence: 0
dialoguetext:
Folded M dimension. A reference to the popular science fiction series *In System*. Look who's in a good mood suddenly (and reads science fiction).


title: Inland Empire: "Yes. It *is* quite likely that we w..."
sequence: 0
dialoguetext:
Yes. It *is* quite likely that we will re-emerge on the M-Plain. Brace for psychokinetic impact. (Or the roof.)


title: Horrific Necktie: "*Bratan*, don't push me away. I wan..."
sequence: 0
dialoguetext:
*Bratan*, don't push me away. I want to be there for you. Also -- how can you be sure *you* are not just a figment of *my* imagination?


title: Horrific Necktie: "Oh... you will see. (It feels like..."
sequence: 0
dialoguetext:
Oh... you will see. (It feels like the tie is rubbing itself against your chest like a cat in heat.)


title: Horrific Necktie: "But, *bratan*... I... I understand...."
sequence: 0
dialoguetext:
But, *bratan*... I... I understand. (The tie loosens around your neck.) I just wanted you to have fun. I... I never meant to be a burden.


title: Horrific Necktie: "The lifeless necktie looks like a c..."
sequence: 0
dialoguetext:
The lifeless necktie looks like a colourful intestine of some dead animal: oily, alien and otherwise disgusting. What could have driven a man to wear something so repulsive around his neck?

userscript:
SetVariableValue("boardwalk.orb_dark_celebration_done", true) ; CancelTask("TASK.wait_for_the_signal_cancelled"); CancelTask("TASK.spirit_is_eternal_cancelled")--[[ Variable[ ]]


title: Horrific Necktie: "No, *bratan*, no need for that. You..."
sequence: 0
dialoguetext:
No, *bratan*, no need for that. You and I are *bratannoi* -- brothers. Brothers fight. But when they're done fighting, you know what they do? They party. They fucking party!


title: Horrific Necktie: "First, the spirits -- the blue medi..."
sequence: 0
dialoguetext:
First, the spirits -- the blue medicinal spirits. Grab the bottle and uncork it! It is time to unleash the Other-World.


title: Horrific Necktie: "Hush-hush, *bratan*, now is not the..."
sequence: 0
dialoguetext:
Hush-hush, *bratan*, now is not the time to celebrate, now is the time to get *ready*. Trust me on this. This is what it's all been building towards. It's gonna be off the hook. Off *all* hooks.


title: Horrific Necktie: "*Bratan*, life and death are insepa..."
sequence: 0
dialoguetext:
*Bratan*, life and death are inseparable. There's a party when you're born, a party every year to celebrate that birth, and a party when you're put in the ground.


title: Horrific Necktie: "Why shouldn't there be a party when..."
sequence: 0
dialoguetext:
Why shouldn't there be a party when you die? And, beside, this isn't even about that! You have no idea what this is about... this is gonna be so off the hook. It's gonna be off *all* hooks.


title: Horrific Necktie: "The bottle opens with a silent, mys..."
sequence: 0
dialoguetext:
The bottle opens with a silent, mysterious hiss. The fumes rising from its mouth are as crisp as the northern winds.


title: Shivers: "Howling somewhere, lashing the boar..."
sequence: 0
dialoguetext:
Howling somewhere, lashing the boardwalk with brine and rain -- an ancient warmth crawls under your skin.


title: Horrific Necktie: "Your fingers manage to undo the oil..."
sequence: 0
dialoguetext:
Your fingers manage to undo the oily knot and the necktie slides off. It looks so frail sitting there in your hand, weighing almost nothing.


title: Horrific Necktie: "The oily rag flaps miserably in the..."
sequence: 0
dialoguetext:
The oily rag flaps miserably in the air and lands close by in the dirt. It looks like an inanimate object, completely devoid of life.

userscript:
SetVariableValue("boardwalk.orb_dark_celebration_done", true) ; CancelTask("TASK.wait_for_the_signal_cancelled"); CancelTask("TASK.spirit_is_eternal_cancelled")--[[ Variable[ ]]


title: Horrific Necktie: "Just put me in the bottle, *bratan*..."
sequence: 0
dialoguetext:
Just put me in the bottle, *bratan*. I'm not gonna let you down. You and I are, like, the same person.


title: Horrific Necktie: "As the necktie slides into the puri..."
sequence: 0
dialoguetext:
As the necktie slides into the purifying liquid, large stains of grease rise off from it and float to the surface. There they quickly dissolve and disappear completely.


title: Horrific Necktie: "Cleansed by the blue spirit-fire of..."
sequence: 0
dialoguetext:
Cleansed by the blue spirit-fire of 98.7% pure alcohol, the fabric looks almost new again. No longer like a disgusting worm of the lower intestine, but like a colourful and deadly poisonous reef-snake of the Insulindian ocean.


title: Kim Kitsuragi: "The lieutenant has been observing y..."
dialoguetext: The lieutenant has been observing you quietly all this time.
sequence: 0
userscript:
LoseItem("blue_medicinal_spirit"); GainItem("spirit_bomb"); SetVariableValue("boardwalk.orb_dark_celebration_done", true) ; GainTask("TASK.hold_onto_the_spirit_bomb")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Alright." The lieutenant's face st..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Alright." The lieutenant's face stiffens as he turns to look at the road ahead. "I won't ask again."


title: Kim Kitsuragi: ""That makes two of us." He shakes h..."
sequence: 0
dialoguetext:
"That makes two of us." He shakes his head slowly. "Let's not waste any more time under this boardwalk. We need to clear this all up... somehow."


title: You: ""In my family, you put a piece of c..."
sequence: 0
conditionstring: Variable["boardwalk.ruby_killed_herself"] == false
dialoguetext:
"In my family, you put a piece of clothing in some hard liquor and drink it for good luck. It's silly, but no harm done, right?"


title: Kim Kitsuragi: ""No harm? In drinking 98.7% alcohol..."
sequence: 0
dialoguetext:
"No harm? In drinking 98.7% alcohol with a god-knows-how-old tie in it? I wouldn't be so sure." The lieutenant tilts his head slightly. "However, I'm not here to judge. Let's go."


title: Kim Kitsuragi: ""A relationship between a man and a..."
sequence: 0
dialoguetext:
"A relationship between a man and a talking necktie? No, apparently I am not." His voice rings of insincere sadness as he turns to leave.


title: Kim Kitsuragi: ""Right. Okay. Anyway, I'm glad you..."
sequence: 0
userscript: XPPicoSetBool("XP.dark_celebration_kim")--[[ Variable[ ]]
dialoguetext:
"Right. Okay. Anyway, I'm glad you told me your necktie has been speaking to you. That must not have been easy." For a second it looks like he's about to add something...


title: Horrific Necktie: "Feels good. Feels safe."
dialoguetext: Feels good. Feels safe.
sequence: 0
userscript:
LoseItem("blue_medicinal_spirit"); GainItem("spirit_bomb"); SetVariableValue("boardwalk.orb_dark_celebration_done", true) ;  GainTask("TASK.hold_onto_the_spirit_bomb")--[[ Variable[ ]]


title: Kim Kitsuragi: ""That makes absolutely no sense." H..."
sequence: 0
dialoguetext:
"That makes absolutely no sense." He thinks for a moment. "But I guess every family has its own traditions."


title: You: ""In my family when someone dies you..."
sequence: 0
conditionstring: Variable["boardwalk.ruby_killed_herself"] == true
dialoguetext:
"In my family when someone dies you put a piece of clothing in a bottle as a sign of eternal respect."


title: Esprit de Corps: "We're all under stress. This is tur..."
sequence: 0
dialoguetext:
We're all under stress. This is turning into a great big mess. I'm not judging. Just keep it together.


title: Inland Empire: "Your old friend has prepared you fo..."
sequence: 0
dialoguetext:
Your old friend has prepared you for this -- at great cost to himself. Make sure you have the spirit bomb in your hand when *shit goes south*.


title: Inland Empire: "Arm yourself with anything you can...."
sequence: 0
dialoguetext:
Arm yourself with anything you can. Unless you have... nothing? Because you didn't find your lost gun? Then just walk to your death.


title: Inland Empire: "You are prepared. Don't put away yo..."
sequence: 0
dialoguetext:
You are prepared. Don't put away your friend. Your weapon. It is glowing in your hand, ready to serve.


title: Authority: "What?! You can't compare the sidear..."
sequence: 0
dialoguetext:
What?! You can't compare the sidearm issued to you personally by the RCM to the pistol of a known criminal?


title: Interfacing: "Water streams down your Kvalsund KR..."
sequence: 0
dialoguetext:
Water streams down your Kvalsund KR+2 Multi-Tool. It looks impressive -- but what can it do against military-grade weaponry?


title: Physical Instrument: "Water streams down your prybar. Or..."
sequence: 0
dialoguetext:
Water streams down your prybar. Or crowbar. Or prybar. Call it what you will -- it doesn't stand a chance against military-grade weaponry.


title: Interfacing: "Snowflakes stick to your Kvalsund K..."
sequence: 0
dialoguetext:
Snowflakes stick to your Kvalsund KR+2 Multi-Tool. It looks impressive -- but what can it do against military-grade weaponry?


title: Physical Instrument: "Snowflakes stick to your prybar. Or..."
sequence: 0
dialoguetext:
Snowflakes stick to your prybar. Or crowbar. Or prybar. Call it what you will -- it doesn't stand a chance against military-grade weaponry.


title: Encyclopedia: "Statistically speaking, sabres have..."
sequence: 0
dialoguetext:
Statistically speaking, sabres have proven to be rather ineffective against advanced military technology.


title: Interfacing: "Your Kvalsund KR+2 Multi-Tool looks..."
sequence: 0
dialoguetext:
Your Kvalsund KR+2 Multi-Tool looks impressive, shining in the cold spring light -- but what can it do against military-grade weaponry?


title: Physical Instrument: "You try to take comfort in the weig..."
sequence: 0
dialoguetext:
You try to take comfort in the weight of your prybar. Or crowbar. Or prybar. Call it what you will -- it doesn't stand a chance against military-grade weaponry.


title: Kim Kitsuragi: ""Then you'd better get ready." He f..."
sequence: 0
userscript: SetVariableValue("character.orb_prepare_to_fight_done", true) --[[ Variable[ ]]
dialoguetext:
"Then you'd better get ready." He frowns, then quickly adds, "Whatever happens, I've got your back."


title: Inland Empire: "Wait -- your old friend has prepare..."
sequence: 0
dialoguetext:
Wait -- your old friend has prepared you for this -- at great cost to himself. Make sure you have the spirit bomb in your hand when *shit goes south*.


title: Hand/Eye Coordination: "For God's sake -- find some bullets..."
sequence: 0
dialoguetext:
For God's sake -- find some bullets before you go any further. An unloaded gun won't do you any good!


title: Working Class Corpse: "A man lies on the boardwalk, his li..."
sequence: 0
dialoguetext:
A man lies on the boardwalk, his limbs bent and neck turned at an unnatural angle. Right next to him is an empty bottle of spirits. In his cramped hand: a chewing gum wrapper.


title: Kim Kitsuragi: ""Hold on..." The lieutenant squats..."
sequence: 0
dialoguetext:
"Hold on..." The lieutenant squats next to the corpse and examines his face. Two bulging eyes stare back at him, void of any signs of life.


title: Kim Kitsuragi: ""Lividity is faintly pronounced. Wh..."
sequence: 0
dialoguetext:
"Lividity is faintly pronounced. Whoever this is, he's been dead for two days, no longer." He stands up and shivers as a gust of wind blows through his bomber jacket. "We need to investigate."


title: You: ""What do you think happened here?""
dialoguetext: "What do you think happened here?"
sequence: 0
conditionstring:
Variable["boardwalk.corpse_studied_the_man"] == true  and  Variable["boardwalk.corpse_studied_clothes"] == true  and  IsKimHere()  and  Variable["boardwalk.corpse_studied_surroundings"] == true


title: Working Class Corpse: "He's wearing mud-caked boots, beige..."
sequence: 0
dialoguetext:
He's wearing mud-caked boots, beige trousers and an old brown leather jacket with a bright blue lining. There are traces of kebab sauce on his chest.


title: Working Class Corpse: "The man has fallen through a crack..."
sequence: 0
dialoguetext:
The man has fallen through a crack in the boardwalk and hit his head against the metal bench. Coagulated blood covers his black hair. One of his feet is still dangling through the hole.


title: You: ""What should we do with him?""
dialoguetext: "What should we do with him?"
sequence: 0
conditionstring:
Variable["boardwalk.corpse_studied_the_man"] == true  and  Variable["boardwalk.corpse_studied_clothes"] == true  and  IsKimHere()  and   Variable["boardwalk.corpse_talked_with_kim_about_what_to_do"] == false  and  Variable["boardwalk.corpse_studied_surroundings"] == true  and  Variable["TASK.identify_corpse_boardwalk"] == false  and   Variable["TASK.report_corpse_wo_taking_main_task"] == false


title: Working Class Corpse: "You find some sunflower seeds and a..."
sequence: 0
dialoguetext:
You find some sunflower seeds and a rain-soaked library card, folded into two. His jacket feels sodden and heavy under your hand.

userscript:
GainItem("library_card"); SetVariableValue("boardwalk.wch_found_the_library_card", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Death by misadventure. He slipped..."
sequence: 0
dialoguetext:
"Death by misadventure. He slipped and fell through the boardwalk. A truly unfortunate accident... If it wouldn't have been for that bench, he'd be alive."


title: Electrochemistry: "You have to be quite inebriated to..."
sequence: 0
userscript: SetVariableValue("boardwalk.corpse_electrochem_had_to_be_drunk", true) --[[ Variable[ ]]
dialoguetext:
You have to be quite inebriated to fall that bad. Well over a litre of pure ethanol. Three bottles of wine or one and a half of spirits?


title: Working Class Corpse: "His expression is dull like the sea..."
sequence: 0
dialoguetext:
His expression is dull like the sea behind him, drops of water shining on his moustache. His eyes, empty and wide, look frightening in their frozen gaze.


title: Kim Kitsuragi: ""From where I stand I can see two o..."
sequence: 0
dialoguetext:
"From where I stand I can see two options. We either take the case and follow the leads to identify the body on our own -- or we report back to the station and leave this for our colleagues to handle."


title: You: "What should I do with the body?"
dialoguetext: What should I do with the body?
sequence: 0
conditionstring:
Variable["boardwalk.corpse_studied_the_man"] == true  and  Variable["boardwalk.corpse_studied_clothes"] == true  and  IsKimHere() == false  and  Variable["boardwalk.corpse_studied_surroundings"] == true  and  Variable["TASK.identify_corpse_boardwalk"] == false  and   Variable["TASK.report_corpse_wo_taking_main_task"] == false


title: Working Class Corpse: "First you need to talk with the lie..."
sequence: 0
dialoguetext:
First you need to talk with the lieutenant, then report back to the station. This is too complicated to handle on your own.

userscript:
SetVariableValue("boardwalk.corpse_go_tell_kim", true) ; GainTask("TASK.return_to_body_on_boardwalk_with_kim")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Alright. The station is going to w..."
sequence: 0
dialoguetext:
"Alright. The station is going to want details, however. Let's examine that library card you found on the man's body, see if it has any clues. Then we can call the station from my Kineema and hand over the case."

userscript:
GainTask("TASK.report_corpse_wo_taking_main_task"); GainTask("TASK.examine_libray_card_wo_taking_main_task");  SetVariableValue("boardwalk.corpse_talked_with_kim_about_what_to_do", true) --[[ Variable[ ]]


title: You: ""Who is this man?""
dialoguetext: "Who is this man?"
sequence: 0
userscript: SetVariableValue("boardwalk.corpse_who_is_this_man_done_with_kim", true) --[[ Variable[ ]]
conditionstring:
Variable["boardwalk.corpse_studied_the_man"] == true  and  Variable["boardwalk.corpse_studied_clothes"] == true  and  IsKimHere()  and  Variable["boardwalk.corpse_studied_surroundings"] == true  and  Variable["boardwalk.corpse_who_is_this_man_done_alone"] == false


title: Kim Kitsuragi: ""Looks like one of the locals -- he..."
sequence: 0
dialoguetext:
"Looks like one of the locals -- he'd have to know this spot to come here. You don't *just* walk over here." He looks south, the way you came.


title: You: ""We know who this is. It's the work..."
dialoguetext: "We know who this is. It's the working class woman's missing husband -- dead on the boardwalk."
sequence: 0
conditionstring:
Variable["TASK.find_working_class_husband"] == true  or  Variable["boardwalk.corpse_logic_wcw_husband"] == true


title: You: ""He looks like me. I could have end..."
sequence: 0
conditionstring: Variable["boardwalk.corpse_inland_he_could_be_me"] == true
userscript: DamageVolition(1)
dialoguetext:
"He looks like me. I could have ended up just like him -- dead on some empty boardwalk with a bottle next to my corpse."


title: Kim Kitsuragi: ""Well, he's definitely *someone's*..."
sequence: 0
userscript: FinishTask("TASK.find_working_class_husband_done")--[[ Variable[ ]]
dialoguetext:
"Well, he's definitely *someone's* husband." The lieutenant points at the golden ring on the man's left hand, the flesh around it swollen and pale.


title: Kim Kitsuragi: ""No, I don't see anything that poin..."
sequence: 0
dialoguetext:
"No, I don't see anything that points in that direction. For now let's treat this case as a simple -- albeit sad -- accident, unrelated to the murder case."


title: Kim Kitsuragi: ""But let's try to not run ahead --..."
sequence: 0
dialoguetext:
"But let's try to not run ahead -- for now all we know is that he's an unidentified middle-aged man found dead on the Martinaise boardwalk."


title: Kim Kitsuragi: ""We do know that he was married." T..."
sequence: 0
dialoguetext:
"We do know that he was married." The lieutenant points at the ring on the man's left hand, the flesh around it swollen and grey.


title: Kim Kitsuragi: ""But you're right, let's not run ah..."
sequence: 0
dialoguetext:
"But you're right, let's not run ahead. For now all we know is that he's an unidentified middle-aged man found dead on the Martinaise boardwalk."


title: Kim Kitsuragi: ""And he was married." The lieutenan..."
sequence: 0
dialoguetext:
"And he was married." The lieutenant points at the ring on the man's left hand, the flesh around it swollen and grey.


title: Kim Kitsuragi: ""Well, at least you're not married...."
sequence: 0
dialoguetext:
"Well, at least you're not married." The lieutenant points at the ring on the man's left hand, the flesh around it swollen and grey.


