# dentries

title: Noid: ""Not likely. Scoped that spot a whi..."
sequence: 0
dialoguetext:
"Not likely. Scoped that spot a while back. It's short-wave stuff, mostly commercial. Plus it's all rusted out."

userscript:
FinishTask("TASK.find_technical_expertise_done");
GainTask("TASK.find_antenna_location")--[[ Variable[ ]]


title: Noid: ""Yeah, maybe?" The young man shrugs..."
sequence: FocusCamera(NoidDanceCam);
dialoguetext:
"Yeah, maybe?" The young man shrugs. "Tech-wise, radio's not the spookiest thing around. Hard part's finding an antenna *big enough* to align with those mega-low frequencies..."


title: You: ""The radio relay tower is in bad sh..."
dialoguetext: "The radio relay tower is in bad shape. I don't think we can use it to reach Archer."
sequence: 0
conditionstring:
IsTaskActive("TASK.visit_landsend")  and  Variable["coast.lands_end_empathy_tower"] == true  and  Variable["ice.noid_archer_working_noid"] == true


title: Noid: ""This is a major setback. We're goi..."
sequence: 0
userscript: FinishTask("TASK.visit_landsend_done"); GainTask("TASK.find_antenna_location")--[[ Variable[ ]]
dialoguetext:
"This is a major setback. We're going to have to find some *other* way to generate those mega-long waves."


title: You: "Come up with a site for a mega-long..."
dialoguetext: Come up with a site for a mega-longwave radio antenna.
sequence: 0
conditionstring:
IsTaskActive("TASK.find_antenna_location")  and  Variable["ice.noid_concept_white_check_open"] == true


title: Rhetoric: "He's being uncharacteristically pol..."
sequence: 0
dialoguetext:
He's being uncharacteristically polite. He means they don't make *any* pinewood antennas. Because it's such an obviously bad idea, you see.


title: Noid: ""Not likely to work. This whole chu..."
sequence: 0
dialoguetext:
"Not likely to work. This whole church is made from pinewood. They don't make too many pinewood antennas."


title: Noid: ""No way I'm getting on a boat owned..."
sequence: 0
dialoguetext:
"No way I'm getting on a boat owned by the Wild Pines. Everything about them gives off a real *shadowy* sine."


title: Kim Kitsuragi: ""Something tells me Ms. Messier wou..."
sequence: 0
dialoguetext:
"Something tells me Ms. Messier would be *less than thrilled* to hear you'd like to commandeer her boat so you can talk to a Coalition warship."


title: Noid: ""You want to get the Union in on th..."
sequence: 0
dialoguetext:
"You want to get the Union in on this plan?" He gives you an incredulous look. "Is that a good idea?"


title: Kim Kitsuragi: ""Yes, you two have grown *quite* cl..."
sequence: 0
dialoguetext:
"Yes, you two have grown *quite* close over the last few days. Always doing little *errands* for each other."


title: Noid: ""Didn't think so. You gotta watch o..."
sequence: 0
dialoguetext:
"Didn't think so. You gotta watch out for those guys. Give off a real *hostile* sine, if you ask me."


title: Kim Kitsuragi: ""It would also be incredibly stupid..."
sequence: 0
dialoguetext:
"It would also be incredibly stupid. Detective, did you not take Elementary Radio Operations? I thought it was an RCM-wide requirement."


title: Noid: ""Egg makes a good point. An undergr..."
sequence: 0
dialoguetext:
"Egg makes a good point. An underground antenna's probably not the best way to contact your aerostatic."


title: You: "Turn to face the bay."
dialoguetext: Turn to face the bay.
sequence: 0
userscript:
SetVariableValue("ice.noid_concept_success_counter", Variable["ice.noid_concept_success_counter"] + once(1)) 


title: Noid: ""Huh. Sounds like Egg's saying you..."
sequence: FocusCamera(NoidDanceCam);
dialoguetext:
"Huh. Sounds like Egg's saying you could use some spare cables to rig up the stalled motor lorries and increase the wavelength..."


title: Noid: ""He's right. All we're missing now..."
sequence: 0
dialoguetext:
"He's right. All we're missing now is the transceiver itself. Soon as you find one, we'll be all set."


title: Noid: ""While you're gone, me and Egg will..."
sequence: 0
dialoguetext:
"While you're gone, me and Egg will get the rest of the gear together. Meet us back here when you've got it."

userscript:
FinishTask("TASK.find_antenna_location_done");
GainTask("TASK.find_working_transceiver")--[[ Variable[ ]]


title: Noid: ""A cop-on-cop challenge, not bad. L..."
sequence: 0
dialoguetext:
"A cop-on-cop challenge, not bad. Let's see what you come up with... Though I have to say, cop cars and lorries usually pack the best equipment in town."


title: Noid: "He shrugs. "It's your transmission...."
sequence: 0
dialoguetext:
He shrugs. "It's your transmission. A regular old transceiver should work fine, it just won't be as *hard core*, you know..."


title: Noid: ""Alright, cop-man. We've held up mo..."
sequence: FocusCamera(MoralistCamInt3); SemiBlack(false,2)@1;
dialoguetext:
"Alright, cop-man. We've held up more than our share of this collaboration. I hope you *recognise* how much the hardcore underground came through for you."


title: Andre: ""Easy, Egg. We're still hardcore mu..."
sequence: 0
dialoguetext:
"Easy, Egg. We're still hardcore music venue organisers, first and foremost. But maybe this *does* make us pillars of the local community..."


title: Noid: ""I'll put this tech away later. Thi..."
sequence: 0
dialoguetext:
"I'll put this tech away later. Think there's an extra can set, in case you want to grab a *souvenir* or something. Don't think anyone will miss it."


title: Noid: ""Don't think so. Big Bad frequencie..."
sequence: 0
dialoguetext:
"Don't think so. Big Bad frequencies are extremely negative: thought suppression, dream implantation, memory revision. Pretty *out there* stuff, not sure I want to get involved with it."


title: Noid: ""Besides, our own sines aren't even..."
sequence: 0
userscript: SetVariableValue("ice.noid_tried_ask_prehub", true) --[[ Variable[ ]]
dialoguetext:
"Besides, our own sines aren't even synced yet. So how am I supposed to get *you* synced up with the Big Bad? It doesn't make any sense, law-lover."


title: Noid: ""Yeah, probably. Thing is you'd hav..."
sequence: 0
dialoguetext:
"Yeah, probably. Thing is you'd have to be an engineer to get it out. I'd stick with *regular radios*, if I were you."


title: Empathy: "This young speedfreak seems to know..."
sequence: 0
userscript: SetVariableValue("ice.noid_empathy_tinkerer_said", true) --[[ Variable[ ]]
dialoguetext:
This young speedfreak seems to know a lot about 'sines'... could he be the techno-tinkerer you're looking for?


title: Empathy: "This young speedfreak seems to know..."
sequence: 0
userscript: SetVariableValue("ice.noid_empathy_tinkerer_said", true) --[[ Variable[ ]]
dialoguetext:
This young speedfreak seems to know a lot about 'sines'... could he have the technical skill you're looking for?


title: Noid: "..."
dialoguetext: 0
userscript: PassTime(); PassTime(); PassTime(); PassTime()
sequence:
HideActualHeld(); BanishInterface(true); LuaRun(TeleportToAndFocusCamera("Martinaise-ext", "main", "MonumentStartCam" ))@1; TravelTo(Tequila Sunset, MonumentTequilaMarker, 2, false)@2; TravelTo(Kim Kitsuragi, MonumentKimMarker, 2, false)@2; PlayAnimation(Kim Kitsuragi, monument)@4; LuaRun(SetAreaState("NOID_MONUMENT_POS", "top"))@2; LuaRun(SetAreaState("ANTENNA_VISIBLE", "true"))@2; LuaRun(SetAreaState("ANTENNA_PROPS", "true"))@2; LuaRun(SetAreaState("MONUMENT_BENT", "false"))@2; FocusCamera(MonumentStartCam2)@5; FocusCamera(MonumentCam_1)@10; FocusCamera(MonumentCam_2)@18; FocusCamera(MonumentCam_3)@28; PlayAnimation(noid_monument, grabCables)@42; BanishInterface(false)@44; IgnoreEnvironmentalMusic(true); MusicPlay(silence,0,1)@1; MusicPlay(moralistquest-music-01,0,0.5,1)@13;


title: Noid: "..."
dialoguetext: 0
userscript: PassTime(); PassTime(); PassTime(); PassTime()
sequence:
HideActualHeld(); BanishInterface(true); LuaRun(TeleportToAndFocusCamera("Martinaise-ext", "main", "MonumentStartCam" ))@1; TravelTo(Tequila Sunset, MonumentTequilaMarker, 2, false)@2; LuaRun(SetAreaState("NOID_MONUMENT_POS", "top"))@2; LuaRun(SetAreaState("ANTENNA_VISIBLE", "true"))@2; LuaRun(SetAreaState("ANTENNA_PROPS", "true"))@2; LuaRun(SetAreaState("MONUMENT_BENT", "false"))@2; FocusCamera(MonumentStartCam2)@5; FocusCamera(MonumentCam_1)@10; FocusCamera(MonumentCam_2)@18; FocusCamera(MonumentCam_3)@28; PlayAnimation(noid_monument, grabCables)@42; BanishInterface(false)@44; IgnoreEnvironmentalMusic(true); MusicPlay(silence,0,1)@1; MusicPlay(moralistquest-music-01,0,0.5,1)@13;


title: Tent Flap: "The tent is just tarpaulin fabric c..."
sequence: 0
userscript: SetVariableValue("coast.eternite_now_unlocked", true) --[[ Variable[ ]]
dialoguetext:
The tent is just tarpaulin fabric covering a pile of stuff. The flap is open. Inside, three young men are listening to some new form of music. It's like nothing you've ever heard. One of them looks at you.


title: Tent Flap: "You leave the lieutenant outside an..."
dialoguetext: You leave the lieutenant outside and squeeze in.
sequence: 0
userscript:
SetVariableValue("ice.tentflap_transport", true) ; GoTo("Tent-int"); RemoveKitsuragiWaitAtTent();--[[ Variable[ ]]


title: You: ""Tell me about Andre.""
dialoguetext: "Tell me about Andre."
sequence: 0
userscript:
SetVariableValue("ice.acele_associates_secret_counter", Variable["ice.acele_associates_secret_counter"] +once(1)) 


title: You: ""Oh, I'm sorry... have I not told y..."
sequence: 0
userscript: SetVariableValue("ice.acele_admitted_you_dont_rememebr", true) --[[ Variable[ ]]
dialoguetext:
"Oh, I'm sorry... have I not told you I'm a raging alcoholic who recently drank himself into an oblivion so deep he can't even remember what sounds like the biggest street in the city?"


title: Encyclopedia: "The worst of the *banlieues*. A wre..."
sequence: 0
userscript: SetVariableValue("tc.coal_city", true) --[[ Variable[ ]]
dialoguetext:
The worst of the *banlieues*. A wretched heap of closed-down mines even west of Jamrock, on the dusty slope of Mont Martin. The remotest possible area of Revachol, no one even wants to exploit those people anymore.


title: Acele: ""He's in some kind of a self-destru..."
sequence: 0
dialoguetext:
"He's in some kind of a self-destruction mode with that hair of his. Bleaching it like that. Probably wants to get rid of it altogether."


title: Perception (Sight): "She rubs her sides, but not from co..."
sequence: 0
dialoguetext:
She rubs her sides, but not from cold. Her shoulders are relaxed. She must have taken a hit or she's on an upswing.


title: Acele: ""He's a Faubourger I guess, like th..."
sequence: 0
dialoguetext:
"He's a Faubourger I guess, like the rest of us. Okay, maybe not Egg, I don't know about him, but Noid and the rest are from Faubourg, making the pilgrimage up north to visit The Paliseum."


title: Acele: ""He takes care of shit. Sorry, I me..."
sequence: 0
dialoguetext:
"He takes care of shit. Sorry, I mean he's got a *vision*. Of what life should be, you know? He tries to push things until everything falls into place. He's an organizer."


title: Acele: ""Anodic music doesn't really do voc..."
sequence: 0
dialoguetext:
"Anodic music doesn't really do vocals in the traditional sense. Vocals are thought of as *rock*. That's to say they're a bit *backward*. No offence if you like rock music, though. Rock music is cool by me."


title: Acele: ""Anyway, even if you don't have voc..."
sequence: 0
dialoguetext:
"Anyway, even if you don't have vocals you still need someone to say something every now and then, right? To urge things on. That's where the party boy comes in..."


title: You: ""You don't have to tell *me* rock m..."
sequence: 0
dialoguetext:
"You don't have to tell *me* rock music is dead. I abandoned rock music a long time ago. Can't disco to rock!"


title: Conceptualization: "Ptew ptew! Sweeesh! Your credential..."
sequence: 0
userscript: SetVariableValue("ice.acele_concept_futureman", true) --[[ Variable[ ]]
dialoguetext:
Ptew ptew! Sweeesh! Your credentials as the resident Futureman of Revachol are being questioned. Show her you're hip with the times, gramps!


title: Acele: ""He basically just stands on the st..."
sequence: 0
dialoguetext:
"He basically just stands on the stage and dances and yells how awesome everything is. It's very catchy."


title: Kim Kitsuragi: ""I understand. People are usually a..."
sequence: 0
userscript: SetVariableValue("ice.acele_kim_mentioned_dancing", true) --[[ Variable[ ]]
dialoguetext:
"I understand. People are usually afraid to do things if others aren't already doing them. Dancing makes you dance like sneezing makes you sneeze. Or yawning makes you..."


title: Acele: ""Egg was yelling along to some jams..."
sequence: 0
dialoguetext:
"Egg was yelling along to some jams someone was spinning, all night long. Just kept yelling until he didn't have a shred of voice left. When the sun came up over the mines... there were mines? Yeah, it was in Coal City!" She nods.


title: Acele: ""One time we were out partying, som..."
sequence: 0
dialoguetext:
"One time we were out partying, somewhere in backwater Faubourg. Or maybe even Coal City, I can't remember. Maybe it was Coal City..."


title: Acele: ""It was definitely Coal City, becau..."
sequence: 0
dialoguetext:
"It was definitely Coal City, because it took us two days to walk back to the Fau. He just wheezed the whole way, we never really asked him why he came with us. Or who he was. I think his name is Germaine..."


title: Empathy: "You can see it must have been a gre..."
sequence: 0
userscript: SetVariableValue("ice.acele_empathy_felt_memory_egg", true) --[[ Variable[ ]]
dialoguetext:
You can see it must have been a great night. The memory causes her to go silent for a moment or two.


title: Acele: ""It's just something poor Faubourg..."
sequence: 0
dialoguetext:
"It's just something poor Faubourg kids do every spring, to pass the time. We walk the entire length of Boogie Street, up to Jamrock. Or as much as possible."


title: Empathy: "A quick response. She's very sure o..."
sequence: 0
dialoguetext:
A quick response. She's very sure of it. He's someone she feels she can trust and even control, if need be.


title: You: ""Oh, and I'm also a raging fascist..."
sequence: 0
conditionstring: IsTHCPresent("revacholian_nationhood")
dialoguetext:
"Oh, and I'm also a raging fascist who doesn't approve of *different people* -- so no, I don't think I'll be going."


title: Acele: ""Nothing. But then again... there's..."
sequence: 0
dialoguetext:
"Nothing. But then again... there's nothing to organize around here either. He really wants this church thing to work..."


title: Acele: ""I've never seen him so psyched abo..."
sequence: 0
dialoguetext:
"I've never seen him so psyched about anything though -- and he's often psyched. Looked sort of desperate, like it's his last chance or something. Or maybe he was just high..."


title: You: ""Relax, girl. I am a police officer..."
sequence: 0
dialoguetext:
"Relax, girl. I am a police officer, but I'm perfectly corrupt. You can tell me about drugs and shit, I don't care."


title: Acele: ""Okay, then you should go and take..."
sequence: 0
dialoguetext:
"Okay, then you should go and take a look, I guess. Boogie Street is cool. It's got a lot of immigrants and all kinds of different people."


title: Acele: ""He's a carpenter. Trained and all...."
sequence: 0
userscript: SetVariableValue("church.acele_told_noid_is_carpenter", true) --[[ Variable[ ]]
dialoguetext:
"He's a carpenter. Trained and all. He's very good, he just doesn't have the mindset to work like that -- in a shop somewhere."


title: Acele: ""Not to sound too dramatic, but I w..."
sequence: 0
dialoguetext:
"Not to sound too dramatic, but I wouldn't make light of his belief system when he's around. Noid's a serious person. He's serious about the lifestyle."


title: Inland Empire: "A strange feeling... like before, w..."
sequence: 0
userscript: SetVariableValue("ice.acele_ie_told_deeper_than_lets_know", true) --[[ Variable[ ]]
dialoguetext:
A strange feeling... like before, when you caught her lying better than she should have. Every now and then something feels off about the way she speaks. She doesn't exactly change tone, but you feel as though there's more about her than she lets on.


title: Inland Empire: "A strange feeling... Every now and..."
sequence: 0
userscript: SetVariableValue("ice.acele_ie_told_deeper_than_lets_know", true) --[[ Variable[ ]]
dialoguetext:
A strange feeling... Every now and then, something feels off about the way she speaks. She doesn't change tone, but you feel as though there's more about her than she lets on.


title: Acele: ""They do say death is an avenue. Li..."
sequence: 0
dialoguetext:
"They do say death is an avenue. Like all the others." She's silent for a second like she's going to add something. But she doesn't.


title: Perception (Sight): "Her hair is dyed blonde, with dark..."
sequence: 0
userscript: SetVariableValue("ice.acele_noticed_her_dyed_hair", true) --[[ Variable[ ]]
dialoguetext:
Her hair is dyed blonde, with dark roots showing. There's a coarseness to her features, some masculinity below that timidness.


title: Authority: "You have little reason to doubt tha..."
sequence: 0
userscript: SetVariableValue("ice.acele_knows_youre_cops", true) --[[ Variable[ ]]
dialoguetext:
You have little reason to doubt that's her real name, but... she's not all that surprised by this cop-show questioning, is she?


title: Acele: ""Must have taken it as a sign when..."
sequence: 0
dialoguetext:
"Must have taken it as a sign when he found it abandoned like that. Said it was an *augury*. I don't know where he got that from." She smiles. "Andre's not super intelligent..."


title: Acele: ""Oh, the crab-man." She shudders. "..."
sequence: 0
userscript: SetVariableValue("tc.crab_man", true) --[[ Variable[ ]]
dialoguetext:
"Oh, the crab-man." She shudders. "Still gives me the creeps, the way he moves... But he doesn't actually come down that much, just climbs around the rafters."


title: Acele: ""Who knows?" She shrugs. "He doesn'..."
sequence: 0
dialoguetext:
"Who knows?" She shrugs. "He doesn't really answer our questions, see. Not that it's easy to ask them. What are we supposed to do, yell up at the tower?"


title: Acele: ""Uh... she's a bit odd, I have to s..."
sequence: 0
dialoguetext:
"Uh... she's a bit odd, I have to say. Doesn't talk much. I'm not really sure how to vibe with her, y'know? Seems like she's not in a very good mood most of the time."


title: Acele: ""But earlier today she told me abou..."
sequence: 0
dialoguetext:
"But earlier today she told me about... welkins?" Acele grimaces, as if it's the first time hearing the word. "And she seemed oddly happy. Like she had had some idea with those... little creatures. Some artistic idea. I didn't really listen, I was busy with my mic."


title: Acele: ""I just try to stay away from the c..."
sequence: 0
userscript: SetVariableValue("church.tiago_and_noid_get_along", true) --[[ Variable[ ]]
dialoguetext:
"I just try to stay away from the crab-man, but he talks to Noid. They seem to have some 'thing' going on."


title: Acele: ""This?" She breathes on her freezin..."
sequence: 0
userscript: SetVariableValue("tc.contact_mic", true) --[[ Variable[ ]]
dialoguetext:
"This?" She breathes on her freezing fingers. "It's a portable recording device. It's for field recording. Low quality, but still."


title: Acele: ""Actually just one wire, I picked o..."
sequence: 0
dialoguetext:
"Actually just one wire, I picked on it till the braiding came loose. The wire leads to a contact microphone."


title: You: ""Does this have anything to do with..."
dialoguetext: "Does this have anything to do with Contact Mike?"
sequence: 0
conditionstring:
Variable["ice.acele_dialogue_you_remember_contact_mic"] == true  and  Variable["ice.acele_asked_about_contact_mike"] == false


title: Acele: ""The mic? I don't exactly know. Som..."
sequence: 0
dialoguetext:
"The mic? I don't exactly know. Somehow it doesn't pick up vibrations from the air. The box said it only picks up *structure-borne sound*. If you like technobabble."


title: Acele: ""Ah! No. This is a *contact microph..."
sequence: 0
dialoguetext:
"Ah! No. This is a *contact microphone*, it's for recording *inside* solid objects. Contact Mike just beats people up."


title: Acele: ""Oh man, you haven't been to The Pa..."
sequence: 0
dialoguetext:
"Oh man, you haven't been to The Paliseum?" She forgets herself for a moment. "It's *the* coolest place in this whole drug-addled shithole."


title: Acele: ""Oh yeah..." She looks you over, as..."
sequence: 0
userscript: SetVariableValue("ice.acele_judged_by_looks", true) ;--[[ Variable[ ]]
dialoguetext:
"Oh yeah..." She looks you over, assessing your age. "Guess you wouldn't know van Eyck. Or really be a Paliseum-going kind of person... "


title: Acele: ""Yeah, there might be some. I don't..."
sequence: 0
dialoguetext:
"Yeah, there might be some. I don't think they look down on the homo-sexual underground there. The Paliseum's not that kind of place. It's cool."


title: Acele: ""That's real cool. Hope you don't m..."
sequence: 0
dialoguetext:
"That's real cool. Hope you don't mind missing out on all that great homo-sexual content the world has got to offer."


title: You: ""Yes, you heard right. You should t..."
sequence: 0
dialoguetext:
"Yes, you heard right. You should try to be more like Contact Mike: a successful athlete and an *inspirational figure* who has overcome social, physical, and mental obstacles."


title: Acele: ""Okay, if it floats your boat I'll..."
dialoguetext: "Okay, if it floats your boat I'll be more like Contact Mike and less like me."
sequence: 0
userscript:
SetVariableValue("ice.acele_more_like_contact_mike", true) ; GainThought("contact_mike")--[[ Variable[ ]]


title: You: ""Nor do I, but I have concrete evid..."
sequence: 0
dialoguetext:
"Nor do I, but I have concrete evidence that I rock. In the form of a wrecked tape player and a completely trashed hostel room."


title: You: ""On second thought, screw Contact M..."
sequence: 0
dialoguetext:
"On second thought, screw Contact Mike. He's not a champion -- you are! Look at you here in front of a saggy tent, picking your nose to drug-addict music. The world of sports is in awe of your faith and dedication."


title: You: ""This isn't about me. This is about..."
sequence: 0
dialoguetext:
"This isn't about me. This is about your lack of respect for one of boxing's greats -- and for *yourself*."


title: Acele: ""I *think* I'm recording cracks in..."
sequence: 0
dialoguetext:
"I *think* I'm recording cracks in the ice, but there's no way to tell. Not without headphones. I think I just recorded your footsteps, too. Not sure how that will sound..." She scratches her forehead.


title: Encyclopedia: "It's probably amphetamine -- It mak..."
sequence: 0
userscript: SetVariableValue("ice.acele_knew_amphetamine_gives_cold_resistance", true) --[[ Variable[ ]]
dialoguetext:
It's probably amphetamine -- It makes you *feel* impervious to the elements, but doesn't actually make you any less cold.


title: Acele: ""The musicians in The Paliseum use..."
sequence: 0
dialoguetext:
"The musicians in The Paliseum use them for making music. They loop the stuff, cutting the tapes together. They make music out of cracks in the ice and keys jangling... crazy sounds like that. It's hard to explain."


title: Acele: ""Anyway, I thought I'd make some, t..."
sequence: 0
dialoguetext:
"Anyway, I thought I'd make some, too. It's supposed to be, like, a music place anyway..." She rubs her shoulders and looks around.


title: Empathy: "She looks at the recording device,..."
sequence: 0
userscript: SetVariableValue("ice.acele_felt_she_despairs_over_recording", true) --[[ Variable[ ]]
dialoguetext:
She looks at the recording device, the thing she thought would fill her hours with joy and escape. It's turning out to be an empty fantasy. She feels childish, very useless all of a sudden.


title: Composure: "The sharp drop in endorphins is alm..."
sequence: 0
userscript: SetVariableValue("ice.acele_you_know_shes_on_drugs", true) --[[ Variable[ ]]
dialoguetext:
The sharp drop in endorphins is almost visible. Like a warm blanket has fallen off her shoulders -- the wave of chill, the quivering jaw. Indications of a drug high.


title: Electrochemistry: "She is on some kind of stimulant --..."
sequence: 0
dialoguetext:
She is on some kind of stimulant -- amphetamine or mephedrone -- and its effects are wearing off fast. She will begin to experience more and more valleys now. And fewer peaks.

userscript:
SetVariableValue("ice.acele_thoughccabinet_guessed_stimulant", true) ; SetVariableValue("ice.acele_you_know_shes_on_drugs", true) --[[ Variable[ ]]


title: Acele: ""I got my recordings to do, I feel..."
sequence: 0
dialoguetext:
"I got my recordings to do, I feel better outside..." A wave breaks close-by and covers her in a cold spray.


title: Acele: ""That." She nods toward the church...."
sequence: 0
userscript: SetVariableValue("ice.acele_heard_about_plan_for_church", true) --[[ Variable[ ]]
dialoguetext:
"That." She nods toward the church. "The boys think it could be a *place*, like The Paliseum or something. Stupid. It's really..." she pauses, "not gonna be a Paliseum, that's for sure."


title: Acele: ""That stuff is more expensive than..."
sequence: 0
dialoguetext:
"That stuff is more expensive than I am. More expensive than any of us, really. Doesn't matter. I can take the cold."


title: Acele: ""Once or twice, yeah. I'm sorry I h..."
sequence: 0
dialoguetext:
"Once or twice, yeah. I'm sorry I haven't had the *Revachol experience* they get east of the river."


title: Drama: "Fast and clean! A good one. Can't q..."
sequence: 0
userscript: SetVariableValue("ice.acele_understood_she_good_lier", true) --[[ Variable[ ]]
dialoguetext:
Fast and clean! A good one. Can't quite say it's a lie, but feels like one. She's better at lying than she'd like everyone to know.


title: Acele: ""You know, drinking, getting into f..."
sequence: 0
dialoguetext:
"You know, drinking, getting into fights. The ugly stuff that happens when you move out of your parents' place at thirteen. In Faubourg."


title: Acele: ""Aren't they?" She seems perplexed...."
sequence: 0
dialoguetext:
"Aren't they?" She seems perplexed. "I thought they were as *Vacholiere* as any of us, just way richer."


title: You: ""You know what? I think you've real..."
sequence: 0
conditionstring: Variable["ice.acele_understood_she_good_lier"] == true
dialoguetext:
"You know what? I think you've really learned something from all those times you've been questioned. Some of your lies have been pretty good."


title: Kim Kitsuragi: ""We're Jamrock. Sort of. Martinaise..."
sequence: 0
userscript: XPPicoSetBool("XP.acele_jamrock_learned")--[[ Variable[ ]]
dialoguetext:
"We're Jamrock. Sort of. Martinaise is called North Jamrock sometimes. Jamrock is also a ghetto, only smaller than Faubourg."


title: You: ""Yes, I can't even remember how man..."
sequence: 0
dialoguetext:
"Yes, I can't even remember how many you've told or which ones I picked up on. Now -- another question."


title: Kim Kitsuragi: ""Khm..." The lieutenant steps in. "..."
sequence: 0
userscript: SetVariableValue("ice.acele_got_into_faubourgh_topic", true) --[[ Variable[ ]]
dialoguetext:
"Khm..." The lieutenant steps in. "Faubourg -- not *In Faubourg* -- is a massive banlieue south of Jamrock Quarter. It is the largest ghetto in Revachol -- possibly the world."


title: You: ""Lying to the police is nothing to..."
sequence: 0
dialoguetext:
"Lying to the police is nothing to be proud of. Now, another question, if you can manage to tell the truth."


title: Acele: ""C'mon, man. We're in it. This is N..."
sequence: 0
userscript: XPPicoSetBool("XP.acele_jamrock_learned")--[[ Variable[ ]]
dialoguetext:
"C'mon, man. We're in it. This is North Jamrock -- Martinaise. Sort of. The technicalities are confusing."


title: You: ""Oh no, they're foreign bodies. Age..."
sequence: 0
dialoguetext:
"Oh no, they're foreign bodies. Agents of international capital. You only need to look close enough."


title: Acele: ""It's a music club and a synthesize..."
sequence: 0
userscript: SetVariableValue("ice.acele_heard_arno_van_eyck", true) --[[ Variable[ ]]
dialoguetext:
"It's a music club and a synthesizer workshop. On Boogie Street, in Jamrock. Musicians live there, like... real musicians. I once saw Arno van Eyck!"


title: Acele: ""Sucks, man." She squints her eyes..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Sucks, man." She squints her eyes for a second trying to remember something... then lets go of it. "Was there something else? About the contact mic, perhaps?"


title: You: ""I... can't think of anything. Ther..."
sequence: 0
dialoguetext:
"I... can't think of anything. There's gotta be something, right? That would be normal for a human person."


title: !(Variable["ice.acele_authority_done"] or Variable["ice.acele_ended_crying_in_front_of_her"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["ice.acele_authority_done"]  or  Variable["ice.acele_ended_crying_in_front_of_her"]) == false


title: Acele: ""Now, uh... we were talking about m..."
sequence: 0
dialoguetext:
"Now, uh... we were talking about my contact mic?" She picks up the device and inspects it, avoiding your eyes.


title: Encyclopedia: "Jamrock is a district of Revachol c..."
sequence: 0
dialoguetext:
Jamrock is a district of Revachol comprised of the following quarters: Pox, Villalobos, Central Jamrock, Grand-Couron, Old South and the Valley of the Dogs. Learning is great!


title: Acele: ""A 'SKULL thing'?" She shakes her h..."
sequence: 0
dialoguetext:
"A 'SKULL thing'?" She shakes her head. "Man, you sound like a hundred years old when you say that."


title: Kim Kitsuragi: ""This is why I didn't go into the t..."
sequence: 0
dialoguetext:
"This is why I didn't go into the tent." The lieutenant looks at the ocean, squinting his eyes. "Typical delinquency."


title: Acele: ""You don't get to choose your posse..."
sequence: 0
dialoguetext:
"You don't get to choose your posse, they choose you. Mine are idiots, but they're mine. I tried to talk Andre out of it, I even tried not to lie to you..."


title: Acele: ""You don't get to choose your posse..."
sequence: 0
dialoguetext:
"You don't get to choose your posse, they choose you. Mine are idiots, but they're mine. I tried to talk Andre out of it..."


title: Acele: ""Okay, but I still regret it. I sho..."
sequence: 0
dialoguetext:
"Okay, but I still regret it. I should have been able to control them. And I will in the future. I promise."


title: Acele: ""I know. But I knew you'd see throu..."
sequence: 0
dialoguetext:
"I know. But I knew you'd see through their plan too. I'm not an idiot. I should have been able to control them. I will in the future. I promise."


title: Acele: ""Soooo...?" The young woman looks a..."
sequence: 0
dialoguetext:
"Soooo...?" The young woman looks at you, then the lieutenant, then you again. Then at the shore. She seems uncomfortable.


title: Kim Kitsuragi: ""Wonderful," the lieutenant says, s..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Wonderful," the lieutenant says, still looking at the ocean. "Revachol really needed another cop-for-hire. Maybe later we can go and get some doughnuts?"


title: Kim Kitsuragi: ""Good call, detective," he says, st..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"Good call, detective," he says, still looking at the ocean. "You can lose your mind trying to mediate everything these delinquents come up with. Fate will take care of it for us."


title: Empathy: "She seems incredibly controlled all..."
sequence: 0
dialoguetext:
She seems incredibly controlled all of a sudden. Her fists are clenched and she looks straight ahead. She's keeping herself together with all her might, rippling on the inside.


title: You: "(Whisper.) "It's all a ruse. I'm ac..."
sequence: 0
dialoguetext:
(Whisper.) "It's all a ruse. I'm actually super deep under cover, blurring the lines between reality and make-believe."


title: Kim Kitsuragi: ""As good a call as any..." the lieu..."
sequence: 0
dialoguetext:
"As good a call as any..." the lieutenant says, still looking at the ocean. "Better not to have made one at all though. You'll lose your mind trying to mediate everything these delinquents come up with."


title: Acele: ""And then, you know, right behind h..."
sequence: 0
dialoguetext:
"And then, you know, right behind her a man *crawled down the wall*. Upside down, like a crab. Down the church wall. I think the woman didn't even know he was there, he was completely silent..."


title: Acele: ""I don't blame you. I mean, I would..."
sequence: 0
dialoguetext:
"I don't blame you. I mean, I wouldn't believe me either. I'm surprised Noid did. Andre I expected, but Noid..." She shakes her head.


title: Acele: ""Okay," she nods. "I went in and sa..."
sequence: 0
dialoguetext:
"Okay," she nods. "I went in and saw a woman next to one of those machines there. Noid calls it a *mainframe*..."


title: Acele: ""He looked like a banger, okay? He..."
sequence: 0
userscript: SetVariableValue("ice.acele_crab_man_gangster", true) --[[ Variable[ ]]
dialoguetext:
"He looked like a banger, okay? He was all muscular and stuff. Had a mesh tanktop. I know it sounds ridiculous, but that only made it scarier, in a way..."


title: Acele: ""It's supposed to become, like, a c..."
sequence: 0
dialoguetext:
"It's supposed to become, like, a club. For *anodic dance music*. Like that new style of synthesizer stuff they play at The Paliseum."


title: Acele: ""Except that... yeah." She looks at..."
sequence: 0
dialoguetext:
"Except that... yeah." She looks at the old wooden church up on the poles. As a mean wind comes bellowing in, the six-story structure lets out a doleful shriek.


title: Shivers: "The floorboards are twisting and th..."
sequence: 0
userscript: SetVariableValue("ice.acele_shivers", true) --[[ Variable[ ]]
dialoguetext:
The floorboards are twisting and the shooting beams are slowly cracking like bones. Far east of the golden Delta, beyond the industrial port, there is a black patch of unlit coast with the smallest creatures on the ice...


title: Acele: ""You know, anodic, cathodic -- musi..."
dialoguetext: "You know, anodic, cathodic -- music that's made with electronic instruments."
sequence: 0
userscript:
SetVariableValue("ice.acele_anodic_music_heard", true) ; FinishTask("TASK.find_out_what_anodic_dance_music_is_done")--[[ Variable[ ]]


title: Acele: ""I know." She nods towards the slop..."
sequence: 0
dialoguetext:
"I know." She nods towards the sloping mass of wood on the coast, then shivers. "It's not my idea. Andre and the boys found the place. It was supposed to be deserted, but now they can't even take it..."


title: Acele: ""Okay, well..." She hesitates. "May..."
sequence: 0
userscript: SetVariableValue("ice.acele_directed_you_to_church_case", true) --[[ Variable[ ]]
dialoguetext:
"Okay, well..." She hesitates. "Maybe you could *talk* to Andre and the guys? Because there are some strange things going on in that church... if you're police you should look into it, right?"


title: Acele: ""To keep more weirdos from getting..."
sequence: 0
dialoguetext:
"To keep more weirdos from getting in. Fucking Martinaise... I'm sorry." She rattles her teeth. "It's got the worst weirdos. If you get around to it, ask Andre about them, he'll tell you."


title: You: ""Did you put the padlock on the chu..."
dialoguetext: "Did you put the padlock on the church door?"
sequence: 0
conditionstring:
Variable["church.churchdoor_get_in_the_church_initiated"]  and  Variable["ice.andre_padlock_asked"] == false


title: Rhetoric: "She's trying to get out of a direct..."
sequence: 0
userscript: SetVariableValue("ice.acele_understood_her_semantic_squirm", true) --[[ Variable[ ]]
dialoguetext:
She's trying to get out of a direct lie with semantic tricks. *She personally* didn't put the padlock on the door.


title: Acele: ""It's Noid's padlock, for keeping c..."
sequence: 0
userscript: SetVariableValue("ice.acele_noid_padlock", true) --[[ Variable[ ]]
dialoguetext:
"It's Noid's padlock, for keeping creeps and weirdos out. You should probably talk to him about it."


title: Acele: ""They're inside that thing there."..."
sequence: 0
dialoguetext:
"They're inside that thing there." She points to the tent. "Would be cool if you did... Was there something else?"


title: Acele: ""Synthesizers and tape consoles, mi..."
sequence: 0
dialoguetext:
"Synthesizers and tape consoles, microcomputers too. Anything that uses electricity, but isn't guitars... also found sounds. Stuff like that."


title: Acele: ""She was dressed like someone who's..."
sequence: 0
dialoguetext:
"She was dressed like someone who's being raised by their grandmother, you know. Strange old clothes. Had this absent expression, didn't say anything, just stood still."


title: Acele: ""He stopped right before he got to..."
sequence: 0
dialoguetext:
"He stopped right before he got to the floor, then just hung there like that, looking at me. Right at me. I fucking turned around and walked out. End of story."


title: Acele: ""Wow! Thank you, that's... really c..."
sequence: 0
dialoguetext:
"Wow! Thank you, that's... really cool of you." She clears her throat. "Anything else you want to know?"


title: You: ""Aha! The gardener was wrong -- I'm..."
sequence: 0
dialoguetext:
"Aha! The gardener was wrong -- I'm not just some disco holdover, I'm going to experience the future."


title: You: ""Once I cracked their play I didn't..."
sequence: 0
conditionstring: Variable["ice.andre_ok_drug_lab"]
dialoguetext:
"Once I cracked their play I didn't really care. I'm not an arbiter. You're someone else's problem."


title: Kim Kitsuragi: ""I can see there's more to this sto..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"I can see there's more to this story, detective," he says quietly. "But you're not the first corrupt cop in the RCM."


title: Acele: ""You *saw* him?!" She leans closer...."
sequence: 0
dialoguetext:
"You *saw* him?!" She leans closer. "Does it mean that you went *in* there? Did you see the other spooker, the one in grandma's clothes?"


title: Acele: ""Oh. Okay." She sits back on the bl..."
sequence: 0
userscript: XPPicoSetBool("XP.acele_seen_crabman")--[[ Variable[ ]]
dialoguetext:
"Oh. Okay." She sits back on the blanket, ears red from cold. "What about Andre? You should go talk to Andre if you don't want to talk to me."


title: Acele: ""Good, so you believe me." She look..."
sequence: 0
userscript: XPPicoSetBool("XP.acele_seen_crabman")--[[ Variable[ ]]
dialoguetext:
"Good, so you believe me." She looks at the tent. "You should go tell this to Andre, he'll know what to do next."


title: Acele: ""Hmm..." She sits back on the blank..."
sequence: 0
userscript: XPPicoSetBool("XP.acele_seen_crabman")--[[ Variable[ ]]
dialoguetext:
"Hmm..." She sits back on the blanket, ears red from cold. "That's odd. You should search her machine, maybe it says where she went?"


title: Inland Empire: "You see clear, beautiful, violent f..."
sequence: 0
dialoguetext:
You see clear, beautiful, violent flashes of light. Light cutting through a smoke-filled darkness. That is what the future will look like -- if it ever comes.


title: Conceptualization: "This is an evolutionary step up fro..."
sequence: 0
dialoguetext:
This is an evolutionary step up from amplified instruments, which in turn are a step up from acoustic instruments. What comes after it, you wonder: a black-tinted nothingness, or something finer?


title: Acele: ""Maybe you could *talk* to Andre an..."
sequence: 0
userscript: SetVariableValue("ice.acele_directed_you_to_church_case", true) --[[ Variable[ ]]
dialoguetext:
"Maybe you could *talk* to Andre and the guys? Because there are some strange things going on in that church... if you're police you should look into it, right?"


title: Andre: ""I asked Noid to install a measure..."
sequence: 0
dialoguetext:
"I asked Noid to install a measure against more drifters wandering in. A padlock. It's a temporary fix. Just something to contain the situation."


title: Reaction Speed: "You sense the trajectory of the lit..."
sequence: 0
dialoguetext:
You sense the trajectory of the little piece of metal and plastic. The object makes a small ringing sound as it approaches -- just the tiniest chime to your left.


title: Volition: "It feels good to be the smart cop,..."
sequence: 0
userscript: SetVariableValue("ice.andre_volition_stopped_smartcop_manip", true) --[[ Variable[ ]]
dialoguetext:
It feels good to be the smart cop, doesn't it? That's a good cop to be. Has a nice ring to it. "Smart Cop." You wouldn't want to be "Stupid Cop," now would you? But still -- maybe he's just sucking up to you?


title: Noid: ""Alright." The speedfreak dips into..."
sequence: 0
dialoguetext:
"Alright." The speedfreak dips into his belt pack and produces a yellow key. He then makes a sudden, cool-infused move, tossing it in your general direction.


title: Andre: ""I'm super sure they're alive. I me..."
sequence: 0
dialoguetext:
"I'm super sure they're alive. I mean, c'mon! I'm at least 90%... maybe 85% sure they're still alive."


title: Electrochemistry: "The word *august* used as an adject..."
sequence: 0
dialoguetext:
The word *august* used as an adjective -- that's how cool it feels to be old and cool in the eyes of the young. Let's face it, you're near death yet bathed in the golden rays of stately grandeur. Like a late summer's day. Like a Daddy-O...

userscript:
SetVariableValue("ice.andre_hecoordination_electrochem_success", true) ; HealVolition(1)--[[ Variable[ ]]


title: Encyclopedia: "Somewhere in the ruinous past that..."
sequence: 0
userscript: SetVariableValue("ice.andre_involuntary_manslaughter", true) --[[ Variable[ ]]
dialoguetext:
Somewhere in the ruinous past that led you here there was something called 'exams'. You may have learned the term 'involuntary manslaughter' there.


title: Noid: ""My bad.""
dialoguetext: "My bad."
sequence: 0
userscript:
SetVariableValue("ice.andre_last_second_key_entry", true) ; GainItem("key_church_door")--[[ Variable[ ]]


title: You: ""Eight-five percent is not good eno..."
sequence: 0
userscript: ReputationGrows("boring_cop")
dialoguetext:
"Eight-five percent is not good enough when you're dealing with another person's physical well-being."


title: Reaction Speed: "It's as if time has frozen somehow...."
sequence: 0
dialoguetext:
It's as if time has frozen somehow. You think you can *sense* the key moving in the air. Yeah, this is gonna be *way* cool.


title: Andre: ""Yes I do, I listen to Channel 8 al..."
sequence: 0
dialoguetext:
"Yes I do, I listen to Channel 8 all the time. I know about crime stuff and I assure you, officer, this is not what's happening here. I'm *at least* 80% sure they're alive. I mean, c'mon -- most people aren't ever that alive in their entire lives!"


title: Inland Empire: "Of course you are! It's too late to..."
sequence: 0
dialoguetext:
Of course you are! It's too late to be a Tequila *Sunrise* now... there will be no sunrise, not for you.


title: Reaction Speed: "Feels nice. It would feel a whole l..."
sequence: 0
dialoguetext:
Feels nice. It would feel a whole lot less nice had you dropped them, or worse -- got hit in the eye with them. Good thing that didn't happen!


title: You: ""I'm sorry, I'm sorry..." (Bend you..."
sequence: 0
dialoguetext:
"I'm sorry, I'm sorry..." (Bend your face in *mockery* of his useless contrition.) "You almost *eye-murdered* me -- a cop! That's use of LETHAL FORCE!"


title: You: "No, none of this Tequila Sunset bus..."
sequence: 0
userscript: ReputationGrows("boring_cop")
dialoguetext:
No, none of this Tequila Sunset business. It's gotten me to death's door. There has to be more in this world...


title: Noid: ""Me too... I shouldn't have that ki..."
sequence: 0
dialoguetext:
"Me too... I shouldn't have that kind of power over another person. I'm not the one with the violence monopoly here -- you are. I'm glad that key is out of my hands now."


title: Andre: ""Truth is, I don't really know. Non..."
sequence: 0
dialoguetext:
"Truth is, I don't really know. None of us do. I don't even know how many there are... all we've seen are glimpses."


title: Andre: ""Don't let all that 'technology' fo..."
sequence: 0
dialoguetext:
"Don't let all that 'technology' fool you." He makes little quotation marks with his fingers when he says *technology*. "Where do you think drugs come from?"


title: Noid: ""One of them has wires running into..."
sequence: 0
userscript: SetVariableValue("ice.andre_ask_noid_machinery", true) --[[ Variable[ ]]
dialoguetext:
"One of them has wires running into bowls of water. Wires. Into *water*. Never seen anything like it."


title: Andre: ""Not exactly. We've just seen someo..."
sequence: 0
dialoguetext:
"Not exactly. We've just seen someone who we think is a woman go in and out of the church. A couple of times. And we felt someone... or some *thing*... eyeing us inside. But... that's kinda it."


title: Noid: ""He means like one of those rich-bo..."
sequence: 0
dialoguetext:
"He means like one of those rich-boy private radio stations, where you can listen to people getting killed on. Then jerk off to it... sick shit."

userscript:
SetVariableValue("church.noid_said_snuff_radio", true) ; XPPicoSetBool("andre_jacked_up_to_snuff")--[[ Variable[ ]]


title: Andre: ""We're getting derailed here. In sh..."
sequence: 0
dialoguetext:
"We're getting derailed here. In short, you can talk to Noid about the machines. He'll tell you more."


title: Electrochemistry: "With a small surge of PEA, alertnes..."
sequence: 0
userscript: SetVariableValue("ice.andre_electrochem_snuff", true) --[[ Variable[ ]]
dialoguetext:
With a small surge of PEA, alertness fills you. As if to say: This is a dark corner, look behind it!


title: Andre: ""I'm 70% sure they're substance use..."
sequence: 0
dialoguetext:
"I'm 70% sure they're substance users. Don't let the 'technology' fool you." He makes little quotation marks with his fingers when he says *technology*.


title: Andre: ""You should talk to Noid about that..."
sequence: 0
userscript: SetVariableValue("ice.andre_ask_noid_machinery", true) --[[ Variable[ ]]
dialoguetext:
"You should talk to Noid about that. I just got a distinct *burnout* and *dopehead* sine from them. Probably jacked up to some snuff station too. Probably, very likely."


title: Andre: ""When I first scouted the place, ba..."
sequence: 0
dialoguetext:
"When I first scouted the place, back in February, it was abandoned. Empty. Took some time getting the crew together, so about two weeks ago we came here hoping to set the stuff up. Suddenly there are all these strange *machines* lying around in there."


title: Andre: ""Yeah, yeah! Good to have, bitch to..."
sequence: 0
dialoguetext:
"Yeah, yeah! Good to have, bitch to carry. When I first scouted the place I did some reconnaissance. I'm not sure the church even has running water."


title: Encyclopedia: "At least not under the influence of..."
sequence: 0
dialoguetext:
At least not under the influence of stimulants. That doesn't rule out: hallucinogens, benzos, some depressants... how do you know all this?


title: Noid: ""What's with the god damn Romangoro..."
sequence: 0
dialoguetext:
"What's with the god damn Romangorod Hearings? It's cold, the fluid's for the generator." He points toward the machine.


title: Logic: "It doesn't take a forensic scientis..."
sequence: 0
userscript: SetVariableValue("ice.andre_logic_suspected_theyre_druggies", true) --[[ Variable[ ]]
dialoguetext:
It doesn't take a forensic scientist to guess it's drug-related. They look and act like the kind of guys who've done their fair share.


title: Andre: ""Uhm... sure." He picks one up from..."
sequence: 0
userscript: GainItem("nosaphed")
dialoguetext:
"Uhm... sure." He picks one up from the corner and hands it to you. "Here you go, officer -- the Nosa! Blast away!"


title: Perception (Sight): "However, their breathing is regular..."
sequence: 0
userscript: SetVariableValue("ice.andre_perception_saw_boysnothigh", true) --[[ Variable[ ]]
dialoguetext:
However, their breathing is regular, their jaws stay put, and their pupils aren't dilated. So -- not under the influence right now.


title: Perception (Sight): "Unlike the girl outside, however, t..."
sequence: 0
userscript: SetVariableValue("ice.andre_perception_saw_boysnothigh", true) --[[ Variable[ ]]
dialoguetext:
Unlike the girl outside, however, the boys' breathing is regular, their jaws stay put, and their pupils aren't dilated. So they're not under the influence *currently*.


title: Encyclopedia: "Did you know ethyl ether is used as..."
sequence: 0
dialoguetext:
Did you know ethyl ether is used as a light anaesthetic? And a solvent. And an explosive. And for manufacturing amphetamine.


title: Andre: ""I have a major sinus infection. St..."
sequence: 0
dialoguetext:
"I have a major sinus infection. Stuffy nose. We all do. Shit's all blasted up. Winter. Can't even breathe."


