# dentries

title: Kim Kitsuragi: ""Alright. We should go to Garte aga..."
sequence: 0
dialoguetext:
"Alright. We should go to Garte again and ask if he knows who put the clothes in the trash. It could be as simple as someone from the hostel cleaning the yard, or *that* one..." He nods toward the red-haired boy behind him. "I'd advise *against* confronting that force."

userscript:
GainTask("TASK.who_put_the_clothes_in_the_trash"); GainTask("TASK.ask_cuno_about_clothes"); GainTask("TASK.ask_garte_about_clothes")--[[ Variable[ ]]


title: You: ""Damn, this reminds me: I got side-..."
sequence: 0
dialoguetext:
"Damn, this reminds me: I got side- tracked asking Cuno about the rags... The damned FALN pants got in the way. We should ask again, Kim."

conditionstring:
Variable["yard.cuno_asked_cuno_about_trash_and_clothe"]  and  Variable["yard.cuno_clothes_asked"] == false


title: Cuno: ""Cuno can hear you, cop -- and Cuno..."
sequence: 0
dialoguetext:
"Cuno can hear you, cop -- and Cuno don't know shit about the rags, okay? You don't have to come asking about them again like some bitch."


title: Kim Kitsuragi: ""Information from that *source* has..."
sequence: 0
userscript: SetVariableValue("yard.trash_kim_cuno_will_be_useless", true) --[[ Variable[ ]]
dialoguetext:
"Information from that *source* has truly been invaluable to the investigation. I cannot wait to hear more."


title: Kim Kitsuragi: ""Not really. All we know is -- the..."
sequence: 0
dialoguetext:
"Not really. All we know is -- the victim's clothes are in the trash, the lid was locked, and this establishment had the key. It's just a *small* loose thread."


title: Trash Container: "A blue piece of plastic sticks out..."
sequence: 0
dialoguetext:
A blue piece of plastic sticks out from the apple peels. It's *shiny*. Looks like the corner of something...


title: Trash Container: "Something larger -- a clipboard! A..."
sequence: 0
userscript: GainItem("ledger_damaged")
dialoguetext:
Something larger -- a clipboard! A blue plastic clipboard with moist papers hanging from it. They look badly damaged, but you can still make out forms and notes. Written in a *man's* handwriting...


title: Kim Kitsuragi: ""Yes it is, look." He points to it...."
sequence: 0
userscript: FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]
dialoguetext:
"Yes it is, look." He points to it. "This plastic has the RCM street grid on it. You've even got an autopsy form..." A miserable looking slip of paper sticks to the board.


title: Kim Kitsuragi: ""There's a *lot* of it too." He nod..."
sequence: 0
userscript: FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]
dialoguetext:
"There's a *lot* of it too." He nods approvingly. "*And* you've got an autopsy form in there -- in the back. That light pink copy paper." A miserable looking slip of paper sticks to the board.


title: Kim Kitsuragi: ""It is, look..." He points to the c..."
sequence: 0
userscript: FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]
dialoguetext:
"It is, look..." He points to the clipboard. "The plastic has the RCM street grid on it. You've even got an autopsy form in there..." A miserable looking slip of paper sticks to the board.


title: Interfacing: "You don't know. It *might* have bee..."
sequence: 0
dialoguetext:
You don't know. It *might* have been by your hand, though. Feels like that. Feels like you might have stuffed it somewhere. Not in this trash though. How it got here you don't know.

userscript:
SetVariableValue("yard.trash_ledger_kim_wasnt_there", true) ; FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]


title: Interfacing: "It does? Maybe it does. It *might*..."
sequence: 0
dialoguetext:
It does? Maybe it does. It *might* have been thrown out by your hand. Feels like that anyway -- like *stuffed* it somewhere. Not in this trash though. How it got here you haven't a clue.

userscript:
SetVariableValue("yard.trash_ledger_kim_wasnt_there", true) ; FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]


title: You: ""I think I didn't want to be a cop..."
dialoguetext: "I think I didn't want to be a cop anymore, so I threw it away."
sequence: 0
userscript:
ReputationGrows("sorry_cop"); SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) --[[ Variable[ ]]


title: You: ""It must have been cramping my styl..."
dialoguetext: "It must have been cramping my style."
sequence: 0
userscript:
ReputationGrows("superstar_cop"); SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) --[[ Variable[ ]]


title: You: ""Someone from the Whirling threw it..."
dialoguetext: "Someone from the Whirling threw it in the trash? I don't know. I'm boring."
sequence: 0
conditionstring: Variable["plaza.kineema_sylvie_flushed_paperwork"] == false
userscript:
ReputationGrows("boring_cop"); SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) ;--[[ Variable[ ]]


title: You: ""It has a foreboding quality to it...."
sequence: 0
dialoguetext:
"It has a foreboding quality to it. Maybe I *needed* to lose it, for the Great Bloodletting to begin?"

userscript:
ReputationGrows("apocalypse_cop"); SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Do-eth thou also thorough inventor..."
sequence: 0
dialoguetext:
"Do-eth thou also thorough inventories?" He points to the ruined notes. "You should take stock of your notes, make sure it's all there. Official notes contain informants' names. If some of it has fallen into the hands of the RCM's adversaries, bloodletting may well ensue."


title: Kim Kitsuragi: ""I don't know either..." He points..."
sequence: 0
dialoguetext:
"I don't know either..." He points to the ruined notes. "You should take stock of your notes, make sure it's all there. Official notes contain informants' names. If some have fallen into the hands of the RCM's adversaries, bloodletting may well ensue."


title: Kim Kitsuragi: ""Officer, this is an official piece..."
sequence: 0
dialoguetext:
"Officer, this is an official piece of paperwork. It probably contains notes on *numerous* ongoing investigations -- and could even list undercover operatives. Informants. I suggest integrating it into your *style*. For all our sakes."


title: Kim Kitsuragi: ""Lucky we found it. You should take..."
sequence: 0
dialoguetext:
"Lucky we found it. You should take stock of what remains, just to be sure some has not made it into the hands of the RCM's adversaries. Organized crime and the like. There might have been police secrets in your notes."


title: Kim Kitsuragi: ""Boring? Try *dangerous*. You shoul..."
sequence: 0
dialoguetext:
"Boring? Try *dangerous*. You should do a thorough inventory of that -- be sure some has not fallen into the hands of the RCM's enemies: organized crime, or worse... Official notes sometimes contain informants' names, even undercover operatives."


title: Trash Container: "As the legs of the slime-covered je..."
sequence: 0
dialoguetext:
As the legs of the slime-covered jeans begin to unspool from the garbage, a rank corpse smell fills the air.


title: Kim Kitsuragi: ""Yes." He nods. "...if we're still..."
sequence: 0
dialoguetext:
"Yes." He nods. "...if we're still assuming the clothes were taken off to get to the armour. They must have stripped him of it fast, the scavengers. In a matter of days."


title: Kim Kitsuragi: ""Yes." He nods. "I think the clothe..."
sequence: 0
dialoguetext:
"Yes." He nods. "I think the clothes were taken off to get to that armour he wore, then discarded. They must have stripped him of it fast, too, the scavengers -- in a matter of days."


title: Cunoesse: ""The fuck's he on about -- *kid*?!"..."
sequence: 0
dialoguetext:
"The fuck's he on about -- *kid*?!" the one behind the fence yells. "You hear that, Cuno? He thinks you're an infant or some shit."


title: Kim Kitsuragi: ""Did he? I must have drifted away....."
sequence: 0
dialoguetext:
"Did he? I must have drifted away... somewhere between the copious mentions of pigs and homo-sexuality."