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.get_a_drink_done"] == true  and  Variable["boardwalk.corpse_inland_wonders_married"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.get_a_drink_done"] == true  and  Variable["boardwalk.corpse_inland_wonders_married"] == true)

conditionstring:
(Variable["TASK.get_a_drink_done"] == true  and  Variable["boardwalk.corpse_inland_wonders_married"] == true) == false


title: You: ""What we're witnessing here is a de..."
sequence: 0
conditionstring: Variable["boardwalk.corpse_electro_party_animal"] == true
dialoguetext:
"What we're witnessing here is a demise of a great party beast. That leather jacket, an empty vodka bottle..." (Kiss your fingers.)


title: Electrochemistry: "At least this man knew how to party..."
sequence: 0
userscript: SetVariableValue("boardwalk.corpse_electro_party_animal", true) --[[ Variable[ ]]
dialoguetext:
At least this man knew how to party! Imagine the same scene without the bottle -- now that would be just sad.


title: Kim Kitsuragi: ""The wedding ring." The lieutenant..."
sequence: 0
dialoguetext:
"The wedding ring." The lieutenant points at the ring on the man's left hand, the flesh around it swollen and grey.


title: Kim Kitsuragi: ""What about it? The deceased ate so..."
sequence: 0
dialoguetext:
"What about it? The deceased ate some kebab." He shrugs. "It's probably from a nearby place, maybe in the Pox..."


title: Kim Kitsuragi: ""They'll seal this place off after..."
sequence: 0
dialoguetext:
"They'll seal this place off after the news reaches the Coalition officials. I doubt that they have enough resources to actually repair the boardwalk."


title: Kim Kitsuragi: ""Not that sealing it off would keep..."
sequence: 0
dialoguetext:
"Not that sealing it off would keep anyone away. All it does is keep the city council's hands clean." He smiles sourly.


title: Kim Kitsuragi: ""It does seem to be a pretty straig..."
sequence: 0
dialoguetext:
"It does seem to be a pretty straightforward misadventure, although there's still the question of identifying the body..."


title: You: ""What if he *witnessed* something?..."
sequence: 0
conditionstring: Variable["boardwalk.corpse_inland_staged"] == true
dialoguetext:
"What if he *witnessed* something? All of this could be staged. We don't know the exact cause of death."


title: Kim Kitsuragi: ""A *sequence killer*?" The lieutena..."
sequence: 0
dialoguetext:
"A *sequence killer*?" The lieutenant narrows his eyes in the wind. "There's nothing that connects those two bodies. This is a completely different case -- an accident."


title: Working Class Corpse: "There's some dried blood on the met..."
sequence: 0
dialoguetext:
There's some dried blood on the metal bench, right where the corpse's head rests. The floorboards are rotten and slippery wet around the hole. An empty bottle lies nearby. A chewing gum wrapper is clutched in his fist.


title: Working Class Corpse: "A dried chunk of blood covers the h..."
sequence: 0
dialoguetext:
A dried chunk of blood covers the hair at the back of his head -- an open wound. It's sticky and cold to your touch.


title: Inland Empire: "This is where he came out of himsel..."
sequence: 0
dialoguetext:
This is where he came out of himself. Drop by drop when he was unconscious. It took three, maybe four minutes.


title: Working Class Corpse: "They screech under your feet, omino..."
sequence: 0
dialoguetext:
They screech under your feet, ominously. It's hard to say whether the dead man's weight was what caused the boardwalk to break... It definitely looks fragile.


title: Visual Calculus: "He could have easily disappeared in..."
sequence: 0
dialoguetext:
He could have easily disappeared into the sea through that hole. And you would have never found him.


title: Electrochemistry: "It's mid-market spirits. With a sli..."
sequence: 0
dialoguetext:
It's mid-market spirits. With a slight touch of menthol. The man meant to enjoy himself, have a good time.


title: Empathy: "He was confused when he died. Confu..."
sequence: 0
dialoguetext:
He was confused when he died. Confused and alone, most likely. Overcome with the awful surprise of it all.


title: Kim Kitsuragi: ""Some symptoms of acute alcohol poi..."
sequence: 0
dialoguetext:
"Some symptoms of acute alcohol poisoning could have definitely played a role here: severe confusion, respiratory depression, unpredictable behaviour..."


title: Kim Kitsuragi: ""I'd say we should just write down..."
sequence: 0
dialoguetext:
"I'd say we should just write down 'head trauma' in the autopsy report and leave it at that. It would save us at least two hours of unnecessary work."


title: Kim Kitsuragi: ""Maybe, but we don't really have mu..."
sequence: 0
dialoguetext:
"Maybe, but we don't really have much time or resources to spare. The guys at Processing will take care of the rest."


title: Kim Kitsuragi: ""A field autopsy isn't necessary if..."
sequence: 0
dialoguetext:
"A field autopsy isn't necessary if the cause of death doesn't appear to be criminal -- and this looks like a simple accident to me."


title: Kim Kitsuragi: ""Tare, all around us..." He looks a..."
sequence: 0
dialoguetext:
"Tare, all around us..." He looks at two other bottles near the coin-operated viewer, then at your yellow plastic bag.


title: Kim Kitsuragi: ""The next thing to do is call the s..."
sequence: 0
dialoguetext:
"The next thing to do is call the station from my Kineema and hand over the case. Then we can return to the murder investigation and be done with it."

userscript:
GainTask("TASK.report_corpse_wo_taking_main_task"); GainTask("TASK.call_station_about_dead_body_wo_taking_main_case"); SetVariableValue("boardwalk.corpse_talked_with_kim_about_what_to_do", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Alright. The station is going to w..."
sequence: 0
dialoguetext:
"Alright. The station is going to want details, however. We already examined the library card we found on the body -- good, that should be enough for the first lead."


title: Kim Kitsuragi: ""Alright. We've already examined th..."
sequence: 0
dialoguetext:
"Alright. We've already examined the library card -- let's call the Jamrock Library from my Kineema, see if we can learn anything about this Billie Méjean."

userscript:
GainTask("TASK.identify_corpse_boardwalk"); GainTask("TASK.call_jamrock_library"); SetVariableValue("boardwalk.corpse_talked_with_kim_about_what_to_do", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Alright. We should first examine t..."
sequence: 0
dialoguetext:
"Alright. We should first examine that library card you found. Then we can call the station from my Kineema, let them know we're taking the case."

userscript:
GainTask("TASK.identify_corpse_boardwalk"); GainTask("TASK.examine_library_card_with_main_task"); GainTask("TASK.report_to_the_station_corpse_boardwalk"); SetVariableValue("boardwalk.corpse_talked_with_kim_about_what_to_do", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Hold on..." The lieutenant leans o..."
sequence: 0
dialoguetext:
"Hold on..." The lieutenant leans over the corpse and examines his face. Two glassy eyes stare back at him, void of any signs of life.


title: Kim Kitsuragi: ""Looks like he's been dead for a wh..."
sequence: 0
userscript: FinishTask("TASK.return_to_body_on_boardwalk_with_kim_done")--[[ Variable[ ]]
dialoguetext:
"Looks like he's been dead for a while. I'm surprised no one found him before you came along." He stands up and shivers as a gust of wind blows through his bomber jacket.


title: Kim Kitsuragi: ""The woman you met at the bookstand..."
sequence: 0
dialoguetext:
"The woman you met at the bookstand?" He looks at the bundle of flesh and rags lying on the ground. "Why do you think it's her husband?"


title: Kim Kitsuragi: ""Yes, yes," the lieutenant seems im..."
sequence: 0
dialoguetext:
"Yes, yes," the lieutenant seems impatient, "but what *actual* facts do you have that connect him with this woman you met at the bookstand?"


title: Kim Kitsuragi: ""The bright blue lining?" He nods,..."
sequence: 0
userscript: FinishTask("TASK.find_working_class_husband_done")--[[ Variable[ ]]
dialoguetext:
"The bright blue lining?" He nods, then points at the ring on the man's left hand: "Well, he's definitely *someone's* husband."


title: Physical Instrument: "Half of his body has slipped betwee..."
sequence: 0
dialoguetext:
Half of his body has slipped between the cracked boardwalk, starting with the right leg. The fall has left him broken, contorted like a sad puppet.


title: Working Class Corpse: "'Rubowski' spearmint chewing gum. G..."
sequence: 0
dialoguetext:
'Rubowski' spearmint chewing gum. Green leaves on the cover. The man's mouth is half-agape from the terror of the fall...


title: Kim Kitsuragi: ""He ate the whole pack, right? It's..."
sequence: 0
userscript: SetVariableValue("boardwalk.wch_logic_chewing_gum_to_cover_smell", true) --[[ Variable[ ]]
dialoguetext:
"He ate the whole pack, right? It's to cover the smell of alcohol before going home. The worst thing is..."


title: Kim Kitsuragi: "The lieutenant shudders from the co..."
sequence: 0
dialoguetext:
The lieutenant shudders from the cold. "I've seen it before: almost the same scenario. Even the chewing gum. It's always the same..."


title: Esprit de Corps: "In a ditch off a road below the 8/8..."
sequence: 0
dialoguetext:
In a ditch off a road below the 8/81, he thinks. A young father. Then he shakes his head, to make the memory stop.


title: Kim Kitsuragi: ""I can't see a book..." The lieuten..."
sequence: 0
userscript: FinishTask("TASK.find_working_class_husband_done")--[[ Variable[ ]]
dialoguetext:
"I can't see a book..." The lieutenant pats his pockets. "So he took the book to the library, then came back and thought -- I'll have one."


title: Kim Kitsuragi: ""Damn it... He's definitely *someon..."
sequence: 0
userscript: FinishTask("TASK.find_working_class_husband_done")--[[ Variable[ ]]
dialoguetext:
"Damn it... He's definitely *someone's* husband." The lieutenant points at the golden ring on the man's left hand, the flesh around it swollen and pale.


title: Kim Kitsuragi: ""I'd say we should just write down..."
sequence: 0
dialoguetext:
"I'd say we should just write down 'head trauma' and leave it at that. Let's keep this detour as short as possible -- the sooner we get back to finding Ruby the better."


title: Kim Kitsuragi: ""We should take another look at the..."
sequence: 0
dialoguetext:
"We should take another look at the library card you found on him," the lieutenant says, straightening his back.


title: A Folded Library Card: "The library card is folded into two..."
sequence: 0
dialoguetext:
The library card is folded into two and still slightly wet to the touch. The front side reads: "Central Jamrock Public Library Card. Issued to Billie Méjean, expires July '53."


title: A Folded Library Card: ""If lost, please return the card to..."
sequence: 0
userscript: SetVariableValue("boardwalk.library_card_know_phone_number", true) --[[ Variable[ ]]
dialoguetext:
"If lost, please return the card to the library. Dial 005-02-55-211 or visit us at Meroe Street 78, Jamrock. Business hours: 09.00 to 18.00."


title: A Folded Library Card: "Whoever owns this card is an avid r..."
sequence: 0
userscript: SetVariableValue("inventory.library_card_looked_inside", true) --[[ Variable[ ]]
dialoguetext:
Whoever owns this card is an avid reader: you find a list of books written in blue pencil: 'Radiothriller', 'Stand a Little Less Between Me and the Sun'. The last one in the list is 'The Glinting Curve', by M. Thibault. A library stamp indicates that the book has been returned.


title: Kim Kitsuragi: ""Good." He takes a note. "We should..."
sequence: 0
dialoguetext:
"Good." He takes a note. "We should give them a call from my Kineema, see if we can learn anything about Billie Méjean."

userscript:
FinishTask("TASK.examine_library_card_with_main_task_done"); GainTask("TASK.call_jamrock_library")--[[ Variable[ ]]


title: Kim Kitsuragi: ""We already decided to let the stat..."
sequence: 0
dialoguetext:
"We already decided to let the station handle this case, so there's no need for us to call the library."


title: Kim Kitsuragi: ""We should first decide what to do..."
sequence: 0
dialoguetext:
"We should first decide what to do with the body, before taking any other actions. Let's take another look at the body and talk things through."


title: Logic: "You should first decide what to do..."
sequence: 0
dialoguetext:
You should first decide what to do with the corpse, before taking any further actions. Talk to the lieutenant about it.


title: Kim Kitsuragi: ""Good, we've examined the library c..."
sequence: 0
dialoguetext:
"Good, we've examined the library card -- that should be enough for our colleagues. Now we can call the station from my Kineema and hand over the case."

userscript:
FinishTask("TASK.examine_libray_card_wo_taking_main_task_done"); GainTask("TASK.call_station_about_dead_body_wo_taking_main_case")--[[ Variable[ ]]


title: Trash Can: "You see traces of mayonnaise and ke..."
sequence: 0
dialoguetext:
You see traces of mayonnaise and ketchup on it, as well as a tomato wedge. The wrapper reads: 'SHISH KEBAB REVACHOL'.


title: Perception (Sight): "No. There's more in there. 'Livis'..."
sequence: 0
dialoguetext:
No. There's more in there. 'Livis' strawberry liquor, plus some pilsner bottles too. Better not pick them up, they seem unhygienic.


title: Kim Kitsuragi: ""If we take the case then we have t..."
sequence: 0
dialoguetext:
"If we take the case then we have to identify the man and take care of the corpse. I can take the body to the morgue on my own or we can ask for the help of the Hardie boys."


title: Kim Kitsuragi: ""Alright. The station is going to w..."
sequence: 0
dialoguetext:
"Alright. The station is going to want details, however. Let's make sure we didn't miss anything before we head back to my Kineema to make the call."

userscript:
GainTask("TASK.report_to_the_station_corpse_boardwalk"); SetVariableValue("boardwalk.corpse_talked_with_kim_about_what_to_do", true) --[[ Variable[ ]]


title: You: ""I found a library card from his po..."
sequence: 0
conditionstring: CheckItem("library_card") == true and Variable["boardwalk.library_card_main_hub"] == true
dialoguetext:
"I found a library card from his pockets, issued to someone named Billie Méjean by the Jamrock Public Library. The body is still there."


title: Kim Kitsuragi: "The lieutenant nods to himself, thi..."
sequence: 0
dialoguetext:
The lieutenant nods to himself, thinking. "From where I stand I can see two options. We either take the case or report back to the station and leave it for our colleagues to handle."