title: Andre: ""Yes!" He nods energetically. "That..."
sequence: 0
userscript: SetVariableValue("ice.andre_questioned_nosaphed", true) --[[ Variable[ ]]
dialoguetext:
"Yes!" He nods energetically. "That's all Nosaphed's doing. Without the Nosa I'd be drowning in shit right now."


title: You: "(Point at the bottles of nasal spra..."
sequence: 0
dialoguetext:
(Point at the bottles of nasal spray in the corner.) "The 'Nosaphed Ultra.' You have a lot of it lying around."


title: Noid: "The young man with ribcage-shaped s..."
sequence: 0
dialoguetext:
The young man with ribcage-shaped suspenders looks at you standing there -- with a goofy grin on your face.


title: Andre: ""Yeah, totally. I mean... I didn't..."
sequence: 0
dialoguetext:
"Yeah, totally. I mean... I didn't *personally* see it -- Acele was alone that time, but I believe her. If she comes out running and says there's a crab in there, there's a crab in there."


title: Andre: ""Officer, I apologize... Noid doesn..."
sequence: 0
dialoguetext:
"Officer, I apologize... Noid doesn't always understand the joy of giving for the sake of giving. I think it may have something to do with his childhood."


title: Andre: ""Well, if you ever decide to change..."
sequence: 0
dialoguetext:
"Well, if you ever decide to change your mind, then we're here." He taps the wooden crate he's sitting on. "Just ask me about the door again."


title: Andre: ""Brilliant!" He claps his hands. Th..."
dialoguetext: "Brilliant!" He claps his hands. The air in the tent feels lighter. "Noid, the key!"
sequence: 0
userscript:
GainTask("TASK.establish_church_dance_club"); GainTask("TASK.look_into_church_spooks"); SetVariableValue("ice.andre_look_into_church_case_initiated", true) --[[ Variable[ ]]


title: You: ""I changed my mind about the key. I..."
sequence: 0
dialoguetext:
"I changed my mind about the key. I'll look into the spookers for you. Just give it to me." (Get the task.)

conditionstring:
Variable["ice.andre_refused_to_take_the_key"]  and  CheckItem("key_church_door") == false  and  Variable["TASK.establish_church_dance_club"] == false


title: Noid: ""Egg means the situation is monitor..."
sequence: 0
dialoguetext:
"Egg means the situation is monitored." The man nods grimly. "It's 'relatively' safe. No one has died yet."


title: Inland Empire: "The implications of this are... too..."
sequence: 0
dialoguetext:
The implications of this are... too numerous to consider. Proceed with caution. Learn all you can before entering that dark building.


title: Drama: "It's like he's lying to you, my lie..."
sequence: 0
dialoguetext:
It's like he's lying to you, my liege. But he's slippery enough that there's nothing for you to grab hold of.


title: Egg Head: "A young man with peroxide blond hai..."
sequence: 0
dialoguetext:
A young man with peroxide blond hair holds up a Harmon-Wowshi tape player, nodding along to the music. He looks at you with a knowing smile and says...


title: Egg Head: ""HAAAAAAARD COOORE!!! AAAAAAAIGHH!!..."
dialoguetext:
"HAAAAAAARD COOORE!!! AAAAAAAIGHH!!!" He lets out an agonized roar over the feeble-ish, obviously not too hard core beat below.


title: Drama: "This young man adds a capital *G* b..."
sequence: 0
userscript: SetVariableValue("ice.egg_head_drama_got_g", true) --[[ Variable[ ]]
dialoguetext:
This young man adds a capital *G* before the *H* in his *YEAGHs* and *AAGHs*. This produces a guttural, *Gottwaldian* accent and makes him sound more animal, more *in it*.


title: Encyclopedia: "Or maybe it's not Gottwaldian, mayb..."
sequence: 0
userscript: SetVariableValue("ice.egg_eyck", true) --[[ Variable[ ]]
dialoguetext:
Or maybe it's not Gottwaldian, maybe it's *Oranjese* -- probably an homage to Oranje, where Arno van Eyck is from, judging by his name. Could you be listening to an Arno van Eyck creation *right now*?


title: Egg Head: ""No, but seriously... I'm a bit wor..."
userscript: FinishTask("TASK.egg_head_puzzle_done")--[[ Variable[ ]]
dialoguetext:
"No, but seriously... I'm a bit worried it isn't." He frowns, then starts bobbing his head back and forth once more.


title: Egg Head: ""There's nothing wrong with it. I'm..."
sequence: 0
dialoguetext:
"There's nothing wrong with it. I'm still in love with the hard core." He turns pensive all of a sudden.


title: Electrochemistry: "Don't be alarmed! Everything is oka..."
sequence: 0
dialoguetext:
Don't be alarmed! Everything is okay. He isn't actually *worried*. Everything is still super hard core! What he probably means is -- it could be even more so!


title: Egg Head: ""Isn't something holding it back? F..."
sequence: 0
dialoguetext:
"Isn't something holding it back? From being hyper?" He thinks for a moment, then his expression clears...


title: Noid: ""He's not a communist. That's just..."
sequence: 0
userscript: SetVariableValue("ice.egg_communism_idea", true) --[[ Variable[ ]]
dialoguetext:
"He's not a communist. That's just something he likes to yell. He picked it up from a tape-jockey at The Paliseum... *she* was a communist though."


title: You: ""But why aren't you a communist? Co..."
dialoguetext: "But why aren't you a communist? Communism is the truth."
sequence: 0
userscript: ReputationGrows("communist")
conditionstring:
Variable["ice.egg_liberal"] == false  and  Variable["ice.egg_fascist"] == false  and  Variable["ice.egg_moralist"] == false  and  Variable["ice.egg_communism_idea"] == true  and  IsTHCPresent("communist")


title: Noid: ""Don't be a lunatic. Of course he i..."
sequence: 0
userscript: SetVariableValue("ice.egg_germaine_heard", true) --[[ Variable[ ]]
dialoguetext:
"Don't be a lunatic. Of course he isn't. Germaine here just yells random things. Odds are, sooner or later one of them will come off as thought reading."


title: Noid: ""Unless you were thinking 'REVACHOL..."
sequence: 0
dialoguetext:
"Unless you were thinking 'REVACHOL IMPERATIVE' right now... Anyway, I've had a similar thing happen with Egg's yelling, I know what you mean."


title: Noid: "The young man picks up a level and..."
sequence: 0
dialoguetext:
The young man picks up a level and inspects it against the floodlight. The water sparkles in the small measuring tube. "Yes," he says after a while. "I think it's correct to say that."


title: Egg Head: ""AIIIIIGH!!!" he yells. You guess h..."
dialoguetext: "AIIIIIGH!!!" he yells. You guess he is a communist now.
sequence: 0
userscript:
SetVariableValue("ice.egg_communist", true) ; XPTinySetBool("XP.egg_head_politics")--[[ Variable[ ]]


title: Empathy: "The young man drops his oversized h..."
sequence: 0
dialoguetext:
The young man drops his oversized head in shame. He is truly sorry he couldn't come up with a proletarian yell that would satisfy The Great Leader.


title: Electrochemistry: "You could swear you feel the bright..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
You could swear you feel the bright future of the working classes reflected off Germaine Egg Head's giant smile and right onto your face! Revolution makes your toes curl in anticipation.


title: You: ""I am The Law and an expert in thes..."
sequence: 0
userscript: SetVariableValue("reputation.the_law", Variable["reputation.the_law"] +once(1))
dialoguetext:
"I am The Law and an expert in these matters. Let me be the judge of what it is: hyper, super, or ultra hard core."


title: Egg Head: "The young man looks at you reverent..."
sequence: 0
dialoguetext:
The young man looks at you reverently, as if observing the judgement inside your head. Growing, taking form.


title: Conceptualization: "If anything, it sounds a bit *proto..."
sequence: 0
userscript: SetVariableValue("ice.egg_song_judgement_concept", true) --[[ Variable[ ]]
dialoguetext:
If anything, it sounds a bit *proto*. Like it's not fully formed yet. You might be a moribund alcoholic and a failed cop, but you are pretty certain a thing cannot be both *proto* and *hard core*.


title: Noid: "In the background, his friend drops..."
sequence: 0
dialoguetext:
In the background, his friend drops a heavy electric drill. He, too, waits for your judgement with undivided attention.


title: Perception (Hearing): ""Psst..." You can hear the would-be..."
sequence: 0
userscript: SetVariableValue("ice.egg_heard_not_understand_fish", true) --[[ Variable[ ]]
dialoguetext:
"Psst..." You can hear the would-be leader whisper to his friend: "Don't let him know he doesn't understand the fish thing."


title: Noid: ""We can all hear it's not hyper har..."
sequence: 0
dialoguetext:
"We can all hear it's not hyper hard core. If figures of authority keep telling us things are hyper, when they're clearly not -- how are we ever supposed to evolve to hyperdom?"


title: Encyclopedia: "RCM? That's the acronym for Revacho..."
sequence: 0
dialoguetext:
RCM? That's the acronym for Revachol Citizens Militia -- you! Does everything this man yells mean something? Is it truly *internally coherent*?


title: Egg Head: ""I think you might be right! But ho..."
sequence: 0
dialoguetext:
"I think you might be right! But how could it *become* hard core then? I know it in my heart, but cannot think it in my head. If this is not hard core, how could anything be..."


title: Inland Empire: "He *seems* sure, but you are left w..."
sequence: 0
dialoguetext:
He *seems* sure, but you are left with the nagging doubt you might have overestimated the hard coreness of that jam...


title: Egg Head: ""But how could it *become* harder-c..."
sequence: 0
dialoguetext:
"But how could it *become* harder-core? I know the answer in my heart, but cannot think it in my head. If this is not hyper, how could anything be..."


title: Endurance: "As your mind works, the beat recede..."
sequence: 0
userscript: SetVariableValue("ice.egg_endurance_cardiovascular_hint", true) --[[ Variable[ ]]
dialoguetext:
As your mind works, the beat recedes from your ears. You hear your own blood pulsing through your head, nourishing your thoughts with oxygen. The rhythm is familiar...


title: Endurance: "The abstract shapes swelling in the..."
sequence: 0
userscript: SetVariableValue("ice.egg_physinstr_first_success", true) --[[ Variable[ ]]
dialoguetext:
The abstract shapes swelling in the foreground have done so in vain. This is a core matter. The answer, in the double-kick that moves the millilitres through your mind. The dark thud is the source of all rhythm, the inspiration behind mathematics...


title: Egg Head: ""Whaaaat?!" He looks at you with cu..."
sequence: 0
dialoguetext:
"Whaaaat?!" He looks at you with customary amazement. "Guys, there's something happening in his head!"


title: Physical Instrument: "No, that would be silly. Your body..."
sequence: 0
dialoguetext:
No, that would be silly. Your body isn't for thinking. It's for robust, wholesome things. Things like discus, javelin, and 400 metre hurdles. Mmm... discus.


title: Egg Head: ""Sometimes I just feel like anodic..."
sequence: 0
dialoguetext:
"Sometimes I just feel like anodic music is in its infancy, you know? For example, take this Arno van Eyck jam I've been pumping for the last month... and will continue pumping for the rest of '51..."


title: Egg Head: ""You know about him..." He moves hi..."
dialoguetext:
"You know about him..." He moves his mouth, but sound doesn't come out. His eyes are the size of saucers. Looks like you've rendered him speechless.


title: Empathy: "He's overcome with some mysterious..."
sequence: 0
dialoguetext:
He's overcome with some mysterious emotion. It's not merely adoration for what a Hard Cop you are either. It's more. Could it be *gratitude*?


title: Physical Instrument: "You know it in your lungs where the..."
sequence: 0
userscript: SetVariableValue("ice.egg_physically_analyzed_beat", true) --[[ Variable[ ]]
dialoguetext:
You know it in your lungs where the pressure should vibrate, in your heart that's alone, and in your solar plexus where the hits should land... so does every chordate animal...


title: Egg Head: ""Back to the heavyweight jam!" says..."
userscript: SetVariableValue("ice.egg_greeting_third", true) --[[ Variable[ ]]
dialoguetext:
"Back to the heavyweight jam!" says the young man with the tape player and the large boiadeiro boots. Lung-shaped trees sprout on his silver belt buckle.


title: Egg Head: "The young man with the tape recorde..."
sequence: 0
userscript: SetVariableValue("ice.egg_greeting_second", true) --[[ Variable[ ]]
dialoguetext:
The young man with the tape recorder acknowledges your return. When he looks at you, he squints as though you were the setting sun...


title: You: ""You can *yeah* and say random thin..."
sequence: 0
dialoguetext:
"You can *yeah* and say random things all day long, but the track still doesn't sound all that *hard* to me."


title: Egg Head: ""The Y to the E to the A to the A t..."
dialoguetext:
"The Y to the E to the A to the A to the A to the A to the A to the G to the H to the exclamation mark..."


title: Encyclopedia: ""Yekokataa" is an abbreviation from..."
sequence: 0
userscript: SetVariableValue("ice.egg_tc_yekokataa", true) --[[ Variable[ ]]
dialoguetext:
"Yekokataa" is an abbreviation from the Graadian term "Zone of Ecological Catastrophe," an agricultural megaproject in the extreme south east of the Graadian isola. It involved cutting-edge approaches to irrigation and a completely new type of fertilizer.


title: Encyclopedia: "An intricate system of irrigation n..."
sequence: 0
dialoguetext:
An intricate system of irrigation networks pockmarking the earth, intermittent seas of phosphorous mud, ripped tarpaulin fluttering in the wind... A pair of molten rubber boots also comes to mind. All in all -- a truly hard core place.


title: Encyclopedia: "There is a place far away in Katla,..."
sequence: 0
dialoguetext:
There is a place far away in Katla, beyond a certain latitude known as *winter's orbit*, where there are 25 hours in a day. It is a tremendously cold place, abandoned to drunks and failed rock stars. Full of eternite, depression and half finished ski flying hills. The Suru live there.


title: Egg Head: ""We're close!" says the young man w..."
dialoguetext:
"We're close!" says the young man with the tape player and the large boiadeiro boots. Lung-shaped trees sprout on his silver belt buckle.


title: Inland Empire: "Feels like you should reply with th..."
sequence: 0
dialoguetext:
Feels like you should reply with the very pinnacle of idiocy here, so that things get totally transcendent. But you haven't gotten there yet, so you don't know what to say.


title: Egg Head: ""What?!" The young man makes a sudd..."
sequence: 0
dialoguetext:
"What?!" The young man makes a sudden move, like he's about to turn the volume down. But that would be ridiculous.


title: Egg Head: ""I'm sorry, I don't know anything a..."
sequence: 0
dialoguetext:
"I'm sorry, I don't know anything about anodic music, I'm just the party boy. I get the people going and say it's hard core..."


title: Shivers: "There is a hawthorn tree on Rue de..."
sequence: 0
userscript: SetVariableValue("ice.egg_shivers_third", true) --[[ Variable[ ]]
dialoguetext:
There is a hawthorn tree on Rue de Saint-Ghislaine, right next to the canal. A reel of magnetic tape is caught in its branches, like bronze ribbons blowing in the wind...


title: Andre: ""Saint-G is the boulevard before th..."
sequence: 0
dialoguetext:
"Saint-G is the boulevard before the canal bridge. The one that takes you to the Whirling-in-Rags and the Industrial Harbour. It's got the lanterns and the---"


title: Egg Head: ""When Dolores Dei was anointed inno..."
sequence: 0
dialoguetext:
"When Dolores Dei was anointed innocence, her lungs started glowing through her body, for the world loved her and she loved it back! YEAGH!"


title: Noid: ""But that's what everybody saw. Exp..."
sequence: 0
dialoguetext:
"But that's what everybody saw. Explain it as you please, but it doesn't really do to just deny it ever happened."


title: Andre: ""Oh. Well, it really is him. It's a..."
dialoguetext:
"Oh. Well, it really is him. It's an honest to god van Eyck beat. Well, actually a reworking of a Pepi Popikarnassos track, but let's not get too deep into that whole mess."


title: Andre: ""Oh!" Andre almost falls over backw..."
dialoguetext:
"Oh!" Andre almost falls over backward from the realization. "Is *that* why they call you Egg Head, because..."


title: Egg Head: ""LOVE!" he suddenly yells and the w..."
sequence: 0
dialoguetext:
"LOVE!" he suddenly yells and the world seems to stop. "In a woman's lungs! Lonely as I am, I'm not afraid! This strange, damaged feeling grows on and on, 'cause I've never loved someone like you before!"


title: You: ""Bourgeois love from a bourgeois go..."
sequence: 0
conditionstring: Variable["tc.dolores_dei"] and IsTHCPresent("communist")
userscript: ReputationGrows("communist")
dialoguetext:
"Bourgeois love from a bourgeois god-queen towards a world getting rapidly more bourgeois, that's lungs for you."


title: Noid: ""Objectively, it was good for its t..."
sequence: 0
dialoguetext:
"Objectively, it was good for its time. And they sort of screwed it up after she passed, like they always do."


title: Electrochemistry: "A dopamine surge accompanies the wo..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
A dopamine surge accompanies the words. It feels like electricity flowing down your scalp, dissipating into your neck. Feels good, like a spark of life in that moribund sponge you call your body.


title: You: ""Okay, I'll look into it. In an off..."
sequence: 0
userscript: SetVariableValue("ice.egg_looking_for_beat", true) --[[ Variable[ ]]
dialoguetext:
"Okay, I'll look into it. In an official capacity. It's up to the police to make the beats go harder." (Take the task.)


title: You: ""Alright, I'll see if I come up wit..."
sequence: 0
userscript: SetVariableValue("ice.egg_looking_for_beat", true) --[[ Variable[ ]]
dialoguetext:
"Alright, I'll see if I come up with something on my own. A citizen investigation." (Take the task.)


title: Egg Head: "The young man falls silent with app..."
sequence: 0
userscript: GainTask("TASK.make_the_music_harder_core"); GainTask("TASK.find_egg_melody")--[[ Variable[ ]]
dialoguetext:
The young man falls silent with appreciation. He even tries to contain his smile, as if it could hinder your investigation.


title: You: ""And a melody. A good melody is wha..."
sequence: 0
dialoguetext:
"And a melody. A good melody is what makes the song really *stick*, so that you can't get it out of your head anymore." (Point at your head.)


title: Egg Head: ""Dolorian church, the place to be!..."
dialoguetext:
"Dolorian church, the place to be! Make some noise, my church people!" Large speakers are set up behind the young man, blasting a familiar song.


title: You: ""It's good you're not a communist a..."
dialoguetext: "It's good you're not a communist anyway. You should be an ultraliberal."
sequence: 0
userscript: ReputationGrows("ultraliberal")
conditionstring:
Variable["ice.egg_fascist"] == false  and  Variable["ice.egg_communist"] == false  and  Variable["ice.egg_moralist"] == false  and  Variable["ice.egg_communism_idea"] == true  and  IsTHCPresent("ultraliberal")


title: You: ""Communists are pansies. Can't figh..."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"Communists are pansies. Can't fight invaders with internationalist babble. You need the strength of a pure nation."

conditionstring:
Variable["ice.egg_liberal"] == false  and  Variable["ice.egg_communist"] == false  and  Variable["ice.egg_moralist"] == false  and  Variable["ice.egg_communism_idea"] == true  and  IsTHCPresent("revacholian_nationhood")


title: You: ""Best not to be a communist. Having..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
"Best not to be a communist. Having extreme views on issues is detrimental to understanding all sides."

conditionstring:
Variable["ice.egg_liberal"] == false  and  Variable["ice.egg_communist"] == false  and  Variable["ice.egg_fascist"] == false  and  Variable["ice.egg_communism_idea"] == true  and  IsTHCPresent("moralist")


title: You: ""Don't be a moralist. That path req..."
sequence: 0
dialoguetext:
"Don't be a moralist. That path requires a sensible examination of all nuances unattainable to most people."


title: You: ""Don't be a moralist... wait, what..."
sequence: 0
dialoguetext:
"Don't be a moralist... wait, what am I saying? You should consider your choice carefully and rationally."


title: Rhetoric: "The young man drops his oversized h..."
sequence: 0
dialoguetext:
The young man drops his oversized head in shame. He is truly sorry he couldn't come up with a profitable market strategy.


title: Composure: "The young man drops his oversized h..."
sequence: 0
dialoguetext:
The young man drops his oversized head in shame. He is truly sorry he couldn't come up with a heart-felt yell that would satisfy The Great Leader.


title: Half Light: "The bright future of Revachol refle..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
The bright future of Revachol reflects off Germaine Egg Head's giant smile. A world of Revacholian domination, where its shores are bereft of ill influence.


title: Egg Head: "He stands on stage behind a table,..."
sequence: 0
userscript: SetVariableValue("church.egg_church_greeting_done", true) --[[ Variable[ ]]
dialoguetext:
He stands on stage behind a table, nodding along to the music and waving his hand in the air. In front of him -- the audio mixer, one reel spinning.


title: Shivers: "A hawthorn tree on Rue de Saint-Ghi..."
sequence: 0
dialoguetext:
A hawthorn tree on Rue de Saint-Ghislaine. Tangled in its branches, something bronze flutters in the wind...


title: Egg Head: ""Good morning! YEEAAAHHH!" He waves..."
dialoguetext:
"Good morning! YEEAAAHHH!" He waves his hand in the air. "Harder core!" The words echo magnificently throughout the nave.


title: Egg Head: ""Oh no, please become one... you'll..."
sequence: 0
dialoguetext:
"Oh no, please become one... you'll miss out on so much good content otherwise. It's like being the greatest cop on earth!"


title: Volition: "His pleaful smile is disarming, but..."
sequence: 0
userscript: SetVariableValue("church.egg_blackc_volition_high_no_task", true) --[[ Variable[ ]]
dialoguetext:
His pleaful smile is disarming, but you can withstand it's glorious assault, if you just put your heart into it.


title: Egg Head: ""Yeeaaaagh! Back on the case, no di..."
sequence: 0
dialoguetext:
"Yeeaaaagh! Back on the case, no disgrace!" He pumps his fist in the air. "Bring it down to party place!"


title: You: ""I found this reel of tape, maybe y..."
sequence: 0
conditionstring: CheckItem("tape_melody_fixed") and IsTaskActive("TASK.find_egg_melody")--[[ Variable[ ]]
dialoguetext:
"I found this reel of tape, maybe you can use it to hard-up Eyck's jam." (Give him the fixed hawthrone tree tape.)


title: You: ""Hey, I have a tape with me, maybe..."
dialoguetext: "Hey, I have a tape with me, maybe you can use it to improve van Eyck's jam."
sequence: 0
conditionstring:
IsTaskActive("TASK.find_egg_melody")  and  CheckItem("tape_melody_fixed") == false  and  (CheckItem("tape_melody_broken")  or  CheckItem("tape_lely")  or  CheckItem("music_smallest_church_tape"))--[[ Variable[ ]]


title: Egg Head: ""But... it needs to be played, on t..."
sequence: 0
userscript: LoseItem("tape_melody_broken")
dialoguetext:
"But... it needs to be played, on the turntable. And it's broken." Seeing this abuse of music brings a twinge of sadness to his face.


title: Egg Head: ""Look around! You gotta help it, he..."
sequence: 0
userscript: GainItem("tape_melody_broken")
dialoguetext:
"Look around! You gotta help it, help it survive. Can't leave the tune like this." He hands back the bundle of magnetic tape.


title: Egg Head: ""Aiiight!" He snatches the tape fro..."
sequence: 0
userscript: LoseItem("tape_lely")
dialoguetext:
"Aiiight!" He snatches the tape from your hand and attaches it to the empty reel slot. One hand on his headphones, he listens to the audio. Then, shaking his head, he says:


title: Egg Head: ""Righteous!" He takes the tape and..."
sequence: 0
userscript: LoseItem("music_smallest_church_tape")
dialoguetext:
"Righteous!" He takes the tape and attaches it to the empty reel slot. Hand over ear, he listens, then shakes his head:


title: Egg Head: ""No. No, no, this is gonna make peo..."
sequence: 0
userscript: GainItem("tape_lely")
dialoguetext:
"No. No, no, this is gonna make people scared!" He hands the tape back to you. "Keep it positive, keep the *love* in the house!"


title: Egg Head: ""No. No, can't do, this is gonna ma..."
sequence: 0
userscript: GainItem("music_smallest_church_tape")
dialoguetext:
"No. No, can't do, this is gonna make people sad! This isn't sad-core." He hands the tape back to you.


title: Egg Head: ""Yeagh, re-mix time!" His voice boo..."
sequence: MusicPlay(silence,90)
userscript: LoseItem("tape_melody_fixed")
dialoguetext:
"Yeagh, re-mix time!" His voice booms through the church as he takes the tape and attaches it to the empty reel slot. "Tape goes here -- into deck B." He clicks a switch, the tape starts spinning...


title: Egg Head: ""Whooh, hear that?!" He wipes his b..."
dialoguetext: "Whooh, hear that?!" He wipes his brow. "The sines match perfectly!"
sequence:
BanishInterface(true);LuaRun(SetAreaState("CHURCH_PROTORAVE", "none")); AudioPlay(church/egghead/protorave-02-short)@3;LuaRun(SetAreaState("CHURCH_PROTORAVE", "melody"))@17;LuaRun(SetAreaState("CHURCH_LIGHTS", "melody"))@2;SemiBlack(true,2); FocusCamera(EggBeatCam)@2; SemiBlack(false,2)@3;FocusCamera(EggBeatCamIn)@5; MusicPriorityReset();BanishInterface(false)@18;Release();


title: Egg Head: ""The sines match perfectly!""
dialoguetext: "The sines match perfectly!"
sequence: 0
userscript:
FinishTask("TASK.find_egg_melody_done"); FinishTask("TASK.make_the_music_harder_core_done")--[[ Variable[ ]]


title: You: ""Do what? I just found a random tap..."
sequence: 0
dialoguetext:
"Do what? I just found a random tape and brought it to Egg Head. He's just incredibly good at remixing."


title: Andre: ""Yes, but what if van Eyck based hi..."
sequence: 0
dialoguetext:
"Yes, but what if van Eyck based his remix on some forgotten local melody -- like a folk song? And you just found the original piece that inspired him to create this jam. That would explain why it fits so well."


title: Acele: ""Nah, to me it sounds like classic..."
sequence: 0
dialoguetext:
"Nah, to me it sounds like classic van Eyck, I don't think he needs any 'inspiration' from folk songs. Maybe he lives in Martinaise and just threw away a part of his song because he thought it wasn't good enough?"


title: Noid: ""I think it's just happenstance. Ch..."
sequence: FocusCamera(NoidDanceCam);
dialoguetext:
"I think it's just happenstance. Chaos in action. Contingencies of our limited existence. That and Egg Head's fantastic talent." He nods to his friend behind the turntables.


title: You: ""I've thought about the discarded m..."
sequence: 0
conditionstring: IsTHCFixed("arno_van_eyck")
dialoguetext:
"I've thought about the discarded melody and came to the conclusion that van Eyck has lived around here."


title: Egg Head: ""J'adore!" He turns a knob on his m..."
sequence: 0
dialoguetext:
"J'adore!" He turns a knob on his mixer. "God is close by, but maybe he doesn't have good enough ears. Let me turn it up, so we can lure him here."


title: Egg Head: ""THIS IS BEAUTY, THIS IS LIFE!""
dialoguetext: "THIS IS BEAUTY, THIS IS LIFE!"
sequence: 0
userscript:
FinishTask("TASK.find_egg_beat_done"); FinishTask("TASK.make_the_music_harder_core_done")--[[ Variable[ ]]


title: You: "The audio onslaught can be tamed. C..."
dialoguetext: The audio onslaught can be tamed. Connect the dots.
sequence: 0
conditionstring:
Variable["church.ravers_inside_church"]  and  Variable["TASK.make_the_music_harder_core"]  and  Variable["church.soona_heard_rumble_hum"]  and  Variable["church.egg_basschain_wc_trigger"]  and  Variable["TASK.find_egg_beat"]


title: Egg Head: ""To the mega! Yeagh!" He gets serio..."
sequence: 0
dialoguetext:
"To the mega! Yeagh!" He gets serious. "I can route it through auxilliary -- what kind of a cable does she use? 3.5 or 4.5?"


title: Egg Head: ""Yeah! It was awesome, and scary. V..."
sequence: 0
dialoguetext:
"Yeah! It was awesome, and scary. Very hard core!" His voice booms through the chamber, then gets silent.


title: Egg Head: ""It sucks up all the air in the mix..."
sequence: 0
dialoguetext:
"It sucks up all the air in the mix until its the only thing left! Starts compressing itself and everything around it. Completely fills up the headspace. Extreme!"


title: Physical Instrument: "Inside your chest, the heart beats..."
sequence: 0
dialoguetext:
Inside your chest, the heart beats still with the after-effects of the sound. Imagine if you could harness that power... making it pulse.


title: Logic: "What about the compressor the one w..."
sequence: 0
dialoguetext:
What about the compressor the one with the spiky hair was setting up... to achieve some sort of *parallel processing*...


title: Interfacing: "*Bzoot-bzoot-bzoot* goes the track..."
sequence: 0
userscript: SetVariableValue("ice.egg_sidechaining_failed_once", true) --[[ Variable[ ]]
dialoguetext:
*Bzoot-bzoot-bzoot* goes the track in the background, never-ending. You can't grasp what's missing. But you can try to make something up anyway.


title: Egg Head: ""Ooh." His mind is seemingly flippi..."
sequence: 0
dialoguetext:
"Ooh." His mind is seemingly flipping through the options. "I don't know. Maybe *someone* can do something with this. I imagine this is the sound that the future could make."


title: Egg Head: ""Whooh, thump-thump-thump, maestro!..."
dialoguetext: "Whooh, thump-thump-thump, maestro!" The speedfreak waves his hand in the air.
sequence:
BanishInterface(true);LuaRun(SetAreaState("CHURCH_PROTORAVE", "none")); AudioPlay(church/egghead/protorave-03-short)@3;LuaRun(SetAreaState("CHURCH_PROTORAVE", "bass"))@17; LuaRun(SetAreaState("CHURCH_LIGHTS", "bass"));SemiBlack(true,2); FocusCamera(EggBeatCam)@2; SemiBlack(false,2)@3;FocusCamera(EggBeatCamIn)@5;MusicPriorityReset();BanishInterface(false)@18;Release();SetTriggerAnimation(andre, startdance);


title: Interfacing: "Listen, you can use the compressor..."
sequence: 0
dialoguetext:
Listen, you can use the compressor to select between which track it's compressing, either the auxiliary signal or the main input from the tape. Make it alternate between the signals.


title: Interfacing: "The compressor controls the gain ba..."
sequence: 0
dialoguetext:
The compressor controls the gain based on the level of the signal on the aux side-chain input. It will allow maintaining a loud sound without peaks that fill up all the headspace.


title: Egg Head: ""Side-chaining it, you said?" He tu..."
sequence: MusicPlay(silence,90);SetTriggerAnimation(andre, stopdance);
dialoguetext:
"Side-chaining it, you said?" He turns down the music, his hands moving deftly across the mixer, setting up the necessary controls...


title: Egg Head: "Then he puts on his headphones and..."
sequence: 0
dialoguetext:
Then he puts on his headphones and his eyes go wide, wider than they've ever gone on drugs. He starts jumping up and down with bliss, in total silence -- still listening to his headphones.


title: Andre: ""God damn it," you hear Andre say t..."
sequence: 0
dialoguetext:
"God damn it," you hear Andre say to himself over the thumping beat, "this dance club idea might just work out."


title: Egg Head: ""Hear that?" He grins with glee. "S..."
dialoguetext: "Hear that?" He grins with glee. "Sounds like the missing part of van Eyck's jam!"
sequence:
LuaRun(SetAreaState("CHURCH_PROTORAVE", "none")); AudioPlay(church/egghead/protorave-04-medium)@3; SemiBlack(true,2); SemiBlack(false,3)@3; FocusCamera(churchRaveCutscene1)@3; FocusCamera(churchRaveCutscene2)@6; LuaRun(SetAreaState("CHURCH_PROTORAVE", "both"))@32; LuaRun(SetAreaState("CHURCH_LIGHTS", "both"))@2; BanishInterface(true); BanishInterface(false)@34;MusicPriorityReset();Release();


title: Pain Threshold: "Your body is taking a beating from..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
Your body is taking a beating from the low frequencies crashing over you. It's making you feel... alive again.


title: Egg Head: "The audio assault is glorious. The..."
dialoguetext:
The audio assault is glorious. The speedfreak dances on the stage, intensely waving his hand in the air.

sequence:
LuaRun(SetAreaState("CHURCH_PROTORAVE", "none")); AudioPlay(church/egghead/protorave-04-medium)@3; SemiBlack(true,2); SemiBlack(false,3)@3; FocusCamera(churchRaveCutscene1)@3; FocusCamera(churchRaveCutscene2)@6; LuaRun(SetAreaState("CHURCH_PROTORAVE", "both"))@32; LuaRun(SetAreaState("CHURCH_LIGHTS", "both")); BanishInterface(true); BanishInterface(false)@34;MusicPriorityReset();Release();SetTriggerAnimation(andre, startdance);


title: Soona, the Programmer: ""Great, someone got through to him...."
sequence: 0
userscript: SetVariableValue("church.soona_egg_auxed_up", true) ;--[[ Variable[ ]]
dialoguetext:
"Great, someone got through to him. Okay, let's get it all set up. Can we turn the music off, please?"


title: Egg Head: ""The Arno will be back! But we're d..."
sequence: 0
dialoguetext:
"The Arno will be back! But we're doing *something else* for one moment." He turns to you. "Alright, go tell her that Egg Head is ready to rave to her *tunes* -- and then I'll turn off the music!"

userscript:
FinishTask("TASK.talk_to_egg_about_cable_done"); GainTask("TASK.report_to_soona_unmute")--[[ Variable[ ]]


title: Egg Head: "The other reel deck is empty. Cable..."
sequence: 0
dialoguetext:
The other reel deck is empty. Cables run hither and thither. On one side, you see an auxiliary line-in with the number 4.5 written next to it.


title: Egg Head: ""Oh... oh... she uses 3.5..." An un..."
sequence: 0
dialoguetext:
"Oh... oh... she uses 3.5..." An uncomfortable pause follows. "Yeah, the auxiliary line-in is 4.5 mm. These two don't mix."


title: Egg Head: ""Don't worry, I have an *adapter* f..."
sequence: 0
dialoguetext:
"Don't worry, I have an *adapter* for it right here!" He searches for the cable on the ground and picks it up, looking at the jack.


title: Egg Head: ""Hang on -- this *is* a 4.5! We're..."
sequence: 0
dialoguetext:
"Hang on -- this *is* a 4.5! We're all good, people!" With a grin he sticks the plug into the auxiliary line-in. You hear a satisfying click.


title: Egg Head: ""Everybody, everybody! Don't panic,..."
sequence: 0
dialoguetext:
"Everybody, everybody! Don't panic, I'm going to turn off the Arno for *just a sec*," the young man shouts as he clicks a switch on the mixer, "for a *special scheduled event*..."


title: Egg Head: ""Good morning, comrade! Yeaaaaaah!"..."
dialoguetext:
"Good morning, comrade! Yeaaaaaah!" He waves his hand in the air. "Harder core!" The words echo magnificently throughout the nave.


title: Egg Head: ""Welcome to Revachol! Yeaaaaaah!" H..."
dialoguetext:
"Welcome to Revachol! Yeaaaaaah!" He waves his hand in the air. "Harder core!" The words echo magnificently throughout the nave.


title: Egg Head: ""Eat the poor! Yeaaaaaah!" He waves..."
dialoguetext:
"Eat the poor! Yeaaaaaah!" He waves his hand in the air. "Harder core!" The words echo magnificently throughout the nave.


title: Egg Head: ""A better deal! Yeaaaaaah!" He wave..."
dialoguetext:
"A better deal! Yeaaaaaah!" He waves his hand in the air. "Medium core!" The words echo magnificently throughout the nave.


title: Egg Head: "He furrows his brow as his very lar..."
sequence: 0
dialoguetext:
He furrows his brow as his very large head traces the sublime invisible movement of the music in the very real air of the stuffy tent...


title: Interfacing: "You scrape the mouldy recesses of y..."
sequence: 0
dialoguetext:
You scrape the mouldy recesses of your brain for some technological sounding jargon. It'll impress the large-headed speedfreak.


title: Interfacing: "Whatever it is you did, it seems to..."
sequence: 0
dialoguetext:
Whatever it is you did, it seems to have helped slightly. Maybe now you'll be able to make sense of it?


title: Noid: ""Don't listen to him," the man yell..."
sequence: 0
dialoguetext:
"Don't listen to him," the man yells over the music. "He's making shit up. There's no top-secret cop audio tech -- there's other top-secret-spying-on-people tech most likely, but cops don't care about *music*."


title: Andre: ""There's a record store in Jamrock,..."
sequence: 0
dialoguetext:
"There's a record store in Jamrock, but that's a bit far away... Maybe some local shopkeeper or handyman can help you fix it?"


title: !(Variable["church.ravers_inside_church"] or Variable["church.ravers_inside_church_with_lab"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["church.ravers_inside_church"]  or  Variable["church.ravers_inside_church_with_lab"]) == false


title: You: ""Maybe Arno van Eyck lives around h..."
sequence: 0
dialoguetext:
"Maybe Arno van Eyck lives around here and just threw a part of his song away, because he thought it was shit?"


title: Andre: ""Intriguing. The way I see it... va..."
sequence: 0
dialoguetext:
"Intriguing. The way I see it... van Eyck based his remix on some famous original piece. Like, a folk song? Something local. Seems you found an initial part with the main melody."


title: Andre: ""Basically what you need to find he..."
sequence: 0
dialoguetext:
"Basically what you need to find here is a tape with some banging music on it, so that Egg Head could use it to remix van Eyck's jam."


title: Noid: ""Yeah. Maybe that streethawker acro..."
sequence: 0
dialoguetext:
"Yeah. Maybe that streethawker across the pawnshop has got some tapes to sell? That's just an idea."


title: You: ""What if... we used that crazy soun..."
sequence: 0
conditionstring: Variable["church.soona_heard_rumble_hum"]
dialoguetext:
"What if... we used that crazy sound assault from Soona's experiment, but contained, tamed it -- made it pulse?" (Proceed with task.)


title: You: ""Honestly, nothing springs to my mi..."
sequence: 0
conditionstring: Variable["church.soona_evicted"] == false and Variable["church.soona_heard_rumble_hum"] == false
dialoguetext:
"Honestly, nothing springs to my mind right now. But I'll see if I can come up with a solution down the lane." (Proceed with task.)


title: You: ""I think it's good enough the way i..."
sequence: 0
dialoguetext:
"I think it's good enough the way it is. Adding that melody has already been a *massive* improvement. It's pretty hard core now." (Finish task.)


title: Egg Head: ""Ooh. Ooh!" Egg Head's puzzled face..."
dialoguetext: "Ooh. Ooh!" Egg Head's puzzled face turns into a wicked grin. "But how?!"
sequence: 0
userscript:
SetVariableValue("church.egg_basschain_wc_trigger", true) ; GainTask("TASK.find_egg_beat")--[[ Variable[ ]]


title: Andre: ""I think you did an amazing job her..."
sequence: 0
dialoguetext:
"I think you did an amazing job here, detective. I would have never thought that van Eyck could be improved on -- but you did it, you made it even better than before."


title: Conceptualization: "Could it be? Maybe for him -- you o..."
sequence: 0
dialoguetext:
Could it be? Maybe for him -- you only have a chapter or two left in you. Last of the penultimate, more like...


title: Interfacing: "Here's an idea -- say what you said..."
sequence: 0
dialoguetext:
Here's an idea -- say what you said before. The exact same thing! OR. Or, wait! Say something that's only marginally different! It will yield a drastically different outcome.


title: Acele: ""Hey..." Acele looks up from her mi..."
sequence: FocusCamera(AceleDanceCam);
dialoguetext:
"Hey..." Acele looks up from her microphone. "What did you do to Egg Head, cop-man? Did you *break* him?"


title: Egg Head: ""Oh no, please become one..." (He d..."
sequence: 0
dialoguetext:
"Oh no, please become one..." (He didn't even notice you mentioning some 'island'.) "You'll miss out on so much good content otherwise. It's like being the greatest cop on earth!"


title: Endurance: "Wait, they want you to run all the..."
sequence: 0
dialoguetext:
Wait, they want you to run all the way back to Martinaise with that leg of yours, just to get some 'tape'? Ouch.


title: Egg Head: ""Hear that?" He grins with glee. "S..."
dialoguetext: "Hear that?" He grins with glee. "Sounds like the missing part of van Eyck's jam!"
sequence:
LuaRun(SetAreaState("CHURCH_PROTORAVE", "none")); AudioPlay(church/egghead/protorave-04-medium)@3; SemiBlack(true,2); SemiBlack(false,3)@3; FocusCamera(churchRaveCutscene1)@3; FocusCamera(churchRaveCutscene2)@6; LuaRun(SetAreaState("CHURCH_PROTORAVE", "both"))@32; LuaRun(SetAreaState("CHURCH_LIGHTS", "both"))@2; BanishInterface(true); BanishInterface(false)@34;MusicPriorityReset();Release();SetTriggerAnimation(andre, startdance)@2;


title: Egg Head: ""Whooh, hear that?!" He wipes his b..."
dialoguetext: "Whooh, hear that?!" He wipes his brow. "The sines match perfectly!"
sequence:
BanishInterface(true);LuaRun(SetAreaState("CHURCH_PROTORAVE", "none")); AudioPlay(church/egghead/protorave-02-short)@3;LuaRun(SetAreaState("CHURCH_PROTORAVE", "melody"))@17;LuaRun(SetAreaState("CHURCH_LIGHTS", "melody"))@2;SemiBlack(true,2); FocusCamera(EggBeatCam)@2; SemiBlack(false,2)@3;FocusCamera(EggBeatCamIn)@5; MusicPriorityReset();BanishInterface(false)@18;Release();SetTriggerAnimation(andre, startdance)@2;


title: Kim Kitsuragi: "It's colder outside than you were e..."
sequence: TotalBlack(false,3)@2;TravelTo(Kim Kitsuragi, KimAgentFix, 2, true, true);
dialoguetext:
It's colder outside than you were expecting. You see the lieutenant, standing there, a small cloud of white escaping from his mouth...


title: Kim Kitsuragi: ""It's not your *fault* that you buy..."
sequence: 0
dialoguetext:
"It's not your *fault* that you buy into whatever conspiracies bug-chasing cryptofascists feed you?"


title: Kim Kitsuragi: "The lieutenant sighs. "Maybe it rea..."
sequence: 0
dialoguetext:
The lieutenant sighs. "Maybe it really *isn't* your fault. You might just be an irretrievable human catastrophe..."


title: You: ""A Seolite.""
dialoguetext: "A Seolite."
sequence: 0
conditionstring:
Variable["TASK.ask_kim_about_seolite_database_done"]   or   IsTHCPresent("advanced_race_theory")  or  Variable["tc.down_with_racism"]


title: Kim Kitsuragi: ""Well, at least you're explicit abo..."
sequence: 0
dialoguetext:
"Well, at least you're explicit about it. Most of the time people try to be *polite*." The lieutenant doesn't even flinch. "You know what you did *not* say I am, though?"


title: Kim Kitsuragi: ""You know, detective, one of your p..."
sequence: 0
dialoguetext:
"You know, detective, one of your problems is that *nothing* ever seems to be your fault. Have you noticed that?"


title: Kim Kitsuragi: ""Which I guess makes *me* the idiot..."
sequence: 0
dialoguetext:
"Which I guess makes *me* the idiot for hoping you could be better... I mean, *look* at yourself..."


title: Kim Kitsuragi: ""You've not just been *unhelpful* w..."
sequence: 0
dialoguetext:
"You've not just been *unhelpful* when it comes to solving the case, you've been an active *hindrance* to the investigation..."


title: Kim Kitsuragi: ""Stop, STOP. You won't even call me..."
sequence: 0
dialoguetext:
"Stop, STOP. You won't even call me by my *actual title*. It's always, 'Kim this, Kim that.' Has it even occurred to you how disrespectful that is?"


title: Kim Kitsuragi: ""No, you fucking asshole. This isn'..."
sequence: 0
dialoguetext:
"No, you fucking asshole. This isn't a *game* and you're not the *hero*. You don't *get* infinite chances to do the right thing. That's not how the world works..."


title: Kim Kitsuragi: ""Now, if you'll excuse me, I have s..."
sequence: 0
dialoguetext:
"Now, if you'll excuse me, I have some other matters to attend to. We'll meet again as usual in the morning. And detective..."


title: You: ""Okay, I know you're mad, but I act..."
sequence: 0
conditionstring: Variable["ice.andre_hyper_rc_succ_fix_kim"] == true
dialoguetext:
"Okay, I know you're mad, but I actually just talked to the spirit of Revachol and she told me we need to work together..."


title: Kim Kitsuragi: ""God, *no*. I'm a detective, not a..."
sequence: 0
dialoguetext:
"God, *no*. I'm a detective, not a charity service for shambolic degenerates who won't help themselves..."


title: Kim Kitsuragi: ""Detective, enough. I don't want to..."
sequence: 0
dialoguetext:
"Detective, enough. I don't want to hear about your degenerate ravings. I've heard *plenty* as it is. Just stop."


title: Kim Kitsuragi: ""Of course that's what you think, c..."
sequence: 0
dialoguetext:
"Of course that's what you think, contrary to all evidence and experience. I'm not here for your sake..."


title: Empathy: "He's been anticipating this moment..."
sequence: 0
dialoguetext:
He's been anticipating this moment for some time. Still, it doesn't make it any easier for him to say...


title: Shivers: "The dark shadow of the church is dr..."
sequence: 0
dialoguetext:
The dark shadow of the church is drawn out on the sand... two men stand there, silent. Their talk is over.


title: Kim Kitsuragi: ""I don't suppose anyone ever questi..."
sequence: 0
dialoguetext:
"I don't suppose anyone ever questions whether you belong here. No matter how badly you fuck up, no matter what a mess you make, you never *stop* being Revacholian..."


title: Kim Kitsuragi: ""I was born here. I grew up here. I..."
sequence: 0
dialoguetext:
"I was born here. I grew up here. It's the only *home* I've ever known. And there's a good chance I'll die in the line of duty here, too."


title: Kim Kitsuragi: ""I don't suppose anyone ever questi..."
sequence: 0
dialoguetext:
"I don't suppose anyone ever questions whether you belong here. Whatever your faults, you're a decent-enough detective. No one will ever *doubt* that you're a real Revacholian..."


title: Kim Kitsuragi: ""I don't suppose anyone ever questi..."
sequence: 0
dialoguetext:
"I don't suppose anyone ever questions whether you belong here. Whatever your faults, you're a solid detective. You're *obviously* Revacholian..."


title: Kim Kitsuragi: ""Suppose I *don't* recommend you be..."
sequence: 0
dialoguetext:
"Suppose I *don't* recommend you be involuntarily committed for a moment... what did *La Revacholière* say to you?"


title: Kim Kitsuragi: ""In any case, I have some personal..."
sequence: 0
dialoguetext:
"In any case, I have some personal matters I'd like to get in order. If you don't object, I'm going to leave the rest of the day's investigation to you..."


title: Kim Kitsuragi: "For a moment the lieutenant seems t..."
sequence: 0
dialoguetext:
For a moment the lieutenant seems to be suppressing something uncomfortable. Then he clears his throat...


title: Kim Kitsuragi: ""Well, good, because we *are* partn..."
sequence: 0
dialoguetext:
"Well, good, because we *are* partners. Now, I have some personal matters I'd like to get in order. If you don't object, I'm going to leave the rest of the day's investigation to you..."


title: You: ""Uh... she said the RCM is gonna ha..."
dialoguetext: "Uh... she said the RCM is gonna have an important role to play..."
sequence: 0
conditionstring:
Variable["ice.andre_hyper_rc_succ_28"] == true  and  Variable["ice.kim_postdance_empathy_world_ending"] == true


title: Kim Kitsuragi: ""Quit fooling around, detective." T..."
sequence: 0
dialoguetext:
"Quit fooling around, detective." There's real urgency in the lieutenant's voice now. "What did La Revacholière tell you about the future?"


title: Empathy: "The lieutenant is a rational observ..."
sequence: 0
dialoguetext:
The lieutenant is a rational observer of reality. His worldview can't accommodate this kind of thing.


title: Kim Kitsuragi: ""Now, I... think I need to take car..."
sequence: 0
dialoguetext:
"Now, I... think I need to take care of some personal matters for a while. If you don't object, I'm going to leave the rest of the day's investigation to you..."


title: Kim Kitsuragi: ""Detective, I'm serious. Have you c..."
sequence: 0
dialoguetext:
"Detective, I'm serious. Have you considered what will happen to the RCM's reputation if one of our own starts going around talking about the end of the world? In an official capacity?"


title: Kim Kitsuragi: ""Now -- if it were any other day, I..."
sequence: 0
dialoguetext:
"Now -- if it were any other day, I would leave for the night. But we have more pressing matters. We need to wrap up this investigation and we need to do it *fast*."