title: Cunoesse: ""The fuck's he on about -- *kids*?!..."
sequence: 0
dialoguetext:
"The fuck's he on about -- *kids*?!" The one behind the fence yells. "You hear that, Cuno? He thinks you're an infant or something."


title: Composure: "Easier said than done -- how could..."
sequence: 0
userscript: SetVariableValue("yard.trash_composure_how_paperwork_style", true) --[[ Variable[ ]]
dialoguetext:
Easier said than done -- how could this pathetic cabbage of copy paper and plastic ever become *très disco*?"


title: Conceptualization: "Challenge accepted. You should be o..."
sequence: 0
userscript: SetVariableValue("yard.trash_concept_apperwork_style_answer", true) --[[ Variable[ ]]
dialoguetext:
Challenge accepted. You should be on the lookout for stylistic elements that elevate this cabbage to heights unforeseeable.


title: You: "I don't know, it seems foreboding t..."
sequence: 0
conditionstring: Variable["yard.trash_inland_warned"]
dialoguetext:
I don't know, it seems foreboding to me somehow. Like there's something in there that's out to get me.


title: Trash Container: "Soggy carton and some kind of food..."
sequence: 0
dialoguetext:
Soggy carton and some kind of food sludge welcome you back, uninvitingly. Smells like the wrong choice.


title: Kim Kitsuragi: ""Tell me, *see-eth* your bad ass mo..."
sequence: 0
dialoguetext:
"Tell me, *see-eth* your bad ass more in there or are we done here?" The lieutenant peers into the trash.


title: Kim Kitsuragi: ""It would also not hurt to start ta..."
sequence: 0
dialoguetext:
"It would also not hurt to start taking notes on the case." He peers into the trash, where soggy cartons and rags stink, uninvitingly. "Now, tell me what your eagle eyes see. Or are we finished?"

userscript:
GainTask("TASK.open_official_case"); SetVariableValue("character.already_been_told_to_open_official_case", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""It would also not hurt to start ta..."
sequence: 0
dialoguetext:
"It would also not hurt to start taking notes on the case. Anyway, where were we..." The lieutenant peers into the trash container where soggy cartons and rags stink uninvitingly.

userscript:
GainTask("TASK.open_official_case"); SetVariableValue("character.already_been_told_to_open_official_case", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""I see, yes. You're what we call a..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"I see, yes. You're what we call a *bad ass*, aren't you?" He makes little quotation marks around the words, indicating he is unsure of its actual badassery.


title: Kim Kitsuragi: ""Tell me, does your bad ass see mor..."
sequence: 0
dialoguetext:
"Tell me, does your bad ass see more in there or are we done here?" The lieutenant peers into the trash.


title: Rhetoric: "Wow, went off script there, getting..."
sequence: 0
dialoguetext:
Wow, went off script there, getting your ass handed to you. You shouldn't go picking fights if your rhetorical faculties haven't suggested it.


title: Trash Container: "There's nothing more of interest in..."
sequence: 0
dialoguetext:
There's nothing more of interest in this sludge of peels and meat by-product. Try the carton or those stinking rags.


title: Trash Container: "The lock says Whirling-in-Rags. May..."
sequence: 0
userscript: GainTask("TASK.open_trash_container")--[[ Variable[ ]]
dialoguetext:
The lock says Whirling-in-Rags. Maybe the proprietor has the key? Who knows what secrets wait inside...


title: Drama: "It's remarkable how he can keep a s..."
sequence: 0
dialoguetext:
It's remarkable how he can keep a straight face. Take note -- the lieutenant is well versed in dead-panning. Many of the things he says could be meant in jest.


title: Kim Kitsuragi: ""All the detectives from all the Pr..."
sequence: 0
dialoguetext:
"All the detectives from all the Precincts who experience extrasensory perception go to the Remote Viewers Division. Their work is invaluable to the force."


title: Kim Kitsuragi: ""Oh." He pauses. "It *might* also b..."
sequence: 0
dialoguetext:
"Oh." He pauses. "It *might* also be evidence. The mob could have disposed of something in there. We should get it open."


title: You: ""There is no need for sarcasm. I ju..."
sequence: 0
dialoguetext:
"There is no need for sarcasm. I just feel strongly about it, that's all. Maybe it's not connected to the case, but still."


title: You: ""It's extrasensory perception. What..."
dialoguetext: "It's extrasensory perception. Whatever is in there holds a special *significance*."
sequence: 0
userscript:
SetVariableValue("yard.trash_extrasensory_perception", true) ; ReputationGrows("remote_viewer");--[[ Variable[ ]]


title: Kim Kitsuragi: ""Trash? Food waste from the cafeter..."
sequence: 0
dialoguetext:
"Trash? Food waste from the cafeteria? They lock these containers to keep the derelicts from flocking in. Could be evidence too."


title: You: ""How do we get the lock open?""
dialoguetext: "How do we get the lock open?"
sequence: 0
userscript: SetVariableValue("backyard.trash_system_how_open_clicked", false) --[[ Variable[ ]]
conditionstring:
IsKimHere()  and  Variable["backyard.trash_system_why_looking_clicked"]  and  Variable["TASK.open_trash_container"] == false


title: Physical Instrument: "Prybar, crowbar, leverage displacem..."
sequence: 0
dialoguetext:
Prybar, crowbar, leverage displacement tool of the gods. Your hands have held its paint-flaked metal one hundred thousand times.


title: Physical Instrument: "Prybar, prybar, your palms yearn it..."
sequence: 0
dialoguetext:
Prybar, prybar, your palms yearn it's cold touch. To grasp it once more, as you've done so many times...


title: Physical Instrument: "*Forget* about it? Like you forgot..."
sequence: 0
dialoguetext:
*Forget* about it? Like you forgot about your life? No! You cannot forget your own body, and your body cannot forget...


title: Kim Kitsuragi: ""We *might* want to ask for a key f..."
sequence: 0
userscript: GainTask("TASK.open_trash_container")--[[ Variable[ ]]
dialoguetext:
"We *might* want to ask for a key from the manager of the Whirling-in-Rags. He probably has one. And he also has *information*."


title: Trash Container: "A box falls into pieces in your han..."
sequence: 0
dialoguetext:
A box falls into pieces in your hands: Batiste *Soleil* cereal. There are plastic pasta packages below, and *Turbo* noodles. Nothing of note, however.


title: Trash Container: "You see: milk, an egg-rest with one..."
sequence: 0
dialoguetext:
You see: milk, an egg-rest with one broken egg in it, some pasta wrapper... Picking up the soggy packages somehow feels familiar.


title: Interfacing: "You've done this before. The moveme..."
sequence: 0
userscript: SetVariableValue("yard.trash_interfacing_has_done_dumpsters_before", true) --[[ Variable[ ]]
dialoguetext:
You've done this before. The movements are recorded in your elbows, the methodology in your fingers... you're used to this.


title: Kim Kitsuragi: ""Drop them in here, officer." The l..."
sequence: 0
userscript: SetVariableValue("yard.trash_clothes_found", true) --[[ Variable[ ]]
dialoguetext:
"Drop them in here, officer." The lieutenant produces a black plastic bag marked *evidence* from his pocket.


title: You: "Time for bed. Crawl inside..."
dialoguetext: Time for bed. Crawl inside...
sequence: 0
conditionstring:
DayCount() == 2  and  Variable["whirling.garte_trash_bed_offer_made"] == true  and  Variable["yard.trash_crawled_out_not_yet"] == false


title: Trash Container: "The trash container has *somehow* b..."
sequence: 0
dialoguetext:
The trash container has *somehow* been unlocked. It's all for you, Harry. The smell of rotten food rises up as you climb inside. This is where you belong...