title: Kim Kitsuragi: ""Great, we should call the library..."
sequence: 0
dialoguetext:
"Great, we should call the library -- maybe it can provide us with a lead. That is, if we decide to take the case."


title: Kim Kitsuragi: ""Taking the case would mean that we..."
sequence: 0
dialoguetext:
"Taking the case would mean that we need to identify the man and take care of the corpse. I can take the body to the morgue on my own or we could ask for the help of the Hardie boys."


title: Kim Kitsuragi: ""But if all of this seems too much..."
sequence: 0
dialoguetext:
"But if all of this seems too much of a hassle, then there's also the option of reporting back to the station and leaving the case for our colleagues to solve."


title: Kim Kitsuragi: ""Field autopsy isn't necessary if t..."
sequence: 0
dialoguetext:
"Field autopsy isn't necessary if the cause of death doesn't appear to be criminal -- and this looks like a simple accident to me."


title: Kim Kitsuragi: ""Maybe, but we don't really have th..."
sequence: 0
dialoguetext:
"Maybe, but we don't really have that much time or resources to spare. Still, if you want to go ahead -- be my guest."


title: Kim Kitsuragi: ""Alright. We're still going to have..."
sequence: 0
dialoguetext:
"Alright. We're still going to have to call the station to let them know we're taking on an additional case, and so they can take away the body."

userscript:
GainTask("TASK.identify_corpse_boardwalk"); GainTask("TASK.report_to_the_station_corpse_boardwalk"); SetVariableValue("boardwalk.corpse_talked_with_kim_about_what_to_do", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Let's make sure we didn't miss any..."
sequence: 0
dialoguetext:
"Let's make sure we didn't miss anything -- especially any identifying information -- before we go."


dialoguetext: 0
sequence: Continue()
title:
Variable["boardwalk.library_card_know_phone_number"]  and  Variable["TASK.call_jamrock_library"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["boardwalk.library_card_know_phone_number"]  and  Variable["TASK.call_jamrock_library"] == false)

conditionstring:
(Variable["boardwalk.library_card_know_phone_number"]  and  Variable["TASK.call_jamrock_library"] == false) == false


title: Kim Kitsuragi: ""We should also give the Jamrock Li..."
sequence: 0
userscript: GainTask("TASK.call_jamrock_library")--[[ Variable[ ]]
dialoguetext:
"We should also give the Jamrock Library a call, see if we can learn anything about this Billie Méjean."


title: Dolores Dei: "Dolores Dei -- the innocence of hum..."
dialoguetext:
Dolores Dei -- the innocence of humanism, internationalism, and the welfare state -- turns around to face you. She has an airship bag in her hand. She seems to be in a hurry.

sequence:
TravelTo(Tequila Sunset, TeqToDolPos)->Message(TeqArrive);FocusCamera(DoloresCam1);SetTriggerAnimation(Tequila Sunset, Dolores)@Message(TeqArrive);SetTriggerAnimation(Dolores, Trigger)@2;


title: Dolores Dei: ""Just my scepter, my *globe crucigè..."
dialoguetext:
"Just my scepter, my *globe crucigère*, a spare silk gown. A toothbrush. Travel documents. The Crown of Immortality."


title: Dolores Dei: ""This is just a wreath. The Crown o..."
dialoguetext:
"This is just a wreath. The Crown of Immortality is made of rarefied light, manna, and raw palladium. It was passed on to me by the rulers of late antiquity..."


title: Dolores Dei: ""I'm doing really good, actually. B..."
dialoguetext:
"I'm doing really good, actually. Both professionally and romantically. I've come to a fulfilling and peaceful period in my life." She nods hastily. "How are you doing, Harry?"


title: Suggestion: "Okay, don't say you need to 'talk'..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_intro_sugg_talk", true) --[[ Variable[ ]]
dialoguetext:
Okay, don't say you need to 'talk' right away. Melt the ice first -- this way you're *already* talking.


title: Encyclopedia: "Let her *go?* This is the holy quee..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_intro_ency_win_her_back", true) --[[ Variable[ ]]
dialoguetext:
Let her *go?* This is the holy queen of the territories of Mundi and Insulinde! Think of the historic knowledge we could glean! This is a once-in-a-lifetime opportunity -- to win her back!


title: Encyclopedia: "Off to advise the queen of Shest, m..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_intro_ency_historic", true) --[[ Variable[ ]]
dialoguetext:
Off to advise the queen of Shest, most likely. This is the holy suzerain of Mundi and Insulinde -- *definitely* not your wife -- you need to talk to her! Think of the historical knowledge you could glean!


title: You: ""Something is off.""
dialoguetext: "Something is off."
sequence: 0
conditionstring:
Variable["seafort.dolores_intro_logic_whatever"] == true  or  Variable["seafort.dolores_intro_volition_off_off_off"] == true  or  Variable["seafort.dolores_intro_volition_shes_mean"] == true


title: Dolores Dei: ""I'm sorry. I was heading to the ae..."
dialoguetext:
"I'm sorry. I was heading to the aerodrome, I just don't have time to..." She stops mid sentence, glances to her right. Then looks at her bag.


title: Dolores Dei: ""Don't say that... I know this *pos..."
dialoguetext:
"Don't say that... I know this *positive* thing sounds stupid to you, Harry, but it works. We all have an obligation to be happy. You too. And you *will* be. Now..." She looks over her shoulder...


title: Dolores Dei: ""Exactly, now..." She glances over..."
dialoguetext:
"Exactly, now..." She glances over her shoulder. You hear distant traffic. An airship passes overhead, dogs bark somewhere.


title: Dolores Dei: ""I'm going to Mirova. To live there..."
dialoguetext:
"I'm going to Mirova. To live there -- in Graad. It's one million kilometres away, Harry. Might as well be another lifetime."


title: Dolores Dei: ""No, Harry." She shakes her head. "..."
dialoguetext:
"No, Harry." She shakes her head. "It's just regular skin. I'm not as beautiful as you always thought I was. Let's not get into..."


title: Dolores Dei: ""You have to take care of yourself...."
dialoguetext:
"You have to take care of yourself. You're not a young man anymore. If you keep going like this you'll..." She falls silent.


title: Dolores Dei: ""Sometimes... Not as often as I use..."
dialoguetext:
"Sometimes... Not as often as I used to. So much time has passed. More than it seems here..." She stares at her feet -- the zebra stripes on the intersection. The lights of the video rental glow in her hair.


title: Dolores Dei: ""The poetry thing is not going to h..."
dialoguetext:
"The poetry thing is not going to help. It's only going to make things worse. I *really* have to go... I don't even know how you got here."


title: Dolores Dei: ""No, Harry." She shakes her head sa..."
dialoguetext:
"No, Harry." She shakes her head sadly. "No. I don't want a *massive, epic showdown*. I want to go to the aerodrome. I have tickets for the 10:20 flight to Mirova..." She looks at you plaintively. "Really..."


title: Dolores Dei: ""We don't have anything to talk abo..."
dialoguetext:
"We don't have anything to talk about anymore. Every combination of words has been played out. The atoms don't form us anymore: us, our love, our unborn daughters..."


title: Dolores Dei: ""It's all gone. I have to go to the..."
userscript: SetVariableValue("seafort.dolores_you_are_in_hell", true) --[[ Variable[ ]]
dialoguetext:
"It's all gone. I have to go to the aerodrome. I have to leave Revachol and you. And you have to be alone -- in hell, forever. That's just the way it is."


title: Dolores Dei: "The light from the video rental cas..."
sequence: 0
dialoguetext:
The light from the video rental casts shadows on the ground. She turns her face and it's illuminated by it. Red and cyan...


title: Dolores Dei: "Where? There's water all around. Sh..."
sequence: 0
dialoguetext:
Where? There's water all around. She turns her face and it's illuminated by the sign of the video rental... Red and cyan...


title: Volition: "I can't help you. I am totally usel..."
sequence: 0
dialoguetext:
I can't help you. I am totally useless. Everything I've said is lies. I want the exact same bad things you want. To stand here, like a pillar of salt, saying...


title: You: ""But... that's not a very good way..."
dialoguetext: "But... that's not a very good way for things to be."
sequence: 0
userscript:
SetVariableValue("seafort.dolores_hub_question_counter", Variable["seafort.dolores_hub_question_counter"] +once(1)) 


title: You: ""I get the feeling you're not reall..."
dialoguetext: "I get the feeling you're not really Dolores Dei."
sequence: 0
conditionstring:
IsTHCPresent("white_mourning")  or  IsTHCPresent("caustic_echo")  or  Variable["inventory.ledger_caustic_echo"]   or  Variable["inventory.ledger_white_mourning"]

userscript:
SetVariableValue("seafort.dolores_hub_question_counter", Variable["seafort.dolores_hub_question_counter"] +once(1)) 


title: You: ""I bought you this figurine of a He..."
dialoguetext: "I bought you this figurine of a Headless FALN Rider!" (Give it to her.)
sequence: 0
conditionstring:
CheckItem("figurine_set_headless_faln_rider")  and  Variable["TASK.offer_dolores_dei_figurines_done"] == false

userscript:
SetVariableValue("seafort.dolores_hub_question_counter", Variable["seafort.dolores_hub_question_counter"] +once(1)) 


title: You: ""You're not even human.""
dialoguetext: "You're not even human."
sequence: 0
conditionstring:
Variable["church.stained_dolores_not_human"] == true  or  Variable["church.noid_dolores_not_human"] == true


title: Savoir Faire: "Oh god, whatever you do, don't try..."
sequence: FocusCamera(DoloresCamHub);
dialoguetext:
Oh god, whatever you do, don't try to kiss her yet -- not after that, you're still reeling... you'll fall over if you try it now...


title: Suggestion: "With your feet trembling from the s..."
dialoguetext:
With your feet trembling from the steps you took -- tepid and fearful -- you stand against her; her body close to you, radiating warmth. With your eyes closed you move your lips on her mouth.

sequence:
HideActualHeld(); FocusCamera(DoloresCamKiss)@1;BanishInterface(true)@1;PlayAnimation(Tequila Sunset, Trigger)@3;PlayAnimation(Dolores, Trigger)@3;StopTime()@14.07;BanishInterface(false)@17.07;FocusCamera(DoloresCamKissTalk)@16.07;Release();


title: Suggestion: "Your feet still tremble from the st..."
userscript: SetVariableValue("seafort.dolores_red_failed", true) --[[ Variable[ ]]
dialoguetext:
Your feet still tremble from the steps you took -- as if over an enormous distance -- standing against her; her body close to you, radiating warmth. With your eyes closed you move your lips on her mouth.

sequence:
HideActualHeld(); FocusCamera(DoloresCamKiss)@1;BanishInterface(true)@1;PlayAnimation(Tequila Sunset, Trigger)@3;PlayAnimation(Dolores, Trigger)@3;StopTime()@14.07;BanishInterface(false)@17.07;FocusCamera(DoloresCamKissTalk)@16.07;Release();


title: Dolores Dei: ""I don't know what you mean, Dolore..."
sequence: 0
dialoguetext:
"I don't know what you mean, Dolores Dei?" She looks at you quizzically. It does not seem like a mystery she wants to get into.


title: You: ""On second thought -- you're Dolore..."
sequence: 0
dialoguetext:
"On second thought -- you're Dolores Dei, queen regnant of the territories of Mundi and Insulinde -- and nothing else." (Conclude.)


title: Dolores Dei: ""That's it, yes," she looks up from..."
sequence: 0
dialoguetext:
"That's it, yes," she looks up from her toes. "We've talked about it a million times. You will get over it, just like I did. People do. Things will get good for you again..."


title: Dolores Dei: "Her innocence Dolores Dei fiddles w..."
sequence: 0
dialoguetext:
Her innocence Dolores Dei fiddles with the handle of her airport bag. She has a *pained* expression on her face. It's agonizing.


title: Dolores Dei: ""We were bad for each other, okay?..."
sequence: 0
dialoguetext:
"We were bad for each other, okay? I was bad for you. Can you not see, I'm *bad*? I had to stop, I couldn't just turn into a bad person... You *will* get better."


title: Dolores Dei: ""It just takes some time. For you,..."
sequence: 0
dialoguetext:
"It just takes some time. For you, I think it will take something like... twenty years maybe? It was hard for me too, you know -- I used to think I couldn't live without you..." She looks you straight in the eye -- her irises are light blue, flecked with green.


title: Dolores Dei: ""I don't know. Please..." She shuff..."
sequence: 0
dialoguetext:
"I don't know. Please..." She shuffles from one golden-sandaled foot to the other. In the distance a street car screeches.


title: Dolores Dei: ""See?" Her eyes widen. "It just tak..."
sequence: 0
dialoguetext:
"See?" Her eyes widen. "It just takes some time. For you, I think it will take something like... twenty years maybe? It was hard for me too. I used to think I couldn't *live* without you..." She looks you straight in the eye -- her irises are light blue, flecked with green.


title: Dolores Dei: ""See?" Her eyes widen. "It just tak..."
sequence: 0
dialoguetext:
"See?" Her eyes widen. "It just takes some time. For you, it will take something like... twenty years maybe? It was hard for me too. I used to think I couldn't *live* without you..." She looks you straight in the eye -- her irises are light blue, flecked with green.


title: Dolores Dei: "There is a silence. She looks at yo..."
sequence: 0
dialoguetext:
There is a silence. She looks at you, then over her shoulder. Then corrects the wreath on the dome of her forehead.


title: Dolores Dei: "She does not seem relieved at all...."
sequence: 0
dialoguetext:
She does not seem relieved at all. Glances over her shoulder, then at you... the neon sign of the video rental glows behind her...


title: Logic: "Is that how it is now? We should ju..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_logic_trying_again", true) --[[ Variable[ ]]
dialoguetext:
Is that how it is now? We should just try all good things *twice* and then give up? By that logic...


title: You: ""Let's be the last sane people in t..."
sequence: 0
conditionstring: IsTHCFixed("moralist")
dialoguetext:
"Let's be the last sane people in the world -- but only twice. If it doesn't work, let's lose our minds and let it all sink into the pale!"


title: You: ""Let's try to return Revachol to th..."
sequence: 0
conditionstring: IsTHCFixed("revacholian_nationhood")
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"Let's try to return Revachol to the likeness of the holy sun in the sky -- but only *twice*. The third time, let's abandon it to debauched homo-sexuals!"


title: You: ""Let's try inventing the future *tw..."
sequence: 0
conditionstring: IsTHCFixed("ultraliberal")
dialoguetext:
"Let's try inventing the future *twice* and if it doesn't work -- abandon it and live on welfare? Is that how we should do *everything*?"


title: You: ""Let's try building Communism *twic..."
sequence: 0
conditionstring: IsTHCFixed("communist")
dialoguetext:
"Let's try building Communism *twice*. If it doesn't work, let's abandon it and be slaves forever instead?"


title: Dolores Dei: ""Yes. Of course. You've got everyth..."
sequence: 0
dialoguetext:
"Yes. Of course. You've got everything under control and I'm hysterical because I don't want to keep hurting you..." She looks away from you.


title: Dolores Dei: ""Yes. Of course. You're a kingsman..."
sequence: 0
dialoguetext:
"Yes. Of course. You're a kingsman and I'm a socialist traitor, because I don't want to keep hurting you..." She looks away from you.


title: Dolores Dei: ""Of course, you're a visionary entr..."
sequence: 0
dialoguetext:
"Of course, you're a visionary entrepreneur, and I'm a *social democrat* -- because I don't want to keep hurting you..." She looks away from you.


title: Dolores Dei: ""Yes. Of course. I'm *bourgeois* --..."
sequence: 0
dialoguetext:
"Yes. Of course. I'm *bourgeois* -- because I don't want to keep hurting you..." She looks away from you.


title: Dolores Dei: "They're turning moist now, her eyes..."
sequence: 0
dialoguetext:
They're turning moist now, her eyes. She slowly shakes her head and tries to get a hold of herself, brushing her hands in her gown...


title: Dolores Dei: ""Sometimes. You can be very safe, b..."
sequence: 0
dialoguetext:
"Sometimes. You can be very safe, but..." They're turning moist now. She slowly shakes her head and tries to get a hold of herself, brushing her hands in her gown...


title: Dolores Dei: ""No, you *don't*. You've worked the..."
sequence: 0
dialoguetext:
"No, you *don't*. You've worked there for so long you can't even talk like a normal person anymore! It's always lists with you. *Questions*."