title: Kim Kitsuragi: ""Now -- if it were any other day, I..."
sequence: 0
dialoguetext:
"Now -- if it were any other day, I would leave for the night. But we have more pressing matters. We need to get to the island -- and we need to do it as soon as possible."


title: Kim Kitsuragi: ""This case," he turns to face the s..."
sequence: 0
userscript: ReturnKitsuragi()
dialoguetext:
"This case," he turns to face the sea, "is much, *much* bigger than just you and me. We're close -- let's keep it professional until the very end."


title: Kim Kitsuragi: ""This case," he turns to face the s..."
sequence: 0
userscript: ReturnKitsuragi()
dialoguetext:
"This case," he turns to face the sea, "is much, *much* bigger than just you or me. We're close to the end -- let's cross the finish line. Then we can part our ways."


title: Kim Kitsuragi: ""Now -- if it were any other day, I..."
sequence: 0
dialoguetext:
"Now -- if it were any other day, I would excuse myself for the night. But we have more pressing matters. We need to wrap up this investigation and we need to do it *fast*."


title: Kim Kitsuragi: ""Now -- if it were any other day, I..."
sequence: 0
dialoguetext:
"Now -- if it were any other day, I would excuse myself for the night. But we have more pressing matters. We need to get to the island -- and we need to do it as soon as possible."


title: Andre: "You see a youngish man bleaching th..."
sequence: 0
dialoguetext:
You see a youngish man bleaching the tips of his hair with a toothbrush. He puts the toothbrush down and extends his hand in greeting.


title: Conceptualization: "There is definitely something futur..."
sequence: 0
userscript: SetVariableValue("ice.andre_conceptualized_hair", true) --[[ Variable[ ]]
dialoguetext:
There is definitely something futuristic about his hair, aggressively so. You get the sense that *this* is what the future will look like...


title: Andre: ""Together with Acele Berger -- who'..."
dialoguetext:
"Together with Acele Berger -- who's out there right now, doing some *seriously* progressive sonic experimentation -- we like to think of ourselves as 'music venue organizers.'"


title: Andre: ""You see, we've been all over Jamro..."
dialoguetext:
"You see, we've been all over Jamrock North, prospecting for real estate to establish a new venue in..."


title: Andre: ""Yes, thank you, Egg Head. And, whi..."
dialoguetext:
"Yes, thank you, Egg Head. And, while there is no shortage of raw, unfettered talent spinning tapes in Jamrock, we've had rotten luck with the real estate part."


title: Andre: ""Which brings me to the problem of..."
dialoguetext:
"Which brings me to the problem of occupied ecclesiastical property. I bet you've noticed the derelict hive of *narcomania* on the coast?"


title: Andre: ""I apologize for my friend Noid's p..."
dialoguetext:
"I apologize for my friend Noid's potty-mouth. *I* realize this is not how you speak to a police officer. He has authority issues."


title: Volition: "An attempt to pander to your percei..."
sequence: 0
userscript: SetVariableValue("ice.andre_understood_hes_manipulating", true) --[[ Variable[ ]]
dialoguetext:
An attempt to pander to your perceived conservative sensibilities. No person his age would ever use a word like *narcomania* with a straight face. Don't fall for it!


title: Andre: ""I'm talking about the church. And..."
dialoguetext:
"I'm talking about the church. And I'm not exaggerating! Even a place of spiritual refuge can become a magnet for all sorts of *dopeheads* and *burnouts* if left unattended..."


title: Andre: ""Well, I'm sad to say, that's exact..."
dialoguetext:
"Well, I'm sad to say, that's exactly what happened. Sad because we were just about to put Martinaise on the map with one of the maddest dance clubs in Jamrock -- no, strike that -- in Revachol..."


title: Andre: ""You know, officer, you really shou..."
sequence: 0
dialoguetext:
"You know, officer, you really should judge that for yourself. But keep in mind, their spookiness is the kind that keeps us from restoring this church into a community centre. And a place of spiritual refuge."


title: Egg Head: ""People just wanna spin tapes witho..."
sequence: 0
dialoguetext:
"People just wanna spin tapes without them spookin' it up! Place has bad sines! No one can dance like that."


title: Andre: ""I was hoping you would be the judg..."
sequence: 0
dialoguetext:
"I was hoping you would be the judge of that, officer. All I can say is, their spookiness is the kind that keeps us from restoring this church into a community centre. And a place of spiritual refuge."


title: Andre: ""So you're gonna look into it, righ..."
sequence: 0
dialoguetext:
"So you're gonna look into it, right?" He turns to you. "It *should* be a police matter -- getting them out. Whatever spooky stuff they're doing, I'm sure it's not what the Ecclesiastes meant their property for."


title: Andre: ""C'mon, man, at least *think* about..."
sequence: 0
dialoguetext:
"C'mon, man, at least *think* about it first. It's our lives at stake here, our *dreams!* I'm sure you'll see things differently once you've let me explain it... You guys like questions, right? Cops *love* questions, ask me some! You'll see!"


title: Andre: ""Alright, man!" He claps his hands..."
dialoguetext: "Alright, man!" He claps his hands enthusiastically.
sequence: 0
userscript:
SetVariableValue("ice.andre_look_into_church_case_initiated", true) ; GainTask("TASK.establish_church_dance_club"); GainTask("TASK.look_into_church_spooks")--[[ Variable[ ]]


title: Empathy: "Andre is obviously very happy you t..."
sequence: 0
dialoguetext:
Andre is obviously very happy you took him seriously. The whole tent is. The boys exchange giddy looks.


title: Volition: "He's right. All those sweet questio..."
sequence: 0
userscript: SetVariableValue("ice.andre_volition_helped_not_ask_questions", true) --[[ Variable[ ]]
dialoguetext:
He's right. All those sweet questions waiting to be answered... you can choose to let them go, though. There will be plenty of questions to ask at another time. Or even from other people.


title: Rhetoric: "If you don't know what the Founding..."
sequence: 0
userscript: SetVariableValue("ice.rhetoric_trick_founding_party", true) --[[ Variable[ ]]
dialoguetext:
If you don't know what the Founding Party is, there might be a way to mask it with minor demagoguery.


title: Andre: ""Meteo. A country. On Mundi?" He lo..."
sequence: 0
dialoguetext:
"Meteo. A country. On Mundi?" He looks at you, squinting his eyes to see if you're kidding. "On the Mundi isola."


title: Andre: ""Come to think of it, I've never re..."
sequence: 0
dialoguetext:
"Come to think of it, I've never really looked them up, you know. I can't give you a precise definition, but they're a very powerful religious organization."


title: You: ""Now Andre -- in your opinion -- wo..."
sequence: 0
conditionstring: Variable["ice.andre_rhetoric_founding_party_mask"]
dialoguetext:
"Now Andre -- in your opinion -- would this ancient religious organization who *anoints the innocence* want a dance club in one of their churches?"


title: Egg Head: ""The Perikarnassian Church is about..."
sequence: 0
userscript: SetVariableValue("ice.andre_ecclesiastes_hardcore", true) --[[ Variable[ ]]
dialoguetext:
"The Perikarnassian Church is about *love*! Anodic music is about *love*! I got love for my Perikarnassian posse, *love* is the relay out of death! WE DANCE!!!" He violently shakes the tape player, as if to see if he can break it.


title: Egg Head: ""Make some noise for my Insulindian..."
sequence: 0
dialoguetext:
"Make some noise for my Insulindian posse!" He turns the volume up, then looks at you with a knowing nod. As if it's obvious you will now break into dance.


title: Physical Instrument: "You feel it. The anodes and the cat..."
sequence: 0
userscript: SetVariableValue("ice.andre_composure_said_dance", true) --[[ Variable[ ]]
dialoguetext:
You feel it. The anodes and the cathodes coursing through you -- your big toe starts tapping along to the bass, as if testing the waters...


dialoguetext: 0
sequence: Continue()
title:
CheckEquipped("neck_tie")  and  Variable["whirling.necktie_personified"]  and  Variable["ice.andre_composure_said_dance"]


dialoguetext: 0
sequence: Continue()
title:
!(CheckEquipped("neck_tie")  and  Variable["whirling.necktie_personified"]  and  Variable["ice.andre_composure_said_dance"])

conditionstring:
(CheckEquipped("neck_tie")  and  Variable["whirling.necktie_personified"]  and  Variable["ice.andre_composure_said_dance"]) == false


title: Horrific Necktie: "Yeah, let it out! Let the disco hap..."
sequence: 0
dialoguetext:
Yeah, let it out! Let the disco happen. Bring the disco into this world! Get this church shit on and then dance there motherfucker!


title: You: ""No. This is too much. No sane orga..."
sequence: 0
userscript: SetVariableValue("ice.andre_ecclesiastes_disagreed", true) --[[ Variable[ ]]
dialoguetext:
"No. This is too much. No sane organization would want this level of absurdity in their church." (Proceed.)


title: Egg Head: ""Your posse's like your people, man..."
sequence: 0
dialoguetext:
"Your posse's like your people, man! Like you got your cop posse -- you look out for each other and you party together. That's a posse!"

userscript:
XPPicoSetBool("XP.learned_about_posse"); SetVariableValue("ice.andre_heard_posse_blabbering", true) --[[ Variable[ ]]


title: Esprit de Corps: "Two men and a woman stand on the be..."
sequence: 0
userscript: SetVariableValue("ice.andre_esprit_succeeded", true) --[[ Variable[ ]]
dialoguetext:
Two men and a woman stand on the beach, under a row of houses long abandoned to war damage. The words "Feld Electrical" have peeled off the turn-of-the-century waterfront development. One of the men carries a small boy on his shoulders. The boy looks up at the faded logo.


title: Esprit de Corps: "The woman says to him: "Good to see..."
sequence: 0
dialoguetext:
The woman says to him: "Good to see you here, special consultant. We're worried about the lieutenant-yefreitor."


title: Perception (Hearing): "You hear a wave crashing outside, n..."
sequence: 0
dialoguetext:
You hear a wave crashing outside, not far. It's a big one. The rumble dissipates into the bassline...


title: Andre: ""He's coming around." He nods at hi..."
sequence: 0
dialoguetext:
"He's coming around." He nods at his friend, then turns to you with a mischievous grin: "You're *getting* it."


title: Andre: ""I didn't want to say it, but it *w..."
sequence: 0
dialoguetext:
"I didn't want to say it, but it *was* pretty lame of you to imply otherwise. Anyway, you got more questions?"


title: Noid: ""Do it for the masses, do it for th..."
sequence: 0
dialoguetext:
"Do it for the masses, do it for the crew." His friend forms a fist with a screwdriver still in his hand. Approvingly so.


title: Andre: ""That's pretty down-beat. I think I..."
sequence: 0
dialoguetext:
"That's pretty down-beat. I think I speak for all of us when I say we expected the law to be more open to the idea of love, unity, and the Perikarnassian posse."


title: You: "No words. Just dance."
dialoguetext: No words. Just dance.
sequence: 0
conditionstring:
Variable["ice.andre_composure_idea"]  and  ((Variable["TASK.locate_ruby_on_the_coast_done"] ==true  and  Variable["TASK.return_to_whirling_done"] == true)  or  Variable["TASK.locate_ruby_on_the_coast_done"] == false)


title: You: "Maybe everything isn't quite as you..."
dialoguetext: Maybe everything isn't quite as you've been told? Take a moment to analyse.
sequence: 0
conditionstring:
Variable["church.ravers_inside_church"] == false  and  (Variable["ice.andre_questioned_etherscent"]  or  Variable["ice.andre_questioned_lange"]  or  Variable["ice.andre_questioned_nosaphed"]  or  Variable["ice.andre_questioned_water"])


title: Empathy: "He doesn't look resigned at all. Pr..."
sequence: 0
userscript: SetVariableValue("ice.andre_empathy_not_resigned", true) --[[ Variable[ ]]
dialoguetext:
He doesn't look resigned at all. Probably counting on your curiosity to get the best of you sooner or later.


title: !(Variable["ice.acele_noid_padlock"] and Variable["ice.andre_acele_reaction_done"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["ice.acele_noid_padlock"]  and  Variable["ice.andre_acele_reaction_done"] == false) == false


title: Perception: "Is that a bald spot? It's hard to t..."
sequence: 0
userscript: SetVariableValue("ice.andre_perception_showed_hes_bolding", true) --[[ Variable[ ]]
dialoguetext:
Is that a bald spot? It's hard to tell for sure with the fused-together spikes, but it looks like he's balding.


title: Andre: ""...or because I'm balding, yes. I..."
sequence: 0
dialoguetext:
"...or because I'm balding, yes. I want to fuse the remains of my hair together, before it leaves me."


title: Andre: ""Of course it is, otherwise I'd jus..."
sequence: 0
dialoguetext:
"Of course it is, otherwise I'd just be another poor guy with no education and no money. General-issue, man. Now I'm all that -- *and* I have radical spikes."


title: You: ""I wanted to ask you about this ten..."
dialoguetext: "I wanted to ask you about this tent full of equipment."
sequence: 0
conditionstring:
Variable["church.ravers_inside_church"] == false  and  Variable["ice.andre_logic_didntcare"] == false


title: Andre: ""Yes -- it's a matter of occupied..."
dialoguetext:
"Yes -- it's a matter of occupied  ecclesiastical property. I bet you've noticed the derelict hive of *narcomania* on the coast?"


title: Andre: ""Hi again. So, uh... How're things..."
dialoguetext:
"Hi again. So, uh... How're things going?" He looks excited. The tips of his hair are sharp and white. The bleach has consumed almost all of the toothbrush on the mirror in front of him.


title: Andre: ""I knew it! The man is back for tho..."
userscript: SetVariableValue("ice.andre_volition_exit_used", false) --[[ Variable[ ]]
dialoguetext:
"I knew it! The man is back for those sweet, sweet questions!" The young man smiles at you. "What will it be?"


title: Andre: ""And they have roots in ancient mas..."
sequence: 0
dialoguetext:
"And they have roots in ancient mass society." He pauses. "And they're the custodians of the Perikarnassian Church. Plus they anoint the innocence. They, like, made the innocentic system, no?"


title: You: ""I now understand it was *lame* of..."
sequence: 0
dialoguetext:
"I now understand it was *lame* of me to suggest otherwise. Anodic music *is* about love and so is the Perikarnassian Church." (Proceed.)

userscript:
SetVariableValue("ice.andre_egg_musiclove", true) ; SetVariableValue("ice.andre_ecclesiastes_agreed", true) --[[ Variable[ ]]


title: Composure: "You feel like you could go for a li..."
sequence: 0
dialoguetext:
You feel like you could go for a little disco when -- or if -- they get this club going. You've got it in you.


title: Egg Head: "The one with the large head is stil..."
sequence: SetTriggerAnimation(Tequila Sunset,end);
dialoguetext:
The one with the large head is still looking at you, nodding his head, waiting for your body to start moving...


title: Egg Head: "The one with the large head is stil..."
sequence: SetTriggerAnimation(Tequila Sunset,end);
dialoguetext:
The one with the large head is still looking at you, nodding his head, waiting for your body to start moving... his expectation is fierce...


title: Andre: ""Yeah. It's all set up, man! Can yo..."
dialoguetext:
"Yeah. It's all set up, man! Can you already imagine a thousand people in here?! Ten thousand?!" He waves his hands in an unbelievably lame, non-hard-core manner.


title: Andre: ""Yeah, sometimes... when I, like, s..."
sequence: 0
dialoguetext:
"Yeah, sometimes... when I, like, stumble and find my way into his centre. You have to hear a lot of 'hard core to the mega' first, though."


title: Physical Instrument: "Audio waves thump against your rib..."
sequence: 0
dialoguetext:
Audio waves thump against your rib cage. The speaker set-up makes everything sound much better... but there's a noticeable lack of something.


title: Physical Instrument: "Audio waves thump against your rib..."
sequence: 0
dialoguetext:
Audio waves thump against your rib cage. The speaker set-up makes everything sound much better... but the *BEAT* is still so weak.


title: Andre: ""Oh, hey, man! It's good to see you..."
dialoguetext:
"Oh, hey, man! It's good to see you." He dances over to you in an inexplicably soft-core manner. It's embarrassing.


title: Logic: "What if... you re-routed the terrif..."
sequence: 0
dialoguetext:
What if... you re-routed the terrifying audio assault that the lead programmer's microphone setup picks up through this compressor?


title: Andre: ""Uh... c'mon, that was just the cra..."
sequence: 0
userscript: SetVariableValue("tc.crab_man", true) --[[ Variable[ ]]
dialoguetext:
"Uh... c'mon, that was just the crab-man. You're a brave cop, maybe you should go back and talk to him. Figure out the situation, see what he wants."


title: Andre: ""But you didn't talk to him?" He hu..."
sequence: 0
dialoguetext:
"But you didn't talk to him?" He hums to himself. "I think you should go back -- figure out the situation, see what he wants."


title: You: ""He keeps himself physically active..."
sequence: 0
dialoguetext:
"He keeps himself physically active, thinks spiritual thoughts and doesn't drink. Who am I to evict such a person?"


title: You: ""As far as I can tell he's not goin..."
sequence: 0
dialoguetext:
"As far as I can tell he's not going to leave. He'll climb around up there, and guys, you'll never catch him."


title: Andre: ""A shame." He sighs. "What can we d..."
sequence: 0
dialoguetext:
"A shame." He sighs. "What can we do now? Do you see a way out of this jam -- and into a laser-lit future of dance and unity?"


title: You: ""I kicked the programmer out, she w..."
dialoguetext: "I kicked the programmer out, she won't bother you anymore. Time to dance!"
sequence: 0
conditionstring:
Variable["TASK.tell_andre_to_move_in"]  and  Variable["TASK.tell_andre_to_move_in_done"] == false  and  Variable["church.soona_evicted"] == true


title: Andre: ""Really?" He smiles, happier than h..."
sequence: 0
dialoguetext:
"Really?" He smiles, happier than he's ever been before. "We are grateful, cop-man. You're a true ally and the augury of a new era of *ANODIC DANCE MUSIC*."

userscript:
SetVariableValue("church.ravers_inside_church_with_lab", true) ; FinishTask("TASK.tell_andre_to_move_in_done");--[[ Variable[ ]]


title: Andre: ""Maybe... uh... I guess we'll figur..."
sequence: 0
userscript: SetVariableValue("church.andre_soona_happened_next", true) --[[ Variable[ ]]
dialoguetext:
"Maybe... uh... I guess we'll figure something out. Okay, but what about the other spooker -- the one in grandma's clothes? Did you see her?"


title: You: ""I'm making progress in the church,..."
dialoguetext: "I'm making progress in the church, but it's slow going. There's a hitch in Soona's research."
sequence: 0
conditionstring:
Variable["church.soona_reveal_whitecheck"]  and  Variable["church.soona_whitecheck_perc_success"] == false


title: You: ""She's trying to catch an anomaly u..."
sequence: 0
dialoguetext:
"She's trying to catch an anomaly using a special microphone set up, but she can't hear the audio coming through her headphones."


title: Noid: ""An audio shortfall, you say?" The..."
sequence: 0
dialoguetext:
"An audio shortfall, you say?" The other speedfreak points his thumb toward the speaker in the back. "Guess what, we've got speakers with *massive* low end. There's a good chance it can do it."


title: You: ""Good news! I managed to convince S..."
sequence: 0
dialoguetext:
"Good news! I managed to convince Soona. She's okay with you guys moving in, but on one condition -- she needs your speakers for her project."

conditionstring:
Variable["church.soona_whitecheck_perc_success"] == true  and  Variable["TASK.tell_andre_to_move_in"]  and  Variable["TASK.tell_andre_to_move_in_done"] == false


title: You: ""Yeah, I *can't* evict her. I tried..."
sequence: 0
dialoguetext:
"Yeah, I *can't* evict her. I tried, but she quoted the Wayfarer Act, and she's actually correct about it, so..."

conditionstring:
Variable["church.soona_asked_her_to_leave"] == true  and  Variable["church.soona_whitec_eviction_success"] == false


title: Andre: ""We can figure something out, right..."
sequence: 0
dialoguetext:
"We can figure something out, right, guys? Work out a deal. We can run the club without bothering her."


title: Andre: ""Wonderful!" He nods enthusiastical..."
sequence: 0
dialoguetext:
"Wonderful!" He nods enthusiastically, then leans in and whispers: "If co-existing fails, you can always muscle her out, right? If... it's all okay with you. What do you think?"


title: Andre: "He looks around the tent. "Aww man,..."
sequence: 0
dialoguetext:
He looks around the tent. "Aww man, but the drug lab was like an *integral* part of getting the club going."


title: Andre: ""Excellent! Good luck, my friend."..."
sequence: 0
dialoguetext:
"Excellent! Good luck, my friend." He smiles wide, like a replica of his friend with the large head.

userscript:
FinishTask("TASK.tell_andre_about_soona_done"); GainTask("TASK.convince_or_evict_soona")--[[ Variable[ ]]


title: Andre: ""Yeah, he can do his climbing thing..."
sequence: 0
dialoguetext:
"Yeah, he can do his climbing thing in the tower. And the programmer... does she like anodic dance music?"


title: Andre: ""If that's okay with her... We only..."
sequence: 0
userscript: SetVariableValue("church.andre_soona_coexist", true) ;--[[ Variable[ ]]
dialoguetext:
"If that's okay with her... We only wanna get in the church and spread the joy and ecstasy of music."


title: You: ""She did not like it, and the drug..."
dialoguetext: "She did not like it, and the drug lab didn't really help either."
sequence: 0
conditionstring:
Variable["TASK.tell_andre_about_soona"]  and  Variable["church.soona_said_dance_drug_lab_plan"] == true


title: Noid: ""What a pity! That's my favourite t..."
sequence: 0
dialoguetext:
"What a pity! That's my favourite thing in the world." He drops a hammer back into a toolbox. "And she doesn't like it at all."


title: Noid: ""For me it was my favourite part. C..."
sequence: 0
dialoguetext:
"For me it was my favourite part. Chemistry is great. Besides, imagine all the drugs we could do if we had our own drug lab."


title: Andre: ""C'mon, man. Who will you trust, a..."
sequence: 0
dialoguetext:
"C'mon, man. Who will you trust, a spooky programmer or us? We just wanna make the world a better place."


title: You: ""You won't believe it. I stood my g..."
sequence: 0
conditionstring: Variable["church.andre_blackc_drama_tiago"]
dialoguetext:
"You won't believe it. I stood my ground, bravely staring him down, but suddenly -- fire started shooting out of his eyes! It was out of this world."


title: Andre: ""You're right, I don't believe the..."
sequence: 0
dialoguetext:
"You're right, I don't believe the last part... sounds like one of the cheap *literature fantastique* novels. Always full of otherworldly sorceries and hokey stuff."


title: Andre: ""That must have been the crab-man...."
sequence: 0
userscript: SetVariableValue("tc.crab_man", true) --[[ Variable[ ]]
dialoguetext:
"That must have been the crab-man. It's okay if you got spooked and ran away." He hums to himself. "I think you should go talk to him -- figure out the situation, see what he wants."


title: Andre: ""But he's likely up to no good." An..."
sequence: 0
userscript: SetVariableValue("tc.crab_man", true) --[[ Variable[ ]]
dialoguetext:
"But he's likely up to no good." Andre shakes his head. "He's a crab-man, man... a menace to society."


title: Andre: ""I dunno, man... doesn't it feel li..."
sequence: 0
dialoguetext:
"I dunno, man... doesn't it feel like a major hindrance to you?" He rubs his jaw. "A spooky guy climbing around when all the guests are trying to have nice friendly hyper-time?"


title: Egg Head: ""Feel the love! GET DOWN AND FEEL I..."
sequence: 0
dialoguetext:
"Feel the love! GET DOWN AND FEEL IT!" The stuffy tent muffles the last two words. The command fails to impress.


title: Andre: ""You'll get there, believe me... wh..."
sequence: 0
userscript: SetVariableValue("church.soona_andre_logic_hint_confronted_him", true) --[[ Variable[ ]]
dialoguetext:
"You'll get there, believe me... when we've got our gear set up. Things will be flowin' and pumpin'..."


title: Andre: ""Anyway, now that it's settled... h..."
sequence: 0
dialoguetext:
"Anyway, now that it's settled... how did she seem? I mean, disposition-wise, about the dance club idea? 'Ja' oder 'Nein'? Rockin' it or droppin' it?"


title: Noid: ""Drugs and anodic music, I mean. An..."
sequence: 0
dialoguetext:
"Drugs and anodic music, I mean. And she doesn't like either one of them. Some people are just *born* retrograde."


title: Noid: ""What a pity! Those are my two favo..."
sequence: 0
dialoguetext:
"What a pity! Those are my two favourite things in the world." He drops a bundle of screws into his toolbox.


title: Andre: ""No, Noid. He's right... maybe we'v..."
sequence: 0
dialoguetext:
"No, Noid. He's right... maybe we've approached it the wrong way after all. I'm sure there's a workaround. We can make a deal not to bother her."


title: Andre: ""No, Noid. No hammer. I'm sure ther..."
sequence: 0
dialoguetext:
"No, Noid. No hammer. I'm sure there's a workaround. We can, like, make a deal not to bother her? You know, co-exist."


title: Andre: ""No worries. We'll figure it out."..."
sequence: 0
dialoguetext:
"No worries. We'll figure it out." The man nods enthusiastically, then leans in and whispers: "If co-existing fails, you can always muscle her out, right? If... it's all okay with you. What do you think?"


title: Egg Head: "Egg head cannot believe what you ju..."
sequence: 0
dialoguetext:
Egg head cannot believe what you just said. It makes him pump the jam a *little* slower for a moment, but then he returns to the full swing of it.


title: Andre: ""We are grateful, cop-man. You're a..."
sequence: 0
userscript: FinishTask("TASK.tell_andre_to_move_in_done")--[[ Variable[ ]]
dialoguetext:
"We are grateful, cop-man. You're an augury of a new era of *ANODIC DANCE MUSIC*." The speedfreak smiles, happier than he's ever been before.


title: Andre: ""We appreciate it." He grins. "It's..."
sequence: FadeToBlack();
dialoguetext:
"We appreciate it." He grins. "It's going to take us a bit to move our stuff inside. A couple of hours, maybe. Come check back later!" Andre waves to the other speedfreaks. "Let's get moving!"

userscript:
GainTask("TASK.visit_nightclub"); SetVariableValue("church.ravers_moving_altgreet", true) ; SetVariableValue("church.drug_lab_visible", true) ; SetVariableValue("church.ravers_inside_church", true) --[[ Variable[ ]]


title: Noid: ""I mean, anodic music is great and..."
sequence: 0
dialoguetext:
"I mean, anodic music is great and all, but drugs -- they make you feel really good. When did you last feel really, really good?"


title: You: ""You're right, I only ever feel goo..."
sequence: 0
conditionstring: SubstanceUsedOnce("speed") or SubstanceUsedOnce("pyrholidon")
dialoguetext:
"You're right, I only ever feel good when I'm blasting some high-grade narcotics. Then I feel *great*!"


title: Noid: ""No, but you see, no one likes *dru..."
sequence: 0
dialoguetext:
"No, but you see, no one likes *drunk* people, drunk people get into fights and try to hit on everyone. Now, people on *speed*, however..."


title: Andre: ""Yeah -- it's a matter of occupied..."
dialoguetext:
"Yeah -- it's a matter of occupied ecclesiastical property. I bet you've noticed the derelict hive of *narcomania* on the coast?"


title: Composure: "He leans back a little, watching yo..."
sequence: 0
dialoguetext:
He leans back a little, watching you with a steady, serious gaze, letting you imagine just how bad those 'dopeheads' and 'burnouts' really are.


title: Andre: ""Ecstatic vibrations! Totally trans..."
dialoguetext:
"Ecstatic vibrations! Totally transcendent! And I've finished setting up the new compressor too!" He looks at the imposing black box in the corner that's churning out the sound.


title: Andre: ""Hi again. Have you changed your mi..."
dialoguetext:
"Hi again. Have you changed your mind? You changed your mind, right?" The tips of his hair are sharp and white. The bleach has consumed almost all of the toothbrush on the mirror in front of him.


title: Andre: ""Oh, the God of Dance is back! I'm..."
userscript: SetVariableValue("ice.andre_altgreet_cool_dance", true) --[[ Variable[ ]]
dialoguetext:
"Oh, the God of Dance is back! I'm dancing with the God of Dance!" He dances over to you, moving in a slightly less lame manner.


title: Andre: ""You can always come ask for the ke..."
sequence: 0
dialoguetext:
"You can always come ask for the key to the church if you change your mind. Keep it cool, officer." He winks at you.


title: You: ""There's something sinister going o..."
sequence: 0
dialoguetext:
"There's something sinister going on under the building's roof... I think he's getting high or something."


title: You: "[Leave the tent.]"
dialoguetext: [Leave the tent.]
sequence: 0
userscript:
SetAreaState("CHURCH_DRUGLAB","visible");
SetAreaState("CHURCH_RAVERS","in_church");
GoToDestination("Martinaise-ext","tent");
PassTime()


title: You: ""Oh, you mean the *illegal drug lab..."
sequence: 0
dialoguetext:
"Oh, you mean the *illegal drug lab*? There will be no shady shenanigans in the church, only love and anodic dance music."


title: Egg Head: ""No." A smile vanishes from Egg Hea..."
sequence: 0
dialoguetext:
"No." A smile vanishes from Egg Head's face as he looks around the room. "No, I thought we agreed to do this pure and true. Guys, we're not changing our mind."


title: Noid: ""No." The one with the necklace sta..."
sequence: 0
dialoguetext:
"No." The one with the necklace stares at you coldly. "You don't get to squeeze out every drop of us and then 'change your mind'."


title: Noid: ""We're setting up the shop. It's to..."
sequence: 0
dialoguetext:
"We're setting up the shop. It's too late to turn around now. Deal with it, it was your decision, cop-man."


title: Noid: ""No." The one with the necklace sta..."
sequence: 0
dialoguetext:
"No." The one with the necklace stares at you coldly. "You don't get to take all our money and then 'change your mind'.


title: Andre: ""Alright!" Andre grins as if this s..."
sequence: FadeToBlack();
dialoguetext:
"Alright!" Andre grins as if this settles it. "It's going to take us a bit to move our stuff inside. A couple of hours, maybe. Come check back later!" He waves to the other speedfreaks. "Let's get moving!"

userscript:
GainTask("TASK.visit_nightclub"); SetVariableValue("church.ravers_moving_altgreet", true) ; SetVariableValue("church.drug_lab_visible", true) ; SetVariableValue("church.ravers_inside_church", true) --[[ Variable[ ]]


title: Noid: ""No." The one with the necklace sta..."
sequence: 0
dialoguetext:
"No." The one with the necklace stares at you coldly. "You don't get to say one thing and then 'change your mind'. We trusted you, cop-man."


title: Andre: ""Fine..." He seems disappointed. "W..."
sequence: FadeToBlack();
dialoguetext:
"Fine..." He seems disappointed. "We can make do. It's going to take us a bit to move our stuff inside. A couple of hours, maybe. Come check back later." Andre waves to the other speedfreaks. "Let's get moving!"

userscript:
GainTask("TASK.visit_nightclub"); SetVariableValue("church.ravers_moving_altgreet", true) ; SetVariableValue("church.drug_lab_visible", false) ; SetVariableValue("church.ravers_inside_church", true) --[[ Variable[ ]]


title: You: ""You mean the drug lab? Yeah, that'..."
sequence: 0
userscript: SetVariableValue("ice.andre_logic_notlab", true) ; ReputationGrows("narcomania")--[[ Variable[ ]]
dialoguetext:
"You mean the drug lab? Yeah, that's not going to happen. It's illegal, you see." (Refuse to set it up.)


title: Andre: ""Of course!" He gives you a knowing..."
sequence: 0
dialoguetext:
"Of course!" He gives you a knowing nod. "I meant the bar, obviously. Why am I even talking about this?" Andre grins as if this settles it.


title: Noid: ""No." The one with the necklace sta..."
sequence: 0
dialoguetext:
"No." The one with the necklace stares at you coldly. "You don't get to squeeze out every drop of us after keeping us in the dark for so long."


title: Andre: ""Noid!" Andre turns to his friend...."
sequence: 0
dialoguetext:
"Noid!" Andre turns to his friend. "Let's be reasonable here! We could use a friendly face in the station." He turns back to you with a wide smile on his face.


title: You: ""Alright.""
dialoguetext: "Alright."
sequence: 0
userscript:
SetVariableValue("ice.andre_logic_cut", true) ; SetVariableValue("ice.andre_logic_cut_fifty", true) --[[ Variable[ ]]


title: Andre: ""It's going to take us a bit to mov..."
sequence: FadeToBlack();
dialoguetext:
"It's going to take us a bit to move our stuff inside. A couple of hours, maybe. Come check back later!" He waves to the other speedfreaks. "Let's get moving!"

userscript:
GainTask("TASK.visit_nightclub"); SetVariableValue("church.ravers_moving_altgreet", true) ; SetVariableValue("church.drug_lab_visible", true) ; SetVariableValue("church.ravers_inside_church", true) --[[ Variable[ ]]


title: Andre: ""Come now, it'll take weeks to get..."
sequence: 0
dialoguetext:
"Come now, it'll take weeks to get everything set up, start making the produce, and deliver it around to the needy. This is a lengthy process."


title: Andre: ""Alright!" He grins. "It's going to..."
sequence: FadeToBlack();
dialoguetext:
"Alright!" He grins. "It's going to take us a bit to move our stuff inside. A couple of hours, maybe. Come check back later!" Andre waves to the other speedfreaks. "Let's get moving!"


title: Andre: ""Oh, if it was just like that," he..."
sequence: 0
dialoguetext:
"Oh, if it was just like that," he rushes to reassure you, "it would be fine. But they're also *spooky*."


title: You: ""I won't stand for narcomaniacs of..."
sequence: 0
dialoguetext:
"I won't stand for narcomaniacs of any kind. No *narcomaniacs* on my watch." (Shake your head gravely.)

userscript:
ReputationGrows("narcomania"); SetVariableValue("ice.andre_vol_manipulated_narcomania", true) --[[ Variable[ ]]


title: You: ""I feel like you may be laying this..."
sequence: 0
conditionstring: Variable["ice.andre_understood_hes_manipulating"]
dialoguetext:
"I feel like you may be laying this on a bit thick. What's really so bad about these 'dopeheads' and 'burnouts'?"


title: You: ""I don't know, I indulge a little t..."
dialoguetext: "I don't know, I indulge a little too sometimes..."
sequence: 0
conditionstring:
Variable["character.habit_speed"] == false  and  Variable["character.habit_pyrholidon"] == false  and  (SubstanceUsedOnce("speed")  or  SubstanceUsedOnce("pyrholidon"))


title: Andre: ""Oh, that's all fine, of course" he..."
sequence: 0
dialoguetext:
"Oh, that's all fine, of course" he rushes to reassure you. "But these people -- they're also *spooky*."


title: Andre: ""If you do decide to look into the..."
sequence: 0
dialoguetext:
"If you do decide to look into the matter of the church, you know where to find us." He flashes you a confident smile.


title: Andre: ""Oh! Oh! You should have the key. W..."
sequence: 0
userscript: SetVariableValue("ice.andre_last_second_key_entry", true) --[[ Variable[ ]]
dialoguetext:
"Oh! Oh! You should have the key. We had to padlock the door to the church to keep more vagrants from wandering in... Noid, give the officer the key!"


title: Andre: ""Too modern," Andre shakes his spik..."
sequence: ResetCamera(2);
dialoguetext:
"Too modern," Andre shakes his spiky head. "And too ironic. We don't want ironic, we want *real*. Real and true and beautiful, like a morning after the rave."


title: Andre: ""The name..." He appears to mull it..."
sequence: 0
dialoguetext:
"The name..." He appears to mull it over, one hand idly touching his hair. "Everything I manage to come up with sounds just *wrong*."


title: Andre: ""No, it has to be bigger than Hard..."
sequence: ResetCamera(2);
dialoguetext:
"No, it has to be bigger than Hard Core." Andre looks worried as he comes to this realization. "Yes, it has to be even bigger than *Hard Core to the Mega*, it has to be bigger than the scene!"


title: Egg Head: ""YEKOKATAA!" The freak with the lar..."
sequence: 0
dialoguetext:
"YEKOKATAA!" The freak with the large head yells from the stage, waving his hand in the air. "THE PLACE TO BE!"


title: Acele: ""I don't care, I don't like the cra..."
sequence: 0
dialoguetext:
"I don't care, I don't like the crab-man and I don't like his ideas, his ideas are spooky. Next, please!"


title: You: ""Disco Elysium.""
dialoguetext: "Disco Elysium."
sequence: 0
conditionstring: Variable["tc.elysium"]
userscript:
SetVariableValue("ice.andre_named_club", true) ; SetVariableValue("ice.andre_named_club_disco", true) --[[ Variable[ ]]


title: You: ""No Truce with the Furies.""
dialoguetext: "No Truce with the Furies."
sequence: 0
userscript:
SetVariableValue("ice.andre_named_club", true) ; SetVariableValue("ice.andre_named_club_furies", true) --[[ Variable[ ]]


title: You: ""Revachol West.""
dialoguetext: "Revachol West."
sequence: 0
conditionstring: Variable["tc.that_in_revachol"]
userscript:
SetVariableValue("ice.andre_named_club", true) ; SetVariableValue("ice.andre_named_club_west", true) --[[ Variable[ ]]


title: Acele: ""But *Disco* Elysium..." She looks..."
sequence: 0
dialoguetext:
"But *Disco* Elysium..." She looks unsure. "Isn't it wacky? Disco's kind of gone, isn't it? Forgotten."


title: Noid: ""Egg's right, they can call it 'No..."
sequence: 0
dialoguetext:
"Egg's right, they can call it 'No Truce' if it's too long. At least it stands out from the others, it *evokes* something, it's victorious."


title: Noid: ""It's settled, then. Everyone, welc..."
sequence: 0
dialoguetext:
"It's settled, then. Everyone, welcome to Revachol West!" He looks around the church as light beams paint the dance floor violet blue.

userscript:
FinishTask("TASK.visit_nightclub_done"); FinishTask("TASK.establish_church_dance_club_done")--[[ Variable[ ]]


title: Andre: ""And yet mysterious." He looks arou..."
sequence: 0
dialoguetext:
"And yet mysterious." He looks around the church as light beams wash over the dance floor, bathing it in violet blue.


title: Andre: "Andre breaks into frenzied dance-li..."
dialoguetext: Andre breaks into frenzied dance-like motion to celebrate the name. Someone turns up the beat.
sequence:
SetBooleanAnimation(andre,andre,true); SetBooleanAnimation(andre,Secondary,true); SetBooleanAnimation(andre,generic,false);


title: Suggestion: "It feels good, it feels right... bu..."
sequence: 0
userscript: SetVariableValue("ice.andre_composure_idea", true) --[[ Variable[ ]]
dialoguetext:
It feels good, it feels right... but what is this? What is this *thing* that Andre is doing with his limbs?!


title: Andre: ""I'm dancing!" He performs yet anot..."
sequence: 0
userscript: SetVariableValue("ice.andre_composure_idea", true) --[[ Variable[ ]]
dialoguetext:
"I'm dancing!" He performs yet another strange pattern of moves, but it doesn't look very cool or modern. Honestly, it looks kind of lame...


title: Acele: ""It's settled, then. Everyone, welc..."
sequence: 0
dialoguetext:
"It's settled, then. Everyone, welcome to Disco Elysium!" A light beam washes over the dance floor, bathing it in violet blue.

userscript:
FinishTask("TASK.visit_nightclub_done"); FinishTask("TASK.establish_church_dance_club_done")--[[ Variable[ ]]


title: Andre: ""Yes, my man!" He jumps up and down..."
sequence: 0
userscript: SetVariableValue("church.andre_church_altgreet_done", true) --[[ Variable[ ]]
dialoguetext:
"Yes, my man!" He jumps up and down with glee, his moves punctuated by the stroboscopic flash of the club lights.


title: Andre: ""Now the only thing left to do is t..."
dialoguetext: "Now the only thing left to do is the name of the club. Will you do the honours, detective?"
userscript:
SetVariableValue("ice.andre_reentry_hair_question", true) ; SetVariableValue("church.andre_the_compressor", true) --[[ Variable[ ]]


title: Noid: ""Yes, *you* should do it, detective..."
sequence: 0
dialoguetext:
"Yes, *you* should do it, detective." The speedfreak with yellow beads around his neck is looking at you. "It would be good for the sines."


title: Andre: ""That's pretty down-beat. I think I..."
sequence: 0
dialoguetext:
"That's pretty down-beat. I think I speak for all of us when I say we expected the law to be more open to the idea of love, unity, and the Perikarnassian posse. Especially since you're the one who helped us get inside the church." He looks around.


title: You: ""Soona agreed with your nightclub p..."
sequence: 0
dialoguetext:
"Soona agreed with your nightclub plan, but I promised to help her with her project first. It's going to take some time."

conditionstring:
IsTaskActive("TASK.help_soona_with_her_project")  and  Variable["church.soona_reveal_whitecheck"] == false


title: Andre: ""Alright. Do what you gotta do, man..."
sequence: 0
dialoguetext:
"Alright. Do what you gotta do, man. We trust you." He looks at his posse, then back at you, smiling. "If you need any help, let us know."


title: Andre: ""Hmm... But she's in there somewher..."
sequence: 0
dialoguetext:
"Hmm... But she's in there somewhere, *has* to be. Have you tried investigating the machines?" He tilts his head, one hand touching the spikes in his hair. "Anyway, do let us know if you see her..."


title: Andre: ""Hmm... but you *did* see the machi..."
sequence: 0
dialoguetext:
"Hmm... but you *did* see the machines, right? And the spooky water basins set up in a ritualistic circle in the middle of the church?"


title: You: ""About the church door...""
dialoguetext: "About the church door..."
sequence: 0
conditionstring:
Variable["ice.andre_padlock_asked"]  and  (Variable["church.andre_asked_how_long_people_inside_church"] == false  or  Variable["TASK.establish_church_dance_club"] == false)


title: Authority: "Finally someone who understands the..."
sequence: 0
dialoguetext:
Finally someone who understands the plight of narcomania! Play it cool, you might have an ally here.


title: Encyclopedia: "One of the poorest of the first wor..."
sequence: 0
dialoguetext:
One of the poorest of the first world nations today -- but once a great ancient civilization. Capital: Thylakos-by-Pisantic.


title: Logic: "That's only because you're constant..."
sequence: 0
dialoguetext:
That's only because you're constantly hung over from said 'high-grade narcotics'. Getting clean takes *months*.


title: Logic: "Are pretty much the same, but inste..."
sequence: 0
dialoguetext:
Are pretty much the same, but instead of falling asleep at the 12th hour they go on for *24 hours straight*.


title: Electrochemistry: "Exxcccccitement bubbles up in you -..."
sequence: 0
dialoguetext:
Exxcccccitement bubbles up in you -- maybe you should blast some of these drugs right here in this tent?!


title: Volition: "He's right. All those sweet questio..."
sequence: 0
userscript: SetVariableValue("ice.andre_volition_helped_not_ask_questions", true) --[[ Variable[ ]]
dialoguetext:
He's right. All those sweet questions waiting to be answered... you can choose to let them go, though. There will be plenty of questions to ask at another time. Or even from other people -- from people on the *island*.


title: You: ""I don't have time for this. My leg..."
sequence: 0
conditionstring: IsTaskActive("TASK.investigate_sea_fortress")--[[ Variable[ ]]
dialoguetext:
"I don't have time for this. My leg hurts from running around, and I have to get to the island..." (Look at the tent flap.)


title: Andre: ""Come on, man! Just talk to her --..."
sequence: 0
dialoguetext:
"Come on, man! Just talk to her -- I'm sure there's a workaround. Pretty please? We can run the club without bothering her."


title: Suggestion: "Remember -- the island isn't going..."
sequence: 0
dialoguetext:
Remember -- the island isn't going anywhere. It's not like it's going to *sail away* or *disappear*. Take it easy!


title: Acele: ""Guys, we can't do The Return. Ther..."
sequence: 0
dialoguetext:
"Guys, we can't do The Return. There are like tons of places called The Return already. There's this communist joint in Jamrock that my friends like to frequent, and then there's this really famous radio show, you know the one..."


title: Andre: ""Okay, okay, we're not doing The Re..."
sequence: 0
dialoguetext:
"Okay, okay, we're not doing The Return." Andre turns to you and shrugs. "Sorry, cop-man. Got anything else?"


title: Noid: ""It's settled, then. Everyone, welc..."
sequence: 0
dialoguetext:
"It's settled, then. Everyone, welcome to THE RETURN!" He looks around the church as light beams paint the dance floor violet blue.


title: Shivers: "The wind brings some snow in from t..."
sequence: 0
dialoguetext:
The wind brings some snow in from the broken gallery. It wraps you in its embrace, cold and luminous. You should return to the mural soon, to the one that said: Tomorrow is just a whisper away.


title: Kim Kitsuragi: ""No, detective. It is not." The lie..."
sequence: 0
dialoguetext:
"No, detective. It is not." The lieutenant looks toward the church door. "We really should get to the Whirling-in-Rags. Now."


title: Pile of Eternite: "The pane falls into the icy snow wi..."
dialoguetext: The pane falls into the icy snow with a soft thunk.
userscript: SetVariableValue("coast.eternite_pushed_over", true) --[[ Variable[ ]]
sequence:
PlayAnimation(Tequila Sunset, GenericInteract)->Message(interact);PlayAnimation(Ice_eternite,Drawbridge_fall)@Message(interact);LuaRun(SetAreaState("ICE_ETERNITE","down"))@6;


title: Encyclopedia: "When junior researcher Õlari Taal i..."
sequence: 0
userscript: SetVariableValue("yard.shack_ency_eternite_dump", true) --[[ Variable[ ]]
dialoguetext:
When junior researcher Õlari Taal invented eternite in the un-prestigious Värtna Polytechnic Institute some thirty odd years ago, he thought it would last forever -- hence the name eternite. The only lasting thing about it turned out to be its carcinogenic effect.


title: Kim Kitsuragi: ""It looks like a makeshift bridge."..."
sequence: 0
dialoguetext:
"It looks like a makeshift bridge." The lieutenant adjusts his collar against a cool breeze. "Could be convenient."


dialoguetext: 0
sequence: Continue()
title:
Variable["ice.acele_greet_hub_reached"] == false  and  Variable["ice.tentflap_transport"] == false  and  IsKimHere()


dialoguetext: 0
sequence: Continue()
title:
!(Variable["ice.acele_greet_hub_reached"] == false  and  Variable["ice.tentflap_transport"] == false  and  IsKimHere())

conditionstring:
(Variable["ice.acele_greet_hub_reached"] == false  and  Variable["ice.tentflap_transport"] == false  and  IsKimHere()) == false


title: Kim Kitsuragi: ""We should ask that girl on the ice..."
sequence: 0
dialoguetext:
"We should ask that girl on the ice what's going on here." The lieutenant gestures toward the young woman next to the tent.


title: Church Doors: "Heavy wooden doors more than twice..."
sequence: 0
userscript: SetVariableValue("church.door_inspected", true) --[[ Variable[ ]]
dialoguetext:
Heavy wooden doors more than twice your height stand shut in front of you. The rectangular, sea-worn ornamentation appears in stark contrast to the padlock carelessly drilled into the wood.


title: Church Doors: "The carving on the door is blocklik..."
sequence: 0
dialoguetext:
The carving on the door is blocklike and angular, like the church itself. Two large beams shoot downwards, sinking into the wood before they reach the threshold.


title: Shivers: "High above, the wind wraps the chur..."
sequence: 0
userscript: SetVariableValue("church.door_shivers_success", true) --[[ Variable[ ]]
dialoguetext:
High above, the wind wraps the church in its rush. Cold and wet from the ocean bay, it parts around the massive keel-shaped roof. Like a test tunnel washing both sides, the way it has done for three-hundred-and-forty years. The wind keeps its distance. So should you.


title: Church Doors: "This cheap-looking padlock is sturd..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_sticker_on_padlock", true) --[[ Variable[ ]]
dialoguetext:
This cheap-looking padlock is sturdily built. It shackles together a hasp and a staple screwed into the wooden door. The lock is adorned with a yellow sticker.


title: Church Doors: "The padlock passes through a staple..."
sequence: 0
dialoguetext:
The padlock passes through a staple that's been hastily attached to the wood. Closer inspection reveals that one of the screws is not a screw at all, but a nail. The work has been done recently and is unprofessional, to say the least.


title: You: "Look at the sticker."
dialoguetext: Look at the sticker.
sequence: 0
conditionstring:
Variable["church.churchdoor_got_sticker"] == false  and  Variable["church.churchdoor_sticker_on_padlock"] == true


title: Church Doors: "You see a yellow circle with two X'..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_inspected_sticker", true) --[[ Variable[ ]]
dialoguetext:
You see a yellow circle with two X's and a big curve below them that looks like a mouth. You're pretty sure you haven't seen it before, but what the symbol depicts is clear enough: a smiling dead guy. The curve makes it smile and the X's make it dead.