title: Physical Instrument: "*Still* not force time. You're just..."
sequence: 0
dialoguetext:
*Still* not force time. You're just not getting there... the prybar is primed, but you lack the ability.


title: Kim Kitsuragi: "Soggy cartons and rags look back at..."
sequence: 0
dialoguetext:
Soggy cartons and rags look back at him. "Oh yes -- and it would also be appropriate to start taking notes on the case. It's what cops do."

userscript:
SetVariableValue("character.already_been_told_to_open_official_case", true) ; GainTask("TASK.open_official_case");--[[ Variable[ ]]


title: Kim Kitsuragi: ""Officer..." the lieutenant says. "..."
sequence: 0
dialoguetext:
"Officer..." the lieutenant says. "Now that you have your ledger back, it would not hurt to start taking notes on the case. Officially."

userscript:
GainTask("TASK.open_official_case"); SetVariableValue("character.already_been_told_to_open_official_case", true) ;--[[ Variable[ ]]


title: Logic: "Now that your ledger is back in you..."
sequence: 0
dialoguetext:
Now that your ledger is back in your possession, it feels like you should do something... *important*.


title: Logic: "Oh, yes you are. It's *fundamental*..."
sequence: 0
dialoguetext:
Oh, yes you are. It's *fundamental* to proper police procedure to start keeping notes on the case at hand. Open your official investigation.

userscript:
GainTask("TASK.open_official_case"); SetVariableValue("character.already_been_told_to_open_official_case", true) --[[ Variable[ ]]


title: You: "The mug, I'm getting that mug too."
dialoguetext: The mug, I'm getting that mug too.
sequence: 0
conditionstring:
Variable["yard.trash_perc_knows_that_is_it"]  and  Variable["yard.trash_interfacing_deluxe_content"] == false  and  CheckItem("yellow_man_mug") == false  and  Variable["yard.trash_found_mug"] == false


title: Trash Container: "You pick out a broken mug, with an..."
sequence: 0
userscript: SetVariableValue("yard.trash_mug", true) --[[ Variable[ ]]
dialoguetext:
You pick out a broken mug, with an oddly racist depiction of *the yellow man* frolicking in saffron.


title: You: "What's this?"
dialoguetext: What's this?
sequence: 0
conditionstring:
Variable["yard.trash_inland_something_in_there"] == false  and  Variable["yard.trash_inland_you_shouldnt"]


title: Tutorial Agent: "Some items, such as the ledger you..."
sequence: 0
dialoguetext:
Some items, such as the ledger you found, are interactable. Go to your INVENTORY and select the INTERACT tab to read your paperwork.


title: Physical Instrument: "No matter how strong you think you..."
sequence: 0
dialoguetext:
No matter how strong you think you are, this is really not something you should be attempting to do with your bare hands.


title: Physical Instrument: "You force open the sealed metal lid..."
sequence: AudioPlay(Yard/trash/garbage-container-lockbreaking-01,1)@1;PostFX(camshiver, true)@1;
userscript: SetVariableValue("yard.trash_container_open", true) --[[ Variable[ ]]
dialoguetext:
You force open the sealed metal lid with your goddamn *bare hands*. It is open now. It could not resist your supra-human strength.


title: Logic: "An interesting little clue. Let's s..."
sequence: 0
dialoguetext:
An interesting little clue. Let's see where this goes. Clues have a way of magically connecting to other clues -- down the road...


title: Kim Kitsuragi: ""Interesting." The lieutenant looks..."
sequence: 0
userscript: GainItem("yellow_man_mug"); SetVariableValue("yard.trash_found_mug", true) --[[ Variable[ ]]
dialoguetext:
"Interesting." The lieutenant looks at the mug. "Reminds me of the mug collection we saw in our weasel's apartment. Maybe he or she has been dumping their garbage here?"


title: Reaction Speed: "Yes! The one in the apartment you b..."
sequence: 0
dialoguetext:
Yes! The one in the apartment you broke into. Interesting little clue. Surely this will yield something -- down the road...


title: Trash Container: "You betcha. You know -- this awfull..."
sequence: 0
dialoguetext:
You betcha. You know -- this awfully *colonial* mug reminds you of another one, doesn't it? Anyway...

userscript:
GainItem("yellow_man_mug"); SetVariableValue("yard.trash_found_mug", true) ; SetVariableValue("yard.trash_connected_mug", true) ; XPPicoSetBool("XP.the_mug_owner_dumps_illegal_trash_in_whirling_container_and_is_a_weasel")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Or it may just be a coincidence. E..."
dialoguetext: "Or it may just be a coincidence. Either way, something to keep in mind. What else do you see?"
sequence: 0
userscript:
SetVariableValue("yard.trash_connected_mug", true) ; XPPicoSetBool("XP.the_mug_owner_dumps_illegal_trash_in_whirling_container_and_is_a_weasel")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["yard.trash_kim_turned_from_digging"] == true  and  Variable["yard.trash_interfacing_deluxe_content"]  == false  and  Variable["yard.trash_mug"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.trash_kim_turned_from_digging"] == true  and  Variable["yard.trash_interfacing_deluxe_content"]  == false  and  Variable["yard.trash_mug"] == false)

conditionstring:
(Variable["yard.trash_kim_turned_from_digging"] == true  and  Variable["yard.trash_interfacing_deluxe_content"]  == false  and  Variable["yard.trash_mug"] == false) == false


title: New dialogue fragment
dialoguetext: 0
sequence: 0
conditionstring:
CheckItem("key_trash_container")  and  Variable["yard.trash_container_open"] == false  and  Variable["TASK.open_trash_container"]


title: Kim Kitsuragi: "Darkness engulfs you. The stink of..."
dialoguetext:
Darkness engulfs you. The stink of rot nearly knocks you out. For a minute you can smell cigarette smoke wafting in from outside.

sequence:
PlayAnimation(Tequila Sunset, lid_sleep); PlayAnimation(bin_lid, lid_sleep); FocusCamera(Bin_Cam)@1; PlayAnimation(Kim Kitsuragi, StartSmoking)@5; PlayAnimation(Kim Cigarette, StartSmoking)@5; SemiBlack(true,2)@9;


title: Kim Kitsuragi: "Darkness engulfs you. The stink of..."
dialoguetext:
Darkness engulfs you. The stink of rot nearly knocks you out. For a minute you can smell cigarette smoke wafting in from outside -- then it is gone, and you hear footsteps walking away.

sequence:
PlayAnimation(Tequila Sunset, lid_sleep); PlayAnimation(bin_lid, lid_sleep); FocusCamera(Bin_Cam)@1; PlayAnimation(Kim Kitsuragi, StartSmoking)@5; PlayAnimation(Kim Cigarette, StartSmoking)@5; SemiBlack(true,2)@9;


title: Kim Kitsuragi: "He nods. Absent-mindedly, he reache..."
sequence: 0
dialoguetext:
He nods. Absent-mindedly, he reaches for a cigarette; no sooner has it left his pocket than he catches himself.


title: Kim Kitsuragi: "A few words also come through the m..."
sequence: 0
dialoguetext:
A few words also come through the metal: "Good night, detective." But they dissipate around you like the smoke; you hear the lieutenant's footfall carry him away.


title: Trash Container: "You crawl out of the trash containe..."
userscript: SetVariableValue("yard.trash_crawled_out_not_yet", true) --[[ Variable[ ]]
dialoguetext:
You crawl out of the trash container. The lid clangs shut. The fresh air rushes into your lungs, but does not clear them of the garbage stink.