title: Dolores Dei: ""It's not just the lists..." She co..."
sequence: 0
dialoguetext:
"It's not just the lists..." She corrects the wreath on her head, with her hands trembling now. "You get sad, Harry. *Too* sad. People can't get that sad. It's impossible to watch..."


title: Dolores Dei: ""It's not just the lists, or trees,..."
sequence: 0
dialoguetext:
"It's not just the lists, or trees, or whatever..." She corrects the wreath on her head, with her hands trembling now. "You get sad, Harry. *Too* sad. People can't get that sad. It's impossible to watch..."


title: Dolores Dei: ""Other people get sad too, but not..."
sequence: 0
conditionstring: Variable["seafort.dolores_physint_eating_rocks"]
dialoguetext:
"Other people get sad too, but not like you. You stay down for years, and then you start beating things... You get violent."


title: Dolores Dei: ""Other people get sad too, but not..."
sequence: 0
conditionstring: Variable["whirling.necktie_personified"]
dialoguetext:
"Other people get sad too, but not like you, you stay down for too long. Until you start giving your thoughts *names* and talking to things..."


title: Dolores Dei: ""In conclusion -- you're ill. You'r..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_you_are_in_hell", true) --[[ Variable[ ]]
dialoguetext:
"In conclusion -- you're ill. You're an old, insane man. And you have to be in hell until the end of your life. And I have to go to Mirova."


title: Dolores Dei: ""Other people get sad too, but not..."
sequence: 0
dialoguetext:
"Other people get sad too, but not like you, you stay down for too long. You only communicated with *encyclopaedic trivia*... I was so alone."

conditionstring:
Variable["seafort.dolores_intro_ency_historic"]  or  Variable["seafort.dolores_intro_ency_win_her_back"]


title: Dolores Dei: ""Other people get sad too, but not..."
sequence: 0
dialoguetext:
"Other people get sad too, but not like you, you stay down for too long -- and if you're not down, you're up, running around asking questions. Millions of questions..."

conditionstring:
Variable["seafort.dolores_physint_eating_rocks"] == false  and  Variable["whirling.necktie_personified"] == false  and  Variable["seafort.dolores_intro_ency_historic"] == false  and  Variable["seafort.dolores_intro_ency_win_her_back"] == false


title: You: ""It was just a necktie. It's over a..."
dialoguetext: "It was just a necktie. It's over anyway."
sequence: 0
conditionstring:
Variable["whirling.necktie_personified"]  and  (Variable["plaza.tribunal_spiritbomb_failed"] == true  or  Variable["plaza.tribunal_spiritbomb_succeeded"] == true)


title: Dolores Dei: ""A little down? You've worked there..."
sequence: 0
dialoguetext:
"A little down? You've worked there for so long you can't even talk like a normal person anymore! It's always lists with you. *Questions*."


title: Dolores Dei: ""A cop... You've worked there for s..."
sequence: 0
dialoguetext:
"A cop... You've worked there for so long you can't even talk like a normal person anymore! It's always lists with you. *Questions*."


title: Dolores Dei: ""It's not about some tie, Harry! Yo..."
sequence: 0
dialoguetext:
"It's not about some tie, Harry! You've worked there for so long you can't even talk like a normal person anymore! It's always lists with you. *Questions*."


title: Dolores Dei: ""Oh my god, Harry! Stop. I don't wa..."
sequence: 0
dialoguetext:
"Oh my god, Harry! Stop. I don't want to hear anything about *the mourning*, mourning someone who's still alive -- *any of that*!"


title: Dolores Dei: ""I can't do that anymore. I'm not e..."
sequence: 0
dialoguetext:
"I can't do that anymore. I'm not eighty years old, I'm thirty two. People my age are not supposed to mourn..." She breathes out, it sounds more angry than a sigh.


title: Dolores Dei: "The advisor to the queen of Suresne..."
sequence: 0
dialoguetext:
The advisor to the queen of Suresne sighs and looks down -- at the crumbling asphalt. There is nothing she can do about your chest pain.


title: Dolores Dei: ""Then why are we doing it?" The adv..."
sequence: 0
dialoguetext:
"Then why are we doing it?" The advisor to the queen of Suresne sighs and looks down -- at the crumbling asphalt.


title: Dolores Dei: ""Then why are we doing this?" The a..."
sequence: 0
dialoguetext:
"Then why are we doing this?" The advisor to the queen of Suresne sighs and looks down -- at the crumbling asphalt.


title: Dolores Dei: ""Wasn't I Dolores Dei just a second..."
sequence: 0
dialoguetext:
"Wasn't I Dolores Dei just a second ago? Now I'm the *ex-thing*... You're confusing me. Look, I have to be at the Lausanne Aerodrome at 10:20 PM. I still have a light rail to catch..."


title: Dolores Dei: ""I'm glad too, but I have to go. My..."
sequence: 0
dialoguetext:
"I'm glad too, but I have to go. My friends are waiting for me on the platform. I can't let them wait -- it's impolite."


title: You: ""I should have gone even deeper, to..."
sequence: 0
dialoguetext:
"I should have gone even deeper, to a place where I never met you. Because it's impossible to meet people in the ABYSS OF THE VOID!"


title: Dolores Dei: ""Great," she nods. "It's the abyss..."
sequence: 0
dialoguetext:
"Great," she nods. "It's the abyss of the void. Soon it will be 'the gloaming'; then it will be the 'world-ending'... My friends are waiting for me on the platform, Harry. It's impolite to..."


title: Dolores Dei: "She sighs with frustration: "My fri..."
sequence: 0
dialoguetext:
She sighs with frustration: "My friends are waiting for me on the platform. I can't let them wait -- it's impolite."


title: Dolores Dei: ""I don't know what that *means*..."..."
sequence: 0
dialoguetext:
"I don't know what that *means*..." She sighs with frustration. "My friends are waiting for me on the platform. I can't let them wait -- it's impolite."


title: You: ""You know what is *impolite?* Consi..."
sequence: 0
conditionstring: Variable["seafort.dolores_auth_impolite_what"]
dialoguetext:
"You know what is *impolite?* Consigning a lieutenant detective of the Revachol Citizen's Militia to ETERNAL DAMNATION."


title: Dolores Dei: "She does not look back, instead eye..."
sequence: 0
dialoguetext:
She does not look back, instead eyes her fingernails. They're bitten, frayed. The evening wind blows in, the gown wraps around her like a white flag.


title: Electrochemistry: "A thousand times, you beaten animal..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_elchem_gown", true) --[[ Variable[ ]]
dialoguetext:
A thousand times, you beaten animal. A thousand times you've raised that fabric. What is underneath has always calmed you, centred you. Made you sane.


title: Dolores Dei: ""I am impolite with you, Harry, bec..."
sequence: 0
dialoguetext:
"I am impolite with you, Harry, because you are the past. Me and those friends will have good times, together, in the future..." The evening wind blows in, the gown wraps around her like a white flag. She says:


title: Authority: "I was wrong. You don't have power o..."
sequence: 0
dialoguetext:
I was wrong. You don't have power over her anymore. You shouldn't have said that. I am wrong about everything. You should go on without me.


title: Dolores Dei: ""You don't have to hate the world."..."
sequence: 0
dialoguetext:
"You don't have to hate the world." She looks around her, at the evening light. "Can't you see how kind and beautiful everything is? I don't have time to deal with your pessimism -- there are so many people at the stop at this hour. They're all going to the aerodrome."


title: Reaction Speed: "The figurines... don't do *anything..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_reaction_figurines_do_nothing", true) --[[ Variable[ ]]
dialoguetext:
The figurines... don't do *anything*? Anything at all? But I thought... the historic figure... she had...


title: Suggestion: "It was a good idea. But she felt ob..."
sequence: 0
dialoguetext:
It was a good idea. But she felt obliged by the Headless FALN Rider -- to give you things in return. Things she no longer wants to give you. So she refused. That's how it goes -- your figurine rider idea was *naive*.


title: You: ""Maybe this revolutionary figurine..."
sequence: 0
conditionstring: CheckItem("figurine_set_revolutionary")
dialoguetext:
"Maybe this revolutionary figurine then?" (Show it to her.) "Maybe you can take this revolutionary figurine? It's got a little musket."

userscript:
SetVariableValue("seafort.dolores_giving_items_counter", Variable["seafort.dolores_giving_items_counter"] +once(1)) 


title: You: ""What about dice? I had some custom..."
dialoguetext: "What about dice? I had some custom dice made in this place... a Doomed Commercial Area..."
sequence: 0
conditionstring:
CheckItem("superstar_dice")  or  CheckItem("apocalypse_die")  or  CheckItem("anti_wirral_die")  or  CheckItem("red_police_die")  or  CheckItem("police_dice")  or  CheckItem("sorry_die")  or  CheckItem("wirral_die")

userscript:
SetVariableValue("seafort.dolores_giving_items_counter", Variable["seafort.dolores_giving_items_counter"] +once(1)) 


title: Dolores Dei: ""I didn't *ask* for things. It's to..."
sequence: 0
dialoguetext:
"I didn't *ask* for things. It's too late to give me anything. I would have liked these things, a long time ago -- the Headless FALN Rider especially..."


title: Dolores Dei: ""... but now, only boring hell rema..."
sequence: 0
dialoguetext:
"... but now, only boring hell remains." Her crown-of-hair is aglow with the red of the neon on the corner. Like this, she tramples her feet for warmth. It's getting *really* cold outside.

userscript:
SetVariableValue("seafort.dolores_you_are_in_hell", true) ; FinishTask("TASK.offer_dolores_dei_figurines_done"); SetVariableValue("seafort.dolores_achievement_miniature", true) --[[ Variable[ ]]


title: Dolores Dei: ""I didn't *ask* for things. It's to..."
sequence: 0
dialoguetext:
"I didn't *ask* for things. It's too late to give me anything. I would have liked the Headless FALN Rider -- back then..."

userscript:
FinishTask("TASK.offer_dolores_dei_figurines_done"); SetVariableValue("seafort.dolores_achievement_miniature", true) --[[ Variable[ ]]


title: Dolores Dei: "The air gets cold around you. She l..."
sequence: 0
dialoguetext:
The air gets cold around you. She looks down on her stomach, then up at you. Her eyes are full of tremendous distance and mystery.


title: Dolores Dei: ""It is. Useless..." The evening win..."
sequence: 0
dialoguetext:
"It is. Useless..." The evening wind blows in as she says the words, her gown wraps around her like a white flag.


title: Dolores Dei: ""Oh, Harry. You shouldn't have done..."
sequence: 0
dialoguetext:
"Oh, Harry. You shouldn't have done that..." She shakes her head very slowly, her white hair brushing her shoulders.


title: Dolores Dei: ""Not married. We were *engaged* the..."
sequence: 0
dialoguetext:
"Not married. We were *engaged* then, living in a little house on the outskirts of Central Jamrock, past the lake that formed when a mainline pipe burst in the early Twenties. At the end of a street called..."


title: Shivers: "It opens up in front of you, with c..."
sequence: 0
dialoguetext:
It opens up in front of you, with cracked asphalt, and maple leaves brushing your feet. Halos of street lights hang above you, hunched shadows carry grocery bags home. The lights are on -- in the little match box on the corner.


title: Dolores Dei: ""Voyager Road 21A." She nods sadly...."
sequence: 0
userscript: XPStandardSetBool("XP.dolores_voyager_road")--[[ Variable[ ]]
dialoguetext:
"Voyager Road 21A." She nods sadly. "It was so long ago. It was a million years ago, Harry. No -- a hundred million years ago. I loved you more than you will ever know. I loved you more than anyone has ever loved *anyone*."


title: Dolores Dei: ""A street called Voyager Road." She..."
sequence: 0
userscript: XPStandardSetBool("XP.dolores_voyager_road")--[[ Variable[ ]]
dialoguetext:
"A street called Voyager Road." She smiles, sadly. "It was a million years ago, Harry. No -- it was a *hundred million* years ago. We were so, so young then. I loved you more than you will ever know. I loved you more than anyone has ever loved *anyone*."


title: Dolores Dei: ""But it is gone now. Nothing came o..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_talked_about_caustic_echo", true) --[[ Variable[ ]]
dialoguetext:
"But it is gone now. Nothing came of it. No children, nothing built. We live in the coldest of all possible worlds, Harry, orbiting the most distant star. It is agony, sheer agony..." She shakes her head slowly: "How *bad* I have to go to the aerodrome."


title: Dolores Dei: ""No, Harry. No human being in the h..."
sequence: 0
dialoguetext:
"No, Harry. No human being in the history of the world has ever had to go to the *aerodrome* as much as I have to go there now. You see..."


title: Dolores Dei: ""I have to go there even more than..."
sequence: 0
dialoguetext:
"I have to go there even more than I used to love you. And *that's* saying something." She looks at her travel bag.


title: Dolores Dei: ""I really, really, *really* have to..."
sequence: 0
dialoguetext:
"I really, really, *really* have to go there. No human being in the history of the world has ever had to go to the *aerodrome* as much as I have to go there now. You see, Harry..."


title: Dolores Dei: ""It was a hundred million years ago..."
sequence: 0
dialoguetext:
"It was a hundred million years ago, Harry... No, make it a thousand million years ago. Practically on another planet." She looks at her travel bag, thoughtfully: "Have I told you how bad I need to go to the aerodrome?"


title: Dolores Dei: ""In the aerodrome there are silver-..."
sequence: 0
dialoguetext:
"In the aerodrome there are silver-rotored ships, and beautiful flying trains I will go away on. It's a nice, peaceful place."


title: Dolores Dei: ""At first, yes. I *was* angry at yo..."
sequence: 0
dialoguetext:
"At first, yes. I *was* angry at you. But I truly am *not* anymore. My life is in a very good place..." She glances over her shoulder.


title: Dolores Dei: ""You're right. I *was* angry at you..."
sequence: 0
dialoguetext:
"You're right. I *was* angry at you. But I truly am *not* anymore. My life is in a very good place..." She glances over her shoulder.


title: Dolores Dei: ""Yes, Harry. I am. Things have gott..."
sequence: 0
dialoguetext:
"Yes, Harry. I am. Things have gotten *much* better for me -- now that I am the ruler of the known world..." She pulls up the silvery sleeve of her gown, to check the time. "Oh god, it's already so late, I have to *go*, Harry."


title: Suggestion: "You ruined it. There was still a ch..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_sugg_should_have_waited_for_call", true) --[[ Variable[ ]]
dialoguetext:
You ruined it. There was still a chance. You should have waited longer -- she would have called *you* instead!


title: Dolores Dei: ""Oh, Harry? Do you really think so?..."
sequence: 0
dialoguetext:
"Oh, Harry? Do you really think so? We haven't talked in *years*... I don't want to call you. I don't want to hear from you. I think of you less and less every year, weeks go by without me remembering you..."


title: Dolores Dei: ""Months already. Soon it will be ye..."
sequence: 0
dialoguetext:
"Months already. Soon it will be years. Every season that passes the lights get less clear. I sit there, in Mirova -- in the holy gratitude of my bliss -- I put my hand on my belly and *smile...*"


title: Dolores Dei: ""They shouldn't have. They really s..."
sequence: 0
dialoguetext:
"They shouldn't have. They really shouldn't. I was in Mirova already. Safe. In the warmth of the night. Wrapped in my future love. There, I think of you less and less, whole weeks go by without me remembering you..."


title: Shivers: "Black-eyed dogs wander the alleys,..."
sequence: 0
dialoguetext:
Black-eyed dogs wander the alleys, apple trees hang their bony limbs low over the patchwork of roofs: red and black. Revachol West, the evening sun -- she's left and bloomed. Far away from us. Our vast soul.


title: Dolores Dei: ""Months already. Soon it will be ye..."
sequence: 0
dialoguetext:
"Months already. Soon it will be years without the hurt. I sit there in Mirova -- in the holy gratitude of my bliss -- I put my hand on my belly and *smile...*


title: Logic: "You're right. I'm useless and borin..."
sequence: 0
dialoguetext:
You're right. I'm useless and boring. There is nothing I can add to you. You should get someone better to do this with...