title: Conceptualization: "There is something blindingly *mode..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_understood_modernity", true) --[[ Variable[ ]]
dialoguetext:
There is something blindingly *modern* about this symbol. Its modernness puts to shame everything you've seen before.


title: Kim Kitsuragi: "He takes off his glasses and uses a..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_saw_hankercief", true) --[[ Variable[ ]]
dialoguetext:
He takes off his glasses and uses a blue handkerchief to thoroughly wipe them clean before inspecting the sticker. Then he looks up, pauses, and replies...


title: You: ""I agree -- it's very modern. But d..."
sequence: 0
dialoguetext:
"I agree -- it's very modern. But does the cheery guy not know he's dead, or does the dead guy not care that he is? What is the source of the irony here?"


title: Kim Kitsuragi: "The lieutenant takes a step back an..."
sequence: 0
dialoguetext:
The lieutenant takes a step back and looks at the church looming overhead. "Yes, there's a toolbox in the Kineema..."


title: Kim Kitsuragi: ""Can you hear the pulsing bass unde..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_get_in_the_church_initiated", true) --[[ Variable[ ]]
dialoguetext:
"Can you hear the pulsing bass underneath the wind?" He raises his hand to his ear. "A sure sign of junior delinquency -- somewhere east of here."


title: You: "Apply some official force on the pa..."
dialoguetext: Apply some official force on the padlock.
sequence: 0
conditionstring:
CheckItem("prybar")  and  Variable["church.churchdoor_have_crowbar_idea"]  and  CheckItem("key_church_door") == false


title: Kim Kitsuragi: ""I don't know... you *don't*? Or ma..."
sequence: 0
dialoguetext:
"I don't know... you *don't*? Or maybe we'll find a new one. I don't carry more than one prybar with me..." He looks up at the bell-tower.


title: Empathy: "He feels sorry for you. For him as..."
sequence: 0
dialoguetext:
He feels sorry for you. For him as a lieutenant it would be demeaning to have someone recite terms from the officer's exam.


title: Kim Kitsuragi: ""These acts aren't called *crimes*..."
sequence: 0
dialoguetext:
"These acts aren't called *crimes* as they would be for adults. Crimes committed by minors are called 'delinquent acts'. This was part of your officer's exams." He puts the handkerchief in his coat pocket.


title: Kim Kitsuragi: ""For Revachol ZoC, the Moralintern..."
sequence: 0
dialoguetext:
"For Revachol ZoC, the Moralintern defines junior delinquents as minors between the ages of 10 and 16 who have committed an act in violation of the law..."


title: You: "Put the sticker *on* your ledger --..."
dialoguetext: Put the sticker *on* your ledger -- right on the cover!
sequence: 0
userscript: SetVariableValue("inventory.sticker_on_ledger", true) --[[ Variable[ ]]
conditionstring:
CheckItem("ledger_damaged")  or  CheckItem("ledger_of_failure_and_hatred")  or  CheckItem("ledger_oblivion")


title: You: "Open the padlock with the key."
dialoguetext: Open the padlock with the key.
sequence: 0
conditionstring: CheckItem("key_church_door")
userscript:
SetVariableValue("church.church_open_door_w_key", true) ; SetVariableValue("church.churchdoor_broke_into", true) --[[ Variable[ ]]


title: Conceptualization: "It's the contrast between the cheer..."
sequence: 0
dialoguetext:
It's the contrast between the cheery, chemical yellow and the rigor mortis. As if the cheery guy didn't know he was dead or the dead guy didn't care that he was. Either way, you get the sense the forces of *future* are at work here.


title: Kim Kitsuragi: ""But maybe we should circle the bui..."
sequence: 0
dialoguetext:
"But maybe we should circle the building and look for another way in first. The building has seen enough mistreatment."


title: You: ""Kim, could I have that handkerchie..."
dialoguetext: "Kim, could I have that handkerchief? My hands are wet."
sequence: 0
conditionstring:
Variable["church.churchdoor_saw_hankercief"] == true  and  Variable["church.churchdoor_used_hankerchief"] == false  and  IsKimHere()


title: You: ""Fuck this!" (Hit the lock.)"
dialoguetext: "Fuck this!" (Hit the lock.)
userscript: ReputationGrows("the_destroyer")
sequence:
SetTriggerAnimation(Tequila Sunset, GenericPunch); AudioPlay(doomed/electronic_doorbell/electronic-doorbell-hit-01,1)@0.7;


title: Kim Kitsuragi: "The lieutenant hands you a blue han..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_used_hankerchief", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant hands you a blue handkerchief. He looks a little dismayed when he gets it back crumpled. However, it should be easier to peel the sticker off now.


title: Kim Kitsuragi: "He takes a step back. "Maybe we sho..."
sequence: 0
dialoguetext:
He takes a step back. "Maybe we should circle the building first and look for another way. The building has seen enough mistreatment."


title: Kim Kitsuragi: ""I'm not as *sturdy* as you are. I..."
sequence: 0
dialoguetext:
"I'm not as *sturdy* as you are. I have even less leverage." He doesn't even try to sound convincing.


title: Church Doors: "The padlock hits the wood like a kn..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
The padlock hits the wood like a knocker, with a resounding thud. Your cold hand hurts from the impact. Congratulations!


title: Church Doors: "A great whoosh of air rushes into t..."
sequence: 0
dialoguetext:
A great whoosh of air rushes into the dark innards of the church, as though rushing to fill a great vacuum...


title: Physical Instrument: "The pathetic old wood, rusty screws..."
sequence: 0
dialoguetext:
The pathetic old wood, rusty screws (and one nail) stand no chance against the forces of *leverage*. From deep within, a bellow rips...


title: Physical Instrument: "A minute or so of mauling away at t..."
sequence: 0
dialoguetext:
A minute or so of mauling away at the lock has led to no success. The prybar in your hand has given you... zero mechanical advantage.


title: Physical Instrument: "You jam the prybar between the lock..."
sequence: 0
dialoguetext:
You jam the prybar between the lock and the staple and apply force -- your biceps bulge from the strain. The metal creaks and squeals...


title: Physical Instrument: "Suddenly, the prybar snaps. Metal s..."
sequence: 0
userscript: LoseItem("prybar"); XPPicoSetBool("XP.broke_prybar")--[[ Variable[ ]]
dialoguetext:
Suddenly, the prybar snaps. Metal shavings fly everywhere. The upper half, between the lock and the staple, falls to the ground with a *thunk*.


title: Kim Kitsuragi: ""Can you hear the pulsing bass unde..."
sequence: 0
userscript: SetVariableValue("church.churchdoor_get_in_the_church_initiated", true) --[[ Variable[ ]]
dialoguetext:
"Can you hear the pulsing bass underneath the east wind?" He raises his hand to his ear. "A sure sign of junior delinquency."


title: Inland Empire: "As you do, you hear and the echo of..."
sequence: 0
dialoguetext:
As you do, you hear and the echo of the Doomed Commercial Area. Its black halls and dusty machines. Then the feeling passes.


title: Kim Kitsuragi: "He takes a step back. "Maybe we sho..."
sequence: 0
dialoguetext:
He takes a step back. "Maybe we should look for another way in first... The church has seen enough mistreatment."


title: Kim Kitsuragi: ""How about we go and check out that..."
sequence: 0
dialoguetext:
"How about we go and check out that tent again?" He nods at the shabby piece of canvas set up on the ice next to the church.


title: Interfacing: "Feels exceptional. Three hundred to..."
sequence: 0
dialoguetext:
Feels exceptional. Three hundred tons of pine wood fit together seamlessly. It's old too, cut and carved many centuries ago.


title: Church Doors: "The church does not reply. The wood..."
sequence: 0
dialoguetext:
The church does not reply. The wood now seems less rotten, the screws (and one nail) almost shimmer with perseverance.


title: Kim Kitsuragi: ""I thought this was a lousy way to..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"I thought this was a lousy way to enter a place of worship that's already in disrepair. I guess the church agreed."


title: Savoir Faire: "You close your eyes and vacate your..."
sequence: 0
dialoguetext:
You close your eyes and vacate your skull, leaving your brain to wonder: where did that little fluttering light go?


title: Savoir Faire: "You close your eyes and dream of th..."
sequence: 0
dialoguetext:
You close your eyes and dream of the shapes your body should form to bring this strange music into life. For now, such ferocity of motion is beyond you...


title: Electrochemistry: "Puts a grin on your face just to th..."
sequence: 0
dialoguetext:
Puts a grin on your face just to think about it. Even a failed attempt gets the juices flowing and repairs some of the damage done by battles lost. If you up the dose and TRULY DANCE, who knows what will happen?

userscript:
SetVariableValue("ice.andre_electrochemistry_dance_failure_reward", true) ; HealVolition(1)--[[ Variable[ ]]


title: Ancient Reptilian Brain: "TOTAL DARKNESS! You sink down the d..."
sequence: BanishHUD(true)@2;SemiBlack(true,3);MusicPlay(silence,90);AmbientVolume(0);
userscript: SetVariableValue("ice.andre_composure_done", true) --[[ Variable[ ]]
dialoguetext:
TOTAL DARKNESS! You sink down the darkest fathoms of your own personal deep, vertebrae by vertebrae -- THROUGH THE UNFORMED SKULLS OF YOUR SPINE.


title: Ancient Reptilian Brain: "HERE IT WILL BEGIN."
dialoguetext: HERE IT WILL BEGIN.
sequence:
FocusCamera(AndreDanceCamFast);SetBooleanAnimation(acele, generic, true); SetBooleanAnimation(andre, generic, true); SetBooleanAnimation(egghead, generic, true); SetBooleanAnimation(noid, generic, true); SetTriggerAnimation(acele, interrupt); SetTriggerAnimation(andre, interrupt); SetTriggerAnimation(egghead, interrupt); SetTriggerAnimation(noid, interrupt)


title: You: "I hate waking life. I hate this wor..."
sequence: 0
userscript: ReputationGrows("apocalypse_cop")
dialoguetext:
I hate waking life. I hate this world. I hate and fear everything. All I want is to dance... Please god, just let me dance!


title: Kim Kitsuragi: "The lieutenant begins to heel-kick..."
sequence: PlayAnimation(Kim Kitsuragi, KimHardstyle);
userscript: XPMinorSetBool("XP.made_kim_dance_successfully")--[[ Variable[ ]]
dialoguetext:
The lieutenant begins to heel-kick the church floor with such intensity, it's reasonable to fear he'll kick a hole right through it, causing the floor to crack and the pillars to collapse, bringing the church roof down on all of you.


title: Kim Kitsuragi: ""Sheesh, okay..." He backs up with..."
sequence: 0
dialoguetext:
"Sheesh, okay..." He backs up with his hands raised in the air, observing the criss-cross of your feet...


title: Kim Kitsuragi: ""Hard core, *shmard core*... I did..."
sequence: 0
userscript: SetVariableValue("party.kim_juvie_count", Variable["party.kim_juvie_count"] +once(1))
dialoguetext:
"Hard core, *shmard core*... I did 15 years in the Juvenile Crime Unit. I can *do* age-inappropriate."


title: Perception (Hearing): "It comes to you like a blue whale...."
sequence: AudioPlay(ice/andre_white_checks/deep-bass-01,1)
userscript: SetVariableValue("ice.andre_composure_heard_beat_underwater", true) --[[ Variable[ ]]
dialoguetext:
It comes to you like a blue whale. You sense it stir the tranquillity of the deep -- a single note of bass passing through. Then it's gone. Back to *el silencio*.


title: Spinal Cord: "Psst. I'm gonna let you in on a lit..."
dialoguetext:
Psst. I'm gonna let you in on a little secret. Every vertebrae in your spine is an unformed skull ready to pop up and replace the old one. Like shark teeth. The one you're currently in has a little brain forming in it. Waiting for its turn...


title: You: ""I'm sorry, Kim, I thought it would..."
sequence: 0
userscript: ReputationGrows("sorry_cop")
dialoguetext:
"I'm sorry, Kim, I thought it would be funny to call a Code 31! I didn't even know it was a real code..."


title: Kim Kitsuragi: "The lieutenant taps his foot and lo..."
sequence: 0
dialoguetext:
The lieutenant taps his foot and looks at his wristwatch. He doesn't seem pleased with this waste of time.


title: Spinal Cord: "Foolhardy! Do you even *know* what'..."
dialoguetext:
Foolhardy! Do you even *know* what's happening on the surface? Maybe a thousand years have passed? Or maybe you started spazzing out like two seconds ago?


title: Physical Instrument: "With your eyes still closed, the fi..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
With your eyes still closed, the first thing you feel, all the way back in the pivoting darkness of your own torso, is warmth. You have become a triumph of rhythmo-plastics -- somewhere in a smelly wooden church on the coast of Revachol. The wounds from the war you've waged on your body are healing, twist by twist, turn by turn.


title: Electrochemistry: "You must have touched upon an entir..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
You must have touched upon an entirely new way of moving the human body! Every motion is pumping your brain full of endorphins... Open your eyes to the pioneering glory of HARD STYLE!


title: Kim Kitsuragi: ""Okay, you psychopath..." He adjust..."
sequence: 0
dialoguetext:
"Okay, you psychopath..." He adjusts his spectacles, then pops his collar as high as it will go. "I see what you're doing there. It's jacked-up footwork, plus some... Is that Ubi folk dancing?"


title: Andre: ""Oh my god..." The speedfreaks' wou..."
sequence: 0
dialoguetext:
"Oh my god..." The speedfreaks' would-be leader stands slack-jawed in disbelief at the hard-coreness on display. He whispers to himself: "No way..."


title: You: ""Guys, I'm out of juice..." (Stop.)"
dialoguetext: "Guys, I'm out of juice..." (Stop.)
sequence:
SetTriggerAnimation(Tequila Sunset, Interrupt);SetTriggerAnimation(acele, interrupt); SetTriggerAnimation(andre, interrupt); SetTriggerAnimation(egghead, interrupt); SetTriggerAnimation(noid, interrupt); SetTriggerAnimation(Kim Kitsuragi, interrupt);


title: Kim Kitsuragi: ""Get my *what* on?" The lieutenant..."
sequence: 0
dialoguetext:
"Get my *what* on?" The lieutenant leans closer, unable to make out your words over the pumping beats.


title: You: ""*I'm* not *doing* anything. The mu..."
sequence: 0
dialoguetext:
"*I'm* not *doing* anything. The music made its mind up a long time ago -- I'm just *implementing*!"


title: Kim Kitsuragi: ""What's going on here?" The lieuten..."
sequence: 0
dialoguetext:
"What's going on here?" The lieutenant looks at you and the speedfreaks grinding around in the church, a group of unhinged lunatics. "Delinquents," he grumbles.


title: Kim Kitsuragi: ""What?" The lieutenant leans closer..."
sequence: 0
dialoguetext:
"What?" The lieutenant leans closer, unable to make out your words over the pumping beats. "Cut a *what*?"


title: Kim Kitsuragi: ""WHAT'S HAPPENING?!" The lieutenant..."
sequence: 0
dialoguetext:
"WHAT'S HAPPENING?!" The lieutenant is forced to yell over the futuristic music blasting from the speakers.


title: Savoir Faire: "You have become a flawless interloc..."
userscript: XPMajorSetBool("XP.dance_to_the_anodic_music")--[[ Variable[ ]]
dialoguetext:
You have become a flawless interlocking mechanism. A flesh-and-bone approximation of the throb coming from the speaker set-up of the one called Egg Head's. Entirely, rigidly imbecilic. Without pity or fear.

sequence:
BanishHUD(false);AmbientVolume(1);SemiBlack(false);PlayAnimation(Tequila Sunset,Dance,false,true);MusicPlay(protorave-01, 100, 1, 1, 15.5);


title: Empathy: "Yes, if anything, the lieutenant fe..."
sequence: 0
dialoguetext:
Yes, if anything, the lieutenant feels tired. Like a man who's heard the same record one time too many.


title: Egg Head: "With his reel-to-reel mixer blastin..."
sequence: 0
dialoguetext:
With his reel-to-reel mixer blasting the anthem of a future that will never come, the young man observes your moves for a second...


title: Egg Head: "... then blasts into the same hideo..."
dialoguetext: ... then blasts into the same hideous pattern, yelling: "AAAAAAHHHH!"
sequence:
FocusCamera(EggDanceCam); SetTriggerAnimation(egghead, dance); SetBooleanAnimation(egghead, generic, false);


title: Noid: "He throws a screwdriver and a bunch..."
dialoguetext:
He throws a screwdriver and a bunch of drill chucks into the corner and explodes into dance. What he lacks in sharpness, he more than makes up for in violent enthusiasm.

sequence:
FocusCamera(NoidDanceCam); SetTriggerAnimation(noid, dance); SetBooleanAnimation(noid, generic, false);FocusCamera(AndreDanceCam)@3;


title: Kim Kitsuragi: "Then a breath of cold sea air fills..."
dialoguetext: Then a breath of cold sea air fills the church as the lieutenant opens the door and steps out.
userscript: RemoveKitsuragiWaitAtChurch()
sequence:
TravelTo(Kim Kitsuragi, KimWalkOutLoc, 0, true);AudioPlay(church/mainframe/church-door-close-soona-01,1)@4;


title: Andre: "The young man immediately bounces u..."
dialoguetext:
The young man immediately bounces up and down, then assumes the same dance pattern, embellishing it with some sort of waving motion.

sequence:
FocusCamera(AndreDanceCam); SetTriggerAnimation(andre, dance); SetBooleanAnimation(andre, generic, false);


title: Andre: ""You TOTALLY do!" Andre waves his h..."
sequence: 0
dialoguetext:
"You TOTALLY do!" Andre waves his hands around his head, perhaps to imply that he's *out of his mind*...


title: Kim Kitsuragi: "The lieutenant squeezes the bridge..."
sequence: 0
dialoguetext:
The lieutenant squeezes the bridge of his nose. The lights reflect off his glasses, giving him the appearance of a surgeon in the middle of a tense procedure...


title: Inland Empire: "You feel as if turning on the hyper..."
sequence: 0
userscript: SetVariableValue("ice.andre_composure_ie_warnednowayback", true) --[[ Variable[ ]]
dialoguetext:
You feel as if turning on the hyper-drive will be a point of no return. Feels almost melancholy... Are you sure you have the entire posse along for this?


title: You: ""It's all a *joke* to you isn't it?..."
sequence: 0
conditionstring: Variable["tc.rank_known"]
dialoguetext:
"It's all a *joke* to you isn't it?! Chain of command -- joke! Future of dance -- joke! Well, no more! Cut a rug, lieutenant!"


title: Volition: "No! Stop immediately. Stop dancing..."
dialoguetext: No! Stop immediately. Stop dancing and apologize.
sequence: 0
userscript:
SetVariableValue("ice.andre_composure_volition_interfered_authority_failure", true) --[[ Variable[ ]]


title: Suggestion: "Did that just cheer him up a bit? C..."
sequence: 0
dialoguetext:
Did that just cheer him up a bit? Could be... It feels like the lieutenant cracked a little smile there.


title: You: "(Say to yourself.) "On second thoug..."
sequence: 0
dialoguetext:
(Say to yourself.) "On second thought, maybe I don't need to involve the lieutenant in this... pioneering dance-off."


title: Logic: "The gist of it is: They want to tur..."
sequence: 0
dialoguetext:
The gist of it is: They want to turn the church into a club, but a suspicious element has overtaken the building. It's very important to understand what the *gist* of things is -- always consult the gist before making up your mind. This is going well.


title: Logic: "Okay, so the speedfreaks want to st..."
sequence: 0
userscript: SetVariableValue("ice.andre_logic_wc_failed_once", true) --[[ Variable[ ]]
dialoguetext:
Okay, so the speedfreaks want to start a club for dance music. That much checks out. Youths like music. You feel as though you might have liked music more when you were young too... but you digress.


title: Logic: "Of course, not everything is 100% c..."
sequence: 0
dialoguetext:
Of course, not everything is 100% clear here but when is it ever? Congratulations, kids. Your story *sort of* checks out.


title: You: ""Some time in the past -- I'm not s..."
sequence: 0
dialoguetext:
"Some time in the past -- I'm not sure where and how -- I fell sick and became the shadow you see now. But before that, I have reason to believe I was a police detective."


title: You: ""I was good enough in this job to b..."
sequence: 0
conditionstring: Variable["tc.rank_known"]
dialoguetext:
"I was good enough in this job to be awarded the rank of lieutenant-yefreitor. I could have been captain. Imagine that?"


title: Egg Head: ""We need a win." He looks at you wi..."
sequence: 0
userscript: SetVariableValue("tc.heard_egg_defence_speech", true) --[[ Variable[ ]]
dialoguetext:
"We need a win." He looks at you with wide eyes. "I *promise* you this will be a win. We won't cook speed in there, we'll do it clean, we'll do it true, we'll do it sober and *real* and beautiful. This will be a victory for the light."


title: Egg Head: ""There *needs* to be a club for ano..."
sequence: 0
dialoguetext:
"There *needs* to be a club for anodic music in there. Everyone hates each other. Everyone hates it, it's all just drugs and we're slaves and I *can't...* We are running out of time."


title: You: ""I was even entrusted with a firear..."
sequence: 0
conditionstring: CheckItem("gun_villiers")
userscript: SetVariableValue("ice.andre_pulled_gun", true) --[[ Variable[ ]]
dialoguetext:
"I was even entrusted with a firearm, believe it or not." (Tap on your holster.) "A real firelance..."


title: You: ""Now, obviously, that might as well..."
sequence: 0
dialoguetext:
"Now, obviously, that might as well have been a *thousand* years ago. But there's still some detective left in me."


title: Andre: ""Like I told you, spooky assholes m..."
sequence: 0
dialoguetext:
"Like I told you, spooky assholes moved in while I was getting all this stuff together. A month ago the place was empty and now it's all spooked up."


title: You: ""You're sober. Was it hard for you..."
dialoguetext: "You're sober. Was it hard for you to keep sober for this meeting?"
sequence: 0
conditionstring: Variable["ice.andre_perception_saw_boysnothigh"]
userscript:
SetVariableValue("ice.andre_logic_judgementcounter", Variable["ice.andre_logic_judgementcounter"] +once(1)) 


title: Noid: ""Climb down from the equestrian mon..."
sequence: 0
dialoguetext:
"Climb down from the equestrian monument, cop-man. Consciousness is new to the universe. We all have our ways to ease the shock."


title: You: ""This isn't the makings of a club,..."
sequence: 0
dialoguetext:
"This isn't the makings of a club, it's a tent full of laboratory equipment. For manufacturing drugs."

conditionstring:
(Variable["ice.andre_questioned_etherscent"]  or  Variable["ice.andre_questioned_lange"]  or  Variable["ice.andre_questioned_nosaphed"]  or  Variable["ice.andre_questioned_water"]  or  Variable["ice.acele_heard_she_sold_headphones"])  and  (Variable["ice.andre_logic_noshit"] == false)


title: Andre: ""We know she has a problem, man. We..."
sequence: 0
dialoguetext:
"We know she has a problem, man. We're working on it. She didn't exactly have a smooth adolescence."


title: Andre: ""I have no idea how you arrived at..."
sequence: 0
dialoguetext:
"I have no idea how you arrived at that conclusion, but it's *wrong!* Look, we even have speakers!" He points at the speaker.

userscript:
SetVariableValue("ice.andre_logic_judgementcounter", Variable["ice.andre_logic_judgementcounter"] +once(1)) 


title: Andre: ""It's a one-speaker system! It's mo..."
sequence: 0
dialoguetext:
"It's a one-speaker system! It's monodynamic. You wouldn't know the first thing about sound reproduction in anodic music! Other speaker... Pffft!"


title: Encyclopedia: "This may be the brain damage talkin..."
sequence: 0
dialoguetext:
This may be the brain damage talking, but you've definitely never heard of  *monodynamic* or *one-speaker systems*.


title: Andre: ""No, man! They're spooky alright. I..."
sequence: 0
dialoguetext:
"No, man! They're spooky alright. It's just that they would also probably call the police if we started cooking speed in there."


title: Encyclopedia: "Likely pseudoephedrine, almost exac..."
sequence: 0
userscript: SetVariableValue("ice.andre_logic_tc_pseudoephedrine", true) --[[ Variable[ ]]
dialoguetext:
Likely pseudoephedrine, almost exactly the shape of ephedrine. Ephedrine makes you happy and so does pseudoephedrine.


title: Andre: ""Just like.... before we do we need..."
sequence: 0
dialoguetext:
"Just like.... before we do we need to earn a bit of dough, do some real work! Get things going, you know."


title: Inland Empire: "The 9mm Villiers feels surprisingly..."
sequence: 0
dialoguetext:
The 9mm Villiers feels surprisingly light in your hand. Almost toy-like. You imagine death, sorrow and the dramatic re-imagining of Andre's face burst out of its muzzle, and it feels almost preposterous...


title: Shivers: "You can hear the ice cracking under..."
sequence: 0
dialoguetext:
You can hear the ice cracking underneath you. Outside, the last century waterside development is crumbling in the wind, a grapeshot row of falling houses on the pier. And so is Rue Saint-Gérôme and Main Street. The Old Cinema is sinking underneath Villalobos...


title: Andre: ""It was just impossible -- look at..."
sequence: 0
dialoguetext:
"It was just impossible -- look at us! How are we going to pull a club out of our ass?! We need starter capital, that's all... We were *totally* going to turn the church into the wickedest club for anodic music in, like, ever..."


title: Egg Head: ""This is NOT happening. Officer, pl..."
sequence: 0
dialoguetext:
"This is NOT happening. Officer, please..." Without his smile Egg Head looks heartbroken and older than you thought.


title: Egg Head: ""This is so fucked up..." Egg Head..."
sequence: 0
dialoguetext:
"This is so fucked up..." Egg Head mumbles, looking for the *stop* button on the tape player. For a moment you can hear the wind howl outside.


title: You: ""Haven't you heard? I'm the dirties..."
sequence: 0
userscript: SetVariableValue("ice.andre_logic_corruption_said", true) --[[ Variable[ ]]
dialoguetext:
"Haven't you heard? I'm the dirtiest cop this side of the river. I'll make life *hard* for you, using every connection I've got."


title: Andre: ""Things are just so, so hard for an..."
sequence: 0
dialoguetext:
"Things are just so, so hard for an entrepreneur in this city right now! It's not like we lied when we said we wanna turn the church into the wickedest club in East Revachol..."


title: Empathy: "There's resignation in his voice. H..."
sequence: 0
dialoguetext:
There's resignation in his voice. He's almost ready to drop the act. It wouldn't take a lot of pushing.


title: Suggestion: "The optimal way to go about this wo..."
sequence: 0
dialoguetext:
The optimal way to go about this would be indifference. It begins by you telling him you don't care about any of this.


title: Andre: ""Things are just way too hard for a..."
sequence: 0
dialoguetext:
"Things are just way too hard for an entrepreneur in this city. It's not like we're *not* gonna turn the church into the wickedest club in East Revachol..."


title: You: ""Soona hinted that there's somethin..."
dialoguetext: "Soona hinted that there's something else going on. That I'm being *naive*."
sequence: 0
conditionstring:
Variable["church.soona_andre_logic_hint"] == true  and  Variable["church.soona_andre_logic_hint_confronted_him"] == false


title: Andre: ""Hey man, who knows what she's on a..."
sequence: 0
dialoguetext:
"Hey man, who knows what she's on about." He scoffs. "I get it, she doesn't want us in the church. She's got something against us."


title: Hand/Eye Coordination: "You grab hold of the grip and pull..."
sequence: 0
dialoguetext:
You grab hold of the grip and pull hard, but it won't budge. The gun is caught on the seam inside your jacket.


dialoguetext: 0
sequence: Continue()
title:
Variable["ice.andre_logic_indifference"]  or  Variable["ice.andre_logic_lenient"]  or  Variable["ice.andre_logic_corruption_said"] == false  or Variable["ice.andre_logic_hecoordination_shotsfired"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["ice.andre_logic_indifference"]  or  Variable["ice.andre_logic_lenient"]  or  Variable["ice.andre_logic_corruption_said"] == false  or Variable["ice.andre_logic_hecoordination_shotsfired"])

conditionstring:
(Variable["ice.andre_logic_indifference"]  or  Variable["ice.andre_logic_lenient"]  or  Variable["ice.andre_logic_corruption_said"] == false  or Variable["ice.andre_logic_hecoordination_shotsfired"]) == false


title: Noid: ""Pack it up, Egg." The young man cl..."
dialoguetext: "Pack it up, Egg." The young man closes his toolbox.
sequence: 0
userscript:
CancelTask("TASK.establish_church_dance_club_cancelled"); CancelTask("TASK.help_soona_with_her_project_cancelled"); CancelTask("TASK.egg_head_puzzle_cancelled"); CancelTask("TASK.sync_the_sines_cancelled"); CancelTask("TASK.learn_about_acele_associates_cancelled"); CancelTask("TASK.make_the_music_harder_core_cancelled"); XPStandardSetBool("XP.arrested_or_evicted_ravers")--[[ Variable[ ]]


title: You: ""I'll go talk to Soona again, maybe..."
dialoguetext: "I'll go talk to Soona again, maybe there's a way to persuade her."
sequence: 0
conditionstring:
Variable["TASK.look_into_church_spooks_done"] == true  and  Variable["TASK.convince_or_evict_soona_done"] == false


title: Noid: ""Law-man, be real careful and sensi..."
sequence: 0
dialoguetext:
"Law-man, be real careful and sensible about what you're about to do." Noid is slowly shifting his hand toward a hammer.


title: Egg Head: ""YEAHH!" The young man's smile wide..."
dialoguetext: "YEAHH!" The young man's smile widens to inhuman proportions. His teeth beam in the floodlight.
sequence: 0
userscript:
GainTask("TASK.establish_church_dance_club"); GainTask("TASK.look_into_church_spooks")--[[ Variable[ ]]


title: Conceptualization: "He looks almost innocentic, with th..."
sequence: 0
userscript: SetVariableValue("ice.andre_logic_conceptualization_innocence", true) --[[ Variable[ ]]
dialoguetext:
He looks almost innocentic, with that Harmon-Wowshi player raised up high. Could this be the certainty a spirit-of-the-world feels?


title: Egg Head: ""No, Andre, it's *harder* now. This..."
sequence: 0
userscript: SetVariableValue("ice.egg_fish_heard", true) --[[ Variable[ ]]
dialoguetext:
"No, Andre, it's *harder* now. This Hard Cop has come to show us how much the fish is and the fish is always *so much* more... We all know there was never going to be a club for anodic music with the speed lab. Now it has a fighting chance!"


title: Andre: "The would-be leader pulls out a car..."
sequence: 0
dialoguetext:
The would-be leader pulls out a card from his jacket pocket and hands it you. The name reads: 'Pete Andre.'


title: Egg Head: "Close to tears, the one with the la..."
sequence: 0
dialoguetext:
Close to tears, the one with the large head hands you a card. The name reads: "Germaine van der Wijk."


title: Egg Head: ""Germaine." The one with the large..."
sequence: 0
dialoguetext:
"Germaine." The one with the large head looks crushed handing you his paper. The name reads: "Germaine van der Wijk."


title: Egg Head: ""No, please!" The one with the larg..."
sequence: 0
dialoguetext:
"No, please!" The one with the large head presses STOP on the tape player. In the silence, you can hear the wind howl outside.


title: Egg Head: ""There *needs* to be a club for ano..."
sequence: 0
dialoguetext:
"There *needs* to be a club for anodic music in there. Everyone hates each other. Everybody hates it here, it's all just drugs and we're slaves and I *can't*... We are running out of time!" Without his smile he looks heartbroken. And older than you thought he was.


title: Egg Head: ""We need a win. I promise this will..."
sequence: 0
userscript: SetVariableValue("tc.heard_egg_defence_speech", true) --[[ Variable[ ]]
dialoguetext:
"We need a win. I promise this will be a win! We won't cook speed in there, we'll do it clean, we'll do it true. We'll do it sober and *real* and beautiful. This will be a victory for the light."


title: Shivers: "You can hear the ice cracking under..."
sequence: 0
dialoguetext:
You can hear the ice cracking underneath you. Outside on the pier the last century development crumbles in the wind, a grapeshot row of falling houses. And so does Rue Saint-Gérôme and Main Street. The Old Cinema is sinking underneath Villalobos...


title: Savoir Faire: "The dynamic motion of your flailing..."
sequence: 0
dialoguetext:
The dynamic motion of your flailing body is bordering on the extreme. You're going off the charts...


title: Shivers: "On the coast of the Martinaise Inle..."
dialoguetext:
On the coast of the Martinaise Inlet, in a small weather-beaten stave church built 380 years ago by settlers from the Occident, most likely to guard against an anomaly at its centre, an officer of the RCM is contorting his body into idiotically rigid shapes, as he invents the future of dance music... It's the *hardest* anyone has ever danced.

sequence:
FocusCamera(churchCeilingDancing);SemiBlack(true,5)@2;AmbientVolume(0)@6;BanishHUD(true)@6;MusicPlay(silence,90)@6;


title: Shivers: "Music pounds through the hall of an..."
sequence: SemiBlack(true)@1;BanishHUD(true)@1;
dialoguetext:
Music pounds through the hall of an old stave church on the coast of Martinaise. Several figures are lost in the beats, their bodies pulled this way and that by sound. One of them, an officer of the RCM, suddenly stops. He appears disoriented, then starts shaking -- violently, no longer in rhythm with the music.


title: Soona, the Programmer: "The lead programmer throws the othe..."
userscript: SetVariableValue("ice.andre_composure_soonadone", true) --[[ Variable[ ]]
dialoguetext:
The lead programmer throws the other young woman a knowing glance before turning her attention back to her own work.

sequence:
SetTriggerAnimation(soona, dance); SetBooleanAnimation(soona, generic, false); FocusCamera(AndreDanceCam)@3;


title: Andre: ""Don't be offensive, Noid. We could..."
sequence: 0
dialoguetext:
"Don't be offensive, Noid. We could use a partner on the other side. It's safer with someone watching over the operation, keeping the... khm..." he clears his throat, "other cops out of our soup. How does 35% sound?"


title: You: ""Why should I profit so handsomely?..."
sequence: 0
conditionstring: IsTHCPresent("communist")
userscript: SetVariableValue("ice.andre_logic_cut_twentyfive", true) --[[ Variable[ ]]
dialoguetext:
"Why should I profit so handsomely? I don't own the means of production, I don't wear the top hat. 25% is enough, towarzysz."


title: Andre: ""You deliver us the church and keep..."
sequence: 0
dialoguetext:
"You deliver us the church and keep the law away from it and we'll give you your share, alright? Be sure to return every couple of months for your pay."

userscript:
SetVariableValue("ice.andre_logic_cut", true) ; SetVariableValue("ice.andre_look_into_church_case_initiated", true) ; GainTask("TASK.establish_church_dance_club"); GainTask("TASK.look_into_church_spooks")--[[ Variable[ ]]


title: You: ""70%. I'm a police officer. I could..."
sequence: 0
conditionstring: Variable["ice.andre_logic_reward_rhetoric"]
dialoguetext:
"70%. I'm a police officer. I could be risking thirty years of service for this. Actually -- I should take 75%."


title: Andre: "He looks to his friend, then at you..."
sequence: 0
dialoguetext:
He looks to his friend, then at you. "Sorry," he nods. "I'm with Noid on this. Take us in or do it for 50%."


title: Esprit de Corps: "The lieutenant stands behind a whit..."
sequence: 0
dialoguetext:
The lieutenant stands behind a white table, cleaning his gun. It would truly come in handy in a tense situation like this one.


title: Andre: ""Got it! There's no need to get any..."
sequence: 0
dialoguetext:
"Got it! There's no need to get anyone else involved. "He wipes the sweat off his head. "Okay, man, listen..."


title: Andre: "He furrows his brow. "Fuck, man, it..."
sequence: 0
dialoguetext:
He furrows his brow. "Fuck, man, it's difficult to get along with some people, but we're trying to make an effort. We are on a *mission* here."


title: Andre: ""You can't just... you can't..." He..."
sequence: 0
dialoguetext:
"You can't just... you can't..." He's mumbling half-incoherently. "We haven't..." Suddenly, he gets interrupted by a voice:


title: You: ""I have to look into the spooker si..."
sequence: 0
userscript: SetVariableValue("ice.ice_andre_drugs_undecided", true) --[[ Variable[ ]]
dialoguetext:
"I have to look into the spooker situation before I can decide what to do with you." (Decide later.)

conditionstring:
Variable["TASK.look_into_church_spooks"] == true  and  Variable["TASK.look_into_church_spooks_done"] == false  and  Variable["auto.visited_church"] == true


title: Andre: ""We can continue on an amiable path..."
sequence: 0
dialoguetext:
"We can continue on an amiable path, right? No more misunderstandings, no more lies." He nods, smiling cautiously. "Before you go, is there anything else you need?"


title: You: ""The law is the law. If you avoid t..."
sequence: 0
conditionstring: IsTHCFixed("apocalypse_cop") == false
dialoguetext:
"The law is the law. If you avoid the Call we will consider you fugitives and hunt you down." (Arrest them.)


title: Noid: ""Pack it up, Egg." He closes his to..."
dialoguetext: "Pack it up, Egg." He closes his toolbox.
sequence:
FadeToBlack(); LuaRun(SetAreaState("CHURCH_RAVERS", "hidden"))@1;LuaRun(SetAreaState("CHURCH_DRUGLAB", "hidden"))@1;LuaRun(PassTime())@1; HideOverlay()@3;


title: Egg Head: ""There *needs* to be a club for ano..."
sequence: 0
dialoguetext:
"There *needs* to be a club for anodic music in there. Everyone hates each other. Everybody hates it here, it's all just drugs and we're slaves and I *can't*... We are running out of time!" Without his smile Egg Head looks heartbroken. And older than you thought he was.


title: Egg Head: ""No, please!" Egg Head presses STOP..."
sequence: 0
dialoguetext:
"No, please!" Egg Head presses STOP on the tape player. In the silence, you can hear the wind howl outside.


title: You: ""It wouldn't change a thing. It's t..."
sequence: 0
conditionstring: IsTHCFixed("apocalypse_cop")
dialoguetext:
"It wouldn't change a thing. It's too late. For everything. Just pack your bags and go." (Evict them.)


title: Andre: ""Okay. We're all cool now, right?"..."
sequence: 0
dialoguetext:
"Okay. We're all cool now, right?" He sounds hopeful. "What's the next step? What's gonna happen now?"


title: You: ""It wouldn't work without the lab...."
sequence: 0
userscript: SetVariableValue("ice.andre_ok_drug_lab", true) --[[ Variable[ ]]
dialoguetext:
"It wouldn't work without the lab. Do what you have to do to keep the club alive." (Proceed with both.)


title: Egg Head: ""We need a win, Andre." He looks at..."
sequence: 0
dialoguetext:
"We need a win, Andre." He looks at you. "I promise this will be a win! We won't cook speed in there, we'll do it clean, we'll do it true. We'll do it sober and *real* and beautiful. This will be a victory for the light!"


title: Egg Head: ""There *needs* to be a club for ano..."
sequence: 0
dialoguetext:
"There *needs* to be a club for anodic music in there. NEEDS TO! Everyone hates each other. Everybody hates it here, it's all just drugs and we're slaves and I *can't... we are running out of time!"


title: Shivers: "You can hear the ice crack undernea..."
sequence: 0
dialoguetext:
You can hear the ice crack underneath you. Outside the last century waterfront development is crumbling in the wind, a grapeshot row of falling houses. And so is Rue Saint-Gérôme and all the houses on Main Row. The Old Cinema is sinking underneath Villalobos...


title: Egg Head: ""There *needs* to be a club for ano..."
sequence: 0
dialoguetext:
"There *needs* to be a club for anodic music in there. NEEDS TO! So we won't cook speed in there, we'll do it clean, we'll do it true. We'll do it sober and *real* and beautiful."


title: Andre: ""We'll do a straight up club in the..."
sequence: 0
dialoguetext:
"We'll do a straight up club in there, spinning the maddest reels and nothing but, I swear to god! Okay, Egg?"


title: You: ""It's probably not going to be easy..."
sequence: 0
dialoguetext:
"It's probably not going to be easy, the spookers in the church are *not* going to be happy about this."

conditionstring:
Variable["TASK.look_into_church_spooks"]  and  Variable["TASK.look_into_church_spooks_done"] == false


title: Andre: ""But you can just evict them, right..."
sequence: 0
dialoguetext:
"But you can just evict them, right? You're the law, man. You've got this." He seems to be getting jittery with excitement.


title: Andre: ""Keep us updated about the situatio..."
sequence: 0
dialoguetext:
"Keep us updated about the situation." He thrusts his toothbrush towards you. "Maybe we can help somehow."


title: Andre: ""I knew from the get go we could co..."
sequence: 0
dialoguetext:
"I knew from the get go we could count on you." He looks at his friends. "We can make this work -- the dance club will have a future!"


title: Spinal Cord: "The beats that had you all fired up..."
dialoguetext:
The beats that had you all fired up just a moment ago now seem overwhelming, nauseating. They shift and multiply like pieces of coloured glass in a kaleidoscope.


title: Spinal Cord: "Then consciousness will slowly begi..."
dialoguetext: Then consciousness will slowly begin to return. It won't be fun.
userscript: PassTime()
sequence:
SetTriggerAnimation(Tequila Sunset, Interrupt);SetTriggerAnimation(Tequila Sunset, GettingUp);SetTriggerAnimation(acele, interrupt); SetTriggerAnimation(andre, interrupt); SetTriggerAnimation(egghead, interrupt); SetTriggerAnimation(noid, interrupt); SetTriggerAnimation(Kim Kitsuragi, interrupt)


title: Spinal Cord: "Not sure, but it's definitely not a..."
dialoguetext:
Not sure, but it's definitely not a normal dance-floor experience. There's something seriously wrong with you, brah.


title: Spinal Cord: "Could be. It was almost like the ut..."
dialoguetext:
Could be. It was almost like the utter unpleasantness of the experience was breaking through the barrier of your recent memory loss...


title: Andre: ""Oh, there you are, man. Don't worr..."
sequence: 0
dialoguetext:
"Oh, there you are, man. Don't worry, I've seen this happen before to people partying too hard. You're dehydrated and all."


title: Andre: ""Oh, there you are, man. Don't worr..."
sequence: 0
dialoguetext:
"Oh, there you are, man. Don't worry, I've seen this happen before to people partying too hard. You're dehydrated and all. Can you get up?"


title: Acele: ""No. Recording." She turns to Soona..."
sequence: 0
dialoguetext:
"No. Recording." She turns to Soona, then back to you. She briskly shakes her head and puts her headphones back on.


title: Composure: "She's still at her mainframe, press..."
sequence: 0
dialoguetext:
She's still at her mainframe, pressing buttons, reading printouts, but she's started nodding her head along to the music.


title: Spinal Cord: "What are you going to do, call the..."
dialoguetext:
What are you going to do, call the lazareth again? And if you were to go to a regular hospital... Do you know how long it would take to figure out what's really wrong with you? The interviews, the poking and prodding that you'll undergo?


title: Spinal Cord: "Do you know how long it will take t..."
dialoguetext:
Do you know how long it will take to figure out what's really wrong with you? The interviews, the poking and prodding that you'll undergo?


title: Spinal Cord: "All this excitement of dancing and..."
dialoguetext:
All this excitement of dancing and dancing harder and even fainting *real* hard is better than dragging your feet from office to office, examination room to examination room, all mercilessly white, bright, and smelling of antiseptic.


title: Volition: "Besides, you've got a case to solve..."
sequence: 0
userscript: SetVariableValue("ice.andre_hyper_rc_fail_volition", true) --[[ Variable[ ]]
dialoguetext:
Besides, you've got a case to solve right now, and you won't get to solve it if you turn yourself into a lab rat. Whatever's wrong with you can wait.


title: Noid: ""Give him a moment." He comes over..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
"Give him a moment." He comes over with a cup of water and puts it to your lips. "See, this is why you need distilled water."


title: Noid: ""Give him a moment." He comes over..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
"Give him a moment." He comes over with a cup of water and puts it to your lips. "You've gotta drink water, man."


title: Andre: ""Naw, you just raved too hard. The..."
sequence: 0
dialoguetext:
"Naw, you just raved too hard. The beat gets so hard, you know, and you were rolling super hard on it..."


title: Soona, the Programmer: ""When exactly did you lose consciou..."
sequence: 0
dialoguetext:
"When exactly did you lose consciousness? When you started shaking or when you were already on the ground?"


title: Kim Kitsuragi: "He ignores the young man. "It very..."
sequence: 0
userscript: XPStandardSetBool("XP.assess_your_medical_condition")--[[ Variable[ ]]
dialoguetext:
He ignores the young man. "It very well could be that something similar happened the night you lost your memory. Can you stand?"


title: Shivers: "MY HEART IS THE WIND CORRIDOR. THE..."
sequence: 0
dialoguetext:
MY HEART IS THE WIND CORRIDOR. THE BOTTOM OF MY AIR IS RED. I HAVE A HUNDRED THOUSAND LUMINOUS ARMS.


title: Shivers: "COME MORNING, I CARRY INDUSTRIAL DU..."
sequence: 0
dialoguetext:
COME MORNING, I CARRY INDUSTRIAL DUST AND LET IT SETTLE ON TREE LEAVES. I SHAKE THE DUST FROM THOSE LEAVES AND ONTO YOUR COAT.


title: Shivers: "YOU ARE AN OFFICER OF THE CITIZENS..."
sequence: 0
dialoguetext:
YOU ARE AN OFFICER OF THE CITIZENS MILITIA. *AGENTES IN REBUS*, WHEN YOU WEAR YOUR COAT, YOU WEAR MY SOUL.


title: You: "What are you afraid of?"
dialoguetext: What are you afraid of?
sequence: 0
conditionstring:
Variable["ice.andre_hyper_rc_succ_reaction"]  or  Variable["ice.andre_hyper_rc_succ_rhet"]  or  Variable["ice.andre_hyper_rc_succ_inland"]


title: You: "But who am *I*? Why are you talking..."
dialoguetext: But who am *I*? Why are you talking to me?
sequence: 0
conditionstring:
Variable["ice.andre_hyper_rc_succ_reaction"] == false  and  Variable["ice.andre_hyper_rc_succ_rhet"] == false  and   Variable["ice.andre_hyper_rc_succ_inland"] == false


title: Shivers: "DEATH -- IT IS TERRIFYING. I NEED Y..."
sequence: 0
dialoguetext:
DEATH -- IT IS TERRIFYING. I NEED YOU TO PROTECT ME FROM DEATH. I CANNOT PERISH. LOOK AT ME. I CANNOT END.


title: !(Variable["ice.andre_hyper_rc_succ_talking"] and Variable["ice.andre_hyper_rc_succ_city"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["ice.andre_hyper_rc_succ_talking"]  and  Variable["ice.andre_hyper_rc_succ_city"]) == false


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.shivers_activated"]  or  Variable["boardwalk.feld_mural_shivers_wc"]  or  Variable["coast.snow_shivers_activated"]  or  Variable["apt.orb_abandoned_apt_shivers_done"]  or  Variable["village.hq_orb_shivers_done"]  or  Variable["plaza.kineema_shivers_where_too"]  or  Variable["jam.tommy_shivers_across_revachol"]  or  Variable["pier.joyce_shivers_grounding_on_revchopice"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.shivers_activated"]  or  Variable["boardwalk.feld_mural_shivers_wc"]  or  Variable["coast.snow_shivers_activated"]  or  Variable["apt.orb_abandoned_apt_shivers_done"]  or  Variable["village.hq_orb_shivers_done"]  or  Variable["plaza.kineema_shivers_where_too"]  or  Variable["jam.tommy_shivers_across_revachol"]  or  Variable["pier.joyce_shivers_grounding_on_revchopice"])

conditionstring:
(Variable["plaza.shivers_activated"]  or  Variable["boardwalk.feld_mural_shivers_wc"]  or  Variable["coast.snow_shivers_activated"]  or  Variable["apt.orb_abandoned_apt_shivers_done"]  or  Variable["village.hq_orb_shivers_done"]  or  Variable["plaza.kineema_shivers_where_too"]  or  Variable["jam.tommy_shivers_across_revachol"]  or  Variable["pier.joyce_shivers_grounding_on_revchopice"]) == false


title: Shivers: "THE MODULATIONS OF MY VOICE ARE NOT..."
sequence: 0
dialoguetext:
THE MODULATIONS OF MY VOICE ARE NOTED DOWN WITH THERMOMETERS AND BAROMETERS. YOU FEEL ME IN YOUR NOSTRILS, ON THE LITTLE HAIRS ON THE BACK OF YOUR NECK.


title: Shivers: "IN 22 YEARS, THE FIRST SHOT WILL BE..."
sequence: 0
userscript: SetVariableValue("ice.andre_hyper_rc_succ_28", true) --[[ Variable[ ]]
dialoguetext:
IN 22 YEARS, THE FIRST SHOT WILL BE FIRED. NOT A SHOT FROM A GUN -- AN ATOMIC DEVICE THAT WILL LEVEL ALL OF ME. ALL OF ME.