sequence:
PlayAnimation(Tequila Sunset, lid_close)->Message(lidClosed); PlayAnimation(bin_lid, lid_close); ShowActualHeld()@Message(lidClosed);


title: Kim Kitsuragi: "The lieutenant greets you with a sm..."
sequence: 0
dialoguetext:
The lieutenant greets you with a small nod, as if you'd just taken a momentary pause to tie a shoelace.


title: Trash Container: "This is where you belong..."
dialoguetext: This is where you belong...
sequence:
PlayAnimation(Tequila Sunset, lid_sleep)->Message(sleeping); PlayAnimation(bin_lid, lid_sleep); SemiBlack(true)@Message(sleeping); PostFX(blackout-world, true)@Message(sleeping); BanishHUD(true)@Message(sleeping);FinishDialogue()@Message(sleeping);


title: Visual Calculus: "Maybe more than 12? No. Eight pairs..."
dialoguetext: Maybe more than 12? No. Eight pairs of boots have shuffled back and forth in the mud.
sequence: FocusCamera(FootprintsVisCal0)@1;
userscript:
SetVariableValue("yard.viscal_greeting_pre_stage", true) ; ShowVisCal("VisCal-Footprints");--[[ Variable[ ]]


title: Visual Calculus: "You don't know. It's a miracle you..."
sequence: 0
dialoguetext:
You don't know. It's a miracle you can tell the prints apart as it is. The cold must have preserved them.


title: Visual Calculus: "7) The glowing outline of a standar..."
sequence: FocusCamera(FootprintsVisCal7);
dialoguetext:
7) The glowing outline of a standard work boot, no 46. But the imprints are *twice* as deep as the others -- the weight exceeds 200 kilograms.


title: Visual Calculus: "8) And yet another standard work bo..."
sequence: FocusCamera(FootprintsVisCal8);
dialoguetext:
8) And yet another standard work boot, no 44. There's an aberration in the pattern of the sole, however. The right sole is smoother, more worn.


title: Kim Kitsuragi: ""I never got the hang of it. Hypero..."
sequence: 0
dialoguetext:
"I never got the hang of it. Hyperopia." He points to his glasses. "Do you see anything out of the ordinary?"


title: You: "(Point.) "Light step. Number 41 sho..."
dialoguetext: (Point.) "Light step. Number 41 shoe."
sequence: 0
userscript:
SetVariableValue("yard.viscal_conclusion_counter", Variable["yard.viscal_conclusion_counter"] +once(1)) 


title: Kim Kitsuragi: ""Two hundred?" He thinks for a mome..."
sequence: 0
userscript: SetVariableValue("yard.viscal_carried_known", true) --[[ Variable[ ]]
dialoguetext:
"Two hundred?" He thinks for a moment. "Could it be the combined weight of two people, one carrying the other who's tied up? Let's say, a heavily built worker carrying a similarly built, soon-to-be-dead man?"


title: Kim Kitsuragi: ""I can't see any prints fitting the..."
sequence: 0
dialoguetext:
"I can't see any prints fitting the armoured boots the victim was wearing, can you? Someone had to carry him. Are any of the *other* prints deep enough?"


title: Kim Kitsuragi: ""I don't know..." The lieutenant sq..."
sequence: 0
dialoguetext:
"I don't know..." The lieutenant squints, trying to assess their depth: "Are you sure? I could swear you're *lying* to me."


title: You: ""I was thinking it was the Giant of..."
dialoguetext: "I was thinking it was the Giant of Koko Nur."
sequence: 0
conditionstring:
Variable["whirling.lena_talked_about_giant_of_koko_nur"] == true  or  Variable["tc.cryptid_giant"] == true

userscript:
SetVariableValue("yard.hanged_thought_footprints_belong_to_the_giant_of_coco_nur", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Even easier to carry on a stretche..."
sequence: 0
dialoguetext:
"Even easier to carry on a stretcher -- or between two men. Anyway, it's for future consideration. What else can you see?"


title: Suggestion: "Maybe there was a physically impres..."
sequence: 0
userscript: SetVariableValue("yard.sense_viscal_sugg_showoff", true) --[[ Variable[ ]]
dialoguetext:
Maybe there was a physically impressive strongman in their midst. Someone who wanted to impress their peers.


title: Kim Kitsuragi: ""You mean a display of athletic abi..."
sequence: 0
dialoguetext:
"You mean a display of athletic ability meant to belittle the victim? A local champion carrying the intruder alone? I can see it. Anyway -- the others?"


title: You: ""I'm just saying random things whil..."
sequence: 0
dialoguetext:
"I'm just saying random things while looking at holes in the mud, I have no idea where any of this is coming from."


title: Encyclopedia: "A normal human being like Lieutenan..."
sequence: 0
userscript: SetVariableValue("yard.sense_viscal_logic_drivers_shoe", true) --[[ Variable[ ]]
dialoguetext:
A normal human being like Lieutenant Kitsuragi here needs to pause before they know whose shoe this is. Not you. You literally *feel* the association taking shape in your *torque* bent frontal lobe.


title: Kim Kitsuragi: ""Someone operating a work bench --..."
sequence: 0
dialoguetext:
"Someone operating a work bench -- with a pedal? Like a joiner at the harbour?" He thinks for a second. "Or maybe a drummer..."


title: Kim Kitsuragi: ""A drummer only uses their right fo..."
sequence: 0
dialoguetext:
"A drummer only uses their right foot for the kick drum..." He explains, then stops and looks at the hole in the mud. "You're right, it's stupid."


title: Kim Kitsuragi: ""So maybe one of them wasn't a dock..."
sequence: 0
userscript: XPTinySetBool("XP.kim_tracks_driver")--[[ Variable[ ]]
dialoguetext:
"So maybe one of them wasn't a dockworker but a *driver*?" His eyes narrow. "That traffic jam in front of the harbour gates -- I wonder if it's lasted as long as the strike?"


title: Kim Kitsuragi: ""I don't know why I said that. We'r..."
sequence: 0
dialoguetext:
"I don't know why I said that. We're not looking for a drummer, we're looking for a group of dockworkers."


title: You: ""Behold my brain the golden throne..."
sequence: 0
dialoguetext:
"Behold my brain the golden throne of my consciousness. In here I am seated. Shackled. From here I police the land."


title: Electrochemistry: "Never again, Mr. Costeau. Everyone..."
sequence: 0
dialoguetext:
Never again, Mr. Costeau. Everyone knows what your name is -- Raphaël A. Costeau. From here on it's what they will call you.


title: Kim Kitsuragi: ""We should keep our eyes open aroun..."
sequence: 0
dialoguetext:
"We should keep our eyes open around the traffic jam, see whether anyone strikes out as a potential suspect. Seems prudent, no?"


title: Empathy: "Beneath the mirthless exterior the..."
sequence: 0
dialoguetext:
Beneath the mirthless exterior the lieutenant is amused. Although he does not actually think you blew it wide open.


title: Esprit de Corps: "You and him are on the same page no..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
You and him are on the same page now -- about The Law and being it. This has affected your relationship positively.


title: Kim Kitsuragi: ""Mhm." The lieutenant writes the in..."
sequence: 0
dialoguetext:
"Mhm." The lieutenant writes the information down in his notebook, then reverts to the tracks in the mud.


title: Kim Kitsuragi: ""I pulled last week's forecast for..."
sequence: 0
userscript: SetVariableValue("tc.kim_mentions_weather_freezing", true) --[[ Variable[ ]]
dialoguetext:
"I pulled last week's forecast for coastal Revachol. Seven days below freezing. The day before -- the day of his hanging -- was the last warm day."