title: Logic: "...Du Bois, yes. Dora Du Bois."
dialoguetext: ...Du Bois, yes. Dora Du Bois.
sequence: 0
userscript:
XPMinorSetBool("XP.the_name_of_your_wife"); SetVariableValue("tc.dora_du_is_her_full_name", true) --[[ Variable[ ]]


title: Hand/Eye Coordination: "That was not the death blow yet. Yo..."
sequence: 0
dialoguetext:
That was not the death blow yet. You saved yourself -- for now. Keep stumbling around and it *will* happen.


title: Dolores Dei: "The mysterious smile on her lips ke..."
sequence: 0
dialoguetext:
The mysterious smile on her lips keeps stretching wider, as if she's forgotten you're there. In some great and calming thought. Then she notices you -- and it's immediately gone.


title: Dolores Dei: ""Great. Now I'm the *symbol of pain..."
sequence: 0
dialoguetext:
"Great. Now I'm the *symbol of pain*." The smile immediately disappears from her face. The air remains just as cold.


title: You: ""But-- I thought if I threw the dam..."
dialoguetext: "But-- I thought if I threw the damned letter away it would help."
sequence: 0
conditionstring:
Variable["seafort.dolores_talked_about_caustic_echo"]  and  (IsTHCPresent("caustic_echo")  or  Variable["inventory.ledger_caustic_echo"])


title: Dolores Dei: ""It doesn't look like it did, Harry..."
sequence: 0
dialoguetext:
"It doesn't look like it did, Harry. I'm sorry. I shouldn't have wrote you any letters. I was too young then..."


title: You: ""Actually, you didn't *say* it. You..."
sequence: 0
dialoguetext:
"Actually, you didn't *say* it. You *wrote* it in a letter, a handwritten letter. I kept it in my paperwork."


title: Interfacing: "It was her. I can feel it. I can se..."
sequence: 0
dialoguetext:
It was her. I can feel it. I can see it in her tender, long fingers. In her wrists... Her hand wrote it. Said those things.


title: You: ""You know what I mean. You left me..."
sequence: 0
dialoguetext:
"You know what I mean. You left me a letter saying you will always come back to me. That you can't believe how happy you are with me." (Summarize.)


title: You: ""I have it right here -- let me ref..."
sequence: 0
dialoguetext:
"I have it right here -- let me refresh your memory. Let's take a..." (Pause bitterly.) "...trip down memory lane." (Start reciting.)


title: You: "(Take out the letter and read.) "Ev..."
sequence: 0
dialoguetext:
(Take out the letter and read.) "Every morning, when I step out and you're asleep behind me, I find a LITTLE PIECE OF SADNESS in me. I carry it in my chest down Voyager road."


title: You: ""Every step I take, it grows. Until..."
sequence: 0
dialoguetext:
"Every step I take, it grows. Until by the time I reach the fuel station it has filled me COMPLETELY. I step on the light rail and look back, something-something, bow collector. I know it will be like this -- until I WALK BACK TO YOU..."


title: You: ""You, you. Every step I take will g..."
sequence: 0
dialoguetext:
"You, you. Every step I take will get LIGHTER. It almost makes me RUN. Sometimes I do. I can't believe I met you, I can't believe the happiness I feel with you. You have a vast, vast soul and I will always ALWAYS, ALWAYS come back to it."


title: You: ""It's a good thing I'm *already* pa..."
sequence: 0
conditionstring: Variable["inventory.letter_viscal_handwriting"] == false
dialoguetext:
"It's a good thing I'm *already* passed out and bleeding this time. Otherwise I'd pass out *again*."


title: You: ""Being a police detective, I have p..."
sequence: 0
conditionstring: Variable["inventory.letter_viscal_handwriting"] == true
dialoguetext:
"Being a police detective, I have performed a handwriting analysis on this, so I *know* it was you."


title: You: ""It doesn't say anything anymore. I..."
sequence: 0
dialoguetext:
"It doesn't say anything anymore. I think there was something I had to do with it. But I didn't. And now it's dead."


title: Dolores Dei: ""... it was *a hundred million year..."
sequence: 0
dialoguetext:
"... it was *a hundred million years ago*. I was someone else then -- filled to the brim with love for you. Hanging on your every word. Oh Harry, you were the *coolest*... But I am no longer that person. This..." She points to herself. "... has taken her place. It will devour you. Harry -- I will eat your mind."


title: Dolores Dei: ""Very well," she sighs. "I wrote it..."
sequence: 0
dialoguetext:
"Very well," she sighs. "I wrote it. It was morning, you slept. There was hoarfrost on the ground when I left. On Voyager Road. It was autumn, the first autumn. But Harry, please understand -- it was a million years ago. No..."


title: Dolores Dei: ""We will always have what was." She..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_you_are_in_hell", true) --[[ Variable[ ]]
dialoguetext:
"We will always have what was." She leans on her hand luggage and smiles faintly: "I will always be *influenced* by it. But it is over. Now only total, unrelenting hell remains."


title: Dolores Dei: ""The coolest..." She closes her eye..."
sequence: 0
userscript: XPTinySetBool("XP.dolores_the_coolest")--[[ Variable[ ]]
dialoguetext:
"The coolest..." She closes her eyes: "With your leather jacket and your boot cut pants. Smoking in the bus stop. I wanted you to be the rest of my life that day. And you were -- some of it, at least. You were my first. My first kiss, my first time to have sex."


title: Perception (Sight): "The light of the video rental shine..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_perc_see_her_under_her", true) --[[ Variable[ ]]
dialoguetext:
The light of the video rental shines through her dress now. A Dolorian figure, cut in black, moves below. It's still her. Her legs, her breasts, her hips...


title: Dolores Dei: ""The first -- and worst -- time I f..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_ticket_stub", true) --[[ Variable[ ]]
dialoguetext:
"The first -- and worst -- time I fell in love. I will always have that with me. It's a fact. But that is all it is. It's like a ticket stub, Harry. It doesn't *do* anything anymore."


title: Dolores Dei: ""Yes. Let's talk about that too." S..."
sequence: 0
dialoguetext:
"Yes. Let's talk about that too." She nods. "Let's bring it up -- the zoo. In Le Jardin. The day we went east of the river. To the aquarium first... I was sad about my mother. I don't even know why. The shimmer of the fish tank on my face, the octopuses..."


title: Dolores Dei: ""It was just a day then, but to thi..."
sequence: 0
userscript: XPTinySetBool("XP.reconstruct_the_day_at_the_aquarium")--[[ Variable[ ]]
dialoguetext:
"It was just a day then, but to think! Were we there now, you could touch my hair, kiss me. Talk to me about anything; go..." She shakes her head. "...virtually *anywhere* in the world. Not like now -- now our interactions are limited to *pain and regret*."


title: Dolores Dei: ""No, it's all you. I always loved y..."
sequence: 0
dialoguetext:
"No, it's all you. I always loved you for it -- but it could not save us. It could not make me stay. In the end your mind just told you precisely how *bad* things are, and who would want to stay around for that?"


title: Electrochemistry: "You would be right to drown this sh..."
sequence: 0
dialoguetext:
You would be right to drown this shit in alcohol. Drown it... until your neurons depolarize. Until it's gone, melted.


title: You: ""Can't you turn back to the person..."
sequence: 0
conditionstring: Variable["seafort.dolores_perc_see_her_under_her"] == true
dialoguetext:
"Can't you turn back to the person you were? I can see her in you. Under the gown and that wreath.."


title: Dolores Dei: ""No. You scared it out of me. With..."
sequence: 0
dialoguetext:
"No. You scared it out of me. With your crying. Your hysteric..." She stops. "The awful time we wound up having. In the cheap rental flats you could afford..."


title: Dolores Dei: ""Can't you see -- I can never think..."
sequence: 0
dialoguetext:
"Can't you see -- I can never think you're cool again. I can only think that way about *new* people."


title: Dolores Dei: ""And my Crown of Immortality? No."..."
sequence: 0
dialoguetext:
"And my Crown of Immortality? No." She shakes her head. "You scared her out of me. With your crying, your..." She stops. "The awful time we wound up having. In the cheap rental flats you could afford..."


title: Dolores Dei: ""There." She points across the wate..."
sequence: 0
dialoguetext:
"There." She points across the water, into the darkness. "You could not pay the electrical bill. It became a lightless tomb. The years you spent training for the militia, my parents' money... It was not good."


title: Dolores Dei: ""It's here." She looks around. "We..."
sequence: 0
userscript: XPTinySetBool("XP.dolores_we_are_on_voyager_road")--[[ Variable[ ]]
dialoguetext:
"It's here." She looks around. "We are *on* Voyager Road. At the end of it -- three hundred metres from the stop. We used to come here to rent videos."


title: Dolores Dei: ""Yes. I have found someone. For who..."
sequence: 0
dialoguetext:
"Yes. I have found someone. For whom I can feel the same -- a copy of my love for you, only this time he is careful and rich. He will not lose me. It will go somewhere. It will grow..."


title: Dolores Dei: ""No. It's too late. I found someone..."
sequence: 0
dialoguetext:
"No. It's too late. I found someone for whom I feel the same love I did for you. Only this time -- he is more careful, he will not lose me. It will go somewhere. It will grow..."


title: Rhetoric: "Nothing will. I've been poisoned by..."
sequence: 0
dialoguetext:
Nothing will. I've been poisoned by newspaper and news. All I can do is scream at them and think of her, secretly.


title: Dolores Dei: ""I hate being that. I don't want to..."
sequence: 0
dialoguetext:
"I hate being that. I don't want to be anything for you. I hope the decades it takes for you to get over me have already passed."


title: Dolores Dei: ""Forty-two," she nods sadly. "That..."
sequence: 0
userscript: XPTinySetBool("XP.dolores_we_are_on_voyager_road")--[[ Variable[ ]]
dialoguetext:
"Forty-two," she nods sadly. "That is the light rail that took me to Couron, to school and work. Every morning... it's the same stop I met you at, Harry. A hundred thousand million years ago..."


title: Dolores Dei: ""No human being should still rememb..."
sequence: 0
dialoguetext:
"No human being should still remember the position of atoms such... aeons ago. It must feel unnaturally sad -- a sadness so ancient, it is shared even by archaebacteria."


title: Dolores Dei: ""It's here, Harry." She looks aroun..."
sequence: 0
userscript: XPTinySetBool("XP.dolores_we_are_on_voyager_road")--[[ Variable[ ]]
dialoguetext:
"It's here, Harry." She looks around. "We are *on* Voyager Road. At the end of it -- three hundred metres from the stop. We used to come here to rent videos."


title: Dolores Dei: ""Is there really anything left? If..."
sequence: 0
dialoguetext:
"Is there really anything left? If not, we can always repeat one of the things we have already talked about. Talk about it *again*..." She looks over her shoulder. "If you do not to feel like doing that, you should let me go the aerodrome."


title: Interfacing: "Don't let her. Don't let her go the..."
sequence: 0
dialoguetext:
Don't let her. Don't let her go there. You should re-do the topics. Go over *everything*, the things you didn't say before too. Make it go on and on...


title: Dolores Dei: "She shakes her head. "I am actually..."
sequence: 0
dialoguetext:
She shakes her head. "I am actually very ordinary, Harry. Below this gown and wreath I have an ordinary soul and ordinary thoughts. The only thing inhuman about me is this..." She looks around.


title: Dolores Dei: ""This *thing* you've made me into...."
sequence: 0
dialoguetext:
"This *thing* you've made me into. I'm sorry for saying so, but I just *hate* it. What is this? This is so far gone, Harry, I don't even..."


title: Dolores Dei: ""My lungs do not *glow*, Harry. I a..."
sequence: 0
dialoguetext:
"My lungs do not *glow*, Harry. I am just like all the others. None of us have glowing lungs -- stop making me into some kind of..."


title: Dolores Dei: ""Oh, Harry... There is only one way..."
sequence: 0
dialoguetext:
"Oh, Harry... There is only one way for humans to last forever -- and you did not do that to me..." She shakes her head.


title: You: ""I will build you a temple of light..."
sequence: 0
conditionstring: Variable["seafort.dolores_concept_temple_of_light"] == true
dialoguetext:
"I will build you a temple of light with my mind. A temple of unimaginable proportions. It will be something no one has ever done before. I will build it with computers."


title: Dolores Dei: ""An immortal temple of light? That..."
sequence: 0
dialoguetext:
"An immortal temple of light? That sounds nice. I *do* want someone to do that for me -- who wouldn't? -- but not you. I don't want *anything* from you."


title: Dolores Dei: "She looks at her toenails sticking..."
sequence: 0
dialoguetext:
She looks at her toenails sticking out from under the gown. "Everyone has a little glass of wine every now and then. I certainly do. It's a *queen regnant* thing. I don't think it was the alcohol -- it was *inevitability*."


title: You: "No, that's not it. It's super easy..."
sequence: 0
dialoguetext:
No, that's not it. It's super easy to quit drinking. And it has no effect on human relations of this kind.


title: Electrochemistry: "See. If you drank with her, you'd b..."
sequence: 0
dialoguetext:
See. If you drank with her, you'd be cool again. If you drank with her, you could have sex on alcohol...


title: Dolores Dei: ""Okay, Harry." She sighs. "Okay. It..."
sequence: 0
dialoguetext:
"Okay, Harry." She sighs. "Okay. It was morning and you slept. The room smelled of cigarettes and rowans. There was hoarfrost on the ground, when I left. It was autumn, the first one we had together. But you have to understand -- it was a million years ago. No..."


title: You: ""War criminal!""
dialoguetext: "War criminal!"
sequence: 0
conditionstring:
Variable["church.stained_ency_dolores_war_criminal"]  or  Variable["church.noid_dolores_the_mass_murderer"]


title: Dolores Dei: ""That is *very* contested by modern..."
sequence: 0
dialoguetext:
"That is *very* contested by modern historians." She tramples her little feet for warmth and adds: "Very contested. Plus..."


title: Dolores Dei: ""Who says that? I have ruled with k..."
sequence: 0
dialoguetext:
"Who says that? I have ruled with kindness, grace and temperance. It's perfectly normal to have an Army of Humanity. I am the innocence of humanism -- I call it whatever I want to."


title: Dolores Dei: ""You're only saying this because th..."
sequence: 0
dialoguetext:
"You're only saying this because things didn't work out between us. I have to go to the aerodrome now. I don't have time to defend myself from these accusations."


title: Dolores Dei: ""Besides, you're only saying this b..."
sequence: 0
dialoguetext:
"Besides, you're only saying this because things didn't work out between us." She stops. "I really have to go to the aerodrome, I don't have time for this."


title: Suggestion: "Stop making her angry. She won't st..."
sequence: 0
dialoguetext:
Stop making her angry. She won't start loving you again if you call her a *mass murderer*. Seriously.


title: Dolores Dei: ""You were very bad to me too..." Sh..."
sequence: 0
dialoguetext:
"You were very bad to me too..." She stops. "We've talked about it like seven million times now, I don't want to do that anymore."


title: Dolores Dei: ""It is -- and it's making me late f..."
sequence: 0
dialoguetext:
"It is -- and it's making me late for my beautiful-beautiful flight to Mirova. Far, far away from you -- and Revachol."


title: Dolores Dei: ""I didn't ask for them either. They..."
sequence: 0
dialoguetext:
"I didn't ask for them either. They're just a folk tale that has nothing to do with my reign, or the direction I have set our species on..." She glances over her shoulder, then back at you.


title: Dolores Dei: "The delicate wreath on her forehead..."
sequence: 0
dialoguetext:
The delicate wreath on her forehead, pressing into your temple. The silver is cold from the spring evening air.


title: Dolores Dei: ""Other questions are the last thing..."
sequence: 0
dialoguetext:
"Other questions are the last thing I need right now..." She cups her ear.  "Hush, can you hear? I think that's the 42..."


title: Perception (Hearing): "It's not. It's not that yet. It's a..."
sequence: 0
dialoguetext:
It's not. It's not that yet. It's another, you have plenty of time to win her over with *questions* and kisses...


title: You: ""I have discovered a new species --..."
sequence: 0
conditionstring: Variable["XP.rediscovery_of_insulinde"] or Variable["XP.discover_a_new_species"]
dialoguetext:
"I have discovered a new species -- I will name it in your honour. The Dolorian Phasmid. It's beautiful like you and also has a white head."


title: Dolores Dei: ""That sounds like it would be in th..."
sequence: 0
dialoguetext:
"That sounds like it would be in the news... I don't want that, okay?" There's a pause. "Please don't name it that. You discovering a new species changes nothing. If someone else discovered a new species and named it after me, then I would be flattered. But not you."