title: Shivers: "YOU ARE AN OFFICER OF THE CITIZENS..."
sequence: 0
dialoguetext:
YOU ARE AN OFFICER OF THE CITIZENS MILITIA. YOU MOVE THROUGH MY STREETS FREELY IN MOTOR CARRIAGES AND ON FOOT. YOU HAVE ACCESS TO THE HIDDEN PLACES. YOU ALSO CIRCULATE AMONG THOSE WHO ARE HIDDEN.


title: Shivers: "YOU MOVE THROUGH MY STREETS FREELY..."
sequence: 0
dialoguetext:
YOU MOVE THROUGH MY STREETS FREELY IN MOTOR CARRIAGES AND ON FOOT. YOU HAVE ACCESS TO THE HIDDEN PLACES. YOU ALSO CIRCULATE AMONG THOSE WHO ARE HIDDEN.


title: Endurance: "It's not your moves that are at fau..."
sequence: 0
userscript: XPStandardSetBool("XP.assess_your_medical_condition")--[[ Variable[ ]]
dialoguetext:
It's not your moves that are at fault, per se. You almost certainly had a seizure just now -- and a much more massive one a few days ago, when you lost your memory.


dialoguetext: 0
sequence: Continue()
title:
Variable["ice.andre_hyper_rc_fail_volition"] == false  and  Variable["XP.assess_your_medical_condition"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["ice.andre_hyper_rc_fail_volition"] == false  and  Variable["XP.assess_your_medical_condition"])

conditionstring:
(Variable["ice.andre_hyper_rc_fail_volition"] == false  and  Variable["XP.assess_your_medical_condition"]) == false


title: Conceptualization: "But all kinds of things could be wr..."
sequence: 0
dialoguetext:
But all kinds of things could be wrong with you at this point -- you've known that much all along. Meanwhile, you still have a killer to catch.


title: Endurance: "You've got to press on with this ca..."
sequence: 0
dialoguetext:
You've got to press on with this case, though. Just -- take better care of yourself. Don't mix with adolescent drug addicts, maybe?


title: Shivers: "An officer of the RCM is lying on t..."
sequence: SemiBlack(false,3);BanishHUD(false)@2;MusicPriorityReset();AmbientVolume(1);
dialoguetext:
An officer of the RCM is lying on the floor of a small church with his eyes rolled back and his tongue lolling out. Several others are standing around him. He slowly comes to.


title: Shivers: "I NEED YOU. YOU CAN KEEP ME ON THIS..."
dialoguetext: I NEED YOU. YOU CAN KEEP ME ON THIS EARTH. BE VIGILANT. I LOVE YOU.
userscript: XPMajorSetBool("XP.contact_la_revacholiere")--[[ Variable[ ]]
sequence:
SetTriggerAnimation(Tequila Sunset, Interrupt);SetTriggerAnimation(Tequila Sunset, GettingUp);SetTriggerAnimation(acele, interrupt); SetTriggerAnimation(egghead, interrupt); SetTriggerAnimation(noid, interrupt); SetTriggerAnimation(Kim Kitsuragi, interrupt);TravelTo(Kim Kitsuragi, KimFaintLoc, 2)


title: Kim Kitsuragi: ""That's all great, but we should re..."
sequence: 0
dialoguetext:
"That's all great, but we should really get going. We've spent enough time doing aerobic exercise for today."


title: Shivers: "I'VE SEEN YOU, I'VE SEEN YOU! I'VE..."
sequence: 0
dialoguetext:
I'VE SEEN YOU, I'VE SEEN YOU! I'VE SEEN YOU WITH HER -- AND I'VE SEEN YOU WITHOUT HER. I'VE SEEN YOU ON THE CRESCENT OF THE HILL.


title: You: ""That was great, but I'm all out of..."
sequence: PlayAnimation(Tequila Sunset, Continue);
dialoguetext:
"That was great, but I'm all out of juice now, guys. Besides, I should really talk to my partner." (Get up.)


title: Andre: ""I understand, detective. I hope we..."
sequence: 0
dialoguetext:
"I understand, detective. I hope we can continue on an amiable path, right? No more misunderstandings, no more lies." He smiles cautiously. "Before you go, is there anything else you need?"


title: Pain Threshold: "Your aching leg doesn't want you to..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
Your aching leg doesn't want you to imagine *anything*, however. It just wants to lie down and rest.


title: Kim Kitsuragi: ""I hope you're not trying to dance..."
sequence: 0
dialoguetext:
"I hope you're not trying to dance with that leg of yours," the lieutenant says, worried. "Healing from a gunshot wound takes time and patience. Be careful."


title: Kim Kitsuragi: ""WHAT'S HAPPENING?!" The lieutenant..."
sequence: 0
dialoguetext:
"WHAT'S HAPPENING?!" The lieutenant is forced to yell over the futuristic music blasting from the speakers. "HOW THE HELL ARE YOU DANCING WITH THAT BROKEN LEG OF YOURS?"


title: Esprit de Corps: "Part of him is amazed you're both a..."
sequence: 0
dialoguetext:
Part of him is amazed you're both able to just *dance* after all these horrifying events in Martinaise.


title: Kim Kitsuragi: ""It's his leg. Did you know he was..."
sequence: 0
dialoguetext:
"It's his leg. Did you know he was *shot* just a few days ago? He shouldn't be dancing like a madman, he should be in bed, *resting*."


title: Empathy: "The lieutenant sounds genuinely wor..."
sequence: 0
dialoguetext:
The lieutenant sounds genuinely worried about you -- and furious with himself, for not stopping you from running around.


title: Physical Instrument: "It's not merely the dehydration --..."
sequence: 0
dialoguetext:
It's not merely the dehydration -- it's your broken leg, reminding itself again with a dull but persistent ache.


title: Acele: "A shaggy-looking girl in her late t..."
sequence: 0
userscript: SetVariableValue("coast.eternite_now_unlocked", true) --[[ Variable[ ]]
dialoguetext:
A shaggy-looking girl in her late teens or early twenties kneels on the ice with an electronic contraption in her hand. Hearing you approach, she looks up.


title: Acele: ""I don't know, some kind of a... st..."
dialoguetext:
"I don't know, some kind of a... store?" She pauses to think. "Maybe a general store... Look man, fuck the hat."


title: You: ""I mean: we get drinks, come back h..."
sequence: 0
dialoguetext:
"I mean: we get drinks, come back here, sit on the frozen sea ice and drink until we start talking about fucked-up emotional stuff. The *worst*."


title: You: ""I mean: we buy drinks, and, right..."
sequence: 0
conditionstring: Variable["auto.visited_gates"] == true
dialoguetext:
"I mean: we buy drinks, and, right there in the liquor store, we get those bad boys in us, and then *you* tell *me* what you mean when *you* say *party*!"


title: Kim Kitsuragi: ""... and neither have you. Had you..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"... and neither have you. Had you let me in on the script of this play before you performed it, I could have gone along. As it stands, the entire line of questioning has been compromised."


title: Kim Kitsuragi: ""We have nothing left to do but hop..."
sequence: 0
dialoguetext:
"We have nothing left to do but hope this *was* a play on your part -- and to move on. Now." He turns to the young woman. "We have some questions for you."


title: Authority: "Odd. Something about the way she sa..."
sequence: 0
userscript: SetVariableValue("ice.acele_knows_youre_cops", true) --[[ Variable[ ]]
dialoguetext:
Odd. Something about the way she says it makes you think she's not bothered by any of the cop-show questioning.


title: Kim Kitsuragi: ""You." The lieutenant turns to you...."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"You." The lieutenant turns to you. "If you were intending to use an unorthodox questioning technique for this branch of the investigation -- which, by the way, is tangential at best -- you should have let me in on it."


title: You: ""Tell me more about this *music pla..."
dialoguetext: "Tell me more about this *music place* you've been planning in the church."
sequence: 0
conditionstring:
Variable["ice.acele_heard_about_plan_for_church"] == true  and  Variable["church.ravers_inside_church"] == false


title: You: ""I think it's the plight of the wor..."
dialoguetext: "I think it's the plight of the working class."
sequence: 0
userscript:
SetVariableValue("ice.acele_tried_hiding_with_politics", true) ; ReputationGrows("communist")--[[ Variable[ ]]


title: You: ""Everyone's just mooching off the e..."
dialoguetext: "Everyone's just mooching off the entrepreneurial class. Shackling the *doers*."
sequence: 0
userscript:
SetVariableValue("ice.acele_tried_hiding_with_politics", true) ; ReputationGrows("ultraliberal")--[[ Variable[ ]]


title: You: ""I think it's... all these *foreign..."
dialoguetext: "I think it's... all these *foreign people* taking our jobs."
sequence: 0
userscript:
SetVariableValue("ice.acele_tried_hiding_with_politics", true) ; ReputationGrows("revacholian_nationhood")--[[ Variable[ ]]


title: Acele: ""Wow. Social justice really matters..."
sequence: 0
dialoguetext:
"Wow. Social justice really matters that much to you? That's commendable. It really had you shaken up there... are you *sure* that's it, though?"


title: You: ""I haven't seen much of this world,..."
sequence: 0
dialoguetext:
"I haven't seen much of this world, but from what I've seen *social justice* is an adolescent term. Sounds almost liberal... what's got me shaken up is the *people's struggle* and it's got me shaken up *bad*."


title: You: ""It makes me sick, thinking about t..."
sequence: 0
dialoguetext:
"It makes me sick, thinking about the thousands... millions... billions? How many people are there, actually?"


title: You: ""Really? That many?! Reduces me to..."
sequence: 0
dialoguetext:
"Really? That many?! Reduces me to tears thinking of the 3.6 billion and god knows how many more in that Seol place, crushed under the tyranny of the market."


title: You: ""You can roll your eyes all you wan..."
sequence: 0
dialoguetext:
"You can roll your eyes all you want, but will it bring us any closer to a knowledge-based economy? I haven't seen much of this strange world, but: Not with these taxes it won't!"


title: Acele: ""Then you really haven't seen much..."
sequence: 0
dialoguetext:
"Then you really haven't seen much of this *strange world*, because we literally haven't got any income taxes. Just a 20% value-added tax and that's, like... *it*."


title: You: ""No way! You have no idea how many..."
sequence: 0
dialoguetext:
"No way! You have no idea how many taxes there *really* are -- you've never paid any! There are all these disguised, invisible taxes. Look, there's one right now!" (Point at the sea.)


title: Acele: "Startled, she turns her head and lo..."
sequence: 0
dialoguetext:
Startled, she turns her head and looks at the sea. No modes of indirect taxation catch her eye. She looks back at you.


title: You: ""No. Not *just* the sea monster tax..."
sequence: 0
dialoguetext:
"No. Not *just* the sea monster tax. It's all of it taken together that's strangling economic growth."


title: Acele: ""Uh huh." She collects herself. "An..."
sequence: 0
dialoguetext:
"Uh huh." She collects herself. "And none of this has anything to do with -- oh I don't know -- some chick?"


title: Acele: ""Yeah, man," she nods. "That's why..."
sequence: 0
dialoguetext:
"Yeah, man," she nods. "That's why you were crying over a hat, yelling about regaining your authority. National pride."


title: You: ""That's those foreign ideas messing..."
sequence: 0
dialoguetext:
"That's those foreign ideas messing with your head. You don't even realize you're *literally* on your knees right now! Our women -- literally on their knees!"


title: You: ""I'm pretty sure I've got issues wi..."
sequence: 0
dialoguetext:
"I'm pretty sure I've got issues with our young women kneeling in the snow with this *cosmopolitan* racket going on in the background." (Nod towards the tent.)


title: Acele: ""Or, or... I'm just gonna put this..."
sequence: 0
dialoguetext:
"Or, or... I'm just gonna put this out there -- are you sure you're not having *chick* issues, with some chick?"


title: You: ""The golem of capital runs rampant,..."
sequence: 0
dialoguetext:
"The golem of capital runs rampant, smashing creator and slave alike. I fear the process is irreversible."


title: You: ""Yeah, people just can't get off th..."
sequence: 0
dialoguetext:
"Yeah, people just can't get off their asses -- zero hireable talent in this city. Zero. No wonder everyone's poor as potatoes."


title: You: ""Yeah, I can tell this was once a p..."
sequence: 0
dialoguetext:
"Yeah, I can tell this was once a proud nation. Now all this internationalist bullshit has brought Revachol to its knees."


title: You: ""Now that you mention it, I found t..."
sequence: 0
dialoguetext:
"Now that you mention it, I found these letters I'd thrown in the trash. They *might* have something to do with it."

conditionstring:
Variable["inventory.letters_found_and_read"] == true  or  IsTHCPresent("caustic_echo")  or  IsTHCPresent("white_mourning")  or  Variable["inventory.ledger_caustic_echo"]  or  Variable["inventory.ledger_white_mourning"]


title: You: ""First, they had just the faintest..."
sequence: 0
conditionstring: IsTHCPresent("juicy_fruit") or Variable["inventory.letters_felt_perfume"] == true
dialoguetext:
"First, they had just the faintest scent of chewing gum on them. I could still smell it under the... shit."


title: Acele: ""Really?" She appears to believe yo..."
sequence: 0
dialoguetext:
"Really?" She appears to believe you. "You seem pretty upset about this *chica*... are you sure you don't remember anything about her?"


title: Acele: ""Wow, man. That's some pretty stran..."
sequence: 0
dialoguetext:
"Wow, man. That's some pretty strange shit..." She rubs her sides for warmth. "Are you sure the letters were for you?"


title: Perception: "Her hair is dyed blonde, with dark..."
sequence: 0
userscript: SetVariableValue("ice.acele_noticed_her_dyed_hair", true) --[[ Variable[ ]]
dialoguetext:
Her hair is dyed blonde, with dark roots showing, and she wears thick black eye-liner. Most men wouldn't call her pretty -- there is a manliness to her. A coarseness.


title: You: ""I think it's more about me getting..."
sequence: 0
userscript: SetVariableValue("ice.acele_said_cant_remember", true) --[[ Variable[ ]]
dialoguetext:
"I think it's more about me getting so unbelievably drunk I completely erased all memory of this world."


title: Acele: ""You know: the psych thing they've..."
sequence: 0
dialoguetext:
"You know: the psych thing they've got going on there. Rich people like it. People in Königstein are mostly rich."


title: Acele: ""Yeah, I'm sorry." She nods. "Might..."
sequence: 0
userscript: XPMinorSetBool("XP.psych_session")--[[ Variable[ ]]
dialoguetext:
"Yeah, I'm sorry." She nods. "Might be for the best to keep that shit forgotten, actually. Just my opinion. If it itches, don't scratch."


title: Acele: ""You're welcome." She thinks for a..."
sequence: 0
userscript: XPMinorSetBool("XP.psych_session")--[[ Variable[ ]]
dialoguetext:
"You're welcome." She thinks for a second, stretching her jaw. "Might be for the best to keep that shit forgotten though. Just my opinion. If it itches, don't scratch."


title: You: "The tape recorder lies on the ice l..."
dialoguetext: The tape recorder lies on the ice like a discarded toy. Pick it up.
sequence: 0
conditionstring:
Variable["ice.acele_tape_recorder_idea"] == true  and  Variable["church.ravers_inside_church"] == false


title: Empathy: "The device is cold to the touch. An..."
sequence: 0
dialoguetext:
The device is cold to the touch. An angular "Omicron" logo adorns the yellow plastic cover. Underneath you see a reel of tape rolling. You put the device back on the ice.


title: Kim Kitsuragi: ""Yeah, man..." The lieutenant sudde..."
sequence: 0
userscript: SetVariableValue("party.kim_juvie_count", Variable["party.kim_juvie_count"] +once(1))
dialoguetext:
"Yeah, man..." The lieutenant suddenly appears to your right with his collar popped *insanely* high.


title: Kim Kitsuragi: ""Got any dope? We need some dope ba..."
sequence: 0
dialoguetext:
"Got any dope? We need some dope bad." He scratches his nose, then his armpit through the jacket. "I got the *Boogie Street* shakes."


title: Kim Kitsuragi: ""Tryin'a score some *dope*, man. Li..."
sequence: 0
dialoguetext:
"Tryin'a score some *dope*, man. Like we planned. Tryin'a score some smack -- you got any?" He hops from one foot to the other in anticipation.


title: Kim Kitsuragi: ""Tryin'a score some *dope*, man. Tr..."
sequence: 0
dialoguetext:
"Tryin'a score some *dope*, man. Tryin'a score some smack -- you got any?" He hops from one foot to the other.


title: Kim Kitsuragi: ""*Diamorphine*, girl. Quit clownin'..."
sequence: 0
dialoguetext:
"*Diamorphine*, girl. Quit clownin'. We need a hook-up for that D..." He breathes in through his teeth.


title: Acele: ""Diamorphine? But that hasn't been..."
sequence: 0
dialoguetext:
"Diamorphine? But that hasn't been around for years -- five or more, like, seven years maybe? Everybody just does *hunch* now."


title: Acele: ""Hunch is like ten times stronger t..."
sequence: 0
userscript: XPPicoSetBool("XP.acele_hunch_described")--[[ Variable[ ]]
dialoguetext:
"Hunch is like ten times stronger than diamorphine and *waaay* more lethal. I think the name is... B-hydroxy-something."


title: Kim Kitsuragi: ""Okay." The lieutenant stops hoppin..."
sequence: 0
dialoguetext:
"Okay." The lieutenant stops hopping. "That's... that's real bad. Someone should definitely look into that..."


title: Kim Kitsuragi: "He rolls his collar down to normal..."
sequence: 0
dialoguetext:
He rolls his collar down to normal human level and pulls out his familiar notebook. "We're from the police, by the way."


title: Authority: "Something about the way she says it..."
sequence: 0
userscript: SetVariableValue("ice.acele_knows_youre_cops", true) --[[ Variable[ ]]
dialoguetext:
Something about the way she says it makes you think she's not bothered by any of the cop-show questioning.


title: Acele: ""... but I shouldn't, really. I hav..."
sequence: 0
dialoguetext:
"... but I shouldn't, really. I have stuff planned for tomorrow. Gotta run around, try to make some money."


title: You: ""Money -- just gotta keep making it..."
sequence: 0
dialoguetext:
"Money -- just gotta keep making it, huh? But, in the meantime -- care to tell me something of interest?"


title: You: ""Don't we have a bit of a logical i..."
sequence: 0
conditionstring: Variable["ice.acele_partylogic"] == true
dialoguetext:
"Don't we have a bit of a logical inconsistency here? A categorical *no"* and a conditional *no*? Poor logic is a good sign of *lies*."


title: Acele: ""It just means that even if I did d..."
sequence: 0
dialoguetext:
"It just means that even if I did do drugs, I would not do them with a person I just met." She looks confused.


title: You: ""I'm going to have to accept your a..."
sequence: 0
dialoguetext:
"I'm going to have to accept your apology, aren't I? What else is there to do? Now tell me about stuff, who you are, what you're doing here, things like that."


title: You: ""Oh, I see. I'm not good enough for..."
sequence: 0
userscript: SetVariableValue("ice.acelegreeting_done", true) --[[ Variable[ ]]
dialoguetext:
"Oh, I see. I'm not good enough for the lady. She's accustomed to more gentlemanly folk. Well, so be it." [Leave.]


title: associateshub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("ice.acele_assocgr_done", true) ; SetVariableValue("ice.acele_church_case_discussed", true) --[[ Variable[ ]]


title: You: ""I'll help you all right.""
dialoguetext: "I'll help you all right."
sequence: 0
conditionstring:
Variable["TASK.establish_church_dance_club"] == true  and  Variable["ice.andre_logic_done"] == false

userscript:
SetVariableValue("ice.acele_assocgr_done", true) ; SetVariableValue("ice.acele_church_case_discussed", true) --[[ Variable[ ]]


title: Acele: ""Great!" She shivers. "Let us know..."
dialoguetext:
"Great!" She shivers. "Let us know if there's any progress, will you? We've been waiting for weeks here."


title: Acele: ""That's my name. I take it you have..."
dialoguetext:
"That's my name. I take it you have met the others. Did they tell you about the church and the club... thing?"


title: You: ""I didn't see a case in the church..."
dialoguetext: "I didn't see a case in the church story."
sequence: 0
conditionstring:
Variable["ice.andre_look_into_church_case_initiated"] == false  and  Variable["ice.andre_logic_done"] == false

userscript:
SetVariableValue("ice.acele_assocgr_done", true) ; SetVariableValue("ice.acele_church_case_discussed", true) --[[ Variable[ ]]


title: Acele: ""Okay... but you'll still let us kn..."
dialoguetext:
"Okay... but you'll still let us know if you learn something about the church, right?" She rubs her sides. "We don't have anywhere else to go anyway."


title: You: ""The others told me you went inside..."
dialoguetext: "The others told me you went inside the church. What did you see in there?"
sequence: 0
conditionstring:
Variable["ice.andre_noid_acele_went_into_church"]  and  Variable["church.ravers_inside_church"] == false


title: You: ""How did you know I'd met them?""
dialoguetext: "How did you know I'd met them?"
sequence: 0
userscript: SetVariableValue("ice.acele_how_did_you_know_i_met_them", true) --[[ Variable[ ]]
conditionstring:
Variable["ice.acelegreeting_done"] == true  and  Variable["ice.acele_ended_crying_in_front_of_her"] == false  and  Variable["ice.acele_how_did_you_know_i_met_them"] == false


title: You: ""Your associates tried to use me to..."
dialoguetext: "Your associates tried to use me to set up a drug lab. I'm guessing you knew of this plan."
sequence: 0
userscript: SetVariableValue("ice.acele_logic_followup_done", true) --[[ Variable[ ]]
conditionstring:
Variable["ice.andre_logic_done"]  and  Variable["ice.acele_logic_followup_done"] == false  and  Variable["church.ravers_inside_church"] == false


title: Empathy: "It's not that she has to run around..."
sequence: 0
dialoguetext:
It's not that she has to run around and make money, it's more like she's concerned about her well-being. It is also not entirely because she's afraid of you. You can't really put your finger on it.


title: Inland Empire: "For some reason, the words don't co..."
sequence: 0
userscript: SetVariableValue("ice.acele_ie_suggested_ask_party", true) --[[ Variable[ ]]
dialoguetext:
For some reason, the words don't come out. Instead you instinctively touch your collar to check your necktie.


title: Horrific Necktie: "It's crooked again, it always is. I..."
sequence: 0
dialoguetext:
It's crooked again, it always is. It's a traffic accident and a noose. Also, you should ask if she wants to party. Or better yet, ask her about that hat! Lest the necktie think you're boring...


title: Acele: ""I know." Her teeth rattle. She tak..."
sequence: 0
dialoguetext:
"I know." Her teeth rattle. She takes the device from you and places it in her lap. "I'll stick to it."


title: Empathy: "The device is still warm from her t..."
sequence: 0
userscript: SetVariableValue("ice.acele_emp_on_ice_succeeded", true) --[[ Variable[ ]]
dialoguetext:
The device is still warm from her touch -- and heavy as a brick, from the batteries inside. The company logo "Omicron" adorns its yellow plastic cover. Inside, the tape is rolling -- the girl looks at the device in your hands.


title: Acele: ""Okay." Her teeth rattle. She takes..."
sequence: 0
dialoguetext:
"Okay." Her teeth rattle. She takes the device from you and places it in her lap. "I'll stick to it."


title: You: ""I'm once again reminded of how Con..."
sequence: 0
conditionstring: Variable["ice.acele_asked_contact_mike_again"]
dialoguetext:
"I'm once again reminded of how Contact Mike rose from the slums of Saint-Batiste to the top of the boxing world, overcoming adversity and serious brain trauma. Nothing is coming -- nothing he wouldn't knock out in three rounds. The real fight is for the right attitude."


title: You: ""The people who built this world in..."
sequence: 0
dialoguetext:
"The people who built this world intended it to be better for you, but they failed. It is easier to live in their failure with this by your side." (Tap on the tape recorder.)


title: Acele: ""I can't believe this turned into a..."
sequence: 0
dialoguetext:
"I can't believe this turned into another Mike thing... Fine, okay, I'll stick to it." She takes the device from you and places it in her lap. "I'll knock it out in three rounds."


title: You: ""I'm sorry you have to sit here on..."
sequence: 0
dialoguetext:
"I'm sorry you have to sit here on the ice, feeling miserable. At your age -- or at any age -- in this weather... waiting for it to get dark."


title: Authority: "There is little you can do to help..."
sequence: 0
dialoguetext:
There is little you can do to help her now, but given the chance you feel like you *should*. There is something about her. A weightiness.


title: You: ""What happens in the tent stays in..."
dialoguetext: "What happens in the tent stays in the tent."
sequence: 0
conditionstring:
Variable["ice.andre_logic_done"]  and  Variable["ice.andre_logic_hecoordination_shotsfired"] == false


title: Composure: "She looks prettier all of a sudden...."
sequence: 0
dialoguetext:
She looks prettier all of a sudden. The muscles of her face have relaxed. She must be quite pleased.


title: Acele: ""Like what?" She straightens out sl..."
dialoguetext:
"Like what?" She straightens out slightly, propping herself up with her hands, waiting for you to speak.


title: You: "The tape recorder lies on the woode..."
dialoguetext: The tape recorder lies on the wooden floorboards like a discarded toy. Pick it up.
sequence: 0
conditionstring:
Variable["ice.acele_tape_recorder_idea"] == true  and  Variable["church.ravers_inside_church"] == true  and  Variable["ice.acele_emp_on_ice_succeeded"] == false


title: You: ""I'm sorry you have to sit here on..."
sequence: 0
dialoguetext:
"I'm sorry you have to sit here on this coast, feeling miserable. At your age -- or at any age -- in this place... waiting for it to get dark."


title: Acele: "After a moment of silence she speak..."
sequence: 0
dialoguetext:
After a moment of silence she speaks again: "So, thanks. I guess. For the psych session. Maybe I can return it -- what's been eating you, officer?"

userscript:
XPPicoSetBool("XP.pick_up_aceles_tape_recorder_success"); SetVariableValue("ice.acele_emp_success_psych_session", true) --[[ Variable[ ]]


title: Acele: ""C'mon, I can tell." She shakes her..."
sequence: 0
dialoguetext:
"C'mon, I can tell." She shakes her head slowly. "But, okay, be a boiadeiro about it if you want to."


title: You: ""Yeah, can we talk for a minute?""
dialoguetext: "Yeah, can we talk for a minute?"
sequence: 0
conditionstring:
Variable["ice.acele_ended_crying_in_front_of_her"] == true  and  Variable["ice.acele_emp_success_psych_session"] == false  and  Variable["ice.acele_psych_session_done"] == false


title: Kim Kitsuragi: ""As it stands, I'm going to have to..."
sequence: 0
dialoguetext:
"As it stands, I'm going to have to thwart your plan by explaining to the woman that we are police officers."


title: Acele: ""Hey, there." She gives you a shy s..."
dialoguetext:
"Hey, there." She gives you a shy smile. "I've been recording some new audio from all these beams and rafters. The sounds travelling through the wood are pretty cool -- creaks and stuff. Like you're underwater, you know... But, like, underwater inside a tree."


title: Acele: ""I really wanted to say: thanks for..."
sequence: 0
dialoguetext:
"I really wanted to say: thanks for getting me and my friends in here. And we even found some new... associates, such as they are."


title: Acele: "The girl stands behind the row of p..."
sequence: 0
dialoguetext:
The girl stands behind the row of pulpits, whistling a melody with the electronic device pressed against the wood. At the sound of your footsteps, she stops what she was doing.


dialoguetext: 0
sequence: Continue()
title:
Variable["church.acele_passives_hint_reaction"]  or  Variable["church.acele_reaction_is_lost_about_bird"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.acele_passives_hint_reaction"]  or  Variable["church.acele_reaction_is_lost_about_bird"])

conditionstring:
(Variable["church.acele_passives_hint_reaction"]  or  Variable["church.acele_reaction_is_lost_about_bird"]) == false


title: Acele: ""Good, I think. Noid is getting a r..."
sequence: 0
dialoguetext:
"Good, I think. Noid is getting a read on the place, I think he finds the carpentry very impressive. Andre's been setting up the compressor and... dancing. Egg Head's keeping the party up, he's got the stage under control."


title: Acele: ""Soona, the programmer, she's doing..."
sequence: 0
userscript: SetVariableValue("church.acele_church_altgreet_done", true) --[[ Variable[ ]]
dialoguetext:
"Soona, the programmer, she's doing... whatever she does, behind that radiocomputer of hers. She doesn't talk to us much. And the crab-man hasn't shown himself, thank god."


title: Acele: ""No-no." She cuts you off before yo..."
sequence: 0
dialoguetext:
"No-no." She cuts you off before you can finish the sentence. "I actually wanted to thank you. For getting me and my friends in here. And we even found some new... associates, such as they are."


title: Acele: ""This?" She taps on the electronic..."
sequence: 0
dialoguetext:
"This?" She taps on the electronic device. "Yeah, it's a portable recording device. For field recording. Low quality, but still."


title: Acele: ""Actually just one wire, I picked o..."
sequence: 0
dialoguetext:
"Actually just one wire, I picked on it 'til the braiding came loose. The wire leads to a contact microphone."


title: Acele: ""For getting me and my friends in h..."
sequence: 0
dialoguetext:
"For getting me and my friends in here. And we even found some new... associates, such as they are."


title: Acele: ""Yeah, so thanks for getting me and..."
sequence: 0
dialoguetext:
"Yeah, so thanks for getting me and my friends in here." She ignores your vapid egocentrism. "And we even found some new associates, such as they are."


title: Acele: ""Of course I do. I just don't tell..."
sequence: 0
dialoguetext:
"Of course I do. I just don't tell people about my friends and who they are and so on. I don't provide information on them."


title: Acele: ""Sorry. I just don't tell people ab..."
sequence: 0
dialoguetext:
"Sorry. I just don't tell people about my friends and who they are and so on. I don't provide information on them."


title: Acele: ""Me? I'm a silver bird.""
dialoguetext: "Me? I'm a silver bird."
sequence: 0
userscript:
SetVariableValue("ice.acele_heard_about_silver_bird", true) ; XPPicoSetBool("XP.acele_silver_bird_is")--[[ Variable[ ]]


title: Shivers: "High above and to the east, the col..."
sequence: 0
dialoguetext:
High above and to the east, the cold winds blow over the feathers of an early songbird. She lands on the stone ledge of a tall building. Her beak a silvery grey.


title: Acele: ""All right," she concedes. "My fath..."
sequence: 0
dialoguetext:
"All right," she concedes. "My father was a Zemylaki. He died years ago. He was a bad man. Not a lot of good things to say about him and what he did."


title: Acele: ""So after his death we had nothing..."
sequence: 0
dialoguetext:
"So after his death we had nothing left. And we were in danger. My mother had to change her name, mine too. We left it all behind."


title: Acele: ""Yeah, kinda. I'm the head of the o..."
sequence: 0
dialoguetext:
"Yeah, kinda. I'm the head of the operation. Coordinated it with the Débardeurs, else they might get... unhappy."


title: Acele: ""Not in person, but I let them know..."
sequence: 0
userscript: XPMinorSetBool("XP.the_claire_connection")--[[ Variable[ ]]
dialoguetext:
"Not in person, but I let them know. You can't do anything without the fat ones getting wind. It wasn't too difficult to convince them, really..."


title: Acele: ""It's a good thing you ended that m..."
sequence: 0
dialoguetext:
"It's a good thing you ended that mess, though. I felt I was turning dad-wise, into a corrupt business-person. Unpleasant."


title: Acele: ""I was kinda hoping you'd end this..."
sequence: 0
dialoguetext:
"I was kinda hoping you'd end this mess, though. It feels like I've been turning dad-wise, into a corrupt business-person. I don't like it."


title: Reaction Speed: "It's what the "Zemlyaki" -- the Gra..."
sequence: 0
userscript: SetVariableValue("ice.acele_tc_silver_bird", true) --[[ Variable[ ]]
dialoguetext:
It's what the "Zemlyaki" -- the Graadian community in Revachol -- call a person who never breaks under interrogation. It's an organized crime term.


title: You: ""I remember now... it's a Zemlyaki..."
sequence: 0
dialoguetext:
"I remember now... it's a Zemlyaki term. For someone who won't break under questioning. An organized crime term."


title: Acele: ""He bought the family a huge house,..."
sequence: 0
dialoguetext:
"He bought the family a huge house, so we got to live... at least temporarily... in a giant *castle* in Jamrock. And then he died."


title: Acele: ""You and I both, although... I don'..."
sequence: 0
dialoguetext:
"You and I both, although... I don't have to *imagine*. The competition came and took everything away. It was like in a war zone..." She's gritting her teeth.


title: Acele: ""What do you think? The competition..."
sequence: 0
dialoguetext:
"What do you think? The competition came and took everything away. It was like in a war zone..." She's gritting her teeth.


title: Kim Kitsuragi: ""'Left it all behind.' Are you sure..."
sequence: 0
dialoguetext:
"'Left it all behind.' Are you sure you did?" The lieutenant narrows his eyes at the girl. "Who can tell with all the delinquent behaviour?"


title: Acele: ""I took that into account, of cours..."
sequence: 0
dialoguetext:
"I took that into account, of course. Coordinated the operation with the Débardeurs, else they might get... unhappy."


title: You: ""Yeah, no, don't worry, I was just..."
sequence: 0
dialoguetext:
"Yeah, no, don't worry, I was just saying... I don't mind drugs, I'm all into drugs myself, yeah, drugs."


title: You: ""I'm not going to take you in for s..."
sequence: 0
dialoguetext:
"I'm not going to take you in for such a tiny infraction, but I better not find anything else suspicious going on."


title: Kim Kitsuragi: ""Who doesn't just *love* drugs? All..."
sequence: 0
dialoguetext:
"Who doesn't just *love* drugs? All the drugs." The lieutenant's voice is flat, although with a seeming undertone of sarcasm.


title: Acele: ""A life full of suspicion. Perhaps..."
sequence: 0
userscript: XPMinorSetBool("XP.the_claire_connection")--[[ Variable[ ]]
dialoguetext:
"A life full of suspicion. Perhaps you should talk to Noid, you'd get along nicely... Now, was there something else on your mind?"


title: Acele: ""It's pretty desolate here, I only..."
sequence: 0
dialoguetext:
"It's pretty desolate here, I only hear the dogs bark at night and see the shadows move down the coast."


title: Acele: ""I'm kinda hoping you'll end this m..."
sequence: 0
dialoguetext:
"I'm kinda hoping you'll end this mess before we get going... I feel as if I'm slowly turning dad-wise, into a corrupt business-person. I don't like it."


title: Acele: ""Yeah... I was kinda hoping you'd e..."
sequence: 0
dialoguetext:
"Yeah... I was kinda hoping you'd end that mess before we got going. It feels like I've been slowly turning dad-wise, into a corrupt business-person.


title: You: ""I should confront Evrart about thi..."
sequence: 0
dialoguetext:
"I should confront Evrart about this! Maybe I can manipulate him using the information." (Add it to the list.)


title: Acele: ""That's not going to lead anywhere..."
sequence: 0
userscript: GainTask("TASK.ask_evrart_about_claire_connection")--[[ Variable[ ]]
dialoguetext:
"That's not going to lead anywhere with Evrart. He'll just deny everything. I mean, have you seen the guy?"


dialoguetext: 0
sequence: Continue()
title:
Variable["ice.acele_heard_about_plan_for_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.andre_volition_exit_used"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["ice.acele_heard_about_plan_for_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.andre_volition_exit_used"])

conditionstring:
(Variable["ice.acele_heard_about_plan_for_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.andre_volition_exit_used"]) == false


title: Acele: ""Superstition. We can turn the grim..."
sequence: 0
dialoguetext:
"Superstition. We can turn the grim desolation into a fun dance club, and thus also help turn this hell-hole around."


title: Acele: ""Hey there." The girl with an elect..."
dialoguetext: "Hey there." The girl with an electronic recording apparatus turns to you as you approach.
userscript:
SetVariableValue("ice.acelegreeting_done", true) ; SetVariableValue("church.acele_church_altgreet_done", true) --[[ Variable[ ]]


title: Acele: ""Thanks for helping us out. My asso..."
dialoguetext:
"Thanks for helping us out. My associates and I are settling in here nicely. Even found some new associates." She turns back to her work, whistling softly...


title: Acele: ""Recording the audio coming through..."
dialoguetext:
"Recording the audio coming through the wooden framework. I bet it's pretty cool. Creaks and stuff. Sounds like when you're underwater, you know?"


title: Acele: ""I'm listening." A cold wind blows..."
dialoguetext:
"I'm listening." A cold wind blows in from the sea. She breathes on her fingers for warmth, looking up at you.


title: Acele: ""I'm listening." She puts the conta..."
dialoguetext:
"I'm listening." She puts the contact mic down and props herself up a bit, waiting for you to speak.


title: Acele: ""My whole family swears and it rubb..."
userscript: SetVariableValue("ice.acele_saidfamilyswears", true) --[[ Variable[ ]]
dialoguetext:
"My whole family swears and it rubbed off on me..." There's a pained expression on her face. She'll answer your questions now.


title: You: ""You said eating me? There's nothin..."
dialoguetext: "You said eating me? There's nothing eating me."
sequence: 0
conditionstring:
Variable["ice.acele_emp_success_psych_session"] == true  and  Variable["ice.acele_ended_crying_in_front_of_her"] == false  and  Variable["ice.acele_psych_session_done"] == false


title: You: ""People just keep putting their sel..."
dialoguetext: "People just keep putting their selfish interests ahead of the greater good."
sequence: 0
userscript:
SetVariableValue("ice.acele_tried_hiding_with_politics", true) ; ReputationGrows("moralist")--[[ Variable[ ]]


title: You: ""Yeah. No one understands that some..."
sequence: 0
dialoguetext:
"Yeah. No one understands that sometimes you've got to make sacrifices for the sake of progress. It's all very distressing."


title: You: ""Don't get me wrong, I'm all for sl..."
sequence: 0
dialoguetext:
"Don't get me wrong, I'm all for slow and steady progress. I just wish people would be a little more *reasonable*, is all."


title: Acele: ""Uh huh, and you're sure it's socia..."
sequence: 0
dialoguetext:
"Uh huh, and you're sure it's social progress you're distressed about and not, I don't know, some chick?"


title: You: ""I didn't see a case in the church..."
dialoguetext: "I didn't see a case in the church story."
sequence: 0
conditionstring:
Variable["ice.andre_look_into_church_case_initiated"] == false  and  Variable["TASK.establish_church_dance_club"] == false


title: Encyclopedia: "B-hydroxy-phenothiazine. Somewhere..."
sequence: 0
dialoguetext:
B-hydroxy-phenothiazine. Somewhere in the soggy remains of your factual memory, you know the name. From the streets.


title: Savoir Faire: "Teenagers skulking around. Gang-mem..."
sequence: 0
dialoguetext:
Teenagers skulking around. Gang-members looking for a hole in the Union's defences? Maybe Ruby too, but she wouldn't be able to tell from here.


title: Shivers: "Long shadows, short shadows. Quiet..."
sequence: 0
dialoguetext:
Long shadows, short shadows. Quiet shadows of local children, loud shadows drunks and also a shadow made of sticks... you breathe on your hands for warmth.


title: Acele: "After a moment of silence she speak..."
sequence: 0
dialoguetext:
After a moment of silence she speaks again: "So, thanks. I guess. For the psych session. I guess that means we're... even?" She smiles a little.

userscript:
XPPicoSetBool("XP.pick_up_aceles_tape_recorder_success"); SetVariableValue("ice.acele_emp_success_psych_session", true) --[[ Variable[ ]]


title: Suggestion: "Something changes between you two...."
sequence: 0
dialoguetext:
Something changes between you two. She looks at you differently now -- as an equal. A fellow human being.


title: Suggestion: "She means your little talk before,..."
sequence: 0
dialoguetext:
She means your little talk before, after your breakdown. It's all right, she means to say. You returned the favour.


title: You: ""No idea. Haven't seen her, definit..."
sequence: 0
conditionstring: Variable["coast.payphone_called_her"]
dialoguetext:
"No idea. Haven't seen her, definitely haven't *called* her. I don't remember a single thing about her."


title: Acele: ""Really?" She appears to believe yo..."
sequence: 0
dialoguetext:
"Really?" She appears to believe you. "You seem pretty upset about this *chica*... are you sure you don't remember anything about her? Eyes? Hair colour?"


title: Encyclopedia: "A silver bird... feels strangely fa..."
sequence: 0
dialoguetext:
A silver bird... feels strangely familiar. Was it an expression? And if yes, then for what? Then your mind slips and the thought is gone.


title: Acele: ""I'm sorry, sir. I'm sorry. I was t..."
sequence: 0
dialoguetext:
"I'm sorry, sir. I'm sorry. I was trying to concentrate on this thing here and I'm sorry I said that. My dad swears, my boyfriend swears... my whole family does. I've caught the habit. I didn't mean to... and I'm sorry."


title: Acele: "She looks up with a pained expressi..."
sequence: 0
dialoguetext:
She looks up with a pained expression, her face caked with a thick layer of make up. With her left hand she's wiping some of it off to get the snow out of her face.


title: Perception: "Her hair is dyed blonde, with dark..."
sequence: 0
userscript: SetVariableValue("ice.acele_noticed_her_dyed_hair", true) --[[ Variable[ ]]
dialoguetext:
Her hair is dyed blonde, with dark roots showing. Most men wouldn't exactly call her pretty -- there is a manliness to her. A coarseness.


title: Acele: ""You're right, I shouldn't have swo..."
sequence: 0
dialoguetext:
"You're right, I shouldn't have sworn. I'm sorry." She looks up like a scolded school girl, her years concealed beneath thick make up.


title: You: ""Oh my god! FUCK THE HAT?! Is that..."
sequence: 0
dialoguetext:
"Oh my god! FUCK THE HAT?! Is that what you just said to me? I can't *BELIEVE* you told me to fuck the hat!"


title: You: ""So I should just... just... get a..."
sequence: 0
dialoguetext:
"So I should just... just... get a hat and FUCK it, right?!" (Point at your head, where the hat should be.) "Engage in sexual intercourse with a hat right here in front of you, because you told me so? On the SEA ICE?!"


title: You: ""Anyway... I can't believe you used..."
sequence: 0
dialoguetext:
"Anyway... I can't believe you used obscenities like that in front of a police officer. And you should... you should..."


title: You: "(Start jumping up and down on the s..."
sequence: 0
dialoguetext:
(Start jumping up and down on the sea ice, gesturing toward it with both hands, as if to say, *this* is where it was supposed to take place!)


title: Esprit de Corps: "Across the bay, two figures watch t..."
sequence: 0
dialoguetext:
Across the bay, two figures watch the scene unfold through coin-operated binoculars. "My god," one says in a concerned voice. "Let me see," says the other.


title: Esprit de Corps: "Three figures on the spring ice. On..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Three figures on the spring ice. One, a shortish man, is standing with his shoulders slightly hunched. Another, a young woman, tries her best to ignore the third, a middle-aged man with spectacular sideburns, jumping up and down on the sea ice...


title: Esprit de Corps: "Two figures on the spring ice. One,..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Two figures on the spring ice. One, a young woman, tries her best to ignore the other, a middle-aged man with spectacular sideburns, jumping up and down on the sea ice...


title: Esprit de Corps: "Two figures on the spring ice. One,..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Two figures on the spring ice. One, a young woman, tries her best to ignore the other, a middle-aged man with bloated cheeks, jumping up and down on the sea ice...


title: Esprit de Corps: "Three figures on the spring ice. On..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Three figures on the spring ice. One, a shortish man, is standing with his shoulders slightly hunched. Another, a young woman, tries her best to ignore the third, a middle-aged man with bloated cheeks, jumping up and down on the sea ice...


title: Esprit de Corps: "Two figures on the spring ice. One,..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Two figures on the spring ice. One, a young woman, tries her best to ignore the other, a middle-aged man with spectacular sideburns, who's screaming at her with all his might...


title: Esprit de Corps: "Two figures on the spring ice. One,..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Two figures on the spring ice. One, a young woman, tries her best to ignore the other, a middle-aged man with bloated cheeks, who's screaming at her with all his might...


title: Esprit de Corps: "Three figures on the spring ice. On..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Three figures on the spring ice. One, a shortish man, is standing with his shoulders slightly hunched. Another, a young woman, tries her best to ignore the third, a middle-aged man with spectacular sideburns, who's screaming at her with all his might...


title: Esprit de Corps: "Three figures on the spring ice. On..."
sequence: 0
userscript: SetVariableValue("ice.acele_esprit", true) --[[ Variable[ ]]
dialoguetext:
Three figures on the spring ice. One, a shortish man, is standing with his shoulders slightly hunched. Another, a young woman, tries her best to ignore the third, a middle-aged man with bloated cheeks, who's screaming at her with all his might...


title: Acele: "Looking up she sees a grown man --..."
sequence: 0
dialoguetext:
Looking up she sees a grown man -- on the wrong side of forty, his face bloated from alcohol and god knows what else -- not so quietly crying.


title: Acele: "The young woman has kept her eyes t..."
sequence: 0
dialoguetext:
The young woman has kept her eyes trained on her wires, waiting for the sorry spectacle to end, but it's gone awful quiet up there. Then, the sound of sobbing...


title: Acele: ""You know, you're not the only one..."
sequence: 0
dialoguetext:
"You know, you're not the only one with issues." There's a motherly hint to her voice. "I self-medicate, shit... life's a horror, you know."


title: Acele: ""Crying helps, though. Get it out o..."
dialoguetext: "Crying helps, though. Get it out of your system and then maybe we can talk, okay? I'll be here."
sequence: 0
userscript:
SetVariableValue("ice.acelegreeting_done", true) ; SetVariableValue("ice.acele_ended_crying_in_front_of_her", true) --[[ Variable[ ]]


title: You: "(Wipe away the tears.) "Anyway... I..."
sequence: 0
dialoguetext:
(Wipe away the tears.) "Anyway... I can't believe you would use obscenities like that in front of a... a police officer. And you should wear a hat, too."


title: You: ""So I should just... just... take t..."
sequence: 0
dialoguetext:
"So I should just... just... take this hat I'm wearing and FUCK it, right?!" (Point at your head, where the hat is located.) "Engage in sexual intercourse with a hat right here in front of you, because you told me so? On the SEA ICE?!"


title: Acele: "The words are stuck in your throat...."
sequence: 0
dialoguetext:
The words are stuck in your throat. All that comes out is tears, pouring down your face. The young woman has kept her eyes trained on her wires, waiting for the lecture to end, but now she hears sobbing...


title: Reaction Speed: "C'mon. This is all fine, but you do..."
sequence: 0
dialoguetext:
C'mon. This is all fine, but you don't have anything on Evrart now. That's not how these things work.


dialoguetext: 0
sequence: Continue()
title:
Variable["cargo.evrart_come_back_and_ask"] == true  and  Variable["cargo.evrart_lock_independent_harbour_q"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["cargo.evrart_come_back_and_ask"] == true  and  Variable["cargo.evrart_lock_independent_harbour_q"] == false)

conditionstring:
(Variable["cargo.evrart_come_back_and_ask"] == true  and  Variable["cargo.evrart_lock_independent_harbour_q"] == false) == false


title: Logic: "Remember those bold, new exotic rev..."
sequence: 0
userscript: SetVariableValue("cargo.evrart_lock_independent_harbour_q", true) --[[ Variable[ ]]
dialoguetext:
Remember those bold, new exotic revenue streams Evrart said he was going to fund his harbour with? You should go back and ask him about that.


title: Pain Threshold: "Pain radiates through your leg. It..."
sequence: 0
dialoguetext:
Pain radiates through your leg. It still hurts to use it -- even for kicking snow into someone's face.


title: Acele: ""Ouch." She looks at your leg. "I d..."
sequence: 0
dialoguetext:
"Ouch." She looks at your leg. "I did notice you limping, but I thought maybe it was your 'thing' or something..."


title: Acele: ""When I was sixteen I used to date..."
sequence: 0
dialoguetext:
"When I was sixteen I used to date this guy who had a limp. But it only showed when he was sober, so I guess it wasn't real or something. I don't know." She shrugs, eyes glazed over...


title: Lilienne, the Net Picker: ""Aye, so here you are. It's late an..."
dialoguetext:
"Aye, so here you are. It's late and it's raining. The water is..." She puts her hands out and lets the rain fall on her palms. "Cold. Ice cold."


title: Lilienne, the Net Picker: ""Aye, so here you are. Mid-noon and..."
dialoguetext:
"Aye, so here you are. Mid-noon and the rain is..." She puts her hand in the rain, "...ice-cold as always. And it appears the drunks and teenagers haven't arrived yet."


title: Lilienne, the Net Picker: ""Aye, so here you are. The sun is u..."
dialoguetext:
"Aye, so here you are. The sun is up and the rain is..." she puts her hand in the rain, "...cold. Ice cold. I don't mind. At least it keeps the drunks and teenagers at bay."


title: Lilienne, the Net Picker: ""Aye, so here you are. It's late an..."
dialoguetext:
"Aye, so here you are. It's late and it's snowing. The snow is..." She extends her hand and catches a snowflake in her palm. "...Well, it's not really snow, it's slush."