title: Kim Kitsuragi: ""A week maybe? Seven days would fit..."
sequence: 0
dialoguetext:
"A week maybe? Seven days would fit the time frame provided to us by the caller, who reported the hanging."


title: Visual Calculus: "Correct again. Sub-zero temperature..."
sequence: 0
dialoguetext:
Correct again. Sub-zero temperatures would preserve the tracks in a good state. The commotion here *could* have taken place a week ago.


title: Kim Kitsuragi: ""What do I think?" He tilts his hea..."
sequence: 0
dialoguetext:
"What do I think?" He tilts his head. "A mob of people brought someone to the tree. Not by dragging -- probably by carrying him."


title: Volition: "Isn't it strange to have your assum..."
sequence: 0
userscript: SetVariableValue("yard.viscal_volition_warning", true) --[[ Variable[ ]]
dialoguetext:
Isn't it strange to have your assumptions confirmed like this? This is what someone whispering *suggestions* in your ear would like you to feel.


title: Kim Kitsuragi: ""From here, the boots the victim we..."
sequence: 0
dialoguetext:
"From here, the boots the victim wears..." The lieutenant stops mid sentence. A sudden change in wind direction blows the stench of rotting meat right in your face. He tries to continue...


title: Perception (Smell): "It's bad. Very bad. Before you can..."
sequence: 0
dialoguetext:
It's bad. Very bad. Before you can heave the wind changes direction again, the greenhouse plastic flapping in it's gust.


title: Kim Kitsuragi: ""He appears to be wearing some kind..."
sequence: 0
dialoguetext:
"He appears to be wearing some kind of armoured boots. I can't see any exotic prints here..." His face muscles twitch. "Someone had to carry him. Are any of the other prints deep enough?"


title: Kim Kitsuragi: ""What do I think? A mob of people b..."
sequence: 0
dialoguetext:
"What do I think? A mob of people brought something heavy to the tree. One of them was carrying the victim. They shuffled around, especially under the tree."


title: Kim Kitsuragi: ""Then after hoisting him up, they s..."
sequence: 0
userscript: XPMinorSetBool("XP.analyze_footprints_in_the_yard")--[[ Variable[ ]]
dialoguetext:
"Then after hoisting him up, they stood in a semicircle facing his direction. At first glance, this appears to be a lynching."


title: Volition: "Isn't it strange when all your assu..."
sequence: 0
userscript: SetVariableValue("yard.viscal_volition_warning", true) --[[ Variable[ ]]
dialoguetext:
Isn't it strange when all your assumptions are confirmed like this? Stood in a semicircle, hung him, carried him over... like you're supposed to be feeling clever. And content.


title: Volition: "That's not going to happen, I'm not..."
sequence: 0
dialoguetext:
That's not going to happen, I'm not letting him make it into one of his tasks. Know your limits, tie-creature!


title: Kim Kitsuragi: "The lieutenant is saying something,..."
sequence: 0
dialoguetext:
The lieutenant is saying something, but you can't hear it... Suddenly it seems like your tie is alive again, whispering -- no, *screaming* -- into your ear:


title: Horrific Necktie: "Live a little! Everything on the go..."
sequence: 0
dialoguetext:
Live a little! Everything on the god damn crime scene fits like a glove, you should get *SHITFACED* on this *GOD DAMN CRIME SCENE*!


title: You: "Say: "I'm experiencing a mild malfu..."
sequence: 0
dialoguetext:
Say: "I'm experiencing a mild malfunction, lieutenant. Something to do with my tie. It'll pass, can you hold on for a moment?"


title: You: "I like how vivid my interior is, bu..."
sequence: 0
dialoguetext:
I like how vivid my interior is, but could we maybe do something that doesn't involve getting drunk?


title: Horrific Necktie: "REGARDEZ LA RETARD! He wants to hav..."
sequence: 0
dialoguetext:
REGARDEZ LA RETARD! He wants to have fun *without* alcohol. That won't be fun, that'll be boring and sad.


title: Kim Kitsuragi: "The lieutenant looks at you curious..."
sequence: 0
dialoguetext:
The lieutenant looks at you curiously. A beat passes in silence, the wind blowing, the cargo belt squeaking.


title: Kim Kitsuragi: ""I agree," he clears his throat. "O..."
sequence: 0
dialoguetext:
"I agree," he clears his throat. "Our assumptions could be wrong. Better not to have them confirmed just yet. Do you see anything else?"


title: Kim Kitsuragi: ""Uhm..." His face is one of disbeli..."
sequence: 0
dialoguetext:
"Uhm..." His face is one of disbelief. The words coming out of your mouth are filled with such sincerity.


title: Kim Kitsuragi: ""Yes, it was naive of me to congrat..."
sequence: 0
dialoguetext:
"Yes, it was naive of me to congratulate us. Assumptions are dangerous." He looks around. "Do you see anything else?"


title: Empathy: "The lieutenant doesn't understand w..."
sequence: 0
dialoguetext:
The lieutenant doesn't understand what's happening right now. You're twisting at your tie, looking sweaty even by your standards. He needs to say something.


title: Volition: "I have no idea what's going on here..."
sequence: 0
dialoguetext:
I have no idea what's going on here, but you should not do anything that the horrific necktie tells you to do.


title: You: ""We should just generally withhold..."
sequence: 0
userscript: SetVariableValue("yard.viscal_psychic_scepticism", true) --[[ Variable[ ]]
dialoguetext:
"We should just generally withhold being content. With life. It's a philosophical disposition we should have."


title: Kim Kitsuragi: ""Is that so? Well, okay I guess. If..."
sequence: 0
dialoguetext:
"Is that so? Well, okay I guess. If it helps with the police-work, by all means. Do you see anything else?"


title: Kim Kitsuragi: ""It does." He looks around. "I shou..."
sequence: 0
dialoguetext:
"It does." He looks around. "I shouldn't have assumed in the first place. The caller could have lied, the whole thing could be misreported. Should we take another look? Or go?"


title: Empathy: "A doubt perhaps? It would be unprof..."
sequence: 0
dialoguetext:
A doubt perhaps? It would be unprofessional of him to be sure of himself at such an early stage of the investigation.


title: Perception (Sight): "There are several footprints in the..."
sequence: 0
dialoguetext:
There are several footprints in the mud, left by work boots: anywhere from 6 to 12 pairs have walked here.


title: Visual Calculus: "What do you think you are, a super-..."
sequence: 0
userscript: SetVariableValue("yard.viscal_failed_once", true) ; DamageVolition(1)--[[ Variable[ ]]
dialoguetext:
What do you think you are, a super-detective? You're hung over, these are just dents in the mud. No pattern emerges for the time being.


title: Kim Kitsuragi: ""As I said, I pulled last week's fo..."
sequence: 0
userscript: SetVariableValue("tc.kim_mentions_weather_freezing", true) --[[ Variable[ ]]
dialoguetext:
"As I said, I pulled last week's forecast for coastal Revachol. Seven days below freezing. The day before his hanging was the last warm day."


title: Esprit de Corps: "...you won't get far without the li..."
sequence: 0
dialoguetext:
...you won't get far without the lieutenant here to bounce thoughts off of -- where could he be right now? The asphalt passing underneath the front wheels of his motor carriage at a high speed...


title: Kim Kitsuragi: ""Perhaps it could be a *driver*? A..."
sequence: 0
dialoguetext:
"Perhaps it could be a *driver*? A driver would wear out their right shoe before the left. The accelerator is on the right."