title: Suggestion: "This was not about failure or succe..."
sequence: 0
dialoguetext:
This was not about failure or success. This was always going to be horror. I should not have suggested it, and you should not have listened to me.


title: Dolores Dei: "Her chest rising like a pillow, war..."
sequence: 0
dialoguetext:
Her chest rising like a pillow, warm exhalations against the side of your mouth -- her tender soul moving through her lungs.


title: Conceptualization: "The world's most precious material,..."
sequence: 0
dialoguetext:
The world's most precious material, reserved for those she lets close enough to feel it. You are stealing a touch. It's not yours to take.


title: Interfacing: "Distrust. For you. The curve of her..."
sequence: 0
dialoguetext:
Distrust. For you. The curve of her spine, her shoulders hunched. She keeps herself stiff, her centre guarded from your motions, unresponsive to your guidance.


title: Dolores Dei: "...trying hard not to look at you...."
dialoguetext:
...trying hard not to look at you. When she withdrew and you held on to her hand she tried not to look at your face and see the expression there.

sequence:
BanishInterface(true);StartTime()@2;PlayAnimation(Tequila Sunset, Trigger)@2;PlayAnimation(Dolores, Trigger)@2;FocusCamera(DoloresCamHub)@8;BanishInterface(false)@10;AmbientVolume(0);AmbientVolume(1)@2;


title: Dolores Dei: "She shakes her head one more time...."
sequence: 0
dialoguetext:
She shakes her head one more time. The evening wind rustles her hair, blowing old newspapers and fast food wrappings down the street...


title: Dolores Dei: "It does not. It goes on. Children r..."
sequence: 0
dialoguetext:
It does not. It goes on. Children run in the back alleys. Pigeons take flight. She shakes her head one more time as the evening wind rustles her hair.


title: Dolores Dei: ""No..." She just shakes her head on..."
dialoguetext: "No..." She just shakes her head once more. "I'm just Dora."
sequence: 0
userscript:
SetVariableValue("tc.dora_is_her_name", true) ; XPMinorSetBool("XP.find_the_apricot_chewing_gum_scented_one")--[[ Variable[ ]]


title: Dolores Dei: ""No, Harry. Not yet. There is one m..."
sequence: 0
dialoguetext:
"No, Harry. Not yet. There is one more thing you have to see..." She slides her hands down her chest, and onto her lower stomach. And smiles.


title: Dolores Dei: ""Now, go ahead..." She wipes her pa..."
sequence: 0
dialoguetext:
"Now, go ahead..." She wipes her palms into the silk of her gown. "...ask me more questions. Let's talk about *something else*."


title: Dolores Dei: ""Oh, Harry... I don't need you to f..."
sequence: 0
dialoguetext:
"Oh, Harry... I don't need you to forgive. It's a *good* thing for me." She smiles. "It's good news, why aren't you smiling more?"


title: Dolores Dei: ""I *have* to, Harry. Really, I've a..."
sequence: 0
dialoguetext:
"I *have* to, Harry. Really, I've already missed the 8:30..." Her fingers wrap around the bag handle. "I'm gonna go now..."


title: You: ""Wait, can't we sit down and have a..."
sequence: 0
dialoguetext:
"Wait, can't we sit down and have a coffee first? There's a cafeteria on the corner..." (Point east.)


title: Suggestion: "Yes! Somewhere hidden among the opt..."
sequence: 0
dialoguetext:
Yes! Somewhere hidden among the options popping up in your nervous system... is the *right* one. That will make her love you again, and not go to the aerodrome at all!


title: Dolores Dei: ""No. Too late now. You have forgott..."
sequence: 0
dialoguetext:
"No. Too late now. You have forgotten your list and the time is up. I am really going now. I must be on the 10:20 flight..." She turns.


title: Dolores Dei: ""No. That would only be painful and..."
sequence: 0
dialoguetext:
"No. That would only be painful and dull. At the aerodrome -- life, love, and laughter are waiting for me. At the cafeteria -- dust, hell, and tragicomedy."


title: Perception (Smell): "An apricot scented ghost wafts out..."
sequence: 0
dialoguetext:
An apricot scented ghost wafts out of her -- her skin, the fabric -- into the flow of the air around you.


title: Dolores Dei: ""Please, Harry..." The gown moves o..."
sequence: 0
dialoguetext:
"Please, Harry..." The gown moves on her limbs, like water. "I don't understand what you're saying. You're pitiful and frightening, a smoky apparition of its former self."


title: Dolores Dei: "The gown moves on her limbs, like w..."
sequence: 0
dialoguetext:
The gown moves on her limbs, like water. She breathes out, her breath heavy. You're running out of ideas.


title: Dolores Dei: ""Light, life, *culture*... It's so..."
sequence: 0
dialoguetext:
"Light, life, *culture*... It's so much better than here. Everything here reminds me of you, and the horrible times we had. The nights we stayed up fighting for our dying love."


title: Dolores Dei: ""Nothing -- I have to go..." Her ha..."
sequence: 0
dialoguetext:
"Nothing -- I have to go..." Her hand wraps around the handle of the bag in her hand again: "I'm gonna go now..."


title: Dolores Dei: ""I have to wipe it all off me -- an..."
sequence: 0
dialoguetext:
"I have to wipe it all off me -- and be clean again. I want to be a good person again, not this. Not what you made me into."


title: Dolores Dei: ""That was someone else. I betrayed..."
sequence: 0
dialoguetext:
"That was someone else. I betrayed her, overwrote her, and am happier for it. And I'm really going now. The time is up -- I must be on the 10:20 flight..." She turns.


title: Dolores Dei: ""See you tomorrow.""
dialoguetext: "See you tomorrow."
sequence:
FocusCamera(DoloresEnd)@2;PlayAnimation(Dolores,end)@1;TotalBlack(true,3)@7;LuaRun(WakeFromDreamSeaFort())@13;LuaRun(ReturnKitsuragi())@12;BanishInterface(true)@4;BanishInterface(false)@11;


title: Dolores Dei: ""See you tomorrow.""
dialoguetext: "See you tomorrow."
sequence:
FocusCamera(DoloresEnd)@2;PlayAnimation(Dolores,end)@1;TotalBlack(true,3)@7;LuaRun(WakeFromDreamSeaFort())@13;LuaRun(AddCunoToParty())@12;BanishInterface(true)@4;BanishInterface(false)@11;


title: Suggestion: "With your feet trembling from the s..."
sequence: PlayAnimation(Tequila Sunset, Trigger);PlayAnimation(Dolores, Trigger);StopTime()@11.07;
dialoguetext:
With your feet trembling from the steps you took -- trepid and fearful -- you stand against her; her body close to you, radiating warmth. With your eyes closed you move your lips on her mouth.


title: Dolores Dei: "She tried not to look at you -- whe..."
sequence: StartTime();PlayAnimation(Tequila Sunset, Trigger);PlayAnimation(Dolores, Trigger);
dialoguetext:
She tried not to look at you -- when she withdrew and you held on to your hand. She tried not to look at your face and see the expression there.


title: Dolores Dei: ""See you tomorrow.""
dialoguetext: "See you tomorrow."
sequence:
FocusCamera(DoloresEnd)@2;PlayAnimation(Dolores,end)@1;TotalBlack(true,3)@7;LuaRun(WakeFromDreamSeaFort())@13;BanishInterface(true)@4;BanishInterface(false)@11;


title: Dolores Dei: ""See you tomorrow.""
dialoguetext: "See you tomorrow."
sequence:
FocusCamera(DoloresEnd)@2;PlayAnimation(Dolores,end)@1;TotalBlack(true,3)@7;LuaRun(WakeFromDreamSeaFort())@13;


title: Dolores Dei: ""See you tomorrow.""
dialoguetext: "See you tomorrow."
sequence:
FocusCamera(DoloresEnd)@2;PlayAnimation(Dolores,end)@1;TotalBlack(true,3)@7;LuaRun(WakeFromDreamSeaFort())@13;LuaRun(AddCunoToParty())@12;


title: Dolores Dei: ""See you tomorrow.""
dialoguetext: "See you tomorrow."
sequence:
FocusCamera(DoloresEnd)@2;PlayAnimation(Dolores,end)@1;TotalBlack(true,3)@7;LuaRun(WakeFromDreamSeaFort())@13;LuaRun(ReturnKitsuragi())@12;


title: Dolores Dei: ""You know what I meant. We're talki..."
sequence: 0
dialoguetext:
"You know what I meant. We're talking about it again. It came up again. This conversation is about *that* again."


title: Dolores Dei: ""No, you don't. You're just being a..."
sequence: 0
dialoguetext:
"No, you don't. You're just being a martyr. And I'm really going now. The time is up. I must be on the 10:20 flight..." She turns.


title: Dolores Dei: ""Oh, Harry, this is a dream, can't..."
sequence: 0
dialoguetext:
"Oh, Harry, this is a dream, can't you see? I'm already in Mirova by now. Who knows how long ago this happened?" She looks around. "A year, two, *five* years ago?"


title: Dolores Dei: ""Right here. Tomorrow night. Once t..."
sequence: 0
dialoguetext:
"Right here. Tomorrow night. Once this dream starts happening it keeps happening -- three times a week. At least. And Harry, it really, really looks like it's started *happening* again. There's the video rental..."


title: Dolores Dei: ""I'm suffocatingly beautiful. And y..."
sequence: 0
dialoguetext:
"I'm suffocatingly beautiful. And young. And I smell of tutti frutti chewing gum -- like I did that time when I asked you for forgiveness. After leaving you the first time, so long ago..."


title: Dolores Dei: ""Oh, yes. This is real darkness. It..."
sequence: 0
userscript: SetVariableValue("seafort.dolores_done", true) --[[ Variable[ ]]
dialoguetext:
"Oh, yes. This is real darkness. It's not death, or war, or child molestation. Real darkness has love for a face. The first death is in the heart, Harry."


title: Dolores Dei: ""But Harry, it doesn’t look like yo..."
sequence: 0
dialoguetext:
"But Harry, it doesn’t look like you rebuilt yourself, it looks like you fell apart without me. I can’t bare to look at it any more, okay? I feel *guilty*. That’s what I feel when I look at you. Please let me go..."


title: Dolores Dei: ""Harry, it doesn’t look like you’re..."
sequence: 0
dialoguetext:
"Harry, it doesn’t look like you’re *hard* at all, it looks like you fell apart without me. I can’t bare to look at it any more, okay? I feel *guilty*. That’s what I feel when I look at you. Please let me go..."


title: Endurance: "It’s breaking. You feel fractures a..."
sequence: 0
dialoguetext:
It’s breaking. You feel fractures across you. Out the cracks comes nothing at all. No king, no man, and no king’s man. The cracks were all there ever was. We are a spiderweb of glass that’s painful to look at. And she’s turning her head.


title: You: ""There is a way back. To the kingdo..."
sequence: 0
dialoguetext:
"There is a way back. To the kingdom of beauty. Of *us*. We need to go live in the pale, sweet love. Come, be trapped in amber with me! Forever!"

conditionstring:
Variable["whirling.mirror_endurance_rc"]  and  Variable["whirling.mirror_concept_icebreaker"] == false


title: Dolores Dei: ""I’m so tired, Harry. I’m so tired..."
sequence: 0
dialoguetext:
"I’m so tired, Harry. I’m so tired of all this..." She sighs. "Can’t you see, I already *am* trapped in amber with you? We’re stuck here. I can’t do that any more. The aerodrome is the future. It is laughter and ease... I must go."


title: Endurance: "You’re breaking. You feel fractures..."
sequence: 0
dialoguetext:
You’re breaking. You feel fractures run across you. Out the cracks comes anger, and then nothing at all. No king, no man, and no king’s man. The cracks were all there ever was.


title: You: ""You don't know what I found! There..."
sequence: 0
conditionstring: Variable["apt.student_rhetoric_rc_question"] == false
dialoguetext:
"You don't know what I found! There are these beautiful things that can happen. Mysterious -- below matter, even."


title: You: ""Listen, please. It helped me reali..."
sequence: 0
conditionstring: Variable["apt.student_rhetoric_rc_question"]
dialoguetext:
"Listen, please. It helped me realise I can’t let you go *because* loving you is impossible. You're like a star I should follow."


title: Dolores Dei: ""There was a time I would have love..."
sequence: 0
dialoguetext:
"There was a time I would have loved to hear about them. I would have hung on every word. I would have made you feel smart, just, hopeful. But now is not that time. Now we are in hell and in hell there is only the aerodrome. And boring disagreement."


title: Dolores Dei: ""I'm not a star. I'm a confused you..."
sequence: 0
dialoguetext:
"I'm not a star. I'm a confused young woman, eating your mind. There are no stars. There is no light. There will be no future. There is only this intersection. And the aerodrome. Where I must go, incessantly, brutally -- utterly without redemption or hope."


title: Rhetoric: "The star has gone out. She can not..."
sequence: 0
dialoguetext:
The star has gone out. She can not rekindle it. You can not rekindle it. There is nothing within or below matter, just the dull *no* of a mind made up. Just like four billion others. I am so sorry.


title: Rhetoric: "Hear that? That's the sound of mean..."
sequence: 0
dialoguetext:
Hear that? That's the sound of meaninglessness. Meaning, ideas, theory -- all that has evaporated. Now there is only dry silence -- the sound of a mind made up. Just like four billion others. I am so sorry.


title: Dolores Dei: ""You're yelling, Harry." She stops...."
sequence: 0
dialoguetext:
"You're yelling, Harry." She stops. "I can't do this. I can't be *afraid* of your emotions anymore. I can't talk about *mad paper* or any of it. Please just let me go."


title: You: ""You have a new guy, right? He's fu..."
sequence: 0
dialoguetext:
"You have a new guy, right? He's fucking *poor* compared to me. I'm gonna INCINERATE him. I have more money than any human being should have. It's SCARY how rich I am. I’m richer than GOD!"


title: Dolores Dei: ""No, it’s not... I’m glad you’re fi..."
sequence: 0
dialoguetext:
"No, it’s not... I’m glad you’re finally taking care of yourself financially. I really am, but you need to do it for yourself. Not me. I don’t need it. I need to *run-run-run* to the aerodrome!"


title: Savoir Faire: "You failed. This failed. The hostil..."
sequence: 0
dialoguetext:
You failed. This failed. The hostile takeover. The dawn raid. Paper made out of broken, twisted trees... You're just insane, insane and gone. Even six billion won't fix you if she’s not there.


title: You: ""I mean: I'm a moralist. The other..."
sequence: 0
dialoguetext:
"I mean: I'm a moralist. The other moralists almost took me away on their airship! I'm not a broken, insane man who can't live without you. I know I made mistakes. And I've taken *full responsibility* for all of them. So you can live with me again if you want to. I'm better now."


title: Dolores Dei: ""It doesn’t sound like you're bette..."
sequence: 0
dialoguetext:
"It doesn’t sound like you're better at all, Harry. It doesn’t even sound like you're a moralist, it just sounds like you want to..." She spreads her arms. "*Win me back* or something. I don't want you to try that any more, okay? It's too sad, I need to *go*..."


title: Empathy: "Total annihilation. We got annihila..."
sequence: 0
dialoguetext:
Total annihilation. We got annihilated, Harry. It wasn’t about responsibility at all, it was always only about you having no power at all. Over her. Yourself. Anything. That's why they didn't take you on that airship: you're insane without her.


title: Dolores Dei: ""Do you know how much it hurts me t..."
sequence: 0
dialoguetext:
"Do you know how much it hurts me to hear you say that?" She sounds downright angry. "I'm shit, you made me shit... I can't do this any more. I can't make you *insane* and *shit* any more, I can't let you turn me into a bad person. I have to go..."


title: Empathy: "Total annihilation. We got annihila..."
sequence: 0
dialoguetext:
Total annihilation. We got annihilated, Harry. You never had any power, you never were a moralist -- or anything. You can't even be insane or shit any more. You have to be *nothing*. Nothing without the light and grace of love.


title: Limbic System: "And the shape of the insect, its cy..."
dialoguetext:
And the shape of the insect, its cyclical praying motion just... going on and on. That thing. Looking at you. You -- two things standing in front of each other...


title: Limbic System: "And a little something in there......"
dialoguetext:
And a little something in there... a sensation. The bow drawn across a string. Something small and crustacean-like.