title: Lilienne, the Net Picker: ""Aye, so here you are. It's late an..."
dialoguetext:
"Aye, so here you are. It's late and the sun is going down. It'll be dark soon. If we stay here long enough we will be joined by a cortège of drunks and teenagers."


title: Lilienne, the Net Picker: ""Aye, so here you are. Mid-noon and..."
dialoguetext:
"Aye, so here you are. Mid-noon and the snow is..." She catches a flake in her hand. "...well, it's not really snow, it's slush. At least the drunks and teenagers haven't joined us yet."


title: Lilienne, the Net Picker: ""Aye, so here you are." She looks a..."
dialoguetext:
"Aye, so here you are." She looks around. "I'm a bit surprised we're alone. It's mid-noon and the sun is out. I expected more drunks and teenagers. And drunk teenagers."


title: Lilienne, the Net Picker: ""Aye, so here you are. The sun is u..."
dialoguetext:
"Aye, so here you are. The sun is up and there's a ton of snow coming down." She catches a flake. "Well, it's not really snow, it's slush. At least it keeps the drunks and teenagers at bay."


title: Lilienne, the Net Picker: ""Aye, so here you are. Early in the..."
dialoguetext:
"Aye, so here you are. Early in the morning and the sun is up." She breathes in the fresh air. "And not a drunk or teenager in sight. I'm surprised."


title: Lilienne, the Net Picker: ""Know that you're not the first guy..."
sequence: FocusCamera(NetpickerCam1);
userscript: FinishTask("TASK.meet_lilienne_for_a_date_done")--[[ Variable[ ]]
dialoguetext:
"Know that you're not the first guy to bring a girl to Land's End. This is what locals call a *make-out spot*. That is not going to happen here today -- I just want to make that clear, dimples." She turns to face the sea once more.


title: Lilienne, the Net Picker: ""Aye, so an officer should be. All..."
sequence: 0
dialoguetext:
"Aye, so an officer should be. All that running around must need a lot of *structuring*..." She lets out a little laugh, as she turns to face the sun reflected in the waves.


title: Lilienne, the Net Picker: ""So this is what this is -- respons..."
sequence: 0
dialoguetext:
"So this is what this is -- responsible?" She shrugs. "Well... maybe it is. Maybe you'll have a *revelation* and crack whatever you're on."


title: Lilienne, the Net Picker: "The woman gazes steadily at the wav..."
sequence: HideFow(); PlayAnimation(Tequila Sunset, dateStart);
dialoguetext:
The woman gazes steadily at the waves. A sudden gust picks up her dark hair and lets it fall again, tussled, wild. She brushes a few stray locks from her eyes, and only then spots you approaching.


title: Kim Kitsuragi: "Keeping a tactful distance, the lie..."
sequence: 0
dialoguetext:
Keeping a tactful distance, the lieutenant takes out his notebook, demonstrating complete disinterest in your "date."


title: Lilienne, the Net Picker: ""Aye, you're the starriest of them..."
sequence: 0
dialoguetext:
"Aye, you're the starriest of them all," she says with mock seriousness, then bursts out laughing as she turns to face the sun reflected in the waves.


title: Lilienne, the Net Picker: ""Now you're just being another kind..."
sequence: 0
dialoguetext:
"Now you're just being another kind of fool." She laughs, a playful glint in her eyes. "You should know -- I don't spend time with people out of any sense of obligation."


title: Lilienne, the Net Picker: ""Aye, by the looks of you, you do...."
sequence: 0
dialoguetext:
"Aye, by the looks of you, you do. Well, we're here now." She nods to you, a playful glint in her eyes.


title: Lilienne, the Net Picker: ""Drying out? Becoming religious?" H..."
sequence: 0
dialoguetext:
"Drying out? Becoming religious?" Her face is serious for a moment, but then she smiles warmly. "To hell with it. I'm not going to lecture you about your drinking, not here."


title: Lilienne, the Net Picker: ""Let's just admire this piece of th..."
sequence: 0
dialoguetext:
"Let's just admire this piece of the world we happen to have in front of us, a?" She nods to you, a playful glint in her eyes.


title: Lilienne, the Net Picker: ""I've seen quite few of those first..."
sequence: 0
userscript: XPTinySetBool("XP.netpicker_sober_a_day")--[[ Variable[ ]]
dialoguetext:
"I've seen quite few of those first days, aye. Still, good for you..." She nods to you, a playful glint in her eyes.


title: Lilienne, the Net Picker: ""Here it comes," she says. As she t..."
sequence: TriggerWeather(Clear,15);FocusCamera(PickerPan2);
dialoguetext:
"Here it comes," she says. As she turns back to the sea, the weather begins to clear under her steady gaze.


title: Lilienne, the Net Picker: "As she turns to face the sun reflec..."
sequence: FocusCamera(PickerPan2);
dialoguetext:
As she turns to face the sun reflected in the waves and the skyscrapers rising across the bay, you cannot help following her steady gaze.


title: Lilienne, the Net Picker: ""Knew the weather'd clear up once w..."
sequence: 0
dialoguetext:
"Knew the weather'd clear up once we got here -- otherwise it would've been a less pleasant stroll, nay?"


title: Lilienne, the Net Picker: ""Wait, do you think *I* did that? N..."
sequence: 0
dialoguetext:
"Wait, do you think *I* did that? Nay, I just grew up on the sea, that's all. Know which way the wind is blowing."


title: Lilienne, the Net Picker: ""As for your 'paranatural abilities..."
sequence: 0
dialoguetext:
"As for your 'paranatural abilities' -- I'd love to hear about them sometime, really, but can't we just enjoy the view for a moment?"


title: The Sun: "The sun reflected in the waves and..."
sequence: PostFX(sunshine,true);
userscript: PassTime()
dialoguetext:
The sun reflected in the waves and the skyscrapers rising across the bay is mesmerizing. Your mind clears for a moment as your senses take it all in -- not just the glass skyscrapers, fragile-looking in the shimmering air, River Esperance flowing into the bay...


title: Lilienne, the Net Picker: ""Isn't it strange," she breaks the..."
sequence: 0
dialoguetext:
"Isn't it strange," she breaks the silence abruptly, "For this all-powerful thing, the sun... to be so generous towards us? You know, the best time to go out fishing is usually toward sunset, when the water is warmer..."


title: The Sun: "There's salt in the air and the cri..."
sequence: 0
userscript: PassTime()
dialoguetext:
There's salt in the air and the cries of the gulls and the skuas; grit of the sand and the green glint of broken bottles. But still your gaze always returns to the dazzling streaks of light, wherever they may be reflected, their opulence...


title: Encyclopedia: "Across the rusty water -- that's La..."
sequence: 0
userscript: SetVariableValue("tc.la_delta", true) --[[ Variable[ ]]
dialoguetext:
Across the rusty water -- that's La Delta, the financial district. In the mist-covered distance, towers rise as a rebuke to the poverty of this coast.


title: The Sun: "The sun also falls on the cape-side..."
sequence: 0
dialoguetext:
The sun also falls on the cape-side tenements and war-torn ruins. An old sea fortress juts out, seemingly impervious to the sheen cast over everything else, shaking you out of your reverie...


title: Lilienne, the Net Picker: ""It's bringing us spring, summer......"
sequence: 0
dialoguetext:
"It's bringing us spring, summer... It's entirely on our side, no matter what we do or who we are. For absolutely *no* reason. It's unlike no other powerful being -- certainly no powerful organisation, or government? How can that be?"


title: Logic: "The sun isn't always that great. Th..."
sequence: 0
userscript: SetVariableValue("coast.netpicker_sun_logic", true) --[[ Variable[ ]]
dialoguetext:
The sun isn't always that great. Think of people living in desert climates with sparse vegetation and little drinking water.


title: Lilienne, the Net Picker: ""Now you're just nitpicking." She s..."
sequence: 0
dialoguetext:
"Now you're just nitpicking." She smiles. "But aye, I concede -- maybe *desert people* sometimes disagree."


title: Lilienne, the Net Picker: ""These?" she turns her head and the..."
sequence: 0
dialoguetext:
"These?" she turns her head and they dangle. "These aren't real fish-hooks, silly. They're earrings shaped to look like fish-hooks. A drunk called Rosemary brought them to me. I kept them."

userscript:
SetVariableValue("coast.netpicker_small_talk_counter", Variable["coast.netpicker_small_talk_counter"] +once(1)) 


title: Lilienne, the Net Picker: ""Aye, always do... I like it. It's..."
sequence: 0
dialoguetext:
"Aye, always do... I like it. It's like being on another planet. A water planet. With water worries... and water joys."

userscript:
SetVariableValue("coast.netpicker_small_talk_counter", Variable["coast.netpicker_small_talk_counter"] +once(1)) 


title: Lilienne, the Net Picker: ""It didn't suck," she smiles. "I'll..."
userscript: FinishTask("TASK.meet_lilienne_for_a_date_done")--[[ Variable[ ]]
dialoguetext:
"It didn't suck," she smiles. "I'll let you get back to your business now. The twins probably found a land mine by now..."

sequence:
PlayAnimation(Tequila Sunset, dateEnd); PlayAnimation(Netpicker, dateEnd); FocusCamera(PickerPanBack)@3;TravelTo(Netpicker,NetPickerWalkMarker-LandsEnd,0,true)@1;LuaRun(SetVariableValue("village.netpicker_walks_away",true))@11;


title: You: ""Might as well. I don't really have..."
dialoguetext: "Might as well. I don't really have any others."
sequence: 0
userscript: SetVariableValue("tc.prefer_tequila", true) --[[ Variable[ ]]
conditionstring:
Variable["tc.name_full_harrier"] == false  and  Variable["tc.harry"] == false  and  IsTHCPresent("detective_costeau") == false


title: You: ""I think I'm good with Harrier Du B..."
dialoguetext: "I think I'm good with Harrier Du Bois these days."
sequence: 0
conditionstring: Variable["tc.name_full_harrier"]
userscript:
SetVariableValue("tc.prefer_tequila", false) ; SetVariableValue("village.netpicker_said_you_harry", true) --[[ Variable[ ]]


title: Shivers: "Out on the terrace of Les Fruits de..."
sequence: 0
dialoguetext:
Out on the terrace of Les Fruits de Fond, a hip business lunch spot in downtown La Delta, glasses clink over a spread of oysters. Someone can't decide what to eat. Someone recommends the ceviche. Someone shields her eyes, trying to see across the bay...


title: Lilienne, the Net Picker: ""Aye." She nods. "I better head hom..."
dialoguetext: "Aye." She nods. "I better head home to the kids."
userscript: FinishTask("TASK.meet_lilienne_for_a_date_done")--[[ Variable[ ]]
sequence:
PlayAnimation(Tequila Sunset, dateEnd); PlayAnimation(Netpicker, dateEnd); FocusCamera(PickerPanBack)@3; TravelTo(Netpicker,NetPickerWalkMarker-LandsEnd,0,true)@1; LuaRun(SetVariableValue("village.netpicker_walks_away",true))@11;


title: You: ""For the case I need to get *in tun..."
dialoguetext: "For the case I need to get *in tune* with the coast."
sequence: 0
conditionstring:
Variable["TASK.ask_about_the_curse_subtask_done"]  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false


title: You: ""There's an explanation to this. An..."
sequence: 0
dialoguetext:
"There's an explanation to this. And it's political. You see..." (Begin a long, impassioned political tirade.)


title: Lilienne, the Net Picker: ""Do they? Some of them do but..." S..."
sequence: 0
dialoguetext:
"Do they? Some of them do but..." She shrugs. "Sounds to me like you should choose your allies better, that's all."


title: Lilienne, the Net Picker: ""Aye, aye -- it's political." She s..."
sequence: 0
dialoguetext:
"Aye, aye -- it's political." She stops you. "No need to step on a soapbox about it. What if we *disagree*?"


title: Perception (Sight): "She's right. They're made mostly of..."
sequence: 0
dialoguetext:
She's right. They're made mostly of plastic. A cheap novelty gift you can buy from a flower shop or a kiosk.


title: Shivers: "As she walks off the wind picks up,..."
sequence: 0
dialoguetext:
As she walks off the wind picks up, and the light from the sun seems to fade -- the crumbling silhouette of Feld Electrical R&D towers in the distance, beckoning.


title: You: "(Stare into the sun.) "Yeah, a mass..."
sequence: 0
dialoguetext:
(Stare into the sun.) "Yeah, a massive thermonuclear reaction, five billion years old -- the sun is a god."


title: Lilienne, the Net Picker: ""That it does. But then... we are a..."
sequence: 0
dialoguetext:
"That it does. But then... we are also enemies to our enemies, eh? And so she shines on us. The cops and the commies, the killers and the saints. You know..."


title: Lilienne, the Net Picker: ""Well -- now you have that giant th..."
sequence: 0
dialoguetext:
"Well -- now you have that giant thing to watch over you. So... to hell with youth." She smiles. "You know..."


title: Lilienne, the Net Picker: ""The wind's gonna pick up soon and..."
sequence: PostFX(sunshine,false);
dialoguetext:
"The wind's gonna pick up soon and I have to go, but..." She takes her sword out of the scabbard. The blade reflects the sunlight, a dark orange.


title: Lilienne, the Net Picker: ""Well -- now you have that giant th..."
sequence: 0
dialoguetext:
"Well -- now you have that giant thing to watch over you. So... to hell with love." She smiles. "You know..."


title: Lilienne, the Net Picker: ""Well -- now you have that giant th..."
sequence: 0
dialoguetext:
"Well -- now you have that giant thing to watch over you. So... to hell with cruel gods." She smiles. "You know..."


title: Lilienne, the Net Picker: ""Well -- maybe it's that god that m..."
sequence: 0
dialoguetext:
"Well -- maybe it's that god that makes all those atoms burn up there in that big thing..." She smiles. "You know..."


title: Conceptualization: "She turns her head and the plastic..."
sequence: 0
dialoguetext:
She turns her head and the plastic fish-hooks rattle in her ears. Nothing share-worthy takes place in your head.


title: Lilienne, the Net Picker: ""Aye. Brains, generally, aren't ver..."
sequence: 0
dialoguetext:
"Aye. Brains, generally, aren't very good, are they? I prefer backs, arms, shoulders -- lungs, too." She smiles. "You know..."


title: Lilienne, the Net Picker: ""Thank you. Out there on the other..."
sequence: 0
dialoguetext:
"Thank you. Out there on the other planet -- the sea -- you start seeing things in a strange light. I'm glad I got to share it." She smiles. "You know..."


title: Suggestion: "This is as far as it goes with her...."
sequence: 0
dialoguetext:
This is as far as it goes with her. You'd need to put a year between you and your last drink for anything more.


title: Kim Kitsuragi: ""I hope this has been refreshing fo..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"I hope this has been refreshing for you, detective," the lieutenant says, watching her leave. "Let's return to our search with a fresh pair of eyes."


title: Lilienne, the Net Picker: ""Thank you. I'm half Ubi. My mother..."
sequence: 0
dialoguetext:
"Thank you. I'm half Ubi. My mother was from Ubi Sunt?. Not a lot of sun there, I hear, though I've never been..."


title: Visual Calculus: "Is there something here that would..."
sequence: 0
dialoguetext:
Is there something here that would indicate a sniper used this place as a nest for taking the shot? Just some urban detritus, a bottle and a dilapidated old comms tower.


title: Endurance: "The wind picks up. Fine sea foam la..."
sequence: 0
dialoguetext:
The wind picks up. Fine sea foam lashes your face. It feels like needles. You can take it -- just raise your collar, detective.


title: Visual Calculus: "A smoking assailant who favours Tio..."
sequence: 0
dialoguetext:
A smoking assailant who favours Tioumoutiri to Astra or Drouin? Cigarette butts are part of the campfire set -- they're also everywhere.


title: Visual Calculus: "The salty water has corroded the la..."
sequence: 0
dialoguetext:
The salty water has corroded the ladder to nothing but two thin orange rails. In addition, there is no stable nest up there. It would have been useless.


title: Visual Calculus: "To warm his hands before he pulled..."
sequence: 0
userscript: FinishTask("TASK.check_lands_end_done")--[[ Variable[ ]]
dialoguetext:
To warm his hands before he pulled the trigger? There are no markings on the ground for a tripod, he would have had to lie on a mattress. This is simply not a good spot for a 1.2 kilometre shot.


title: Encyclopedia: "Tioumoutiri was a Revacholian colon..."
sequence: 0
userscript: SetVariableValue("coast.sense_cyclo_tioumoutiri", true) --[[ Variable[ ]]
dialoguetext:
Tioumoutiri was a Revacholian colony on Iilmaraa. The suzerainty's population was mostly Iilmaraan Areopagites -- up to 97%. The region was known for its tobacco export. Hence the name.


title: Encyclopedia: "Oh, you do! The butts you saw had a..."
sequence: 0
dialoguetext:
Oh, you do! The butts you saw had a silhouette of a boy wearing a kofia hat -- a tobacco picker. This boy is the Tioumoutiri brand logo. Contemporary Revacholians prefer Drouin (a local blend from the southern islands) or Astra, a legendary cigarette from Graad. Tioumoutiri is favoured by older men who like its old fashioned paper filter tips, insane amount of tar and the sweet smells of colonialism and halva.


title: Kim Kitsuragi: ""Those?" He points to them. "A smok..."
sequence: 0
dialoguetext:
"Those?" He points to them. "A smoking assailant who favours Tioumoutiri to Astra or Drouin? Cigarette butts are everywhere. This is a common brand for old men."

userscript:
SetVariableValue("coast.lands_end_origin_tioumoutiri_told_kim", true) ; XPPicoSetBool("XP.kim_smoking_assailant")--[[ Variable[ ]]


title: Kim Kitsuragi: ""I don't see it, officer. I don't s..."
sequence: 0
dialoguetext:
"I don't see it, officer. I don't see a person take a shot here and hit something there..." He looks east, over the coast. "In the Whirling-in-Rags."


title: Kim Kitsuragi: ""It's not possible to climb that la..."
sequence: 0
dialoguetext:
"It's not possible to climb that ladder and even if it were -- why? There's no platform up there to aim from." The lieutenant looks up, raising his collar.


title: Endurance: "He looks like he's cold out here at..."
sequence: 0
userscript: SetVariableValue("coast.sense_shooter_endurance_kim_cold", true) --[[ Variable[ ]]
dialoguetext:
He looks like he's cold out here at the tip of the coast. The jacket is warm, but not for this weather.


title: Kim Kitsuragi: ""To warm his hands before pulling t..."
sequence: 0
dialoguetext:
"To warm his hands before pulling the trigger? Perhaps. But anyone could have made this. The coast is specked with fires this time of year." He looks around.


title: Kim Kitsuragi: ""Truthfully -- this seems like a ve..."
sequence: 0
userscript: FinishTask("TASK.check_lands_end_done"); XPMinorSetBool("XP.check_lands_end")--[[ Variable[ ]]
dialoguetext:
"Truthfully -- this seems like a very poor choice to take a 1.2 kilometre rifle shot from. Visibility is awful, there's water vapour everywhere -- I think we can rule out... B double prime, was it?"


title: Visual Calculus: "There, 1.2 kilometres over the wave..."
sequence: 0
dialoguetext:
There, 1.2 kilometres over the wave-crossed bay, through heavy, dark grey curtains of rain you see the smallest rectangle, barely visible.


title: Visual Calculus: "A glowing light on the third floor..."
sequence: 0
dialoguetext:
A glowing light on the third floor of the Whirling-in-Rags. With binoculars you would see a young woman's shape move behind the glass, her limbs long and slender.


title: Electrochemistry: "Smoking. Drinking. Being happy and..."
sequence: 0
dialoguetext:
Smoking. Drinking. Being happy and elated. Without you -- because you're here, freezing in the wind, aren't you? Doing your *detective work*.


title: Visual Calculus: "There, 1.2 kilometres over the cold..."
sequence: 0
dialoguetext:
There, 1.2 kilometres over the cold water of the bay, through a thick snowstorm melting flake by flake in the waves you see the smallest rectangle, barely visible.


title: Visual Calculus: "The light is off on the third floor..."
sequence: 0
dialoguetext:
The light is off on the third floor of the Whirling-in-Rags. The young woman is gone, in Precinct 57. Safe, closed off. Her form no longer moves behind the glass there...


title: Visual Calculus: "It's late. There is no light on the..."
sequence: 0
dialoguetext:
It's late. There is no light on the third floor of the Whirling-in-Rags. No shape moves behind it. Klaasje must be out on the town.


title: Visual Calculus: "It's glowing in the dark night. The..."
sequence: 0
dialoguetext:
It's glowing in the dark night. The lights are on. Klaasje must be in there... looks like she's kept her promise not to go out at night anymore.


title: Visual Calculus: "There, 1.2 kilometres over the cold..."
sequence: 0
dialoguetext:
There, 1.2 kilometres over the cold water of the bay, blue from the distance and the air, you see the smallest rectangle, barely visible.


title: Visual Calculus: "The light is off on the third floor..."
sequence: 0
dialoguetext:
The light is off on the third floor of the Whirling-in-Rags. The young woman is gone who knows where. Safe, closed off. Her form no longer moves behind the glass there...


title: Inland Empire: "Still, you felt it was important en..."
sequence: 0
dialoguetext:
Still, you felt it was important enough to make a mental note. That means *something*. You didn't pay attention to any of the other cigarette butts on the coast.


title: Door (Unopenable): "An old door, worn by elements, guar..."
sequence: 0
dialoguetext:
An old door, worn by elements, guards the depot. The wind has blown a sand dune in front of it. The door hasn't been opened in a long while. You see a handle.


title: Door (Unopenable): "You rattle the handle a bit, then p..."
sequence: 0
dialoguetext:
You rattle the handle a bit, then push on the door with all your weight -- it does not budge. Not only is it locked, it's also *jammed* shut.


title: You: ""Come on, we even got in the Light..."
sequence: 0
conditionstring: Variable["cargo.mrlb_greet_done"] == true
dialoguetext:
"Come on, we even got in the Light Bending Guy's container, but you're saying we can't get in here?"


title: Kim Kitsuragi: ""Frankly, you're just going to have..."
sequence: 0
dialoguetext:
"Frankly, you're just going to have to accept the fact that you can't get in through every single door."


title: Rhetoric: "No-no, we've gotten into every door..."
sequence: 0
userscript: SetVariableValue("coast.depot_blackc_rhetoric_door", true) --[[ Variable[ ]]
dialoguetext:
No-no, we've gotten into every door thus far. That's what we do -- we open doors. We're cops, that's our perk. Even Evrart knew that's a part of our M.O.


title: Kim Kitsuragi: ""Yeah, I understand you, I like ope..."
sequence: 0
dialoguetext:
"Yeah, I understand you, I like opening doors as much as the next guy, but this one is simply beyond repair and we don't have the resources needed to open it."


title: Rhetoric: "No-no, we've absolutely gotten into..."
sequence: 0
userscript: SetVariableValue("coast.depot_blackc_rhetoric_door", true) --[[ Variable[ ]]
dialoguetext:
No-no, we've absolutely gotten into everywhere thus far. That's what we do -- we open doors and go through them. We're cops, that's our perk.


title: Kim Kitsuragi: ""Relax. No one's hiding in there. I..."
sequence: 0
userscript: XPPicoSetBool("XP.depot_seen_and_done")--[[ Variable[ ]]
dialoguetext:
"Relax. No one's hiding in there. If we can't open it, others can't either -- and thus they can't get in." He looks at the door with a rueful smile.


title: Door (Unopenable): "The concrete structure looks *milit..."
sequence: 0
userscript: SetVariableValue("coast.depot_open_shot_q", true) --[[ Variable[ ]]
dialoguetext:
The concrete structure looks *military* in origin. Over half a century old at least, but sturdily built.


title: Kim Kitsuragi: ""From here to the Whirling? I can't..."
sequence: 0
dialoguetext:
"From here to the Whirling? I can't see how..." He looks southeast and blows on his fingers: "The church is in the way."


title: Kim Kitsuragi: ""Probably something that is no long..."
sequence: 0
dialoguetext:
"Probably something that is no longer there." The lieutenant looks at the hunching, concrete toad in front of him.


title: Visual Calculus: "It may have been used to service an..."
sequence: 0
dialoguetext:
It may have been used to service an aerostatic battleship in the atmosphere? Or a fortification, like a seafort in the bay.


title: Door (Unopenable): "There is no success. You didn't suc..."
sequence: 0
dialoguetext:
There is no success. You didn't succeed here. It's impossible. The door does not open. It is not only locked, it is *jammed* shut.


title: Visual Calculus: "For servicing an aerostatic battles..."
sequence: 0
dialoguetext:
For servicing an aerostatic battleship in the atmosphere? Or a fortification, like a seafort in the bay?


title: Kim Kitsuragi: ""What else is there to do? *Not* ac..."
sequence: 0
userscript: XPPicoSetBool("XP.depot_seen_and_done")--[[ Variable[ ]]
dialoguetext:
"What else is there to do? *Not* accepting isn't gonna bring the fire brigade in..." He looks at the door with a rueful smile.


title: Conceptualization: "At least you can *think* about open..."
sequence: 0
userscript: GainThought("one_more_door")
dialoguetext:
At least you can *think* about opening it. About doors in general -- they are, after all, fundamental to your life. Perhaps something useful will come from this?


title: RENE MAIN HUB
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("plaza.reneandgaston_greeting_done", true) ; SetVariableValue("plaza.met_rene", true) --[[ Variable[ ]]


title: René Arnoux: "He catches your glance and nods. "T..."
sequence: 0
userscript: SetVariableValue("plaza.rene_medals_wc_fail_uniform", true) --[[ Variable[ ]]
dialoguetext:
He catches your glance and nods. "This is the uniform of the Royal Carabineers in service of Frissel the First, Guillaume *Le Lion*, and the valiant King Filippe the Fifth before him."


title: René Arnoux: ""*You* do not speak his name, crave..."
sequence: 0
dialoguetext:
"*You* do not speak his name, craven! Although he was a clown..." he adds. He turns back to you. "But he was *our* clown. Ours to ridicule -- and to mourn."


title: Encyclopedia: "It is the *Croix de Bravoure* -- Cr..."
sequence: 0
userscript: SetVariableValue("plaza.rene_ency_croixdebravure", true) --[[ Variable[ ]]
dialoguetext:
It is the *Croix de Bravoure* -- Cross of Valour. The Cross was the highest battlefield decoration in the Suzerain's armed forces, awarded for exceptional bravery in the line of duty in service of King Frissel the First.


title: Encyclopedia: "*The Setting Sun* was a decoration..."
sequence: 0
userscript: SetVariableValue("plaza.rene_ency_orange_sun", true) --[[ Variable[ ]]
dialoguetext:
*The Setting Sun* was a decoration used to distinguish seasoned combat veterans in service of King Frissel the First during the Revolution.


title: René Arnoux: ""So I grabbed the *dink*," he says,..."
sequence: 0
dialoguetext:
"So I grabbed the *dink*," he says, with a stern look, "and started crawling. Kept going until the 59th Cavalry picked us up."


title: Empathy: "It's a conflicted topic for the old..."
sequence: 0
dialoguetext:
It's a conflicted topic for the old veteran. There must have been a number of controversial episodes in his service days.


title: René Arnoux: ""When I came to, it was all over,"..."
sequence: 0
dialoguetext:
"When I came to, it was all over," he continues, ignoring his companion. "It was just me and jawless Drysant, gurgling in the blood-soaked mud right next to me."


title: René Arnoux: ""The dink had taken numerous flesh..."
sequence: 0
dialoguetext:
"The dink had taken numerous flesh wounds and lost a lot of blood, but despite missing his jaw he seemed hesitant to die. Tougher than he looked, that one."


title: René Arnoux: ""Then his horse, driven mad by the..."
sequence: 0
dialoguetext:
"Then his horse, driven mad by the noise and smell of gunpowder, stepped on my leg and shattered my knee." He pats his right thigh.


title: René Arnoux: ""Do not speak of what you know noth..."
sequence: 0
dialoguetext:
"Do not speak of what you know nothing about, poltroon!" He slams the heel of his boot in the ground. "*Duty* is something you will never understand."


title: René Arnoux: ""I'm sure. But I know this uniform'..."
sequence: 0
dialoguetext:
"I'm sure. But I know this uniform's reputation: You were also wondering if I got these for raping women or killing babies."


title: René Arnoux: ""For doing my duty in the heat of b..."
sequence: 0
dialoguetext:
"For doing my duty in the heat of battle, for looking my mortality in the eye, when men like Gaston here hid in the bushes and shat themselves..."


title: Gaston Martin: ""He saved some *maudit* princeling..."
sequence: 0
dialoguetext:
"He saved some *maudit* princeling who foolishly strolled into the front line in his gown of velvet and gold."


title: René Arnoux: ""The rebels were smart. They let us..."
sequence: 0
dialoguetext:
"The rebels were smart. They let us come real close before opening fire. Suffice to say, it was carnage."


title: René Arnoux: ""Alas, the young Drysant was all pi..."
sequence: 0
dialoguetext:
"Alas, the young Drysant was all piss and no vinegar, wearing a tunic of purple velvet and cockatoo feathers to battle." He spits. "Even his rifle was *gold-plated*. Shone from five klicks away. Can you imagine the asininity?"


title: René Arnoux: ""It was on the first months of the..."
sequence: 0
userscript: SetVariableValue("plaza.rene_mentioned_revolution_and_couron", true) --[[ Variable[ ]]
dialoguetext:
"It was on the first months of the Revolution here in Revachol. Unrest was spreading like wildfire. Marauders had taken most of the Couron and were getting *really* ambitious."


title: Gaston Martin: ""Oh no, you have to get shot." He n..."
sequence: 0
dialoguetext:
"Oh no, you have to get shot." He nods eagerly. "Repeatedly. And you need to get your hands bloody too. Really *really* bloody."


title: René Arnoux: ""Through some miracle we both survi..."
sequence: 0
dialoguetext:
"Through some miracle we both survived. And the jawless freak convinced Frissel to give me a medal for not leaving him to die in his own blood, piss, and shit."


title: René Arnoux: ""King Frissel thought he could end..."
sequence: 0
dialoguetext:
"King Frissel thought he could end it all in one decisive strike." The old carabineer runs his fingers over the larger medal. "Sent his cousin, Drysant, to put an end to the unrest."


title: René Arnoux: ""He was the commanding officer and..."
sequence: 0
dialoguetext:
"He was the commanding officer and I was on duty. Just doing my job. Shouldn't hand out medals for that..." He shakes his head. "Thirteen months later I received 'The Sun'. For distinguished service. It's not worth mentioning."

userscript:
SetVariableValue("plaza.rene_heard_war_story", true) ; XPMinorSetBool("XP.listened_renes_medal_story")--[[ Variable[ ]]


title: Composure: "You sense he's downplaying it -- he..."
sequence: 0
userscript: SetVariableValue("plaza.rene_composure_success", true) --[[ Variable[ ]]
dialoguetext:
You sense he's downplaying it -- he did a lot more than his duty. More than anyone's duty. It's in his spine, in his billowing breast. An untarnished self worth.


title: Gaston Martin: ""Maybe, maybe, but also bear in min..."
sequence: 0
dialoguetext:
"Maybe, maybe, but also bear in mind, officer..." He points to the sun-shaped medal on René's chest. "They don't hand these out for anyone with a service record."


title: René Arnoux: ""I got shot in the left shoulder an..."
sequence: 0
dialoguetext:
"I got shot in the left shoulder and went down. Just a flesh wound, but just as I turned over, the prince fell into the mud next to me. He was missing his lower jaw."


title: Gaston Martin: ""And that even whilst crawling with..."
sequence: 0
dialoguetext:
"And that even whilst crawling with a mangled half-dead prince on his back, he still managed to murder three rebels on his way."


title: Gaston Martin: ""What *Monseigneur Modestie* is not..."
sequence: 0
dialoguetext:
"What *Monseigneur Modestie* is not telling you is that he crawled over seven kilometres before the cavalrymen found him and Drysant. Two days later that was."


title: René Arnoux: ""To keep the long and bloody story..."
sequence: 0
dialoguetext:
"To keep the long and bloody story short, Drysant marched us against the partisans in Couron. And when I say 'marched', I mean made us walk into captured enemy territory single-file, like toy soldiers, while he rode in front on his giant red stallion."


title: René Arnoux: ""Son, we should never forget our pa..."
sequence: 0
dialoguetext:
"Son, we should never forget our past. Lots of mistakes were made back then, but they were also lessons." His voice takes on a tutor-like quality.


title: René Arnoux: ""No -- we were the last ones to kee..."
sequence: 0
dialoguetext:
"No -- we were the last ones to keep all the baby killers and rapists in check, and let me tell you, son..." His eyes find yours. "If there hadn't been Royal Carabineers, Revachol might not be standing at all."


title: René Arnoux: ""Bah!" His gaze wanders over the ba..."
sequence: 0
dialoguetext:
"Bah!" His gaze wanders over the bay. "There were many such stories in those days. Many such men too. True Revacholians, men with *backbone*."


title: Physical Instrument: "Shush! Ignore them! They don't know..."
sequence: 0
dialoguetext:
Shush! Ignore them! They don't know what they're doing. They're *old*! You are letting down yourself and the team. Get in the damn game already!


title: René Arnoux: ""See? Your munching and complaining..."
dialoguetext:
"See? Your munching and complaining have ruined my concentration." The man throws a metal ball toward a smaller, wooden ball in the sand, missing it by a metre.


title: Encyclopedia: "Trying to throw something as close..."
sequence: 0
userscript: SetVariableValue("plaza.rene_trivia_recognized_petanque", true) --[[ Variable[ ]]
dialoguetext:
Trying to throw something as close to a predetermined point as possible... measuring... this must be the age-old game of pétanque.


title: René Arnoux: ""Have you no shame," the man says t..."
dialoguetext:
"Have you no shame," the man says to his partner, "whining about your back every time you bring out the measuring tape?"

userscript:
SetVariableValue("plaza.met_rene", true) ; SetVariableValue("plaza.rene_or_gaston_have_clicked_on_petanquista_gaston_can_safely_spawn_on_bench", true) --[[ Variable[ ]]


title: René Arnoux: ""I hope you pass out from it, you g..."
dialoguetext:
"I hope you pass out from it, you goddamn jellyfish. Men like you are the reason this nation is sinking." Standing tall and proud, he looks at his partner with disgust.


title: Gaston Martin: ""René, you're a man with a fork in..."
dialoguetext:
"René, you're a man with a fork in a world of soup. Please... let's just try to enjoy the game, alright?" The other one is eating a big sandwich.


title: Physical Instrument: "That's the spirit! Don't even waste..."
sequence: 0
dialoguetext:
That's the spirit! Don't even waste your breath asking about the game. They wouldn't know anyway. They're *way* past their prime.


title: Physical Instrument: "These manly men are playing *balls*..."
sequence: 0
userscript: SetVariableValue("plaza.rene_physint_said_throw", true) --[[ Variable[ ]]
dialoguetext:
These manly men are playing *balls*. This is a *ball* game. Grab a ball and play it. Don't ask questions. Shoot first, ask questions never.


title: Gaston Martin: ""René, you're a man with a fork in..."
dialoguetext:
"René, you're a man with a fork in a world of soup. Please... let's just try to enjoy the game, alright?" This one's still chewing on his sandwich.


title: René Arnoux: ""Sure, officer. I am René, René Arn..."
userscript: SetVariableValue("plaza.reneandgaston_greeting_done", true) --[[ Variable[ ]]
dialoguetext:
"Sure, officer. I am René, René Arnoux, and my *specially abled* partner here is Gaston Martin. How can we help you?" The man in the uniform stands before you tall and proud.


title: René Arnoux: ""I'm trying to, but you keep breaki..."
dialoguetext:
"I'm trying to, but you keep breaking my concentration. You're old, I can see that. We're both old. Now stop grabbing your ass like it's a girl."


title: René Arnoux: ""Watch out, Gaston..." He points at..."
userscript: SetVariableValue("plaza.rene_altgreet_bully_cop_thrower", true) --[[ Variable[ ]]
dialoguetext:
"Watch out, Gaston..." He points at you. "It's Inspector Oaf. Come to throw more of our stuff into the sea, officer?"


title: René Arnoux: ""The purity of snow always reminds..."
dialoguetext:
"The purity of snow always reminds me of the purity of a man's soul...." He looks at the falling snow. "If he's got principles."


title: René Arnoux: ""Offic... argh..." He rubs his ches..."
userscript: SetVariableValue("plaza.rene_altgreet_day_two_heart_hint", true) --[[ Variable[ ]]
dialoguetext:
"Offic... argh..." He rubs his chest and spits. "Goddamnit... pull yourself together, René." He turns to you. "What do you want?"


title: René Arnoux: ""Forgetting those times means the m..."
sequence: 0
dialoguetext:
"Forgetting those times means the mistakes were for nothing. That all those people died for nothing."


title: You: ""I'm not impressed. All those heroi..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"I'm not impressed. All those heroics and where is he now? No, you gotta play to win. Look after *you* first."


title: René Arnoux: ""Yes, the Débardeurs' Union pays me..."
sequence: 0
dialoguetext:
"Yes, the Débardeurs' Union pays me to stand vigil during the nights." He looks down. "Not out of any *political* allegiance, mind you."


title: René Arnoux: ""I'm an old man, don't sleep more t..."
sequence: 0
dialoguetext:
"I'm an old man, don't sleep more than a few hours every night anyway and... money is tight," he adds with a slight sigh.


title: René Arnoux: ""Yes, yes. Like I said," he brings..."
sequence: 0
dialoguetext:
"Yes, yes. Like I said," he brings it up again, "I would be up *anyway*, so might as well keep an eye out. It keeps my senses sharp."


title: René Arnoux: "His features stiffen and he gets a..."
sequence: 0
dialoguetext:
His features stiffen and he gets a cold look. "She... is nobody. This is none of your concern and I refuse to discuss my private affairs with the RCM."


title: Gaston Martin: ""The lady is Jeanne-Marie Beaulieu...."
sequence: 0
dialoguetext:
"The lady is Jeanne-Marie Beaulieu." Gaston speaks with a soft voice. "And she sure as hell wasn't a nobody."

userscript:
SetVariableValue("plaza.rene_gaston_mentioned_jeanmarie", true) ; FinishTask("TASK.ask_rene_about_the_photograph_found_in_his_booth_done")--[[ Variable[ ]]


title: René Arnoux: ""I was 22 when I returned from King..."
sequence: 0
userscript: SetVariableValue("plaza.rene_guillaume_mentioned", true) --[[ Variable[ ]]
dialoguetext:
"I was 22 when I returned from King Guillaume's Ikeira Operation in the south and found my sweetheart in the arms of this wretch..."


title: René Arnoux: ""There's nothing for you to *unders..."
sequence: 0
dialoguetext:
"There's nothing for you to *understand* here," he snaps. "It is not *her* death you are investigating."


title: René Arnoux: ""Absolutely not." His voice is coar..."
sequence: 0
dialoguetext:
"Absolutely not." His voice is coarse. "She died of pneumonia in her bed at the age of 79. This is highly... usual."


title: Encyclopedia: "'The Ikeira Operation' was a seven-..."
sequence: 0
userscript: SetVariableValue("tc.the_ikeira_operation", true) --[[ Variable[ ]]
dialoguetext:
'The Ikeira Operation' was a seven-year campaign during which Suzerain Guillaume's army forcefully united the people in the southeastern part of Le Petit Continent, collectively known as the Ikeira tribes, under the Revacholian banner.


title: Gaston Martin: ""You were like a dark cloud sucking..."
sequence: 0
dialoguetext:
"You were like a dark cloud sucking the joy out of every living thing around you, and you..." He quickly glances at you. "You... *hurt* her."


title: René Arnoux: "The old soldier says nothing, but w..."
sequence: 0
dialoguetext:
The old soldier says nothing, but when his glance quickly runs over Gaston's face, there's an odd look in his eyes.

userscript:
XPTinySetBool("XP.rene_jeanne_marie"); SetVariableValue("plaza.rene_jeanne_marie_mentioned", true) --[[ Variable[ ]]


title: René Arnoux: ""Revachol Fair of '91 in the Faubou..."
sequence: 0
dialoguetext:
"Revachol Fair of '91 in the Faubourg district." His eyes turn to the sea. "A parade was held to honour Guillaume *Le Lion's* name-day. And the carabineers marched in the place of honour."


title: René Arnoux: ""This was the happiest day of my li..."
sequence: 0
dialoguetext:
"This was the happiest day of my life." This is said in such a matter-of-fact tone, it leaves no room for doubt.


title: Gaston Martin: ""Ah, *mon dieu*! The pain in my bac..."
dialoguetext:
"Ah, *mon dieu*! The pain in my back is unbearable. I can't even say if it's in my back or hip anymore. Feels like it's in *both*!" He tries to measure the throw.


title: Endurance: "This man seems to be experiencing a..."
sequence: 0
userscript: SetVariableValue("plaza.rene_endurance_heart_problems", true) --[[ Variable[ ]]
dialoguetext:
This man seems to be experiencing a mild to medium level of congestive heart problems, either due to narrowing of the arteries or high blood pressure.


title: You: ""I found you guys a new *boule*." (..."
dialoguetext: "I found you guys a new *boule*." (Hold out the ball.)
sequence: 0
conditionstring:
Variable["TASK.get_petanquista_new_boule"] == true  and  CheckItem("shotput_ball")  and  Variable["TASK.get_petanquista_new_boule_done"] == false


title: Gaston Martin: ""Now-now, no need to get angry agai..."
sequence: 0
dialoguetext:
"Now-now, no need to get angry again, René. I'm sure the officer tried his best. It's not like there's a *boule*-kiosk here in Martinaise."


title: René Arnoux: "The old veteran stares at the shot..."
sequence: 0
dialoguetext:
The old veteran stares at the shot put ball in silence, then speaks in a reserved voice: "What is this? Are you mocking us? This isn't for pétanque."


title: René Arnoux: ""Fine." He takes the *boule*. "You..."
sequence: 0
userscript: LoseItem("shotput_ball"); FinishTask("TASK.get_petanquista_new_boule_done")--[[ Variable[ ]]
dialoguetext:
"Fine." He takes the *boule*. "You tried to right a wrong. It's still a gram better than actual *nothing*."


title: You: ""I said I wouldn't do it, but I fou..."
dialoguetext: "I said I wouldn't do it, but I found you a new *boule*."
sequence: 0
conditionstring:
Variable["plaza.rene_refused_boule"] == true  and  CheckItem("shotput_ball")  and  Variable["TASK.get_petanquista_new_boule_done"] == false


title: Gaston Martin: ""See, René, I told you he was one o..."
sequence: 0
dialoguetext:
"See, René, I told you he was one of the good guys." He chuckles. "You should have more faith in people."


title: René Arnoux: ""That's what it was all about?" He..."
sequence: 0
dialoguetext:
"That's what it was all about?" He takes the sandwich. "Gaston is a snivelling rat -- I've known this my whole life -- but an RCM officer bullying an old man? Robbing him of his meal?!"