dialoguetext: 0
sequence: Continue()
title:
Variable["XP.discover_the_bullet"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["XP.discover_the_bullet"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"])

conditionstring:
(Variable["XP.discover_the_bullet"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]) == false


title: Kim Kitsuragi: "He doesn't seem to hear you, lookin..."
sequence: 0
dialoguetext:
He doesn't seem to hear you, looking south toward the traffic jam instead. The machines are silent, the engines are all turned off...


title: Kim Kitsuragi: ""Perhaps it could be a *driver?*" H..."
sequence: 0
dialoguetext:
"Perhaps it could be a *driver?*" He raises his index finger. "A driver would wear out their right shoe before the left. The accelerator is on the right."


title: Kim Kitsuragi: ""Probably yes. This would also fit..."
sequence: 0
userscript: XPTinySetBool("XP.kim_tracks_carrying_body")--[[ Variable[ ]]
dialoguetext:
"Probably yes. This would also fit with the victim being dead from a previous gunshot wound. They had to carry him, because he could no longer walk."


title: Kim Kitsuragi: ""But we *know* the victim had a bul..."
sequence: 0
dialoguetext:
"But we *know* the victim had a bullet in his head. A more precise way to put it is: it was *made* to look like a lynching."


title: Visual Calculus: "You're not bad. It's as if the whol..."
sequence: 0
dialoguetext:
You're not bad. It's as if the whole world darkens, everything else has a thin film of unimportance on it -- and the tracks burn in the middle of it, in a strange, beautiful way.


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.fridge_victims_body_done"]  or  Variable["TASK.send_corpse_to_processing_done"]  or  Variable["XP.discover_the_bullet"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.fridge_victims_body_done"]  or  Variable["TASK.send_corpse_to_processing_done"]  or  Variable["XP.discover_the_bullet"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"])

conditionstring:
(Variable["TASK.fridge_victims_body_done"]  or  Variable["TASK.send_corpse_to_processing_done"]  or  Variable["XP.discover_the_bullet"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]) == false


title: Kim Kitsuragi: ""A morbidly obese 250 kilogram man?..."
sequence: 0
dialoguetext:
"A morbidly obese 250 kilogram man? Let's say it is a very *low* probability. I'm thinking..." He looks around. "Maybe there's a more *commonplace* explanation."


title: Kim Kitsuragi: ""Exactly. They had to perform it to..."
sequence: 0
dialoguetext:
"Exactly. They had to perform it to whoever was looking -- the whole neighbourhood, I suppose." He adds: "And us too."


title: !(Variable["yard.viscal_logic_congratulations"] or Variable["yard.viscal_volition_warning"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["yard.viscal_logic_congratulations"]  or Variable["yard.viscal_volition_warning"]) == false


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.hardie_didnt_see_viscal_but_inspected_hardies"]  or  Variable["TASK.interrogate_vigilantes_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.hardie_didnt_see_viscal_but_inspected_hardies"]  or  Variable["TASK.interrogate_vigilantes_done"])

conditionstring:
(Variable["whirling.hardie_didnt_see_viscal_but_inspected_hardies"]  or  Variable["TASK.interrogate_vigilantes_done"]) == false


title: Kim Kitsuragi: ""The fat guy from the mess hall isn..."
sequence: 0
dialoguetext:
"The fat guy from the mess hall isn't *that* obese, he's more like a farm boy -- definitely not 250 kilograms on his own. You have to admit, he's the best fit we've got."


title: Visual Calculus: "1) Standard work boot, steel reinfo..."
sequence: FocusCamera(FootprintsVisCal1);
dialoguetext:
1) Standard work boot, steel reinforced toes, no 46. Just like Titus was wearing in his booth. This is the big dick -- Titus Hardie. The one with the ball cap on his head.


title: Visual Calculus: "2) Standard work boot, steel reinfo..."
sequence: FocusCamera(FootprintsVisCal2);
dialoguetext:
2) Standard work boot, steel reinforced toes, no 44. Either the blond muscular guy, Glen, or the young guy with a plectrum around his neck.


title: Visual Calculus: "4) Standard work boot, no 45 or 46...."
sequence: FocusCamera(FootprintsVisCal4);
dialoguetext:
4) Standard work boot, no 45 or 46... Theo, the old smoker. You think you even see a tiny fleck of cigarette ash inside the print...


title: Visual Calculus: "5) Another standard work boot, rein..."
sequence: FocusCamera(FootprintsVisCal5);
dialoguetext:
5) Another standard work boot, reinforced toes, no 44. Same as before -- either the musician Eugene, or the muscle-bound blond Glen.


title: Visual Calculus: "7) The glowing outline of a standar..."
sequence: FocusCamera(FootprintsVisCal7);
dialoguetext:
7) The glowing outline of a standard work boot, no 46. The imprints are *twice* as deep as the others -- the weight exceeds 200 kilograms. Fat-Angus -- carrying something?


title: Visual Calculus: "8) Another standard work boot, no 4..."
sequence: FocusCamera(FootprintsVisCal8);
dialoguetext:
8) Another standard work boot, no 44. There's an aberration in the pattern of the sole. The right sole is smoother, more worn. Curious... A missing *eighth* Hardie boy.

userscript:
XPMinorSetBool("XP.figured_out_hardies_present_at_the_lynching"); SetVariableValue("whirling.hardie_scanned_the_room", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""I never got the hang of it. Hypero..."
sequence: 0
userscript: SetVariableValue("yard.viscal_kim_present_for_prints", true) --[[ Variable[ ]]
dialoguetext:
"I never got the hang of it. Hyperopia." He points to his glasses. "Any of them look familiar? Are these the Hardies?"


title: Visual Calculus: "You're not bad. It's as if the whol..."
sequence: 0
dialoguetext:
You're not bad. It's as if the whole world darkens -- and the tracks burn in it with strange beauty.


title: Kim Kitsuragi: ""I do." The lieutenant marks someth..."
sequence: 0
dialoguetext:
"I do." The lieutenant marks something in his notebook. "The fat guy, I think I heard them call him Angus -- most likely to have carried the victim over."


title: Visual Calculus: "Is it? They didn't even bother to c..."
sequence: 0
dialoguetext:
Is it? They didn't even bother to change boots. Putting them on the scene is easy; maybe even *too* easy.


title: Kim Kitsuragi: ""Seven sets of tracks, right?" The..."
sequence: 0
dialoguetext:
"Seven sets of tracks, right?" The lieutenant has been tracking your eyes' movements. "The Hardie boys were here..."


title: Kim Kitsuragi: ""So far so good -- only one thing m..."
sequence: 0
dialoguetext:
"So far so good -- only one thing missing." He looks at the tracks, face lighting up from the realization.


title: Kim Kitsuragi: ""There's one pair missing from the..."
sequence: 0
dialoguetext:
"There's one pair missing from the Union box. The eighth pair. I'm going to say it was our odd-sole."


title: You: ""A *driver* would wear down their r..."
sequence: 0
conditionstring: Variable["tc.sandpaper_pedal"]
dialoguetext:
"A *driver* would wear down their right shoe before the left -- the accelerator is on the right. And remember that abandoned lorry cabin we found?"


title: Kim Kitsuragi: ""With a piece of sandpaper glued to..."
sequence: 0
dialoguetext:
"With a piece of sandpaper glued to the throttle..." The lieutenant adjusts his glasses as his eyes light up with excitement.


title: Kim Kitsuragi: ""Which means that the missing lady..."
sequence: 0
userscript: XPMinorSetBool("XP.figured_out_the_odd_sole")--[[ Variable[ ]]
dialoguetext:
"Which means that the missing lady driver was also present at the lynching? That's it, she's the odd-sole!"