title: Ancient Reptilian Brain: "No. Relax, man. It's just the comfo..."
dialoguetext:
No. Relax, man. It's just the comfortable darkness. Interrupted by the pain in your body. A telegraph, far away.


title: Inland Empire: "Somehow you managed to dodge it all..."
sequence: 0
userscript: SetVariableValue("seafort.mattress_inland_sleeping_dodged", true) --[[ Variable[ ]]
dialoguetext:
Somehow you managed to dodge it all... The church, the window *and* the bad book in the store. On the shelf. You made it. Across the black sea unharmed...


title: Inland Empire: "Nothing. Just threats that passed b..."
sequence: 0
dialoguetext:
Nothing. Just threats that passed by -- outside in the world. Ill omens from another life. Not this one. You ignored them. Good. The sleep is nourishing. Take more of it.


title: Limbic System: "You do so many times. Until dim lig..."
dialoguetext:
You do so many times. Until dim light starts peeking into the hood you're under. The rough karakul. More and more each second. Time to face it again -- the world. Anew...


title: You: ""Who in their right mind would let..."
dialoguetext: "Who in their right mind would let *me* be an officer of the law?"
sequence: 0
userscript:
SetVariableValue("whirling.klaasjeone_said_why_you_cop", true) ; SetVariableValue("whirling.klaasjeone_result_forgot_cop", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""There's a mercenary out back. He's..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_body_mercenary", true) --[[ Variable[ ]]
dialoguetext:
"There's a mercenary out back. He's been hanged. The body has been there for a week now. The locals probably got tired of it and called the cops."


title: Klaasje (Miss Oranje Disco Dancer): "She erupts in laughter, all the fat..."
sequence: 0
dialoguetext:
She erupts in laughter, all the fatigue swept from her face. "What was that!? That's not even how *words* are used. What did you say? C'mon, say it again!"


title: You: ""I want to have fuck with you.""
dialoguetext: "I want to have fuck with you."
sequence: 0
userscript:
SetVariableValue("whirling.escalier_cursing", Variable["whirling.escalier_cursing"] + 1) ; SetVariableValue("whirling.klaasje_i_wanna_have_fuck_with_you", true) 


title: Klaasje (Miss Oranje Disco Dancer): ""No, you see, that's not what you s..."
sequence: 0
dialoguetext:
"No, you see, that's not what you said. You said..." But she's unable to finish, consumed with laughter.


title: Klaasje (Miss Oranje Disco Dancer): ""God damn right you did, you crazy..."
sequence: 0
dialoguetext:
"God damn right you did, you crazy asshole, you!" She wipes the tears from her eyes. "What kind of cop *are* you?"


title: You: ""I'm a Cop of the Apocalypse.""
dialoguetext: "I'm a Cop of the Apocalypse."
sequence: 0
userscript:
ReputationGrows("apocalypse_cop"); SetVariableValue("whirling.klaasjeone_copotype_apocalypse", true) --[[ Variable[ ]]


title: You: ""Superstar Cop. I can no longer den..."
dialoguetext: "Superstar Cop. I can no longer deny it."
sequence: 0
userscript:
ReputationGrows("superstar_cop"); SetVariableValue("whirling.klaasjeone_copotype_superstar", true) --[[ Variable[ ]]


title: You: ""I'm sorry. I don't know why I said..."
dialoguetext: "I'm sorry. I don't know why I said that. You're pretty... I'm sorry. I'm the Sorry Cop."
sequence: 0
userscript:
ReputationGrows("sorry_cop"); SetVariableValue("whirling.klaasjeone_copotype_sorry", true) --[[ Variable[ ]]


title: You: ""I'm not sure I'm a cop at all. I s..."
dialoguetext: "I'm not sure I'm a cop at all. I sure don't remember being one. I think I might have lied."
sequence: 0
userscript:
ReputationGrows("sorry_cop"); SetVariableValue("whirling.klaasjeone_copotype_regular", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""So what if you can't pull Grade A..."
sequence: 0
dialoguetext:
"So what if you can't pull Grade A pussy anymore? There are other things in life -- more meaningful, more fitting for a man your age. This..." She gestures towards herself, draped in silver. "This is *fata morgana*. One thing, though..." She extinguishes her cigarette.


title: Klaasje (Miss Oranje Disco Dancer): ""It's gonna suck for you later when..."
dialoguetext: "It's gonna suck for you later when you have to interrogate me."
userscript: SetVariableValue("whirling.klaasje_cigarrette_extinguished", true) --[[ Variable[ ]]
sequence:
PlayAnimation(Klaasje, KlaasjeStartWalking)->Message(started); SetFloatAnimation(klaasje_door, DoorEngaged, 1.0, true)@7.2; MoveCamera(-1.25,1,0,3.653,4.85,null,true)@2.6


title: You: ""Cops walking around with no memory..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_copotype_apocalypse_days", true) --[[ Variable[ ]]
dialoguetext:
"Cops walking around with no memory of who they are, saying what I just said... The end can't be more than two days away."


title: Klaasje (Miss Oranje Disco Dancer): ""All right, then. Looks like I shou..."
sequence: 0
dialoguetext:
"All right, then. Looks like I should go and prepare for what's to come. And thank you, this has been delightful. I do hope it happens *sooner*. Otherwise..." She extinguishes her cigarette.


title: Klaasje (Miss Oranje Disco Dancer): ""Okay, that's cool. Or... if I can..."
sequence: 0
dialoguetext:
"Okay, that's cool. Or... if I can just maybe ask you to elaborate on that superstardom a tiny bit?"


title: You: ""It means I'm a bloated old drunk w..."
sequence: 0
dialoguetext:
"It means I'm a bloated old drunk with sideburns and disco pants. If I don't have a joke up my sleeve -- it's on me."


title: Klaasje (Miss Oranje Disco Dancer): ""I have certainly been entertained...."
sequence: 0
dialoguetext:
"I have certainly been entertained. Thank you. Whatever you are, you should stick to it. Otherwise..." She extinguishes her cigarette.


title: Klaasje (Miss Oranje Disco Dancer): ""Okay, sir, I have to ask: do you r..."
sequence: 0
dialoguetext:
"Okay, sir, I have to ask: do you really not remember? Just like that..." She tries to think of a likelier explanation, but fails. "You drank so much you lost your memory?"


title: You: ""I don't think there's any more to..."
sequence: 0
dialoguetext:
"I don't think there's any more to it. I'm a joke of a cop, or I joked about being one, and I drank too much. I'm also old."


title: Logic: "You have no doubt about the drinkin..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_disco_dancer_logiccheck2", true) --[[ Variable[ ]]
dialoguetext:
You have no doubt about the drinking, but do you strike yourself as a tight-lipped drunk? She must have heard *something*.


title: Perception (Sight): "She hasn't had time to put her make..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_perc_sight_noticed_makeup", true) --[[ Variable[ ]]
dialoguetext:
She hasn't had time to put her make-up on -- this is her morning cigarette. She looks tired, her beauty waning faster than it ought to at her age.


title: Klaasje (Miss Oranje Disco Dancer): ""Alcohol raises testosterone levels..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_neverstops", true) --[[ Variable[ ]]
dialoguetext:
"Alcohol raises testosterone levels, especially in men," she says matter-of-factly. "The levels remain elevated after inebriation ends and the pain begins. You seek comfort. It's only natural."


title: You: ""'Officer' is my stage name, right?..."
sequence: 0
conditionstring: Variable["whirling.klaasjeone_conceptualization_officer"] == true
userscript: ReputationGrows("superstar_cop")
dialoguetext:
"'Officer' is my stage name, right? I can see myself as a middling disco artist called 'The Officer.'"


title: Klaasje (Miss Oranje Disco Dancer): ""I am, yes. Unless you've been feed..."
dialoguetext:
"I am, yes. Unless you've been feeding us a set of very well rehearsed lies all this time..." She takes another drag.


title: Klaasje (Miss Oranje Disco Dancer): ""First I have to ask: Are you okay,..."
dialoguetext:
"First I have to ask: Are you okay, sir?" All of a sudden, she looks genuinely concerned. "You look like you're about to throw up... Can I bring you something?"


title: You: ""I might not know who I am, but I d..."
sequence: 0
userscript: SetVariableValue("whirling.klaaseone_logic_interrogated", true) --[[ Variable[ ]]
dialoguetext:
"I might not know who I am, but I do know when someone's not telling me the whole story. What am I *doing* here?"

conditionstring:
Variable["whirling.klaasje_disco_dancer_logiccheck2"]  and  Variable["whirling.kineema_TH_check_success"] == false


title: You: ""I might not know where I am. Or wh..."
sequence: 0
dialoguetext:
"I might not know where I am. Or who I am. Or what a *Coupris Kineema* is; how I know what one sounds like..."

conditionstring:
Variable["whirling.klaasje_disco_dancer_logiccheck2"]  and  Variable["whirling.kineema_TH_check_success"]


title: You: ""...but I do know when someone's no..."
sequence: 0
userscript: SetVariableValue("whirling.klaaseone_logic_interrogated", true) --[[ Variable[ ]]
dialoguetext:
"...but I do know when someone's not telling me the whole story. What am I doing here? What's my case?"


title: Endurance: "She's right. Something wants to com..."
sequence: 0
userscript: SetVariableValue("whirling.klaaseone_conva_prevented_vomit", true) --[[ Variable[ ]]
dialoguetext:
She's right. Something wants to come out -- through your mouth. But you can keep it down because your body does not control you.


title: You: ""It's a small wonder I'm able to ev..."
sequence: 0
conditionstring: Variable["whirling.klaaseone_conva_prevented_vomit"]
dialoguetext:
"It's a small wonder I'm able to even formulate this very thought. But I'll be fine. How did you know I was a cop?"


title: Klaasje (Miss Oranje Disco Dancer): "She's right. Something wants to com..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_vomited_in_mouth", true) --[[ Variable[ ]]
dialoguetext:
She's right. Something wants to come out through your mouth, right in front of her, right here... It makes you put your hand on your stomach and swallow.


title: Klaasje (Miss Oranje Disco Dancer): ""Sir..." For a moment it looks like..."
userscript: SetVariableValue("whirling.klaaseone_conva_prevented_vomit", true) --[[ Variable[ ]]
dialoguetext:
"Sir..." For a moment it looks like you're going to blow, but you manage to keep it in. "You've been here for three days. On *official police business*, no less."


title: You: ""No. In the course of our conversat..."
sequence: 0
conditionstring: Variable["whirling.klaaseone_conva_prevented_vomit"]
dialoguetext:
"No. In the course of our conversation I have masterfully suppressed the urge to throw up. This is a sign of professionalism."


title: You: ""No. My mind keeps coming up with t..."
sequence: 0
conditionstring: Variable["whirling.kineema_TH_check_success"]
dialoguetext:
"No. My mind keeps coming up with titbits of information -- all sorts of facts, trivia. Gives me a detective-y vibe."


title: You: ""No. I think I saw a sadness in you..."
sequence: 0
conditionstring: Variable["whirling.klaasjeone_empathy_sadness"]
dialoguetext:
"No. I think I saw a sadness in you when you told me about the hanged man. Others would have missed it."


title: Reaction Speed: "Something stirs in you as she's abo..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_reaction_stopped_her", true) --[[ Variable[ ]]
dialoguetext:
Something stirs in you as she's about to go. Call it an instinct, a need -- the need to ask *questions*. It's like you've said the words a million times before...


title: Reaction Speed: "Something stirs in you as she's abo..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_reaction_stopped_her", true) --[[ Variable[ ]]
dialoguetext:
Something stirs in you as she's about to go. Must be that *killer instinct* again -- the need to ask *questions*. It's like you've said the words a million times before...


title: Klaasje (Miss Oranje Disco Dancer): ""Of course." She puts out her cigar..."
dialoguetext:
"Of course." She puts out her cigarette. "Be careful, officer. They don't like the police around here."

userscript:
SetVariableValue("whirling.klaasje_cigarrette_extinguished", true) ; SetVariableValue("whirling.klaasjeone_heard_police_not_liked", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""Mere minutes? I should go and prep..."
sequence: 0
dialoguetext:
"Mere minutes? I should go and prepare then. Thank you, this has been delightful. I hope it does all come crashing down. Otherwise..." She extinguishes her cigarette.


title: Klaasje (Miss Oranje Disco Dancer): ""Or maybe you *are* Guillaume le Mi..."
sequence: 0
dialoguetext:
"Or maybe you *are* Guillaume le Million? He'd be about your age now... Think about it! One thing, though..." She extinguishes her cigarette.


title: You: "Let the moment pass."
dialoguetext: Let the moment pass.
conditionstring: Variable["whirling.volition_questions"]
sequence:
PlayAnimation(Klaasje, KlaasjeOpenDoor, false); SetTriggerAnimation(klaasje_door, DoorEntered, false);


title: Encyclopedia: "Revachol is the disgraced former ca..."
sequence: 0
userscript: SetVariableValue("tc.revachol_disgraced_capital_encyclo_from_klaasje", true) --[[ Variable[ ]]
dialoguetext:
Revachol is the disgraced former capital of the world, divided into zones of control under foreign occupation -- half a century after a failed world revolution. She is central to our moment in time.


title: Inland Empire: "Those words -- "tell me something e..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_remembered_tell_me_soemthing_else", true) --[[ Variable[ ]]
dialoguetext:
Those words -- "tell me something else" -- feel like something you've said innumerable times before. Your mouth is the very shape of them.


title: Klaasje (Miss Oranje Disco Dancer): ""The dockworkers are pretty cocky...."
sequence: 0
dialoguetext:
"The dockworkers are pretty cocky. They think they're police enough. At least here on the coast -- I can't say about the rest of the city."


title: Klaasje (Miss Oranje Disco Dancer): ""I couldn't say -- it's impossible..."
sequence: 0
dialoguetext:
"I couldn't say -- it's impossible to hear people speaking from over here." She nods toward Room #3.


title: Klaasje (Miss Oranje Disco Dancer): ""I think you might have come to the..."
sequence: 0
dialoguetext:
"I think you might have come to the same conclusion last night. At around two o'clock, the disco stopped, and there was a change of pace."