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


title: René Arnoux: ""NO," the old soldier exclaims shar..."
sequence: 0
dialoguetext:
"NO," the old soldier exclaims sharply. "I don't understand, what you're trying to accomplish with this... sandwich *bonanza*, but I already don't like it." He crosses his arms.


title: You: ""Listen, guys, in these dire times..."
sequence: 0
dialoguetext:
"Listen, guys, in these dire times we are all brothers. Let us dine together as one." (Hold out the sandwich.)


title: Empathy: "Cautious nature prevents him from v..."
sequence: 0
dialoguetext:
Cautious nature prevents him from voicing more objections, but he will always remember the cop who bullied him -- of that you can be sure.


title: Gaston Martin: "The old man looks devastated as he..."
sequence: 0
userscript: XPTinySetBool("XP.gastons_sandwich")--[[ Variable[ ]]
dialoguetext:
The old man looks devastated as he observes you and René strengthen your  manly bond over his culinary wonder.


title: René Arnoux: ""*Silence!*" he snaps at Gaston, th..."
sequence: 0
dialoguetext:
"*Silence!*" he snaps at Gaston, then turns to you: "Since you put it that way, I *symbolically* accept your cordial gesture." He eats the sandwich-half in two well-measured bites and nods. "For Revachol."

userscript:
LoseItem("ham_sandwich"); XPPicoSetBool("XP.became_renes_revacholian_sandwich_brother")--[[ Variable[ ]]


title: Gaston Martin: ""What? No!" He gasps, looking like..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
"What? No!" He gasps, looking like he's about to cry. "Old angry René doesn't even have taste buds -- it would be a complete..."


title: You: ""Let us -- true Revacholians -- sym..."
sequence: 0
conditionstring: Variable["plaza.gaston_fascist_sandwhich"] == true
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"Let us -- true Revacholians -- symbolically share this meal. For Revachol!" (Give half the sandwich to René and eat your half.)


title: René Arnoux: ""Everything *you* do reflects on th..."
sequence: 0
userscript: XPTinySetBool("XP.gastons_sandwich")--[[ Variable[ ]]
dialoguetext:
"Everything *you* do reflects on the idea and the people you are representing. When we," he says, pointing to Gaston, "think of the RCM, we think of *you*. Please make it a pleasant thought."


title: Physical Instrument: "Does it matter what team? Pick a te..."
sequence: 0
dialoguetext:
Does it matter what team? Pick a team, any team, the blue team -- you're letting them down! GET IN THE GAME AND THROW THE GODDAMN BALL!


title: Composure: "All you observe is a veteran refusi..."
sequence: 0
userscript: SetVariableValue("plaza.rene_failed_medals_wc_once", true) --[[ Variable[ ]]
dialoguetext:
All you observe is a veteran refusing to let go of the past and his old uniform. This is not uncommon.


title: Composure: "As René turns from you to his partn..."
sequence: 0
dialoguetext:
As René turns from you to his partner and back, the medals on his chest rattle and glare. He keeps his spine straight and his ribcage lifted, displaying them proudly.


title: !(Variable["plaza.rene_trivia_large_medal"] and Variable["plaza.rene_trivia_small_medal"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["plaza.rene_trivia_large_medal"]  and  Variable["plaza.rene_trivia_small_medal"]) == false


title: Gaston Martin: ""Oh absolutely..." He smiles as if..."
sequence: 0
dialoguetext:
"Oh absolutely..." He smiles as if reliving a pleasant memory. "At the mercy of a cocaine-snorting tyrant who emptied the treasury so he could sleep on a bed of gold?"


title: René Arnoux: ""...a superpower, feared and respec..."
sequence: 0
dialoguetext:
"...a superpower, feared and respected. A testament to what this country *can* be under the leadership of a True King, someone who knows how to rule."


title: René Arnoux: ""*Decisively*. Without fear of offe..."
sequence: 0
dialoguetext:
"*Decisively*. Without fear of offending the sensibilities of the frail and weak-minded among his subjects! This is something the insurgents never understood..."


title: René Arnoux: ""You can't even take responsibility..."
sequence: 0
dialoguetext:
"You can't even take responsibility for yourself -- how could you fathom the responsibility weighing on the shoulders of a ruler?" he asks, obviously annoyed.


title: Gaston Martin: ""Oh yes, René, yes..." The jolly ma..."
sequence: 0
dialoguetext:
"Oh yes, René, yes..." The jolly man nods meekly. "Men were bigger, girls were prettier, and everyone was a *fascha* -- Lord, please bring those days back, if you can!"


title: Electrochemistry: "Cocaine? Cocainum? Sounds like our..."
sequence: 0
dialoguetext:
Cocaine? Cocainum? Sounds like our kind of king. And -- just imagine! -- what kind of cocaine a king would have had...


title: Gaston Martin: ""Oh, old Filippe was a *big* fan of..."
sequence: 0
dialoguetext:
"Oh, old Filippe was a *big* fan of the purple nose candy the nobility loved so much. A cocaine-connoisseur of sorts." He chuckles. "His egocentricity is borderline legendary."


title: Drama: "No, he really believes what he's sa..."
sequence: 0
dialoguetext:
No, he really believes what he's saying -- he has completely accepted the narrative of transcendence through cocaine use.


title: René Arnoux: ""You haven't lived as long as I hav..."
sequence: 0
dialoguetext:
"You haven't lived as long as I have, son. With age, a man learns certain things about real power -- or else ends up a spineless socialist rat, like Gaston here."


title: René Arnoux: ""Revachol would be a different plac..."
sequence: 0
dialoguetext:
"Revachol would be a different place if more people realized that." He gently rubs his chest. "We could still be the..."


title: Volition: "No one and nothing can change this..."
sequence: 0
dialoguetext:
No one and nothing can change this man's mind -- he is as rigid as they come, still in that antique uniform -- it's a symbol for him.


title: Gaston Martin: ""And the worst part of that, office..."
sequence: 0
dialoguetext:
"And the worst part of that, officer," he says, face terrified, "is having to spend your days playing pétanque with an angry snake."


title: Gaston Martin: ""Don't get started on that again. W..."
sequence: 0
dialoguetext:
"Don't get started on that again. What happened, happened." There is some weariness in his voice now -- he's heard this rant many times before.


title: Electrochemistry: "But imagine -- purest cocaine... No..."
sequence: 0
dialoguetext:
But imagine -- purest cocaine... Now that would make you feel like a king. Not that you can afford it. But a man can dream, right? In another time and place...


title: René Arnoux: ""Filippe III was even brought into..."
sequence: 0
dialoguetext:
"Filippe III was even brought into this world with the help of cocaine -- the court medic administered a dose to his mother when she was in labour. And it is well known that with the help of cocaine -- only the purest, of course -- he was able to connect with higher realms..."


title: Electrochemistry: "But imagine -- purest cocaine... No..."
sequence: 0
dialoguetext:
But imagine -- purest cocaine... Now that would make you feel like a king. Not that you can afford it... But what about speed? Speed is cheap. And good.


title: You: ""Seems like irresponsible behaviour..."
sequence: 0
userscript: ReputationGrows("narcomania")
dialoguetext:
"Seems like irresponsible behaviour for a monarch. Drug users shouldn't even operate heavy machinery, much less rule countries."


title: Gaston Martin: ""Please, officer! Don't encourage h..."
sequence: 0
dialoguetext:
"Please, officer! Don't encourage him!" He quickly turns to René. "Do spare us the cocaine fairy tales. The RCM isn't interested in them."


title: René Arnoux: ""I'm listening." He doesn't sound t..."
sequence: 0
dialoguetext:
"I'm listening." He doesn't sound too pleased to have his praises to the miracle of cocaine-fuelled kingship cut short.


title: René Arnoux: ""From what I've seen of the officer..."
sequence: 0
dialoguetext:
"From what I've seen of the officers of the RCM..." he begins, looking you over, then stops himself. "But I don't want to get into a debate about drug policies."


title: René Arnoux: ""That's how it is, huh?" The man sl..."
sequence: 0
userscript: LoseItem("shotput_ball"); FinishTask("TASK.get_petanquista_new_boule_done")--[[ Variable[ ]]
dialoguetext:
"That's how it is, huh?" The man slowly nods, exhales sharply, and takes the ball. "Fine. I guess you did attempt to right your hooliganism... Consider it forgiven."


title: René Arnoux: ""The best, huh?" he says inspecting..."
sequence: 0
userscript: LoseItem("shotput_ball"); FinishTask("TASK.get_petanquista_new_boule_done")--[[ Variable[ ]]
dialoguetext:
"The best, huh?" he says inspecting the ball. "This isn't even a *boule*, but... Fine. I guess you did attempt to right your hooliganism... Consider it forgiven."


title: René Arnoux: "He glances at it and frowns. "I pre..."
sequence: 0
userscript: FinishTask("TASK.ask_rene_about_maybells_done")--[[ Variable[ ]]
dialoguetext:
He glances at it and frowns. "I prefer the old name -- Insulindian Lily. Girls brought them to young cadets when they entered service. Wearing them on your cap was supposed to bring good luck."


title: René Arnoux: ""It used to be," he says with a sig..."
sequence: 0
dialoguetext:
"It used to be," he says with a sigh. "But the communards were fond of them, too. Called them *revolutionary* flowers, bells of the Revolution..."


title: René Arnoux: ""You know what..." He falls silent..."
sequence: 0
userscript: XPPicoSetBool("XP.rene_asked_him_about_maybells")--[[ Variable[ ]]
dialoguetext:
"You know what..." He falls silent and the emerging smile withdraws. "No. They brought me misery, false hope, and disappointment. The *revolutionaries* sullied them."


title: Gaston Martin: ""But it wasn't the revolutionaries..."
sequence: 0
dialoguetext:
"But it wasn't the revolutionaries that *sullied* the idea for you, was it?" He looks at the old soldier almost gently. "She gave them to me too and your jealous little heart just couldn't accept it."


title: Visual Calculus: "Consuming food is mechanical proces..."
sequence: 0
userscript: SetVariableValue("plaza.rene_conze_renes_a_machine", true) --[[ Variable[ ]]
dialoguetext:
Consuming food is mechanical process for him. He doesn't enjoy it, just goes through the motions and moves on.


title: Kim Kitsuragi: ""Excellent job bullying that old ma..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Excellent job bullying that old man, officer," the lieutenant says with a frown. He looks impatient and not happy. "He'll be sure to put in a good word for the RCM in the future."


title: René Arnoux: ""I do not approve of this *abuse* o..."
sequence: 0
dialoguetext:
"I do not approve of this *abuse* of power nor your *redistribution* efforts." His features stiffen. "That's not the Revachol *I* fought for. Here..." He hands the sandwich to Gaston.


title: Gaston Martin: "The man looks at his partner with s..."
sequence: 0
dialoguetext:
The man looks at his partner with suspicion, then his eyes light up, he pockets the sandwich and chuckles. "*Merci beaucoup, Capitaine Arnoux*!"


title: René Arnoux: ""Hopefully it will finally take you..."
sequence: 0
dialoguetext:
"Hopefully it will finally take your fat ass to the other side of a cardiac arrest, Gaston." His words are slow and deliberate. "This doesn't mean anything. Doesn't *change* anything."


title: Kim Kitsuragi: ""He's right, you know?" The lieuten..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"He's right, you know?" The lieutenant nods towards René. "We're supposed to protect people -- not take advantage of them. Now wrap this up."


title: René Arnoux: ""All of *this*..." -- he points to..."
sequence: 0
dialoguetext:
"All of *this*..." -- he points to you -- "is very unprofessional. Makes me think the Citizens Militia is nothing but a badly organised band of bullies and jesters. Again: I *don't* like this."


title: Kim Kitsuragi: ""We're not, the officer was just......"
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"We're not, the officer was just..." The lieutenant falls silent, looking for words to justify your sandwich antics.


title: Kim Kitsuragi: ""No. It isn't. He's absolutely righ..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"No. It isn't. He's absolutely right." He shakes his head. "I don't like it and I feel confident saying absolutely *no one* in your precinct would approve of this either."


title: René Arnoux: ""That's right." The former soldier..."
sequence: 0
dialoguetext:
"That's right." The former soldier nods, his fists curling in a ball. "And I'm *sharing* it with you so you can better yourself..."


title: Kim Kitsuragi: ""Now, gentlemen..." The lieutenant..."
sequence: 0
dialoguetext:
"Now, gentlemen..." The lieutenant addresses the men in a casual manner. "If my partner doesn't have any other questions, we'll take off."


title: Kim Kitsuragi: ""Yes, well..." The lieutenant looks..."
sequence: 0
dialoguetext:
"Yes, well..." The lieutenant looks uncomfortable. "Let's just wrap this up and try to think about these things in the future."


title: René Arnoux: ""Fine. You live, learn, and move on..."
sequence: 0
dialoguetext:
"Fine. You live, learn, and move on." The former soldier nods in agreement. "The matter is closed. Now what can this old carabineer do for you, officer?"


title: Gaston Martin: ""Officer," the other one jumps in...."
sequence: 0
dialoguetext:
"Officer," the other one jumps in. "Let's not get sidetracked here with this nasty business. I know you wanted something from old René or me. Let's talk about that instead."


title: René Arnoux: ""You are representing an organisati..."
sequence: 0
dialoguetext:
"You are representing an organisation, an insignia, an idea." The old man continues in a softer tone. "You need to understand that."


title: René Arnoux: ""Unbelievable... How can you even w..."
sequence: 0
dialoguetext:
"Unbelievable... How can you even walk up straight with that liquid backbone of yours, Gaston?" He shakes his head. "Officer, what do you want?"


title: Electrochemistry: "But imagine -- purest cocaine... No..."
sequence: 0
dialoguetext:
But imagine -- purest cocaine... Now that would make you feel like a king. Not that you can afford it... But you could do a bit more speed. That would be okay. Would help you stay sharp.


title: René Arnoux: ""Didn't think you had the stomach f..."
sequence: 0
userscript: SetVariableValue("plaza.rene_got_off_war_story_in_the_beginning", true) --[[ Variable[ ]]
dialoguetext:
"Didn't think you had the stomach for it." He nods grimly. "Kids don't these days. I'm used to that."


title: Rhetoric: "Whoaa... sounds like you're about t..."
sequence: 0
dialoguetext:
Whoaa... sounds like you're about to open the gates of conversation -- this man will literally talk your ear off, if you let him wander off to Memory Lane.


title: You: ""Listen, René, I might wanna hear t..."
sequence: 0
dialoguetext:
"Listen, René, I might wanna hear that story later, but right now I have more important things to discuss."

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


title: Volition: "Hang on to the story -- veterans ge..."
sequence: 0
dialoguetext:
Hang on to the story -- veterans get sentimental after such *retellings* -- this might yield something useful.


title: René Arnoux: ""Ugh..." The old man looks at you,..."
sequence: 0
dialoguetext:
"Ugh..." The old man looks at you, obviously annoyed by the interruption. "Sure. Yes. Yes, you can ask your questions."


title: René Arnoux: ""He didn't." A shadow of respect cr..."
sequence: 0
dialoguetext:
"He didn't." A shadow of respect crosses his face. "I hoisted the prick on my back and started crawling. Kept going until the 59th Cavalry picked us up."


title: René Arnoux: ""Right, right..." -- he doesn't get..."
sequence: 0
dialoguetext:
"Right, right..." -- he doesn't get sidetracked -- "so I grabbed the prick and started crawling. Kept going until the 59th Cavalry picked us up."


title: René Arnoux: ""I doubt it," he remarks dryly. "An..."
sequence: 0
dialoguetext:
"I doubt it," he remarks dryly. "Anyway, I grabbed the prick and started crawling. Kept going until the 59th Cavalry picked us up."


title: René Arnoux: ""I'm *not* getting into this with y..."
sequence: 0
dialoguetext:
"I'm *not* getting into this with you again." He mumbles through clenched teeth and turns to you. "Officer, was there anything else?"


title: Composure: "Is that... pride in his voice? It's..."
sequence: 0
dialoguetext:
Is that... pride in his voice? It's deep down, but -- maybe even unbeknownst to the man himself -- it's there.

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


title: Gaston Martin: ""Sorry, officer, but you're reading..."
sequence: 0
dialoguetext:
"Sorry, officer, but you're reading me all wrong." He chuckles. "I'm a man of peace and these kinds of bloody 'heroics' are only impressive to men like René himself. Certainly not to me."


title: You: ""This doesn't seem like a good mome..."
sequence: 0
dialoguetext:
"This doesn't seem like a good moment to express an opinion." (Lean closer.) "I don't wanna risk it."


title: René Arnoux: ""*Bon dieu*," he mumbles, slowly sh..."
sequence: 0
dialoguetext:
"*Bon dieu*," he mumbles, slowly shaking his head. "You and Gaston must be related. His blood runs yellow too."


title: You: ""René, I wanted to ask, what *did*..."
dialoguetext: "René, I wanted to ask, what *did* you actually get these medals for?"
sequence: 0
conditionstring:
Variable["plaza.rene_got_off_war_story_in_the_beginning"] == true  and  Variable["plaza.rene_got_off_the_war_story_after_saying_its_boring"] == false  and  Variable["plaza.rene_left_on_shattered_knee_3rd_exit"] == false  and  Variable["XP.listened_renes_medal_story"] == false


title: You: ""René, you were telling me how you..."
dialoguetext: "René, you were telling me how you got the medals, I wanna hear the rest of the story."
sequence: 0
conditionstring:
Variable["plaza.rene_got_off_the_war_story_after_saying_its_boring"] == true  and  Variable["plaza.rene_left_on_shattered_knee_3rd_exit"] == false  and  Variable["XP.listened_renes_medal_story"] == false


title: You: ""René, the medal story -- Drysant's..."
dialoguetext: "René, the medal story -- Drysant's horse stepped on your knee, then what happened?"
sequence: 0
conditionstring:
Variable["plaza.rene_left_on_shattered_knee_3rd_exit"] == true  and  Variable["XP.listened_renes_medal_story"] == false


title: René Arnoux: ""That's why the Filippian kings use..."
sequence: 0
dialoguetext:
"That's why the Filippian kings used cocaine -- for clarity of vision, to aid in their work... Regnum Cocainum -- Revachol's finest years." He seems to grow taller, brimming with pride about the past.


title: René Arnoux: ""Because he was a *god damn* dandy!..."
sequence: 0
dialoguetext:
"Because he was a *god damn* dandy!" he exclaims furiously. "Had no business leading men or even being on the battlefield. All he was, was *related*. That's it."


title: René Arnoux: ""Royal blood alone doesn't make arm..."
sequence: 0
dialoguetext:
"Royal blood alone doesn't make army commanders. He was a stupid kid, only interested in horses, hair styles, and *manloving*." He spits. "And *seven hundred and eighty two* Royal Carabineers are dead because of his incompetence."


title: René Arnoux: ""Yes. It does." He nods. "Unfortuna..."
sequence: 0
dialoguetext:
"Yes. It does." He nods. "Unfortunately I wasn't working that night. Been on a two-week leave since last Monday."


title: René Arnoux: ""No one. The booth has been unmanne..."
sequence: 0
dialoguetext:
"No one. The booth has been unmanned since last Monday." He looks suddenly very old and tired. "There's no other guard. It's just me."


title: Gaston Martin: ""Evrart *created* this job for René..."
sequence: 0
userscript: XPTinySetBool("XP.gaston_said_rene_guardjob_is_evrarts_charity")--[[ Variable[ ]]
dialoguetext:
"Evrart *created* this job for René, because he knows the Royal Carabineer's pension of honour and PTSD isn't something a man can live off. 'A decorated kingsman collecting tare reflects bad on the whole neighbourhood.' -- his words."


title: Gaston Martin: ""Look, officer," his partner jumps..."
sequence: 0
dialoguetext:
"Look, officer," his partner jumps in. "The container yard doesn't actually need a guardsman. Never had one before René. Mr. Claire had that booth built specially for him. It's mostly *decorative*."


title: Gaston Martin: ""You see, officer, René is the kind..."
sequence: 0
dialoguetext:
"You see, officer, René is the kind of man who'd rather die than admit he needs medical assistance or -- god forbid -- seek it. A real man's man. He's just gonna *ride it out*."


title: René Arnoux: ""I'm fine, goddamnit! Mind your own..."
sequence: 0
dialoguetext:
"I'm fine, goddamnit! Mind your own business!" The outburst makes him clutch his chest. "It's nothing, just got to cut back on coffee."


title: René Arnoux: ""The *possibility* of someone being..."
sequence: 0
dialoguetext:
"The *possibility* of someone being in there is enough to discourage any ill-minded individuals..." he tries to argue.


title: You: ""René is but one man. We need a pro..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
"René is but one man. We need a program -- get all the elderly back in the job market, keep folks motivated."


title: You: ""René should *rent* out his service..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"René should *rent* out his services, invest the profit, get few more guys, expand and repeat. Wagework is a dead end."


title: You: ""There's absolutely *nothing* wrong..."
sequence: 0
conditionstring: CheckItem("yellow_plastic_bag")
dialoguetext:
"There's absolutely *nothing* wrong with tare-collecting. It's my side-thing too." (Proudly hold out the tare bag.)


title: René Arnoux: "There's a grimace of pain on the ol..."
sequence: 0
dialoguetext:
There's a grimace of pain on the old soldier's face. Looks like he wants to argue, but can't find words. Finally his lips move: "Can we conclude the topic of my guard booth now?"


title: René Arnoux: ""It's not charity. Not to me..." Th..."
sequence: 0
dialoguetext:
"It's not charity. Not to me..." There's a grimace of pain on the old soldier's face. Looks like he wants to add something, but can't find the words. Finally his eyes light up and he says:


title: René Arnoux: ""Look, officer..." He pauses like h..."
sequence: 0
dialoguetext:
"Look, officer..." He pauses like he doesn't actually know how to reply. "Can we conclude the topic of my guard booth now?"


title: Gaston Martin: ""Oh, I didn't mean to imply there's..."
sequence: 0
dialoguetext:
"Oh, I didn't mean to imply there's something *wrong* with that," the jolly man says quickly. "I do it too. Everyone does it. It's an excellent side-thing."


title: René Arnoux: ""Anything else I can assist you wit..."
sequence: 0
dialoguetext:
"Anything else I can assist you with, officer?" he asks impatiently. "We still have a game to finish."


title: You: ""Is there anything you can tell me..."
dialoguetext: "Is there anything you can tell me about this rifle?" (Hold out the antique firearm.)
sequence: 0
conditionstring:
CheckItem("antique_rifle")  and  Variable["plaza.rene_finished_crater_branch"] == true  and  Variable["plaza.rene_bellemagrave_asked"] == false


title: René Arnoux: ""It's a *Belle-Magrave*," he says,..."
sequence: 0
userscript: SetVariableValue("plaza.rene_bellemagrave_asked", true) --[[ Variable[ ]]
dialoguetext:
"It's a *Belle-Magrave*," he says, taking the rifle. "4.46 calibre, breech-loading, Revachol-made. Good weapon, accurate and reliable."


title: Hand/Eye Coordination: "His moves are quick and precise as..."
sequence: 0
dialoguetext:
His moves are quick and precise as he first checks the weapon, then aims it at the sea. This man knows firearms *intimately*.


title: René Arnoux: ""This one's inoperable. The bolt-sp..."
sequence: 0
userscript: XPPicoSetBool("XP.showed_rene_belmagrave")--[[ Variable[ ]]
dialoguetext:
"This one's inoperable. The bolt-spring is missing and the mechanism is jammed shut. Still a beauty," he adds, handing the rifle back. "Where did you find her?"


title: René Arnoux: ""I'm not surprised." He looks at th..."
sequence: 0
dialoguetext:
"I'm not surprised." He looks at the building. "There are probably lots of forgotten war-time weapons lying around here. Back in the day, everyone had *something* stashed away."


title: René Arnoux: "He nods. "I understand. Unfortunate..."
sequence: 0
dialoguetext:
He nods. "I understand. Unfortunately, I don't know what else to tell you. These BM's are an antique. No one uses them anymore. The ammunition is impossible to find."


title: René Arnoux: ""As for the rifle -- I don't know w..."
sequence: 0
dialoguetext:
"As for the rifle -- I don't know what else to tell you." He shrugs. "These BM446s are an antique. No one uses them anymore. The ammunition is impossible to find."


title: René Arnoux: ""Up there I give it all I got. I *e..."
sequence: 0
userscript: SetVariableValue("plaza.rene_guardbooth_branc_said_its_do_or_die", true) --[[ Variable[ ]]
dialoguetext:
"Up there I give it all I got. I *earn* my keep." He looks towards the guard booth and sighs. "But you're right officer, there is no middle ground. It's do or die."


title: You: ""Did you ever use artillery fire ag..."
dialoguetext: "Did you ever use artillery fire against the *communards*?"
sequence: 0
conditionstring:
Variable["plaza.rene_got_off_the_crater_train_when_rene_was_telling_about_artillery_fire"] == true  and  Variable["plaza.rene_finished_crater_branch"] == false


title: René Arnoux: ""Maybe on some remote parts of the..."
sequence: 0
dialoguetext:
"Maybe on some remote parts of the city they do." The old carabineer shrugs. "But I think you have to wait for at least a month."


title: René Arnoux: ""Enough," he cuts in sharply. "I ca..."
sequence: 0
dialoguetext:
"Enough," he cuts in sharply. "I can go over these matters *in detail* with you, Gaston, but not while we have company. So officers...?"


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["plaza.rene_fascha_dream_endurance_confirmed"] == true  and  Variable["plaza.rene_asked_about_turning_back_time"] == false  and  IsTaskActive("TASK.ask_traditionalists_how_to_turn_back_time")


title: Gaston Martin: "The jolly-looking man in the checke..."
sequence: 0
dialoguetext:
The jolly-looking man in the checkered jacket moves lazily. Like a giant tomcat stretched out in the sun...


title: René Arnoux: "Despite his limp, the man in the un..."
sequence: 0
dialoguetext:
Despite his limp, the man in the uniform moves with efficient grace. His motions are measured and precise.


title: Gaston Martin: "...then suddenly he leans forward a..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_perc_cheating", true) --[[ Variable[ ]]
dialoguetext:
...then suddenly he leans forward and uses the 0-end of the measuring tape to nudge his opponent's balls further from the small brown sphere in the pit. As he does this, he complains about his back.


title: René Arnoux: "Apparently oblivious to his partner..."
sequence: 0
dialoguetext:
Apparently oblivious to his partner's treachery, the uniformed man grabs a ball and takes aim again.

userscript:
SetVariableValue("plaza.sense_drama_gaston_subterfuge", true) ; SetVariableValue("plaza.orb_gaston_cheating_done", true) ; GainTask("TASK.confront_gaston_about_cheating")--[[ Variable[ ]]


title: Gaston Martin: ""I'll just measure... *ouch*. I can..."
dialoguetext: "I'll just measure... *ouch*. I can barely move..."
sequence: 0
conditionstring: IsDayUntil(4)
userscript:
SetVariableValue("plaza.sense_gaston_sniveling", true) ; SetVariableValue("plaza.gaston_exposed_cheating", false) --[[ Variable[ ]]


title: You: ""You mentioned Jeanne-Marie Beaulie..."
dialoguetext: "You mentioned Jeanne-Marie Beaulieu. Who is that?"
sequence: 0
conditionstring:
Variable["plaza.rene_gaston_mentioned_jeanmarie"] == true  and  Variable["plaza.gaston_talked_about_jeanmarie"] == false  and  Variable["plaza.gaston_altgreet_rene_dead"] == false


title: You: ""I'm obliged by the law to tell you..."
sequence: 0
dialoguetext:
"I'm obliged by the law to tell you there's been a breach of *ethics*." (Wink and point to the balls.)

conditionstring:
Variable["TASK.confront_gaston_about_cheating"]  and  DayCount() < 5  and  Variable["plaza.gaston_hide_cheating_branch"] == false


title: You: ""What are the rules of this game?""
dialoguetext: "What are the rules of this game?"
sequence: 0
conditionstring:
Variable["plaza.rene_be_the_ball"] == false  and  Variable["plaza.gaston_altgreet_rene_dead"] == false  and  Variable["plaza.rene_know_dead"] == false  and  Variable["plaza.gaston_heard_enough_about_petanque"] == false


title: You: "Convince Gaston to relinquish his s..."
dialoguetext: Convince Gaston to relinquish his sandwich.
sequence: 0
conditionstring:
Variable["plaza.gaston_rhetoric_white"] == true  and  CheckItem("ham_sandwich") == false  and  (Variable["plaza.gaston_altgreet_rene_dead"] == false  or  Variable["plaza.rene_know_dead"] == false)


title: Gaston Martin: ""I'll be with you in a moment, offi..."
userscript: SetVariableValue("plaza.gaston_talked_to_gaston", true) --[[ Variable[ ]]
dialoguetext:
"I'll be with you in a moment, officer. Let me just finish my sandwich." He nods to his partner. "Talk to angry old René first."


title: You: ""Where is René?""
dialoguetext: "Where is René?"
sequence: 0
conditionstring:
IsDayFrom(5)  and  Variable["plaza.rene_know_dead"] == false  and  Variable["plaza.gaston_rene_was_an_absolute_cunt"] == false


title: Gaston Martin: ""This... this isn't right, officer...."
dialoguetext:
"This... this isn't right, officer." He shakes his head. "René wanted to be buried in his uniform, but..."

userscript:
SetVariableValue("plaza.gaston_altgreet_rene_uniform", true) ; SetVariableValue("plaza.gaston_rene_probably_dead", true) --[[ Variable[ ]]


title: Gaston Martin: ""Oh, sweet Jeannie..." He gets a dr..."
sequence: 0
dialoguetext:
"Oh, sweet Jeannie..." He gets a dreamy look in his eyes. "She was the finest woman in all of Revachol. Maybe the entire world."


title: René Arnoux: ""Do not *defile* her memory, Gaston..."
sequence: 0
dialoguetext:
"Do not *defile* her memory, Gaston." There's an almost imperceptibly small tremble in his voice. "Let her rest in peace."


title: Gaston Martin: ""Sure, officer." He nods. "It's bet..."
sequence: 0
userscript: XPPicoSetBool("XP.gaston_jeanne_marie")--[[ Variable[ ]]
dialoguetext:
"Sure, officer." He nods. "It's better for  René's flickering ticker too. Not that he'd ever admit anything there needs tinkering."


title: Gaston Martin: ""We knew her, alright..." His frien..."
sequence: 0
dialoguetext:
"We knew her, alright..." His friendly face lights up. "Lived on the same street our entire lives, just two houses apart. The three of us have been best friends since we were four."


title: Gaston Martin: ""She was René's first girl, back wh..."
sequence: 0
dialoguetext:
"She was René's first girl, back when the prick was sixteen." He looks at the carabineer almost gently. "They were courting till he decided he'd rather die for some great *idéal* than just be hap---"


title: Gaston Martin: ""Oh, officer..." Gaston is unfazed..."
sequence: 0
dialoguetext:
"Oh, officer..." Gaston is unfazed by the outburst. "It already got ugly nearly eighty years ago when the three of us were just learning to walk and talk."


title: Gaston Martin: ""It's okay, officer." He smooths hi..."
sequence: 0
userscript: XPPicoSetBool("XP.gaston_jeanne_marie")--[[ Variable[ ]]
dialoguetext:
"It's okay, officer." He smooths his white whiskers. "You might have just saved René from a heart attack."


title: Gaston Martin: ""Well... technically *you* stole he..."
sequence: 0
userscript: XPTinySetBool("plaza.gaston_says_technically_rene_stole_his_girl")--[[ Variable[ ]]
dialoguetext:
"Well... technically *you* stole her from *me*, because we'd been pretty close ever since you two had that falling out over the ink you spilled over her pretty yellow dress..."


title: René Arnoux: ""You stole her from me," René repea..."
sequence: 0
dialoguetext:
"You stole her from me," René repeats, trying to steady his breathing and still clutching his chest.


title: René Arnoux: ""No point starting this all over ag..."
sequence: 0
dialoguetext:
"No point starting this all over again, for the thousandth and the first time. Especially when we have company." He turns to you: "Officer?"


title: René Arnoux: ""Died," he sharply fills the silenc..."
sequence: 0
dialoguetext:
"Died," he sharply fills the silence and adds: "No use sugar-coating it. Won't bring her back, will it now?"


title: Gaston Martin: ""Departed," his partner finishes hi..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_most_indecisive_woman", true) --[[ Variable[ ]]
dialoguetext:
"Departed," his partner finishes his sentence, then chuckles: "Until the very end she couldn't decide between us. The most indecisive woman I've ever met."


title: Pain Threshold: "A quick grimace of pain passes over..."
sequence: 0
dialoguetext:
A quick grimace of pain passes over René's features, but he immediately regains control. His face now a dispassionate mask again.


title: Gaston Martin: ""We've hated each other our entire..."
sequence: 0
dialoguetext:
"We've hated each other our entire lives. So much in fact that..." He falls silent and looks at you, eyes filling up with tears.


title: René Arnoux: ""You always confused her, couldn't..."
sequence: 0
dialoguetext:
"You always confused her, couldn't let us be happy..." He says with heavy resentment. "Seduced her with your fancy words and *pastries*."

userscript:
XPTinySetBool("XP.gaston_told_technically_jeanmarie_still_engaged_to_both_rene_and_hjim")--[[ Variable[ ]]


title: Gaston Martin: ""She could never make up her mind a..."
sequence: 0
dialoguetext:
"She could never make up her mind about anything. What to have for breakfast, favourite colour or which one of us to marry." The look in his eyes is happy and distant.


title: Gaston Martin: ""*Mon dieu*, officer!" He looks at..."
userscript: SetVariableValue("plaza.gaston_altgreet_tribunal", true) --[[ Variable[ ]]
dialoguetext:
"*Mon dieu*, officer!" He looks at your wounds. "It is worse than I thought! Believe me, I know all about that kind of pain, I've had hip trouble for the past... week."


title: Gaston Martin: ""The prick is gone," he replies, tr..."
sequence: 0
dialoguetext:
"The prick is gone," he replies, trying to smile. "I... I can barely believe it, but he's really gone."


title: Composure: "He is trying to retain his jolly fa..."
sequence: 0
dialoguetext:
He is trying to retain his jolly façade, but the underlying sadness casts a deep shadow over his wrinkled face.


title: You: ""Gone? Gone where?""
dialoguetext: "Gone? Gone where?"
sequence: 0
conditionstring:
Variable["plaza.gaston_rene_was_an_absolute_cunt"] == false  and  Variable["plaza.gaston_gave_him_shotput_ball"] == false


title: Gaston Martin: ""His angry little heart finally gav..."
sequence: 0
dialoguetext:
"His angry little heart finally gave out." He sighs. "The dockworkers found him in the guard booth this morning. Wasn't even supposed to be working for another week, but he just had to prove how tough he is..."


title: Gaston Martin: ""Guess he was about to head home, '..."
sequence: 0
dialoguetext:
"Guess he was about to head home, 'cause when the dockworkers found him he was wearing civilian clothes and not the cockatoo uniform I saw him in all the time."


title: Gaston Martin: ""Sometimes I thought he was wearing..."
sequence: 0
dialoguetext:
"Sometimes I thought he was wearing it just to piss me off." Gaston smiles a sad smile. "Now the joke's on him, 'cause he's gonna be buried without it."


title: Gaston Martin: ""Well, you took one of them." He sh..."
sequence: 0
dialoguetext:
"Well, you took one of them." He shakes his head. "Still can't believe he gave it to you, but that's how rigid he was. Once the offer carelessly left his lips it was irrefutable..."


title: Gaston Martin: "He looks at you for a moment and th..."
sequence: 0
dialoguetext:
He looks at you for a moment and then speaks quietly. "I took them for myself. Took them to remember that old cunt. Nobody knew him better than I did, and I want to remember that old cunt by something."


title: Gaston Martin: ""The other one I took for myself."..."
sequence: 0
dialoguetext:
"The other one I took for myself." He looks at you defiantly. "No one knew him better than I did, and I want to remember that old cunt by something."


title: Gaston Martin: ""I repeat -- an *absolute* cunt." H..."
sequence: 0
dialoguetext:
"I repeat -- an *absolute* cunt." He turns to look at the crater. "Even his old army buddies didn't want him around. He was like an old viper."


title: Gaston Martin: ""The only people who could stand to..."
sequence: 0
dialoguetext:
"The only people who could stand to be around him were Jeannie and me..." He pauses. "She saw something in him when we were just kids, and..."


title: Gaston Martin: "His voice trembles. "...a-and she n..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_rene_redemption", true) --[[ Variable[ ]]
dialoguetext:
His voice trembles. "...a-and she never lost sight of it. And I thought if the most beautiful being in the world can love him, then there must be something worth holding on to..."


title: Gaston Martin: ""Yes. I... I loved that angry prick..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_gaston_said_he_loved_rene", true) --[[ Variable[ ]]
dialoguetext:
"Yes. I... I loved that angry prick. He didn't deserve it, but I did." He wipes his eyes with a sleeve. "You know what his last words to me were?"


title: Gaston Martin: ""'In Guillaume's time you'd have be..."
sequence: 0
dialoguetext:
"'In Guillaume's time you'd have been shot without a trial'. That's what he said to me." The old man gathers himself and wipes his eyes again. "He lived a cunt and he died a cunt. Let's leave it at that."


title: Gaston Martin: ""Maybe it's time to slow down, enjo..."
dialoguetext:
"Maybe it's time to slow down, enjoy life a bit?" He smiles apologetically. "Anything I can do to assist you?"


title: Gaston Martin: ""I guess it doesn't really matter a..."
dialoguetext:
"I guess it doesn't really matter anymore. You do what you have to, like the rest of us... So how can I help?"


title: Gaston Martin: ""We all got to go some time, office..."
sequence: 0
dialoguetext:
"We all got to go some time, officer. Everyone I love is already there. Probably waiting for me." He smiles faintly. "I'm not afraid to die. It's been a good run and I really miss my friends..."


title: You: ""Hey, Gaston, I found you a new *bo..."
dialoguetext: "Hey, Gaston, I found you a new *boule*." (Hold out the ball.)
sequence: 0
conditionstring:
Variable["TASK.get_petanquista_new_boule"] == true  and  CheckItem("shotput_ball")  and  Variable["TASK.get_petanquista_new_boule_done"] == false  and  (Variable["plaza.gaston_altgreet_rene_dead"] == true  or  Variable["plaza.rene_know_dead"] == true)


title: Gaston Martin: ""Ghost of the past." The old man re..."
sequence: 0
dialoguetext:
"Ghost of the past." The old man removes his hat and sea wind ruffles his grey hair. "Everyone in this story is already dead, officer. I don't wanna talk about them."


title: Gaston Martin: ""Uh... *everything* really. I proba..."
sequence: 0
dialoguetext:
"Uh... *everything* really. I probably knew him better than..." He stops, realizing something. "You meant the teacup in the tree, didn't you? I don't know anything about him."


title: Gaston Martin: ""Keep it, it's not even a real *bou..."
sequence: 0
dialoguetext:
"Keep it, it's not even a real *boule*." He waves you away. "Besides, it doesn't really matter now. I've never seen anyone else play pétanque in Martinaise."

userscript:
FinishTask("TASK.get_petanquista_new_boule_done"); SetVariableValue("plaza.gaston_gave_him_shotput_ball", true) --[[ Variable[ ]]


title: Gaston Martin: "Gaston glumly stares at the shot pu..."
sequence: 0
dialoguetext:
Gaston glumly stares at the shot put ball. Several seconds pass. Then he speaks: "It's too late now, officer... you got back too late. René is gone."


title: Gaston Martin: ""The prick survived all the bullets..."
sequence: 0
dialoguetext:
"The prick survived all the bullets, swords and explosions just to die of a heart attack..." He sighs deeply. "Ironic, isn't it -- even his own bitter little heart couldn't stand him."


title: You: ""Hey, I said I wouldn't do it, but..."
dialoguetext: "Hey, I said I wouldn't do it, but I found you a new *boule*." (Hold out the ball.)
sequence: 0
conditionstring:
Variable["plaza.rene_refused_boule"] == true  and  CheckItem("shotput_ball")  and  Variable["TASK.get_petanquista_new_boule_done"] == false  and  Variable["plaza.rene_know_dead"] == true


title: Gaston Martin: ""Officer..." he looks up, all wrink..."
sequence: 0
dialoguetext:
"Officer..." he looks up, all wrinkled, old and small. "I just can't do this right now. The Union... it just doesn't matter anymore."


title: You: ""I ate your sandwich, Gaston.""
dialoguetext: "I ate your sandwich, Gaston."
sequence: 0
userscript: SetVariableValue("inventory.sandwich_told_gaston_your_opinion", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.gaston_altgreet_rene_dead"] == false  and  Variable["inventory.sandwich_told_gaston_your_opinion"] == false  and  (Variable["inventory.sandwich_appreciated_the_taste"] == true  or  Variable["inventory.sandwich_wolfed_it_down"] == true)


title: You: ""Truly a masterpiece of modern gast..."
sequence: 0
conditionstring: Variable["inventory.sandwich_appreciated_the_taste"]
dialoguetext:
"Truly a masterpiece of modern gastronomy. Or should I say... *GASTONomy*." (Give the man an approving wink.)


title: René Arnoux: ""I don't mean to keep Gaston's tong..."
sequence: 0
dialoguetext:
"I don't mean to keep Gaston's tongue from your rectum, officer, but do you actually have any *police* business with us?"


title: Gaston Martin: ""I guess you don't really need tast..."
sequence: 0
userscript: XPTinySetBool("XP.gastons_sandwich")--[[ Variable[ ]]
dialoguetext:
"I guess you don't really need taste buds for police work." He looks disappointed. "Is there anything else, officer?"


title: Gaston Martin: ""Ugh... thank you, officer." He loo..."
sequence: 0
userscript: XPTinySetBool("XP.gastons_sandwich")--[[ Variable[ ]]
dialoguetext:
"Ugh... thank you, officer." He looks at you with disgust. "Please tell me there wasn't anything else?"


title: Gaston Martin: ""Coming from an officer of the law,..."
sequence: 0
userscript: XPTinySetBool("XP.gastons_sandwich")--[[ Variable[ ]]
dialoguetext:
"Coming from an officer of the law, this appraisal means an awful lot to me." He bows slightly. "Thank you."


title: Gaston Martin: ""Oh..." He doesn't look up. "Good...."
sequence: 0
dialoguetext:
"Oh..." He doesn't look up. "Good. Good for you, officer. I'm just wondering if René ever... never mind. Can I help you with something?"


title: !(Variable["plaza.gaston_altgreet_rene_dead"] or Variable["plaza.gaston_altgreet_rene_uniform"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["plaza.gaston_altgreet_rene_dead"]  or  Variable["plaza.gaston_altgreet_rene_uniform"]) == false


title: Gaston Martin: ""I uh..." He rubs his chin, not kno..."
sequence: 0
dialoguetext:
"I uh..." He rubs his chin, not knowing what to say. "That's nice. Uh... better somehow. Can I help in any way?"


title: Gaston Martin: ""Oh, okay..." He seems to edge away..."
sequence: 0
dialoguetext:
"Oh, okay..." He seems to edge away from you. "It's perfectly alright. No harm done and it's really none of my business anyway."


title: Gaston Martin: ""Oh, okay..." He seems to edge away..."
sequence: 0
dialoguetext:
"Oh, okay..." He seems to edge away from you. "Well *I* certainly have full confidence in your competence. And the future," he adds quickly.


title: Gaston Martin: ""Apocalypse?" He backs away, visibl..."
sequence: 0
dialoguetext:
"Apocalypse?" He backs away, visibly worried. "I uh... I don't know, what this means, officer. I'm sorry. But thank you! I'm here to cooperate any way I can."


title: You: ""Looks delicious." (Point to the sa..."
dialoguetext: "Looks delicious." (Point to the sandwich.) "Can I have a bite of that?"
sequence: 0
conditionstring:
Variable["plaza.gaston_got_the_sandwich"] == false  and  Variable["plaza.gaston_rhetoric_white"] == false  and  Variable["plaza.gaston_kept_sandwich"] == false  and  Variable["plaza.gaston_kitsuragi_kept_sandwich"] == false  and  CheckItem("ham_sandwich") == false  and  (Variable["plaza.gaston_altgreet_rene_dead"] == false  or  Variable["plaza.rene_know_dead"] == false)


title: René Arnoux: ""When the dissidents come to *rape*..."
sequence: 0
dialoguetext:
"When the dissidents come to *rape* our country, he hides, but try to get a bite of his dear sandwich and he gets claws? You're a special kind of a vermin, Gaston."


title: Gaston Martin: ""Sorry, officer, I'm sorry, I didn'..."
sequence: 0
dialoguetext:
"Sorry, officer, I'm sorry, I didn't mean it in a bad way," he continues cautiously. "But the sandwich is mine, I'm not gonna share it."


title: Gaston Martin: ""Believe me, officer, I wish I coul..."
sequence: 0
dialoguetext:
"Believe me, officer, I wish I could help you, but I need this sandwich to keep my blood sugar stable." He's squirming, avoiding your gaze. "In my age you need to pay attention to these things."


title: Gaston Martin: ""I'm sorry, officer, but I really d..."
sequence: 0
dialoguetext:
"I'm sorry, officer, but I really don't share food," he says and quickly adds: "Nothing personal, it's just a principle."


title: Perception (Sight): "The sandwich looks like a culinary..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_perceptionsight_sandwich", true)--[[ Variable[ ]]
dialoguetext:
The sandwich looks like a culinary wonder, well made and abundant in components. The author sure knew their craft.


title: Perception (Sight): "In addition to the obvious slice of..."
sequence: 0
dialoguetext:
In addition to the obvious slice of ham -- a fat one -- you notice a brim of a tomato peeking from below. And... is that mayonnaise?


title: Electrochemistry: "You can barely hear him. The sweet..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_perception_smell_sandwich", true) --[[ Variable[ ]]
dialoguetext:
You can barely hear him. The sweet smell of pickles in harmony with garlic butter and marinated onions emanating from the sandwich is driving your mind in a singular direction -- it must be yours.


title: Gaston Martin: ""Oh, uh... Well thank you, officer...."
sequence: 0
dialoguetext:
"Oh, uh... Well thank you, officer. It certainly lightened the mood." He laughs nervously. "Very cosy, like a little street fair almost."


title: Logic: "Did he feel like he *has* to prove..."
dialoguetext: Did he feel like he *has* to prove he can still pull his weight? Doesn't need hand-outs?
sequence: 0
userscript:
SetVariableValue("plaza.rene_logic_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity", true) --[[ Variable[ ]]


title: Reaction Speed: "Wait... did he push himself to prov..."
dialoguetext: Wait... did he push himself to prove he can pull his weight and doesn't need hand-outs?
sequence: 0
userscript:
SetVariableValue("plaza.rene_reaction_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity", true) --[[ Variable[ ]]


title: !(Variable["plaza.rene_reaction_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["plaza.rene_reaction_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity"]) == false


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.rene_reaction_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity"]  or  Variable["plaza.rene_logic_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity"]


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

conditionstring:
(Variable["plaza.rene_reaction_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity"]  or  Variable["plaza.rene_logic_rene_died_cause_he_wanted_to_prove_he_doesnt_need_charity"]) == false


title: Gaston Martin: ""No," he replies quickly. "René was..."
sequence: 0
dialoguetext:
"No," he replies quickly. "René was the most stubborn man in Revachol. Nothing you or I could say would ever *push* him to do anything. The man was completely immovable."


title: Reaction Speed: "'Do or die -- there is no middle gr..."
sequence: 0
dialoguetext:
'Do or die -- there is no middle ground' -- that's what you told René. Perhaps he wasn't *completely* immovable after all?


title: Perception (Smell): "And *then* it hits you -- the brill..."
sequence: 0
dialoguetext:
And *then* it hits you -- the brilliant bastard has drenched the entire sandwich in honey mustard. That's incredibly decadent. And delicious.


title: Kim Kitsuragi: ""No, you are not. Enforcing proper..."
sequence: 0
dialoguetext:
"No, you are not. Enforcing proper conduct in an amateur pétanque game is not something the RCM involves itself in." He smiles. "It doesn't matter."


title: Gaston Martin: ""What is... actually never mind." H..."
sequence: 0
dialoguetext:
"What is... actually never mind." He smiles a clever smile "I'm sure there's *something* I can help you with, officer."


title: Physical Instrument: "Doesn't matter?! Integrity in sport..."
sequence: 0
dialoguetext:
Doesn't matter?! Integrity in sports *doesn't matter*?! Hold me back, sonny-Jim... GODDAMNIT, it's *all* that matters!!!


title: Gaston Martin: ""Let me see..." Gaston takes the ph..."
sequence: 0
userscript: LoseItem("rene_photo")
dialoguetext:
"Let me see..." Gaston takes the photo, hands trembling. "This was 60 years ago! We all went to that parade. Young René looks so happy and Jeannie..." Eyes blurry with tears, he has to stop.


title: Gaston Martin: ""I'm sorry, officer, I just..." He..."
sequence: 0
userscript: XPMinorSetBool("XP.gave_renes_photo_to_gaston_after_rene_dead")--[[ Variable[ ]]
dialoguetext:
"I'm sorry, officer, I just..." He dries his eyes. "Thank you, *thank you* for this little memorabilia. It really means the world to me."


title: Kim Kitsuragi: ""That was nice," the lieutenant smi..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"That was nice," the lieutenant smiles. "A small thing for us, but invaluable to him. He probably didn't even know René had the photo."


title: Gaston Martin: ""It is what it is, part of life rea..."
sequence: 0
dialoguetext:
"It is what it is, part of life really," he mumbles, only half-listening to you. "But to know someone for 79 years, then one day they're just *gone*..."


title: Gaston Martin: ""I just don't know anymore... about..."
sequence: 0
dialoguetext:
"I just don't know anymore... about anything really." He slowly shakes his head, then remembers your presence. "But you... you must need something?"


title: Empathy: "Despite their differences these men..."
sequence: 0
dialoguetext:
Despite their differences these men played such a significant part in each other's lives that now that one of them is gone, the other feels... just lost.


title: Kim Kitsuragi: ""We are both very sorry for your lo..."
sequence: 0
dialoguetext:
"We are both very sorry for your loss," the lieutenant bows his head. "Death of a friend is a terrible thing."


title: Gaston Martin: ""It is what it is... part of life,"..."
sequence: 0
dialoguetext:
"It is what it is... part of life," he mumbles, only half-listening to you. "But to know someone for 79 years, then one day they're just *gone*..."


title: Reaction Speed: "That means the uniform could still..."
sequence: 0
dialoguetext:
That means the uniform could still be in the guard booth -- something to keep in mind if you *really* plan to give yourself to Revachol.


title: You: ""Let's talk some more about Jeanne-..."
dialoguetext: "Let's talk some more about Jeanne-Marie."
sequence: 0
conditionstring:
Variable["plaza.gaston_talked_about_jeanmarie"] == true  and  Variable["plaza.gaston_altgreet_rene_dead"] == false


title: Gaston Martin: ""Guess he was about to head home. T..."
sequence: 0
dialoguetext:
"Guess he was about to head home. The dockworkers found him in his civilian clothes and not the cockatoo uniform you... ugh... confiscated."


title: Gaston Martin: ""Oh, he would have liked that." The..."
sequence: 0
dialoguetext:
"Oh, he would have liked that." The old man slowly shakes his head. "Violent lives ending violently... That's how he wanted to go. Sadly it was not the case."


title: You: ""Too bad René's gone, I was hoping..."
dialoguetext: "Too bad René's gone, I was hoping to ask him about May bells..." (Hold out the flower.)
sequence: 0
userscript: SetVariableValue("plaza.gaston_maybells_asked", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.gaston_rene_was_an_absolute_cunt"] == true  and  CheckItem("dried_may_bells")  and  Variable["plaza.gaston_maybells_asked"] == false


title: Gaston Martin: "The old man stares at the flower, t..."
sequence: 0
userscript: CancelTask("TASK.ask_rene_about_maybells_cancelled")--[[ Variable[ ]]
dialoguetext:
The old man stares at the flower, then sighs and says: "René wasn't really what you'd call a botanist, officer. And believe me, he didn't like Insulindian Lilies."


title: Gaston Martin: ""Mhmh," he replies with a slight no..."
sequence: 0
dialoguetext:
"Mhmh," he replies with a slight nod. "That's their old name, dating back to the time of kings and crests and all that other stuff he loved so much."


title: Gaston Martin: ""There were many reasons, but mostl..."
sequence: 0
dialoguetext:
"There were many reasons, but mostly it was the communards. They called them 'The Bells of Revolution'." A sad smile passes his face.


title: Gaston Martin: ""I guess in the end the Insulindian..."
sequence: 0
dialoguetext:
"I guess in the end the Insulindian Lillies were just another piece of the Old Insulinde, the royalists had to surrender to the Mazovian insurgents. It doesn't really matter anymore."


title: Inland Empire: "But you feel the dried flower in yo..."
sequence: 0
dialoguetext:
But you feel the dried flower in your hand somehow still *does* matter. Although not to this sad old man.


title: Gaston Martin: ""It is such a pleasure to see you a..."
dialoguetext:
"It is such a pleasure to see you again, officer. How may I aid the Citizens Militia on this fine day?"


title: Gaston Martin: ""Officer!" He exclaims. "The mere s..."
dialoguetext:
"Officer!" He exclaims. "The mere sight of police in Martinaise makes me feel safer already. How can I help you?"


title: Gaston Martin: ""Hello, officer." He turns to you...."
dialoguetext: "Hello, officer." He turns to you. "How might I be of assistance on this fine day?"
userscript:
SetVariableValue("plaza.rene_or_gaston_have_clicked_on_petanquista_gaston_can_safely_spawn_on_bench", true) --[[ Variable[ ]]


title: René Arnoux: ""Yes, that's what you need, Gaston...."
dialoguetext:
"Yes, that's what you need, Gaston. More padding on that fat ass of yours. I hope your heart gives out."


title: Gaston Martin: ""René, tsk-tsk. It's the little ple..."
dialoguetext:
"René, tsk-tsk. It's the little pleasures. Life doesn't need to be a.... *mnjam mnjam*... a struggle."


title: You: ""Hey, Gaston. No comment on the dud..."
dialoguetext: "Hey, Gaston. No comment on the duds?"
sequence: 0
userscript: SetVariableValue("plaza.gaston_commented_on_duds", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.gaston_altgreet_rene_dead"] == true  and   CheckEquipped("jacket_carabineer")  and  Variable["plaza.gaston_commented_on_duds"] == false


title: Gaston Martin: ""It... isn't right." The old man do..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_rene_probably_dead", true) --[[ Variable[ ]]
dialoguetext:
"It... isn't right." The old man doesn't even bother looking away. "René wanted to be buried in his uniform. But I guess it doesn't matter now..."


title: You: ""Shame, I didn't get to ask him how..."
dialoguetext: "Shame, I didn't get to ask him how to turn back time."
sequence: 0
conditionstring:
Variable["plaza.rene_fascha_dream_endurance_confirmed"] == true  and  Variable["plaza.gaston_fascha_dq_rene_dead_aske_him"] == false  and  Variable["plaza.rene_asked_about_turning_back_time"] == false  and  Variable["plaza.gaston_rene_was_an_absolute_cunt"] == true


title: Gaston Martin: ""Real shame..." The old man nods, e..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_fascha_dq_rene_dead_aske_him", true) --[[ Variable[ ]]
dialoguetext:
"Real shame..." The old man nods, eyes still on the ground. He's not really paying attention to your words.