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


title: You: ""Women..." (Shake your head.) "Alwa..."
dialoguetext: "Women..." (Shake your head.) "Always *deceitful*."
sequence: 0
conditionstring:
IsTHCPresent("radical_feminist_agenda") == false  and  Variable["whirling.hardie_went_through_ruby_info"] == false


title: Kim Kitsuragi: ""We've identified one of the footpr..."
sequence: 0
dialoguetext:
"We've identified one of the footprints, but there are still seven to go..." He writes something in his little blue notebook.


title: Kim Kitsuragi: ""Understood. We should still go and..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"Understood. We should still go and see what Titus Hardie has got to say on the matter -- this might throw them off, work in our advantage..." He writes something down into his little notebook. "So, what else?"


title: Kim Kitsuragi: ""You're right. But we should still..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"You're right. But we should still go and see what Titus Hardie has got to say on the matter -- this might throw them off, work in our advantage..." He writes something down into his little notebook. "So, what else?"


title: Kim Kitsuragi: ""We should start with Titus Hardie,..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"We should start with Titus Hardie, see what he's got to say on the matter -- this might throw them off, work in our advantage..." He writes something down into his little notebook. "So, what else?"


title: Kim Kitsuragi: ""We should see what Titus Hardie ha..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"We should see what Titus Hardie has got to say on the matter -- this might throw them off, work in our advantage..." He writes something down into his little notebook. "So, what else?"


title: Kim Kitsuragi: ""Yes." He corrects his glasses. "I..."
sequence: 0
dialoguetext:
"Yes." He corrects his glasses. "I doubt the Hardies are going to tell us much, but we should still confront them about the possible drug trade connection."


title: Kim Kitsuragi: ""Yes." He corrects his glasses. "I..."
sequence: 0
dialoguetext:
"Yes." He corrects his glasses. "I doubt the Hardies are going to tell us who this person is. For now it's best if we just keep our eyes open -- I'm sure our investigation will eventually lead us to the odd-sole."


title: Kim Kitsuragi: ""You have a point there." He clicks..."
sequence: 0
dialoguetext:
"You have a point there." He clicks his pen, thinking for a moment. "Anyway, it's something to consider. What else can you see?"


title: Horrific Necktie: "What, *WITHHOLD BEING CONTENT*?! Wh..."
sequence: 0
userscript: SetVariableValue("yard.viscal_inland_dont_listen_to_volition", true) --[[ Variable[ ]]
dialoguetext:
What, *WITHHOLD BEING CONTENT*?! What are you, mild to moderately disabled? That doesn't feel like something you should do.


title: Kim Kitsuragi: ""You're right. Let's keep a low pro..."
sequence: 0
dialoguetext:
"You're right. Let's keep a low profile." The lieutenant writes something down in his notebook, then reverts to the tracks in the mud.


title: Kim Kitsuragi: ""I don't know..." He inspects the o..."
sequence: 0
dialoguetext:
"I don't know..." He inspects the odd sole more closely. "They're about the same size. Not the same *boot*, no -- but they *could* be the same person."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.where_is_ruby_done"] == false  and  Variable["whirling.klaasje_full_story_hub_reached"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.where_is_ruby_done"] == false  and  Variable["whirling.klaasje_full_story_hub_reached"] == true)

conditionstring:
(Variable["TASK.where_is_ruby_done"] == false  and  Variable["whirling.klaasje_full_story_hub_reached"] == true) == false


title: Kim Kitsuragi: ""It still doesn't rule Ruby out. Pe..."
sequence: 0
dialoguetext:
"It still doesn't rule Ruby out. People change shoes, after all. But this isn't an argument for her guilt either."


title: Esprit de Corps: "Sitting at a desk, Lieutenant Kitsu..."
sequence: 0
dialoguetext:
Sitting at a desk, Lieutenant Kitsuragi fiddles with a pen, then writes something on the paper in front of him. He shouldn't be doing that, he should be here discussing the footprints.


title: Kim Kitsuragi: ""Yes, well." The lieutenant thinks..."
sequence: 0
dialoguetext:
"Yes, well." The lieutenant thinks for a moment. "He *did* look a bit like a rat, you're right. Do you think those prints belong to him?"


title: You: "I should have gotten this earlier."
dialoguetext: I should have gotten this earlier.
sequence: 0
conditionstring:
Variable["yard.viscal_failed_once"] == true  and  Variable["whirling.hardie_didnt_see_viscal_but_inspected_hardies"] == true


title: Visual Calculus: "Better late than never, detective...."
sequence: 0
dialoguetext:
Better late than never, detective. The whole world is dark and the tracks burn in it with strange beauty.


title: Authority: "A leader like Titus doesn't let one..."
sequence: 0
dialoguetext:
A leader like Titus doesn't let one of his guys out of sight easily -- especially at a time like this.


title: Kim Kitsuragi: ""She is. And now we have concrete e..."
sequence: 0
userscript: GainTask("TASK.confront_hardie_about_drug_trade")--[[ Variable[ ]]
dialoguetext:
"She is. And now we have concrete evidence binding everything together. We should ask Titus about this."


title: Fractured Bullet: "The bullet is safely sealed away in..."
sequence: 0
dialoguetext:
The bullet is safely sealed away in a plastic bag bearing the RCM stamp. Kim has filled out the label on the bag with the item number, case number, and date and location the bullet was found.


title: Fractured Bullet: "The squashed bullet has some sharp..."
sequence: 0
dialoguetext:
The squashed bullet has some sharp edges where the jacket has split open. It feels cold, even through the bag.


title: Fractured Bullet: "The jacket of the bullet is made of..."
sequence: 0
dialoguetext:
The jacket of the bullet is made of yellowish metal. It has blossomed out to reveal a dark grey core. The base of the bullet is close to 5 mm in diameter.


title: Hand/Eye Coordination: "You can't remember what happened la..."
sequence: 0
dialoguetext:
You can't remember what happened last week -- what makes you think you're going to remember arcane firearm models?


title: Hand/Eye Coordination: "A rifle. Revolutionary-period. Your..."
sequence: 0
dialoguetext:
A rifle. Revolutionary-period. Your bullet looks to be an old 4.46 mm -- from the surplus left over from the turn of the century. Probably an antique or a retrofitted antique.


title: Hand/Eye Coordination: "The 4.46 calibre was widely used wi..."
sequence: 0
dialoguetext:
The 4.46 calibre was widely used with the *Belle-Magrave* rifle, a Revacholian manufacturer. The B-M dominated the battlefields of the Insulindian theatre of the Antecentennial Revolution, 50 years ago.

userscript:
FinishTask("TASK.advanced_ballistics_analysis_done"); GainTask("TASK.locate_the_firearm"); SetVariableValue("tc.belle_magrave", true) --[[ Variable[ ]]


title: Hand/Eye Coordination: "Antiques enthusiasts, guerrilla fig..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_encyc_who", true) --[[ Variable[ ]]
dialoguetext:
Antiques enthusiasts, guerrilla fighters in distant countries, a few lucky Jamrock bangers. You're looking for the same thing you found in that hidden weapons cache -- only in working order.


title: Hand/Eye Coordination: "No, but Zieleger, a major firearm m..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_encyc_zieleger", true) --[[ Variable[ ]]
dialoguetext:
No, but Zieleger, a major firearm manufacturer, ended up with a surplus after the war, so there are still a lot of these old military rifles floating around, usually broken. The quality was appalling.


title: Esprit de Corps: "Back at the station, the lieutenant..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_esprit_kim", true) --[[ Variable[ ]]
dialoguetext:
Back at the station, the lieutenant is standing at a counter, diligently filling out paperwork to hand over to a tired records clerk.


title: Encyclopedia: "You wouldn't ordinarily have cause..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_encyc_jacket", true) --[[ Variable[ ]]
dialoguetext:
You wouldn't ordinarily have cause to handle jacketed bullets. The Citizens Militia uses cast bullets only -- little pebbles of metal loaded from the muzzle, usually in a cartridge.


title: Perception (Sight): "The core is lead. The brass jacket..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_percept_soft", true) --[[ Variable[ ]]
dialoguetext:
The core is lead. The brass jacket probably didn't cover the entire bullet, otherwise the softer metal wouldn't have expanded quite like that.


title: Fractured Bullet: "You can just about make out a few s..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_look_jacket", true) --[[ Variable[ ]]
dialoguetext:
You can just about make out a few striations near the base of the bullet. Little hairlines, linear. It feels standard.