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know about that... At arou..."
sequence: 0
dialoguetext:
"I don't know about that... At around two o'clock, the disco stopped, and there was a change of pace."


title: Klaasje (Miss Oranje Disco Dancer): ""Oh yes, various artists. Ostentati..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_ostentatious_orchestration", true) --[[ Variable[ ]]
dialoguetext:
"Oh yes, various artists. Ostentatious Orchestrations prime among them." She raises an eyebrow, waiting for the name to connect with you.


title: Klaasje (Miss Oranje Disco Dancer): ""OO were *huge* where I come from...."
sequence: 0
dialoguetext:
"OO were *huge* where I come from. I was very young then, of course. Like seven. 'Life gets haaard!'" she sings, "'But we go ooooooon!'"


title: Klaasje (Miss Oranje Disco Dancer): ""A slow, sad song started playing...."
sequence: 0
dialoguetext:
"A slow, sad song started playing. Like organ music, on repeat. That went on for quite a while. Some of the time you were yelling along to it."

userscript:
SetVariableValue("tc.sad_song_singing", true) ; SetVariableValue("whirling.klaasje_quiet_sad_lyrics", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""Yes! There was a church in there...."
sequence: 0
dialoguetext:
"Yes! There was a church in there. A really small church. Like the smallest, saddest church in the whole world. It was about that. And also..."

userscript:
SetVariableValue("tc.sad_song_smallest_church", true) ; XPPicoSetBool("XP.klaasje_showed_church_tape")--[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""That it doesn't *matter* anymore...."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_doesnt_matter_lyrics", true) --[[ Variable[ ]]
dialoguetext:
"That it doesn't *matter* anymore. And that we're *alone* now. It was difficult to tell -- the song itself was very quiet and soft, but you sounded like a wounded boar, sir. It was hard to understand what you were singing on top of it."


title: Klaasje (Miss Oranje Disco Dancer): ""A window was smashed. The tape pla..."
sequence: 0
dialoguetext:
"A window was smashed. The tape player probably -- the song stopped -- and furniture too. A real destructothon. There was screaming. Then, I think, you passed out."


title: Klaasje (Miss Oranje Disco Dancer): ""There was. I think you screamed th..."
sequence: 0
dialoguetext:
"There was. I think you screamed that you... didn't want to be 'this type of animal' anymore. I may have misheard, but it was sort of memorable."


title: Klaasje (Miss Oranje Disco Dancer): ""I went out afterwards. Everything..."
sequence: 0
userscript: SetVariableValue("XP.heard_about_sunday_night", true) --[[ Variable[ ]]
dialoguetext:
"I went out afterwards. Everything was quiet by then. Around four or five." She nods. "And that was it."


title: Klaasje (Miss Oranje Disco Dancer): ""Unless you've been feeding us a se..."
userscript: SetVariableValue("whirling.klaasje_cop_known_route", true) --[[ Variable[ ]]
dialoguetext:
"Unless you've been feeding us a set of well rehearsed lies, you've been here for three days. On *official police business* no less."


title: Suggestion: "The words have already left your mo..."
dialoguetext: The words have already left your mouth...
sequence: 0
userscript:
SetVariableValue("whirling.klaasjeone_result_suck_for_you_suspect", true) ; SetVariableValue("whirling.klaasje_attempted_seduction_red_check", true) --[[ Variable[ ]]


title: Shivers: "And ever and ever... Out of the cor..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_forever", true) --[[ Variable[ ]]
dialoguetext:
And ever and ever... Out of the corner of your eye, you see the hair on the back of your hand standing on end. It feels as though low-grade lightning is coursing through you. You must be hypersensitive from the hangover.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.klaasje_pretended_you_know_cop"]  or  Variable["whirling.klaasje_cop_known_route"]


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

conditionstring:
(Variable["whirling.klaasje_pretended_you_know_cop"]  or  Variable["whirling.klaasje_cop_known_route"]) == false


title: Klaasje (Miss Oranje Disco Dancer): ""In that case, I think I might have..."
sequence: 0
dialoguetext:
"In that case, I think I might have a *premonition* for you..." The silence is foreboding as she extinguishes her cigarette.


title: Conceptualization: "A silver jumpsuit falls off her lik..."
sequence: 0
dialoguetext:
A silver jumpsuit falls off her like scale armour, sparkling. This is the sparkle of too many nights out on the city.


title: You: ""This is your morning cigarette. I..."
sequence: 0
conditionstring: Variable["whirling.klaasje_perc_sight_noticed_makeup"]
dialoguetext:
"This is your morning cigarette. I deduced this from your lack of make-up. Also -- you *party*. A lot."


title: Klaasje (Miss Oranje Disco Dancer): ""Not as much as you..." She pulls o..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjeone_rhetoric_reinstated_yourself", true) --[[ Variable[ ]]
dialoguetext:
"Not as much as you..." She pulls on her cigarette. "I'm sorry, sir. I didn't mean to be glib. I'm sure you're very good at your job."


title: Encyclopedia: "Isn't it the other way around? Heav..."
sequence: 0
dialoguetext:
Isn't it the other way around? Heavy drinking decreases testosterone... and believe me, you would know.


title: Endurance: "Whoah! Something wants to come out..."
sequence: 0
userscript: SetVariableValue("whirling.klaaseone_conva_prevented_vomit", true) --[[ Variable[ ]]
dialoguetext:
Whoah! Something wants to come out of you -- a bit of vomit? Thankfully you keep it down, because your body does not control you.


title: Electrochemistry: "You should pick that fat, juicy cig..."
sequence: 0
dialoguetext:
You should pick that fat, juicy cigarette butt from the tray, light it up and smoke the living shit out of it!


title: Electrochemistry: "Who knows what you are? A monster,..."
sequence: 0
dialoguetext:
Who knows what you are? A monster, a murderer, the Gnome of Geroma? You *feel* like a smoker, especially when you look at that juicy, succulent, seductive cigarette stub. Still smouldering deliciously...


title: Electrochemistry: "How very astute of you! This render..."
sequence: 0
dialoguetext:
How very astute of you! This renders it ineffectual. You should look for a *whole* cigarette. Or better yet -- an entire pack! Strike that, a CARTON! Make sure they're all healthy and able-bodied, then smoke them all.


title: Electrochemistry: "Good. They'll make you stronger and..."
sequence: 0
userscript: SetVariableValue("whirling.sense_ashtray_electrochem_done", true) ;--[[ Variable[ ]]
dialoguetext:
Good. They'll make you stronger and better. You're too old to be cool now, but find cigarettes, smoke them -- blam! Instantly a cool renegade man, a mystical red dragon with smoke rising from his nostrils!


title: Electrochemistry: "Good! *Thinking* about yummy cigare..."
sequence: 0
dialoguetext:
Good! *Thinking* about yummy cigarettes in your mouth is the next best thing. Make sure you think about juicy sticks of tobacco *all the time*, though. It doesn't count if it's not all the time.


title: You: "Knock."
dialoguetext: Knock.
sequence: AudioPlay(whirling_f2/klaasje_door/knock-knock-06,1)
userscript: SetVariableValue("whirling.klaasjedoor_knocked_once", true) --[[ Variable[ ]]
conditionstring:
Variable["whirling.klaasjedoor_knocked_once"] == false  and  Variable["whirling.klaasje_exit_to_room"] == true


title: You: "Knock again."
dialoguetext: Knock again.
sequence: AudioPlay(whirling_f2/klaasje_door/knock-knock-07,1)
userscript: SetVariableValue("whirling.klaasjedoor_knocked_twice", true) --[[ Variable[ ]]
conditionstring:
Variable["whirling.klaasjedoor_knocked_once"]  and  Variable["whirling.klaasjedoor_knocked_twice"] == false  and  Variable["whirling.klaasje_exit_to_room"] == true


title: You: "Knock again, much harder."
dialoguetext: Knock again, much harder.
sequence: AudioPlay(whirling_f2/klaasje_door/knock-knock-03,1)
conditionstring:
Variable["whirling.klaasjedoor_knocked_twice"]  and  Variable["whirling.klaasje_exit_to_room"] == true


title: Half Light: "You hear the murmur of blood in you..."
sequence: 0
dialoguetext:
You hear the murmur of blood in your ears. Your back slowly relaxes when you breathe out. That's one lucky door.


title: Door, Room #3: "You slam your fist into the vinyl...."
userscript: ReputationGrows("the_destroyer")
dialoguetext:
You slam your fist into the vinyl. It does not produce a hole. The door sits sturdily in the frame and your fist hurts. This was all a very good, normal thing to do.

sequence:
AudioPlay(whirling_f2/klaasje_door/klaasje-door-02,1)@0.8; PlayAnimation(Tequila Sunset, GenericPunch);


title: You: ""Beauty, don't abandon me in all th..."
dialoguetext: "Beauty, don't abandon me in all this ugliness!"
sequence: 0
userscript:
SetVariableValue("whirling.klaasjedoor_inlandcomment_beauty_dont_abandon_in_ugliness", true) --[[ Variable[ ]]


title: Horrific Necktie: "The door probably thinks you're a h..."
sequence: 0
dialoguetext:
The door probably thinks you're a has-been loser too. You feel your funny necktie becoming tighter and tighter around your neck...


title: Inland Empire: "You're just as alone as the last ti..."
sequence: 0
dialoguetext:
You're just as alone as the last time. Whatever kept you company in this world -- what kept you safe -- has left your side, never to return again.

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


title: Inland Empire: "Beauty has abandoned you in this ug..."
sequence: 0
dialoguetext:
Beauty has abandoned you in this ugliness, honcho. And then some! You cannot even remember the *name* of beauty; what beauty was...

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


title: Inland Empire: "You swallow, like you swallowed the..."
sequence: 0
dialoguetext:
You swallow, like you swallowed the last time. Whatever bitter emotion was swimming to the surface then -- and now -- subsides. Submerges. Sinks back into you.


title: Inland Empire: "White Mourning. It was mourning all..."
sequence: 0
dialoguetext:
White Mourning. It was mourning all along. You should've seen it coming, it was right behind her eyes...

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


title: Inland Empire: "Caustic Echo. It was darkness all a..."
sequence: 0
dialoguetext:
Caustic Echo. It was darkness all along. But you were young and it was summer. You just had to take a dive...

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


title: Electrochemistry: "A young woman like this is probably..."
sequence: 0
userscript: SetVariableValue("whirling.klaasjedoor_echem_partying", true) --[[ Variable[ ]]
dialoguetext:
A young woman like this is probably out partying the night away. Drink and drugs, sweet drugs are involved. Loneliness begone...


title: Shivers: "In the Jamrock Quarter, The Paliseu..."
sequence: 0
dialoguetext:
In the Jamrock Quarter, The Paliseum for music, company and men... or the Door To The River, for death and synthetic opiates. Or, way in the East in Couron, in a starlit *boîte de nuits* like *La Cherte*... far from here and you, shivering dog.


title: Esprit de Corps: "Somewhere not far from here the lie..."
sequence: 0
dialoguetext:
Somewhere not far from here the lieutenant is preparing her file. "Klaasje Amandou," he writes. You realize the detective should be here for what comes next. It could prove... *dangerous* to go in alone.


title: You: "Force time -- jam the tool under th..."
dialoguetext: Force time -- jam the tool under the lid and pull!
sequence: 0
conditionstring:
(CheckItem("prybar")  or  CheckItem("kvalsund_multitool"))  and  Variable["yard.trash_container_open"] == false  and  Variable["TASK.open_trash_container"]


title: Physical Instrument: "You stick the prybar into the fissu..."
sequence: AudioPlay(Yard/trash/garbage-container-lockbreaking-01,1)@1;PostFX(camshiver, true)@1;
userscript: SetVariableValue("yard.trash_container_open", true) --[[ Variable[ ]]
dialoguetext:
You stick the prybar into the fissure beneath the lid and push down. It doesn't take much force -- with a satisfying *crack,* the metal gives way. You can open the lid now.


title: Half Light: "WHAT IS THIS? Your triceps ache for..."
sequence: 0
userscript: SetVariableValue("yard.trash_halflight_powercurse", true) --[[ Variable[ ]]
dialoguetext:
WHAT IS THIS? Your triceps ache for the metal to bend, but it resists... this calls for a potent curse to help break it's resistance. Utter the POWER WORDS!


title: You: "Kick the container."
dialoguetext: Kick the container.
sequence:
AudioPlay(Yard/trash/garbage-container-hitted-01,0.8)@0.8;PlayAnimation(Tequila Sunset,GenericKick);HideActualHeld();ShowActualHeld();


title: Empathy: "He's enjoying your little failure...."
sequence: 0
dialoguetext:
He's enjoying your little failure. He finds it amusing, he's revelling in the sweaty rage on your face.


title: Half Light: "*Full* of itself. Content, happy yo..."
sequence: 0
dialoguetext:
*Full* of itself. Content, happy you failed. This snickering trash container is having a grand old time.


title: Trash Container: "There's a creaking sound as the pry..."
sequence: 0
dialoguetext:
There's a creaking sound as the prybar slips under the lid. You hang from it, like a moron, huffing and puffing. Clearly the technique is wrong -- but nothing else comes to mind.


title: Kim Kitsuragi: ""The strange thing is -- we don't h..."
sequence: 0
dialoguetext:
"The strange thing is -- we don't have to." He smiles. "We have the *key* remember. The manager gave you the key."


title: Kim Kitsuragi: ""You are. The prybar is quite satis..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"You are. The prybar is quite satisfying and handy." He nods, without the slightest hint of irony. "But you are just not good enough at prying. We should get the keys."


title: Cuno: ""No you weren't. If you were you'd..."
sequence: 0
userscript: SetVariableValue("yard.trash_cuno_advice", true) --[[ Variable[ ]]
dialoguetext:
"No you weren't. If you were you'd stick that shitto..." He makes a move with his hands. "In that staple or some shit. That little ring that has the lock in it. Then twist that shit, it's the weak spot."


title: You: "Dig in Hobocop-style -- for extra c..."
dialoguetext: Dig in Hobocop-style -- for extra content.
sequence: 0
conditionstring:
Variable["yard.trash_interfacing_deluxe_content"]  and  CheckItem("yellow_man_mug") == false  and  Variable["yard.trash_found_mug"] == false


title: Trash Container: "The container sounds a muffled gong..."
dialoguetext: The container sounds a muffled gong.
sequence:
PlayAnimation(Tequila Sunset, lid_close)->Message(lidClosed); PlayAnimation(bin_lid, lid_close); ShowActualHeld()@Message(lidClosed);


title: Kim Kitsuragi: ""We should return later, officer. I..."
sequence: 0
userscript: SetVariableValue("yard.trash_kim_exit_comment", true) --[[ Variable[ ]]
dialoguetext:
"We should return later, officer. I don't think we were thorough enough. There may be more in there."


title: Interfacing: "'Maybe you shouldn't...' Of course..."
sequence: 0
userscript: SetVariableValue("yard.trash_interfacing_deluxe_content", true) --[[ Variable[ ]]
dialoguetext:
'Maybe you shouldn't...' Of course you should! This is your time to shine, Hobocop! Dive into that dumpster for extra content!


title: Interfacing: "Yeah! Crack it open Hobocop -- this..."
sequence: 0
userscript: SetVariableValue("yard.trash_interfacing_deluxe_content", true) --[[ Variable[ ]]
dialoguetext:
Yeah! Crack it open Hobocop -- this is your time to shine. Dive into that dumpster for extra content!


title: Trash Container: "It's just organic waste, cold and s..."
sequence: 0
dialoguetext:
It's just organic waste, cold and slimy on your hands. Apple and potato peels mostly, unidentified sludge, and the occasional chicken bone thrown in for good measure. But hey...


title: Trash Container: "It's a giant rifle and it's very ex..."
sequence: 0
dialoguetext:
It's a giant rifle and it's very expensive. Not as expensive as that fat string of pearls snaking among the rotten banana peels however...


title: Trash Container: "And is that a Cordon Electrics pre..."
sequence: 0
dialoguetext:
And is that a Cordon Electrics pre amp with Elektra f2 tubes? It is! That catches quite a price, we're talking 12,000 easy. Unless you're into hi-fi yourself?


title: Trash Container: "That's too bad, because none of tho..."
sequence: 0
dialoguetext:
That's too bad, because none of those things are actually in there. There's just food waste and crisp wrappings.


title: Trash Container: "No you won't, because none of those..."
sequence: 0
dialoguetext:
No you won't, because none of those things are real. They're not actually in there. All you see is food waste and crisp wrappings.


title: !(Variable["yard.sense_smell_rotting_corpse"] or Variable["yard.hanged_vomit_hub_reached"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["yard.sense_smell_rotting_corpse"]  or  Variable["yard.hanged_vomit_hub_reached"]) == false


title: Perception (Smell): "Are these the victim's clothes? The..."
sequence: 0
userscript: SetVariableValue("yard.trash_per_smell_analyzed_clothes", true) --[[ Variable[ ]]
dialoguetext:
Are these the victim's clothes? The smell is not nearly as bad as the cadaver. These clothes could not have been in contact with the deceased for more than two days after his death.


title: Kim Kitsuragi: ""Cadaverine odour is faint." The li..."
sequence: 0
dialoguetext:
"Cadaverine odour is faint." The lieutenant smells them. "If these belonged to the deceased, they were removed when he was still in the early stages of decay."


title: Kim Kitsuragi: ""*Guitar* mark blue jeans. Pockets..."
sequence: 0
dialoguetext:
"*Guitar* mark blue jeans. Pockets empty." The lieutenant quickly searches the jeans. "Or *emptied*? He wore them with a belt, too, a wide belt -- the loops appear stretched, but..." He looks into the container.


title: Kim Kitsuragi: ""This is a military type over-garme..."
sequence: 0
userscript: XPPicoSetBool("XP.kim_bagged_shirt")--[[ Variable[ ]]
dialoguetext:
"This is a military type over-garment. No label or serial number -- this is the kind of rib-knit shirt that's worn over light armour to conceal it in an urban scenario..." He nods to himself. "Anything more?"


title: Perception (Sight): "The rest of the rags are just kitch..."
sequence: 0
userscript: SetVariableValue("yard.trash_perc_knows_that_is_it", true) --[[ Variable[ ]]
dialoguetext:
The rest of the rags are just kitchen-variety waste. A yellow old mug that catches your eye. But other than that...


title: Esprit de Corps: "This feels like something you shoul..."
sequence: 0
dialoguetext:
This feels like something you should return to with Lieutenant Kitsuragi present. Also, it makes you feel like an idiot for not having an evidence bag on you -- what will you do with a dead man's trousers?