title: Logic: "You're not gonna get anything out o..."
sequence: 0
dialoguetext:
You're not gonna get anything out of this guy. If the old carabineer knew something, it will be buried with him.


title: Endurance: "No worries, just a small setback. *..."
sequence: 0
userscript: XPTinySetBool("XP.gaston_fascha_dq_if_asked_him_when_rene_dead")--[[ Variable[ ]]
dialoguetext:
No worries, just a small setback. *Movere tempore*, kingsman. For the tenacious no road is impassable. Just got to stay moving.


title: Gaston Martin: ""I uh..." He rubs his chin, not kno..."
sequence: 0
dialoguetext:
"I uh..." He rubs his chin, not knowing what to say. "That's nice. Uh... If I'm in your way, I'll move! Or can I help in any way?"


title: René Arnoux: ""Gender equality is a very noble, v..."
sequence: 0
dialoguetext:
"Gender equality is a very noble, very *modern* idea, but in real life, primal roles prevail. But I do not wish to discuss this matter further."


title: René Arnoux: ""*Cop* is a pejorative term. I don'..."
sequence: 0
dialoguetext:
"*Cop* is a pejorative term. I don't have a problem with policemen. On the contrary, I admire the effort to bring order to our streets."


title: René Arnoux: ""Unfortunately, I don't." He shrugs..."
sequence: 0
dialoguetext:
"Unfortunately, I don't." He shrugs. "Unlike most of the locals, I have no qualms about assisting law enforcement, but this affair has passed me by completely."


title: René Arnoux: ""I am merely stating that Nature, i..."
sequence: 0
dialoguetext:
"I am merely stating that Nature, in her infinite wisdom, has made men more fit to perform certain... more challenging tasks than women."


title: René Arnoux: ""I'm confident they are indispensab..."
sequence: 0
dialoguetext:
"I'm confident they are indispensable in regard to all the paperwork and other administrative duties."


title: René Arnoux: ""No man can afford to turn his eyes..."
sequence: 0
dialoguetext:
"No man can afford to turn his eyes to the horizon if his rear isn't secured. If the womenfolk take care of that, then men can tackle the bigger issues."


title: René Arnoux: ""Really, officer?" He smirks. "Matc..."
sequence: 0
dialoguetext:
"Really, officer?" He smirks. "Match an average woman against an average man in a dark alley and see who comes out on top."


title: René Arnoux: ""Remaining headstrong, making tough..."
sequence: 0
dialoguetext:
"Remaining headstrong, making tough decisions on the spot, or even tackling physical obstacles are a few examples of such *challenges*."


title: René Arnoux: ""I don't want to get into this argu..."
sequence: 0
dialoguetext:
"I don't want to get into this argument with a police officer," he replies calmly. "Let's just say that in the last eighty-two years I have repeatedly seen my beliefs confirmed in full."


title: René Arnoux: ""But you must agree that Nature, in..."
sequence: 0
dialoguetext:
"But you must agree that Nature, in her infinite wisdom, has made men more fit to perform certain... more *challenging* tasks, don't you, officer?"


title: René Arnoux: ""Well, I'm glad at least some peopl..."
sequence: 0
dialoguetext:
"Well, I'm glad at least some people bearing your insignia have kept a level head in these turbulent times."


title: René Arnoux: ""It's as good a time as any to turn..."
sequence: 0
dialoguetext:
"It's as good a time as any to turn our attention to a different topic, officer," he says, adjusting his cap.


title: Kim Kitsuragi: ""The RCM doesn't discriminate," the..."
sequence: 0
dialoguetext:
"The RCM doesn't discriminate," the lieutenant marks dryly. "Women are held to the same standards as men. And -- as reflected in the quarterly statistics -- are equally effective in their jobs."


title: Kim Kitsuragi: ""Unlike men, they also have to deal..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Unlike men, they also have to deal with the very same mentality you two are displaying right now." He frowns. "If it weren't for *this* they would outperform us."


title: René Arnoux: ""I know the kind," he says with a f..."
sequence: 0
dialoguetext:
"I know the kind," he says with a frown. "Gaston here is the same. A weathervane. Never stood up for anything in his life either."


title: Gaston Martin: ""Oh, René..." He smiles wide and fr..."
sequence: 0
dialoguetext:
"Oh, René..." He smiles wide and friendly. "If you only knew life beyond confrontations, conflict and extremities..."


title: Logic: "That woman, who couldn't choose bet..."
sequence: 0
dialoguetext:
That woman, who couldn't choose between him and Gaston -- Jeanne-Marie -- *she* must be the reason René is so bitter. He holds her indecisiveness against all women.


title: René Arnoux: ""If I knew, I would not be *afraid*..."
sequence: 0
dialoguetext:
"If I knew, I would not be *afraid* to tell you. I simply don't. I am an old man, not a coward. The daily business of the riff-raff no longer concerns me."


title: Inland Empire: "Flashes of bloody and terrible scen..."
sequence: 0
userscript: SetVariableValue("plaza.rene_inland_youaresame", true) --[[ Variable[ ]]
dialoguetext:
Flashes of bloody and terrible scenes of war. Men dying, horses shrieking, blood sinking into sand and snow and asphalt and fertile black earth...


title: René Arnoux: "The man shakes his head, mumbling s..."
sequence: 0
dialoguetext:
The man shakes his head, mumbling something under his nose, then turns back to you: "Can we get back to our game now?"


title: You: ""I uh... I had a dog -- 'Fifi'. Too..."
sequence: 0
userscript: SetVariableValue("plaza.rene_told_dog_story_janus", true) --[[ Variable[ ]]
dialoguetext:
"I uh... I had a dog -- 'Fifi'. Took her fishing late one autumn but the boat rocked and she fell in, so I jumped after..."


title: René Arnoux: ""And I thought getting my knee shat..."
sequence: 0
dialoguetext:
"And I thought getting my knee shattered and surviving on rat carcasses in the trench was bad... here, have one of my medals! You've earned it, *officer*."


title: René Arnoux: "The veteran of numerous armed confl..."
sequence: 0
userscript: GainItem("neck_setting_sun_medal")
dialoguetext:
The veteran of numerous armed conflicts extends his right arm with the *Setting Sun* in his clenched fist and an expression of utter disbelief in his eyes.


title: René Arnoux: "The veteran extends his right arm w..."
sequence: 0
userscript: GainItem("neck_setting_sun_medal")
dialoguetext:
The veteran extends his right arm with the sun-shaped medal. It glimmers in his wrinkled and scarred palm.


title: Kim Kitsuragi: ""I don't think there was anything e..."
sequence: 0
dialoguetext:
"I don't think there was anything else he wanted. Was there? You got the medal, now let's solve the crime."


title: You: ""SILENCE! You know not of which you..."
dialoguetext: "SILENCE! You know not of which you speak! I have danced with Al Gul for one thousand nights!"
sequence: 0
userscript:
SetVariableValue("plaza.rene_danced_algul", true) ;
SetVariableValue("tc.al_gul", true) ;
ReputationGrows("apocalypse_cop");
DamageEndurance(1)--[[ Variable[ ]]


title: René Arnoux: ""This deity of yours has quite the..."
sequence: 0
dialoguetext:
"This deity of yours has quite the following in Martinaise..." He straightens his back. "None as zealous as you it seems, though."


title: Drama: "Unfortunately there doesn't seem to..."
sequence: 0
dialoguetext:
Unfortunately there doesn't seem to be anything worth mentioning among your achievements. You should resort to good old lying.


title: You: ""My story doesn't have gunfire, blo..."
sequence: 0
dialoguetext:
"My story doesn't have gunfire, blood or spilled guts, but let me give you a *different* take on heroism."


title: You: ""Imagine pain that makes giving bir..."
sequence: 0
conditionstring: IsTHCFixed("radical_feminist_agenda") == false
dialoguetext:
"Imagine pain that makes giving birth seem like a mosquito bite. But *inside your head*." (Point to your head.)


title: Inland Empire: "All of this, accompanied by a music..."
sequence: 0
dialoguetext:
All of this, accompanied by a musical composition telling of the heroism of old, when men were bigger in both body and heart. You feel strange kinship to this old soldier. You and him are the same now.


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.rene_threw_the_boule"] == true  and  Variable["TASK.get_petanquista_new_boule_done"] == false  and  Variable["plaza.gaston_got_the_sandwich"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.rene_threw_the_boule"] == true  and  Variable["TASK.get_petanquista_new_boule_done"] == false  and  Variable["plaza.gaston_got_the_sandwich"] == true)

conditionstring:
(Variable["plaza.rene_threw_the_boule"] == true  and  Variable["TASK.get_petanquista_new_boule_done"] == false  and  Variable["plaza.gaston_got_the_sandwich"] == true) == false


title: Kim Kitsuragi: ""You already threw their ball into..."
sequence: 0
dialoguetext:
"You already threw their ball into the water, took a sandwich from one of them, and a medal from the other. What more could we possibly want? Perhaps we're done bullying these citizens?"


title: René Arnoux: "The old carabineer stares at you fo..."
sequence: 0
dialoguetext:
The old carabineer stares at you for a moment, then tension leaves him and he asks: "Was there something else you wanted to take from us?"


title: Kim Kitsuragi: ""You already threw their ball into..."
sequence: 0
dialoguetext:
"You already threw their ball into the water and took his medal, perhaps we're done bullying these citizens?"


title: You: ""The boat capsized and sank. Fifi w..."
sequence: 0
dialoguetext:
"The boat capsized and sank. Fifi was already tired. She was almost 11. I took her on my back and started swimming..."


title: René Arnoux: ""You're talking about getting black..."
sequence: 0
userscript: XPTinySetBool("XP.told_rene_about_waking_up_drunk")--[[ Variable[ ]]
dialoguetext:
"You're talking about getting black-out shitfaced drunk and going into delirium, right?" he asks impatiently.


title: You: ""Hey, a man needs to decompress eve..."
sequence: 0
dialoguetext:
"Hey, a man needs to decompress every now and then -- nothing wrong with that -- I got it in check."


title: René Arnoux: ""Yes, from the looks of it you dese..."
sequence: 0
dialoguetext:
"Yes, from the looks of it you deserve a medal for the *excellent* handle you have on things." He snorts. "Here, have one of mine!"


title: Volition: "Extremely rigid principles this old..."
sequence: 0
dialoguetext:
Extremely rigid principles this old soldier has, don't leave room for a change of heart or backing out. The medal is yours.


title: Inland Empire: "Feels as though you should do more..."
sequence: 0
userscript: SetVariableValue("plaza.rene_inland_honourable_thought", true) --[[ Variable[ ]]
dialoguetext:
Feels as though you should do more honourable things. As if there's some kind of a... secret reward. If you just commit enough honourable acts.


title: Authority: "This feels *honourable*. You did th..."
sequence: 0
dialoguetext:
This feels *honourable*. You did the *right* thing not taking the medal. The *good* thing. Your chest is buzzing with pride.

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


title: You: ""I knocked Cuno out" (Point to the..."
dialoguetext: "I knocked Cuno out" (Point to the yard.) "The kid needed discipline."
sequence: 0
conditionstring:
Variable["yard.cuno_punched_cuno"] == true  and  Variable["plaza.rene_medals_rc_fail_phys_int_tell_him_about_cuno"] == true


title: René Arnoux: ""The twelve-year-old junkie, whose..."
sequence: 0
dialoguetext:
"The twelve-year-old junkie, whose alcoholic father beats him?" His eyes light up. "Why did you do that?"


title: René Arnoux: ""Officer," he says with obvious dis..."
sequence: 0
dialoguetext:
"Officer," he says with obvious disdain, "this is unacceptable for anyone bearing an insignia. A man should lead by example, not terror."


title: René Arnoux: ""If you don't have any more questio..."
sequence: 0
dialoguetext:
"If you don't have any more questions we'll return to our game now." By the looks of it he's still trying to wrap his head around what you told him.


title: Authority: "For a moment frozen in time this ol..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
For a moment frozen in time this old soldier is your superior officer, inspiring you to be a better man. It feels good. Comforting.


title: You: ""It took us nearly seven hours. Fif..."
sequence: 0
dialoguetext:
"It took us nearly seven hours. Fifi died in my arms, when the water was only knee deep... She was a good dog."


title: René Arnoux: ""I'm not gonna dignify this with an..."
sequence: 0
dialoguetext:
"I'm not gonna dignify this with an answer." He frowns. "We're gonna get back to our game now if there isn't anything else, officer?"


title: René Arnoux: ""Son..." He's slowly shaking his he..."
sequence: 0
dialoguetext:
"Son..." He's slowly shaking his head. "I don't know why you're feeding me this horse shit, but I'm not biting. Can we get back to our game now?"


title: René Arnoux: ""Good call." Not a muscle in his fa..."
sequence: 0
dialoguetext:
"Good call." Not a muscle in his face moves as he slowly nods. "Think we can get back to our game now?"


title: René Arnoux: ""I'll stop you right there, son." H..."
sequence: 0
dialoguetext:
"I'll stop you right there, son." He raises his hand. "I'm old, but I'm not stupid. I *know* a soldier when I see one."


title: René Arnoux: ""Was there anything else, officer?"..."
sequence: 0
dialoguetext:
"Was there anything else, officer?" he asks impatiently. Looks like they both want to continue the game.


title: Physical Instrument: "Unless you wanna tell him how you t..."
sequence: 0
userscript: SetVariableValue("plaza.rene_medals_rc_fail_phys_int_tell_him_about_cuno", true) --[[ Variable[ ]]
dialoguetext:
Unless you wanna tell him how you took Cuno down. The decisiveness you exhibited in that situation would surely impress a man fond of order and discipline.


title: René Arnoux: ""Already got one, smart ass." He ut..."
sequence: 0
dialoguetext:
"Already got one, smart ass." He utters through his teeth. "Comes with the rank and my service record."


title: Logic: "Oh, he knows what you mean. Keeping..."
sequence: 0
dialoguetext:
Oh, he knows what you mean. Keeping it to yourself now, may yield some leverage if you ever need it.


title: Gaston Martin: ""Ugh... it's not very good, officer..."
sequence: 0
dialoguetext:
"Ugh... it's not very good, officer. I'm an old man and sciatica is gnawing on my joints." There's a look of hopelessness in his eyes. "Some days the pain is almost too much..."


title: You: ""Nothing... just a lowly law-man ra..."
sequence: 0
dialoguetext:
"Nothing... just a lowly law-man rambling to himself." (Tap on the side of your nose.) "Watch that back."

userscript:
SetVariableValue("plaza.gaston_did_not_rat_gaston", true) ; FinishTask("TASK.confront_gaston_about_cheating_done")--[[ Variable[ ]]


title: René Arnoux: ""Why don't the two of you get a tom..."
sequence: 0
dialoguetext:
"Why don't the two of you get a tomb and take your whining there." He looks at you, disgusted. "I am ashamed to even stand in the same crater with you."


title: Gaston Martin: ""Easy now, René." He snickers. "I *..."
sequence: 0
dialoguetext:
"Easy now, René." He snickers. "I *will* join the seniors swimming class later, but right now I don't want to keep the officer waiting -- police business is usually urgent."


title: René Arnoux: ""Who did you think you were fooling..."
sequence: 0
dialoguetext:
"Who did you think you were fooling with your moaning, Gaston?" He doesn't even glance at his partner.


title: Gaston Martin: ""I know what you mean, officer," he..."
sequence: 0
dialoguetext:
"I know what you mean, officer," he says excitedly. "Then there's the blood sugar and don't even get me started on the bladder troubles..."


title: René Arnoux: ""Good. Gaston finally understands t..."
sequence: 0
dialoguetext:
"Good. Gaston finally understands the rules now." An evil smile runs across his lips. "Let's see if it makes him a better *petanquista*."


title: Gaston Martin: ""Oh? The goal is to throw your *bou..."
sequence: 0
dialoguetext:
"Oh? The goal is to throw your *boule*..." He holds out the orb. "... as close to the *cochonnet* as you can."


title: Gaston Martin: ""Well... first you draw a circle ab..."
sequence: 0
dialoguetext:
"Well... first you draw a circle about a half a metre in diameter. We made ours out of rope," he explains. "Then the order of play is determined by a coin toss. You win it -- you get to throw the *cochonnet*."


title: Gaston Martin: ""The opponent has a right to re-mea..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_halflight_infodump", true) --[[ Variable[ ]]
dialoguetext:
"The opponent has a right to re-measure if he has doubts about the result and..." He is trying to think of something else to say, but then -- seeing your beady eyes -- stops.


title: Half Light: "Is he *denying* you information, wh..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_halflight_more_petanque", true) --[[ Variable[ ]]
dialoguetext:
Is he *denying* you information, when you clearly requested it?! That's it. We're blowing the lid off this man-jar! You *need* to know... things!


title: Kim Kitsuragi: ""I'm relieved to hear that." He pee..."
sequence: 0
dialoguetext:
"I'm relieved to hear that." He peers at you over his glasses. "Are you well enough to move on to something else now?"


title: Gaston Martin: ""Then the players aim to throw thei..."
sequence: 0
dialoguetext:
"Then the players aim to throw their *boules* as close to the *cochonnet* as possible. They must stay in the circle and keep both feet planted."


title: You: ""Trivial? Ha. Ahaha." (Grin at the..."
sequence: 0
dialoguetext:
"Trivial? Ha. Ahaha." (Grin at the man.) "You can still tell me, you know. Before anything *happens*."


title: Gaston Martin: ""Uh..." Your keen interest is makin..."
sequence: 0
dialoguetext:
"Uh..." Your keen interest is making him uncomfortable. "Then there's measuring the distance between the *boule* and the *cochonnet*. I always measure ours, but usually it's done by the player who threw last."


title: Gaston Martin: ""I could, but I'd rather not." He s..."
sequence: 0
dialoguetext:
"I could, but I'd rather not." He smiles. "I don't want to take up your time with trivial details, officer."


title: Gaston Martin: ""*Pardon*, René," he quickly turns..."
sequence: 0
dialoguetext:
"*Pardon*, René," he quickly turns back to you. "We must pick this up later, I'm helping the officer right now."


title: You: ""The hangovers must be getting wors..."
sequence: 0
dialoguetext:
"The hangovers must be getting worse too... Don't think I used to lose my memory every time I had a little drink..."


title: Gaston Martin: ""But *not* with a monetary pension..."
sequence: 0
dialoguetext:
"But *not* with a monetary pension unfortunately," the checkered suit snaps at his partner and turns to you. "What can I do for you, officer?"

userscript:
XPPicoSetBool("XP.gaston_pointing_out_carabineer_pension_doesnt_include_monetary_means")--[[ Variable[ ]]


title: Logic: "All that blunt data must have trigg..."
sequence: 0
userscript: SetVariableValue("plaza.rene_logic_blunt_data_small_seizure", true) --[[ Variable[ ]]
dialoguetext:
All that blunt data must have triggered an information hoarding reflex of sorts. Think of it like a small seizure. It will pass.


title: Half Light: "Can you believe this clown?! This i..."
sequence: 0
dialoguetext:
Can you believe this clown?! This is information you MUST have and he's stalling. Lives *could* be on the line and he's just running out the clock?!


title: Half Light: "... aaaaaand that's how you break a..."
sequence: 0
userscript: XPTinySetBool("plaza.HALF_LIGHT_TEACHES_YOU_WERID_COP")--[[ Variable[ ]]
dialoguetext:
... aaaaaand that's how you break a man if the good cop and the bad cop have left for the day. Disturbing Cop to the rescue!


title: Gaston Martin: ""*So* weird... what was that, offic..."
sequence: 0
dialoguetext:
"*So* weird... what was that, officer?" The old man is visibly shaken, but tries to force a smile. "Actually, *please*, let's talk about something else."


title: René Arnoux: ""You were a rat when we were boys a..."
sequence: 0
dialoguetext:
"You were a rat when we were boys and you are a rat now. Of course I knew!" He spits. "Your deception was so bad at first I thought you were play-acting for my amusement."


title: René Arnoux: ""Six months go by and I realize you..."
sequence: 0
userscript: FinishTask("TASK.confront_gaston_about_cheating_done")--[[ Variable[ ]]
dialoguetext:
"Six months go by and I realize you must think I've gone blind from all the shrapnel in my head. Because only a blind man wouldn't see through that."


title: Logic: "He's known Gaston all his life. Pro..."
sequence: 0
dialoguetext:
He's known Gaston all his life. Probably knows his every move better than himself. Of course he saw right through the deceit.

userscript:
XPTinySetBool("plaza.logic_realizes_rene_sees_right_through_gastons_cheating_cause_they_know_each_other_since_four")--[[ Variable[ ]]


title: Rhetoric: "If you wanna expose him, get straig..."
sequence: 0
dialoguetext:
If you wanna expose him, get straight to the point. If you start japing about old age, it's *never* gonna happen.


title: Volition: "Let's cool Mr. Fight-Or-Flight down..."
sequence: 0
dialoguetext:
Let's cool Mr. Fight-Or-Flight down, before he kills someone. He gets overstimulated. But seriously, enough with the pétanque already.


title: Kim Kitsuragi: ""I know a *Weird Cop* when I see on..."
sequence: 0
dialoguetext:
"I know a *Weird Cop* when I see one." The lieutenant adjusts his glasses. "It doesn't work. *Weird Cop* only confuses the suspect and the *Weird Cop* himself, while all he should have done was ask normal questions."


title: Gaston Martin: ""Yes, officer, yes!!! I swear, I do..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_made_him_tell_all", true) --[[ Variable[ ]]
dialoguetext:
"Yes, officer, yes!!! I swear, I don't know anything else about pétanque! It's all I know, I swear!"


title: Gaston Martin: ""Let me think..." He looks at the c..."
sequence: 0
dialoguetext:
"Let me think..." He looks at the clouds, wistfully. "I heard someone was hanged and left on a tree for a week, but that's all I know really."


title: Gaston Martin: ""No, officers, I'm sorry. And I rea..."
sequence: 0
dialoguetext:
"No, officers, I'm sorry. And I really *would* like to assist," he adds, smiling apologetically. "You are both good guys. I can see that."


title: René Arnoux: ""Then help him, you wimp." Reproach..."
sequence: 0
dialoguetext:
"Then help him, you wimp." Reproach fills his eyes. "You rub plenty of shoulder with the *gauche caviar* in the Union. Someone *must* know something."


title: Gaston Martin: ""I wish I could, but I just don't k..."
sequence: 0
dialoguetext:
"I wish I could, but I just don't know anything." His cheeks turn red. "I always keep my nose clean and don't gossip. Everyone knows and respects that."


title: René Arnoux: ""Of course he's holding back." The..."
sequence: 0
dialoguetext:
"Of course he's holding back." The carabineer crosses his arms. "His mouth is so full of Union prick he can't even speak properly."


title: Gaston Martin: ""Can I at least finish my fucking s..."
sequence: 0
dialoguetext:
"Can I at least finish my fucking sentence before you piss on it? Is that okay, René?" His eyes are furious. "I'm not anyone important in the Union. I just know Evrart."


title: Gaston Martin: ""Everyone in Martinaise knows the C..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_said_he_taugh_claire_brothers_in_gymnasium", true) --[[ Variable[ ]]
dialoguetext:
"Everyone in Martinaise knows the Claire brothers," he says solemnly. "I taught these boys human studies and history in the gymnasium."


title: René Arnoux: ""What do *you* know about history?"..."
sequence: 0
userscript: SetVariableValue("tc.name_of_union_boss", true) --[[ Variable[ ]]
dialoguetext:
"What do *you* know about history?" The carabineer snaps at Gaston. "You never witnessed history. Only heard about it -- years later -- when it had already moved on. You don't know history."


title: You: ""Are you a *caviar socialist*?""
dialoguetext: "Are you a *caviar socialist*?"
sequence: 0
conditionstring:
Variable["plaza.gaston_rhet_pseudosocialists"] == true  and  Variable["plaza.gaston_says_he_writes_stuff_for_evrart"] == true


title: Gaston Martin: ""What a prick," the jolly man decla..."
sequence: 0
dialoguetext:
"What a prick," the jolly man declares, with a sigh. "The officer was addressing me, not you, *capitaine*. Where were we?"


title: Gaston Martin: ""Oh..." His cheeks turn red again...."
sequence: 0
dialoguetext:
"Oh..." His cheeks turn red again. "In many ways, yes. Like an honorary member. I attend meetings and parties. Help with little things. Evrart, Edgar, and the older *Débardeurs* all know me."


title: Gaston Martin: ""Not in the technical sense..." His..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_not_actually_union_member", true) --[[ Variable[ ]]
dialoguetext:
"Not in the technical sense..." His eyes fix on the boules in the crater. "I don't have a vote or a membership card. But Evrart keeps me on the payroll. Just for the little things."


title: You: ""Can you help me get inside the har..."
dialoguetext: "Can you help me get inside the harbour?"
sequence: 0
userscript: SetVariableValue("plaza.gaston_case_branch_asked_if_he_can_get_you_inside", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.gaston_case_branch_asked_if_he_can_get_you_inside"] == false  and  Variable["plaza.gaston_not_actually_union_member"] == false  and  Variable["TASK.ask_for_help_from_the_harbour"] == true  and  Variable["TASK.ask_for_help_from_the_harbour_done"] == false


title: René Arnoux: ""Of course he's not a member! He's..."
sequence: 0
dialoguetext:
"Of course he's not a member! He's not a member of anything. I knew that." He frowns. "He's a weathervane -- turns to where the wind blows and tries to look important."


title: Drama: "So that's what it was, before! Him..."
sequence: 0
userscript: XPPicoSetBool("XP.gaston_he_was_hiding")--[[ Variable[ ]]
dialoguetext:
So that's what it was, before! Him hiding something. He tries to make it look like he's a big deal in the Union and now the illusion is disintegrating before your -- and René's -- eyes.


title: René Arnoux: ""I hate the socialist rabble," he c..."
sequence: 0
dialoguetext:
"I hate the socialist rabble," he continues, "but even siding with *them* is better than living your entire life on the fence, never committing to anything. Pick a damn side already!"


title: Gaston Martin: ""Writing work mostly," he smiles. "..."
sequence: 0
dialoguetext:
"Writing work mostly," he smiles. "Occasionally he needs something written and I happen to have a way with words, people say."


title: Gaston Martin: ""Oh, nothing official, I assure you..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_says_he_writes_stuff_for_evrart", true) --[[ Variable[ ]]
dialoguetext:
"Oh, nothing official, I assure you. Just essays for the newspapers. About Martinaise and how things are and how they *could* be. Evrart and I have these long talks where..."


title: René Arnoux: ""Where he tells his little *penman*..."
sequence: 0
dialoguetext:
"Where he tells his little *penman* exactly what to say! It's commie propaganda, plain and simple. You should be ashamed of yourself."


title: Gaston Martin: ""That's just the way things work ar..."
sequence: 0
dialoguetext:
"That's just the way things work around here," he declares merrily. "No reason to feel bad about it."


title: Gaston Martin: ""Thank you officer," he nods, smili..."
sequence: 0
dialoguetext:
"Thank you officer," he nods, smiling wide. "For being a consummate professional. You'll have this case wrapped up in no time."


title: Gaston Martin: ""No, I'm sorry, officer." he shakes..."
sequence: 0
dialoguetext:
"No, I'm sorry, officer." he shakes his head. "I don't even have a keycard. Evrart usually sends someone to get me, when he wants to talk."


title: Gaston Martin: ""I prefer *highly-adaptable* myself..."
sequence: 0
dialoguetext:
"I prefer *highly-adaptable* myself," he chuckles merrily. "Has a better ring to it, don't you think?"


title: Gaston Martin: ""I don't even consider myself a reg..."
sequence: 0
dialoguetext:
"I don't even consider myself a regular socialist. Politics is not really something I involve myself in, officer."


title: Gaston Martin: ""Officer, I have a vivid imaginatio..."
sequence: 0
dialoguetext:
"Officer, I have a vivid imagination." He laughs again. "And like I said, I have a way with words. That's enough. No need to sink into politics."


title: Gaston Martin: ""I believe everyone has the right t..."
sequence: 0
dialoguetext:
"I believe everyone has the right to think and do whatever they want. Even if it's nothing at all. I'm very *adaptable*."


title: Gaston Martin: ""Just easier that way," he nods in..."
sequence: 0
dialoguetext:
"Just easier that way," he nods in approval. "Besides, life isn't as black and white as René's of the World try to make it seem. It's all shades of grey really."


title: Gaston Martin: ""Oh..." he looks down for the longe..."
sequence: 0
userscript: GainItem("ham_sandwich")
dialoguetext:
"Oh..." he looks down for the longest time. "You're right of course, officer. It can't be good for my health. Please, take it off my hands."


title: You: ""How is your back, Gaston?" (Tap on..."
sequence: 0
conditionstring: Variable["plaza.gaston_did_not_rat_gaston"] == true
dialoguetext:
"How is your back, Gaston?" (Tap on the side of your nose and point to the sandwich.)  "Is it... *jerky*?"


title: Gaston Martin: ""Well yes, I mean... uh... no need..."
sequence: 0
dialoguetext:
"Well yes, I mean... uh... no need to..." He raises his arms to signal you to stop. "I'm not sure I understand what's happening here, officer."


title: Gaston Martin: ""Ee... okay, sure sure, I'm not wor..."
sequence: 0
dialoguetext:
"Ee... okay, sure sure, I'm not worried. We're here all the time. Every day. Impossible to miss us, officer."


title: Gaston Martin: ""I hope you are not just tricking a..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_got_the_sandwich", true) ; GainItem("ham_sandwich")--[[ Variable[ ]]
dialoguetext:
"I hope you are not just tricking an old man out of the little he has left." He says solemnly and hands you his sandwich.


title: Gaston Martin: ""Wait... But I thought..." The old-..."
sequence: 0
dialoguetext:
"Wait... But I thought..." The old-timer, visibly disappointed, pockets the sandwich and sighs. "I'd really like to get back to the game now, if there isn't anything else?"


title: Gaston Martin: ""Like what, officer?" His eyes rest..."
sequence: 0
dialoguetext:
"Like what, officer?" His eyes rest on the sandwich. "This is as good as they come in Revachol, I assure you."


title: You: ""Your blood-sandwich" (point to it)..."
sequence: 0
conditionstring: Variable["plaza.gaston_told_about_peoples_sandwich"] == false
dialoguetext:
"Your blood-sandwich" (point to it) "is a tool of the oppressors, designed to keep the proletariat docile."

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


title: You: ""This city's going to shit. Sooner..."
sequence: 0
conditionstring: Variable["plaza.gaston_fascist_sandwhich"] == false
dialoguetext:
"This city's going to shit. Sooner or later some foreign anarchist is gonna *steal* your sandwich. That's a fact."

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


title: René Arnoux: ""I'm not going to listen to this co..."
sequence: 0
dialoguetext:
"I'm not going to listen to this commie-*connerie*," he utters through clenched teeth and turns his back to you.


title: René Arnoux: ""*Now* you are talking sense, son."..."
sequence: 0
dialoguetext:
"*Now* you are talking sense, son." His eyes light up. "All three of us, working as a group -- we can make a difference."


title: Gaston Martin: ""I don't want to," he argues, glanc..."
sequence: 0
dialoguetext:
"I don't want to," he argues, glancing at you worriedly. "Look, officer, I like different, *classic* food. Fine dining, not soil. Please, just drop it."


title: René Arnoux: ""Agreed. What about the whole group..."
sequence: 0
dialoguetext:
"Agreed. What about the whole group?" He quickly adds: "I propose *Épées de la Couronne* -- Swords of the Crown, in honour of my old unit."


title: You: ""First they take our jobs, then our..."
sequence: 0
dialoguetext:
"First they take our jobs, then our women and when the sandwich is all you have left -- the anarchists will come for that too."


title: Gaston Martin: ""That sounds *horrible*." A grimace..."
sequence: 0
dialoguetext:
"That sounds *horrible*." A grimace of disgust runs over his jolly face. "You really don't know your way around the kitchen, officer. Food and politics don't mix."


title: René Arnoux: ""He won't care." The old veteran gl..."
sequence: 0
dialoguetext:
"He won't care." The old veteran glances at his partner. "As long as there's food in his fat belly, he'll lick any boot that's kicking it to him..."


title: Conceptualization: "Tell this lost comrade what the Peo..."
sequence: 0
dialoguetext:
Tell this lost comrade what the People's Sandwich would be like. Distil the essence of the Working Man... in a sandwich.


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.gaston_told_about_peoples_sandwich"]  and  Variable["plaza.gaston_fascist_sandwhich"]  and  (Variable["plaza.gaston_altgreet_rene_dead"]  or  Variable["plaza.rene_know_dead"])


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.gaston_told_about_peoples_sandwich"]  and  Variable["plaza.gaston_fascist_sandwhich"]  and  (Variable["plaza.gaston_altgreet_rene_dead"]  or  Variable["plaza.rene_know_dead"]))

conditionstring:
(Variable["plaza.gaston_told_about_peoples_sandwich"]  and  Variable["plaza.gaston_fascist_sandwhich"]  and  (Variable["plaza.gaston_altgreet_rene_dead"]  or  Variable["plaza.rene_know_dead"])) == false


title: Rhetoric: "Sorry, but at this point, all that'..."
sequence: 0
dialoguetext:
Sorry, but at this point, all that's left to do is beg and hope for the best. Beg like you've never begged before.


title: You: "These options seem awfully fascist..."
dialoguetext: These options seem awfully fascist or communist -- what if I don't wanna say them?
sequence: 0
userscript:
SetVariableValue("plaza.gaston_neutral_sandwhich", true) ; SetVariableValue("plaza.rene_i_dont_wanna_say_fascist_or_communist_things", true) --[[ Variable[ ]]


title: Gaston Martin: ""No, officer." The culinary genius..."
sequence: 0
dialoguetext:
"No, officer." The culinary genius shakes his head with unexpected resolve. "Please let it go, It's making me really uncomfortable."


title: Volition: "Whoa... easy there, Gold Mouth. He..."
sequence: 0
dialoguetext:
Whoa... easy there, Gold Mouth. He doesn't *have* to say anything. Re-engage cop-mode and bail out, if you like.


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.gaston_told_about_peoples_sandwich"]  or  Variable["plaza.gaston_fascist_sandwhich"]


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

conditionstring:
(Variable["plaza.gaston_told_about_peoples_sandwich"]  or  Variable["plaza.gaston_fascist_sandwhich"]) == false


title: You: ""Now turn it upside down, black bre..."
sequence: 0
dialoguetext:
"Now turn it upside down, black bread -- like a symbol -- on top, to salute the coal mines our heroes worked."


title: Gaston Martin: ""I don't eat worker-food!" he blurt..."
sequence: 0
dialoguetext:
"I don't eat worker-food!" he blurts out, immediately regretting it. "Look, officer, I like different, *classic* food. Fine dining, not *worker backs*. Please, just drop it."


title: Gaston Martin: "The sandwich owner looks at you, ey..."
sequence: 0
dialoguetext:
The sandwich owner looks at you, eyes filled with anguish. "You're describing prison food, officer. I like different, *better* food. Fine dining, not *jailtime*. Please, just drop it."


title: Gaston Martin: ""No, everything would fall off," he..."
sequence: 0
dialoguetext:
"No, everything would fall off," he argues, glancing at you worriedly. "Look, officer, I'm not a miner. I like different, *tasty* food. Fine dining, not coal. Please, just drop it."


title: You: ""Revachol is calling -- she needs u..."
sequence: 0
dialoguetext:
"Revachol is calling -- she needs us. Not tomorrow, not *soon*, but right now. Let's take our home back."


title: Kim Kitsuragi: ""I'm actually already a member in a..."
sequence: 0
dialoguetext:
"I'm actually already a member in a group tasked to keep the streets safe," the lieutenant marks. "You are too. We call ourselves *The Police*."


title: Gaston Martin: ""So..." The sandwich-owner looks at..."
sequence: 0
dialoguetext:
"So..." The sandwich-owner looks at you, obviously confused. "Is there something I can help you with instead or...?"


title: René Arnoux: ""Goddamnit, son..." He pushes back..."
sequence: 0
dialoguetext:
"Goddamnit, son..." He pushes back his cap. "Once you realize Martinaise -- all of Revachol -- is *actually* going to shit, it will be too late."


title: Kim Kitsuragi: ""Are you sure?" The lieutenant rais..."
sequence: 0
dialoguetext:
"Are you sure?" The lieutenant raises his eyebrows. "Cause right now it looks like you're organizing a vigilante group."


title: René Arnoux: ""It's weird. I don't like it. We'll..."
sequence: 0
dialoguetext:
"It's weird. I don't like it. We'll go with mine for now and you..." He points to Gaston. "Get excited."


title: Gaston Martin: ""Alright, alright," the old man is..."
sequence: 0
dialoguetext:
"Alright, alright," the old man is taken aback by René's commanding tone, but dares not dispute him. "I have a bad feeling about this."


title: Gaston Martin: ""Oh..." His eyes light up in unders..."
sequence: 0
userscript: XPTinySetBool("XP.gaston_realized_you_did_the_fascha_just_to_get_sandwich")--[[ Variable[ ]]
dialoguetext:
"Oh..." His eyes light up in understanding. "You went through all that trouble for my sandwich? I'm flattered, officer, but my answer is no. Now how else can I help you?"


title: You: ""Actually, let's honour your old un..."
dialoguetext: "Actually, let's honour your old unit -- *Épées de la Couronne* it is!"
sequence: 0
userscript:
SetVariableValue("plaza.gaston_rc_sandwich_fascha_fail_decided_to_honour_renes_old_unit", true) --[[ Variable[ ]]


title: René Arnoux: ""Goddamnit..." the old carabineer l..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_stop_i_just_want_the_sandwich", true) --[[ Variable[ ]]
dialoguetext:
"Goddamnit..." the old carabineer looks at you, disgusted. "I thought I had you measured, but you can't really measure a slug, can you?"


title: Gaston Martin: ""Oh..." His eyes light up in unders..."
sequence: 0
dialoguetext:
"Oh..." His eyes light up in understanding. "All that for a sandwich? I'm flattered, officer, but you can't have it. It's mine."


title: Gaston Martin: ""*Mon dieu*, that is an excellent i..."
sequence: 0
dialoguetext:
"*Mon dieu*, that is an excellent idea!" he exclaims. "That would virtually negate the component loss."


title: You: ""Had you put a large slice of Olduv..."
sequence: 0
dialoguetext:
"Had you put a large slice of Olduvaian cheese crosswise from the ham, it would minimize the component loss via crumbling."


title: Interfacing: "This calls for an engineering angle..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_interfacing_go_structural_with_sandwich", true) --[[ Variable[ ]]
dialoguetext:
This calls for an engineering angle. Structural rigidity, exposed rafters, lattice-works -- that type of approach.


title: Logic: "No problem, you just need *his* for..."
sequence: 0
dialoguetext:
No problem, you just need *his* for research and development first. Just as a prototype of course. Stall now and the sandwich is forever lost.


title: You: ""Initial development takes time of..."
sequence: LuaRun(SetAreaState("PLAZA_GASTON", "sandwichless"));SetTriggerAnimation(Gaston,Trigger);
dialoguetext:
"Initial development takes time of course, but in six to nine months you *will* eat 'The Sandwich of Gods'."


title: Gaston Martin: ""Or god of sandwiches maybe?" he tr..."
sequence: 0
dialoguetext:
"Or god of sandwiches maybe?" he tries to pitch in. "But in the meanwhile, what can I do for you *here* and *now* officer?"


title: Gaston Martin: ""Ee... okay, sure sure," he quiets..."
sequence: 0
dialoguetext:
"Ee... okay, sure sure," he quiets you. "Everybody wins, but is there anything I can help you with right now to *speed up* the process?"


title: Gaston Martin: ""Is there anything I can do for you..."
sequence: 0
dialoguetext:
"Is there anything I can do for you right now?" he asks. "Maybe to speed the whole process up a bit?"


title: Gaston Martin: ""I understand the situation," he sa..."
sequence: 0
userscript: GainItem("ham_sandwich")
dialoguetext:
"I understand the situation," he says quietly and hands you the sandwich. "Please... just take it slowly. Give her the attention she deserves."


title: Gaston Martin: "He nods, understanding the finality..."
sequence: 0
userscript: GainItem("ham_sandwich")
dialoguetext:
He nods, understanding the finality of the situation, and hands you the sandwich. "Please... just take it slowly. Give her the attention she deserves."


title: Gaston Martin: "The old man nods and turns away fro..."
dialoguetext: The old man nods and turns away from you.
sequence: SetTriggerAnimation(Gaston,Trigger);LuaRun(SetAreaState("PLAZA_GASTON", "sandwichless"));
userscript:
SetVariableValue("plaza.gaston_got_the_sandwich", true) ; CancelTask("TASK.confront_gaston_about_cheating_cancelled")--[[ Variable[ ]]


title: Gaston's Sandwich: "You jam your teeth into the sandwic..."
sequence: 0
dialoguetext:
You jam your teeth into the sandwich and immediately feel a series of taste explosions go off in you mouth. It's like someone's carpet-bombing your tongue with ambrosia.


title: Gaston's Sandwich: "It really is every bit as good as i..."
sequence: 0
userscript: SetVariableValue("inventory.sandwich_appreciated_the_taste", true) --[[ Variable[ ]]
dialoguetext:
It really is every bit as good as it looked and smelled. The different components all chip in and compliment each other, forming a flavour that is unique to this particular masterpiece.


title: Authority: "When you hold something up long eno..."
sequence: 0
userscript: SetVariableValue("plaza.gaston_authority_force_kim_sandwich", true) --[[ Variable[ ]]
dialoguetext:
When you hold something up long enough, some people are compelled to take it. Try it on the lieutenant.


title: Gaston's Sandwich: "The bread, as the foundation of the..."
sequence: 0
userscript: HealEndurance(1); HealVolition(1)
dialoguetext:
The bread, as the foundation of the sandwich, is slightly moist due to tomato juice and mayo, but holds together nicely. Almost nothing falls off the sandwich. You feel like you really got everything out of this experience.


title: Gaston's Sandwich: "You really ram into the sandwich, *..."
sequence: 0
userscript: SetVariableValue("inventory.sandwich_wolfed_it_down", true) --[[ Variable[ ]]
dialoguetext:
You really ram into the sandwich, *deep*. The tomato slides off, mayo drips everywhere (including your moustache and clothes), bits of ham fall onto the ground...


title: Gaston's Sandwich: "This is what angels must taste like..."
sequence: 0
dialoguetext:
This is what angels must taste like. Your saliva production increases tenfold. You can barely contain it all.


title: Kim Kitsuragi: ""Then sure. Let us 'strengthen our..."
sequence: 0
userscript: LoseItem("ham_sandwich")
dialoguetext:
"Then sure. Let us 'strengthen our bond'." The lieutenant breaks the sandwich in two and quickly eats his half.


title: Kim Kitsuragi: ""Okay-okay. They are all necessary...."
sequence: 0
userscript: LoseItem("ham_sandwich")
dialoguetext:
"Okay-okay. They are all necessary. Let's share the sandwich, if it matters that much to you." The lieutenant breaks the sandwich in two and quickly eats his half.


title: Gaston's Sandwich: "You can barely feel the taste, but..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
You can barely feel the taste, but it seems decent enough. At least it gets your stomach nice and full. Good sandwich -- durable!


title: You: "Have the sandwich-interceptor circl..."
sequence: 0
dialoguetext:
Have the sandwich-interceptor circle in front of the lieutenant's face and then gently nosedive against his lips.


title: Esprit de Corps: "This man does not crack under press..."
sequence: 0
dialoguetext:
This man does not crack under pressure. Stars would die before he'd succumb to any kind of manipulation. With this realization comes a sudden flash of pride.


title: Kim Kitsuragi: ""No, it's... it's okay. Let's share..."
sequence: 0
userscript: LoseItem("ham_sandwich")
dialoguetext:
"No, it's... it's okay. Let's share it, okay?" The lieutenant breaks the sandwich in two and quickly eats his half.


title: Kim Kitsuragi: ""Officer. We have serious matters t..."
sequence: 0
dialoguetext:
"Officer. We have serious matters to attend to. I suggest we get to them right now." He seems completely unfazed by the situation.


title: Kim Kitsuragi: "The lieutenant slaps the sandwich o..."
sequence: 0
dialoguetext:
The lieutenant slaps the sandwich out of your hand faster than you could ever hope to react in your sorry state. It lands in the dirt and falls apart.

userscript:
SetVariableValue("plaza.gaston_kim_slaps_sandwich", true) ; LoseItem("ham_sandwich"); ReputationLowers("kim")--[[ Variable[ ]]


title: You: ""I cannot be bought!" (Throw the sa..."
dialoguetext: "I cannot be bought!" (Throw the sandwich on the ground.)
sequence: 0
userscript:
SetVariableValue("plaza.gaston_threw_it_on_the_ground", true) ; LoseItem("ham_sandwich")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Great." The lieutenant shakes his..."
sequence: 0
dialoguetext:
"Great." The lieutenant shakes his head. "Wonderful. Good job. I mean why *wouldn't* you throw it... wait, turns out I don't actually care. Leave it and let's go."

userscript:
SetVariableValue("inventory.sandwich_kim_saw_you_throw_it", true) ; ReputationLowers("kim")--[[ Variable[ ]]


title: Gaston's Sandwich: "The taste-assault in your mouth aba..."
sequence: 0
dialoguetext:
The taste-assault in your mouth abates for a moment... wolfing it down is efficient, but lacking in appreciation.


title: Authority: "The bonds between officers -- partn..."
sequence: 0
dialoguetext:
The bonds between officers -- partners -- are *paramount*. That's how trust is built. Trust saves lives.


title: Gaston's Sandwich: "The sandwich falls to the ground wi..."
sequence: 0
dialoguetext:
The sandwich falls to the ground with a splat, tomatoes and lettuce flying everywhere, mayo spilling out like blood on a crime scene.


title: Gaston's Sandwich: "The sandwich falls to the floor wit..."
sequence: 0
dialoguetext:
The sandwich falls to the floor with a loud splat, tomatoes and lettuce flying everywhere, mayo spilling out like blood on a crime scene.


title: Gaston's Sandwich: "The wrapper -- soaked in tomato jui..."
sequence: 0
dialoguetext:
The wrapper -- soaked in tomato juice and mayo -- is not gonna hold out forever, but for now the sandwich retains it's impressive composure.


title: Kim Kitsuragi: ""Go through all that and then just..."
sequence: 0
userscript: SetVariableValue("inventory.sandwich_kim_refused", true) --[[ Variable[ ]]
dialoguetext:
"Go through all that and then just dump it?" The lieutenant smirks. "You better just eat it, no need for dramatic gestures."


title: René Arnoux: ""Right," the old soldier says slowl..."
sequence: 0
dialoguetext:
"Right," the old soldier says slowly. "Was the demonstration *it*, or do you still need something from us, officer?"


title: René Arnoux: ""You vandalized our game, son." He..."
sequence: 0
dialoguetext:
"You vandalized our game, son." He tries to calm himself. "We can't play pétanque with five *boules*."


title: Hand/Eye Coordination: "This felt... wrong. Wrong like touc..."
dialoguetext: This felt... wrong. Wrong like touching your sister's breast. You threw your sister's breast.
sequence:
BanishInterface(true)@1;SemiBlack(true,2)@1;FocusCamera(cam_pent_failzoom)@3;TravelTo(Tequila Sunset, TequilaPetanqueFailureMarker, 2)@3; TravelTo(rene, ReneWatchingLoc, 2, false, false)@3;SemiBlack(false,2)@4; PlayAnimation(Tequila Sunset,PetanqueFail_Phase2anim,false,true,false)@7; SetTriggerAnimation(ball2_petanque_fail,fail)@7;Release();FocusCamera(cam_pent_fail)@13;BanishInterface(false)@14;LuaRun(SetAreaState("PETANQUE_CUTSCENE","true"));SetBooleanAnimation(rene,rene_throws,true);

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


title: René Arnoux: ""What the HELL is your problem?""
dialoguetext: "What the HELL is your problem?"
sequence:
SemiBlack(true,1);FocusCamera(PentReturnCam)@1;TravelTo(Tequila Sunset,TeqPentanqueReturnLoc, 2)@1;TravelTo(rene,ReneReturnLoc, 2, false, true)@1;SemiBlack(false,1)@2;LuaRun(SetAreaState("PETANQUE_CUTSCENE","false"))@1;SetBooleanAnimation(rene,rene_throws,false);


title: Electrochemistry: "God, this is right -- you feel the..."
sequence: 0
dialoguetext:
God, this is right -- you feel the familiar tremble of excitement and adrenaline that precedes every victory. Time has frozen.


title: René Arnoux: ""I don't care if you are a cop -- y..."
sequence: 0
dialoguetext:
"I don't care if you are a cop -- you *do not* just ruin someone's game. It's so goddamn disrespectful!"