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


title: Kim Kitsuragi: ""An antique. That makes sense. Ther..."
sequence: 0
dialoguetext:
"An antique. That makes sense. There can't be many breech-loading rifles floating around in Martinaise, or anywhere in Revachol, really..."


title: Kim Kitsuragi: "He nods. "I have to hand it to the..."
sequence: 0
dialoguetext:
He nods. "I have to hand it to the monarchs -- it's quite admirable that they took the advice of criminologists last century and banned the use of breechloaders in peacetime."


title: Kim Kitsuragi: ""Sure, there's some arms traffickin..."
sequence: 0
dialoguetext:
"Sure, there's some arms trafficking. But the laws prohibiting the use of breechloaders we inherited from the monarchy have been effective, from what I've seen."


title: Kim Kitsuragi: ""Some new RCM recruits get impatien..."
sequence: 0
dialoguetext:
"Some new RCM recruits get impatient with their muzzleloaders once they've trained with military-grade weapons, but they realize it's worth it, in the end."


title: Kim Kitsuragi: ""Imagine if everyone -- cops, citiz..."
sequence: 0
dialoguetext:
"Imagine if everyone -- cops, citizens -- had access to firearms that could shoot multiple rounds without pausing to reload. After the first shot, the second, third, and so on -- come much easier."


title: Kim Kitsuragi: ""Doesn't seem *that* likely, but we..."
sequence: 0
userscript: XPTinySetBool("XP.bullet_finding_gun_itself")--[[ Variable[ ]]
dialoguetext:
"Doesn't seem *that* likely, but we'll check out all possible leads. Next step -- finding the gun itself."


title: Hand/Eye Coordination: "Incidentally, you have just such a..."
sequence: 0
userscript: XPPicoSetBool("XP.bullet_rifle_from_doomed")--[[ Variable[ ]]
dialoguetext:
Incidentally, you have just such a rifle with you. The dusty old thing you found hidden in the basement below the commercial area. It's unusable, sadly. If it were, the bullet would *probably* fit the chamber.


title: Kim Kitsuragi: ""Even the RCM uses ordinary unjacke..."
sequence: 0
dialoguetext:
"Even the RCM uses ordinary unjacketed conical bullets. This is... strange. Very strange. I like this, officer. Strange means unique. Unique means incriminating. We need to find the gun that shot it."

userscript:
SetVariableValue("tc.rcm_unjacketed", true) ; XPPicoSetBool("XP.bullet_rcm_unjacketed")--[[ Variable[ ]]


title: Kim Kitsuragi: ""A jacketed bullet. Okay... It woul..."
sequence: 0
dialoguetext:
"A jacketed bullet. Okay... It would have been shot from a military-grade breech-loading rifle, not from a muzzleloader like those typically found on the streets of Martinaise."

userscript:
FinishTask("TASK.ballistics_analysis_done"); GainTask("TASK.advanced_ballistics_analysis")--[[ Variable[ ]]


title: Inland Empire: "Beside his orderly handwriting, the..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_inland_remind", true) --[[ Variable[ ]]
dialoguetext:
Beside his orderly handwriting, the bullet looks especially sad. Like a tiny, shrivelled head of cauliflower.


title: Horrific Necktie: "Yeah, what are you, *crazy*? Bullet..."
sequence: 0
dialoguetext:
Yeah, what are you, *crazy*? Bullets can't talk. They don't have emotions. A bullet can't keep you company.


title: Fractured Bullet: "That sounds like something a police..."
sequence: 0
userscript: GainTask("TASK.find_murder_weapon"); GainTask("TASK.ballistics_analysis")--[[ Variable[ ]]
dialoguetext:
That sounds like something a police detective would do. First you should to learn all you can about this little guy!


title: Visual Calculus: "Then find the gun that shot it, and..."
sequence: 0
dialoguetext:
Then find the gun that shot it, and the person who that gun belongs to -- he used it to kill your victim. Neato!


title: Esprit de Corps: "Far away, Lieutenant Kitsuragi is f..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_kim_not_present_for_analysis", true) --[[ Variable[ ]]
dialoguetext:
Far away, Lieutenant Kitsuragi is flipping through stations in his Kineema. He is not here examining the bullet with you. He should be... he would find this very intriguing. Mention it to him, later when he's here.


title: Interfacing: "A jacketed bullet... which would ha..."
sequence: 0
dialoguetext:
A jacketed bullet... which would have been shot from a military-grade breech-loading rifle, not from a muzzleloader like those typically found on the streets of Martinaise.

userscript:
FinishTask("TASK.ballistics_analysis_done"); GainTask("TASK.advanced_ballistics_analysis")--[[ Variable[ ]]


title: Inland Empire: "Something tells you that won't be a..."
sequence: 0
dialoguetext:
Something tells you that won't be any time soon. This'll have to be one of those epic tasks that's open for a while...


title: Hand/Eye Coordination: "Antiques enthusiasts, guerrilla fig..."
sequence: 0
userscript: SetVariableValue("inventory.fractured_encyc_who", true) --[[ Variable[ ]]
dialoguetext:
Antiques enthusiasts, guerrilla fighters in distant countries, a few lucky Jamrock bangers. You're looking for a well-preserved antique, most likely.


title: Encyclopedia: "Prohibiting peacetime law-enforceme..."
sequence: 0
dialoguetext:
Prohibiting peacetime law-enforcement to front loaded rifles is a policy enforced by the Moralist International in all the nations of the Reál Belt.


title: Fractured Bullet: "Very interesting. You have an unusu..."
sequence: 0
userscript: XPPicoSetBool("XP.bullet_rcm_unjacketed")--[[ Variable[ ]]
dialoguetext:
Very interesting. You have an unusual, military-grade bullet in your hand. Now all you need is to find a gun that could fire it.


title: Encyclopedia: "Highly unusual. The people of Revac..."
sequence: 0
dialoguetext:
Highly unusual. The people of Revachol haven't carried breech-loading weapons like this for nearly half a century.


title: Kim Kitsuragi: ""I thought we decided to leave it t..."
sequence: 0
dialoguetext:
"I thought we decided to leave it to Processing." The lieutenant shakes his head. "Let's not turn this into some kind of circus."

userscript:
SetVariableValue("yard.hanged_tried_to_remove_boots_once", true) ; SetVariableValue("yard.hanged_tried_removing_boots", true) --[[ Variable[ ]]


title: The Hanged Man: "It's not completely useless. You're..."
sequence: 0
userscript: SetVariableValue("yard.hanged_boots_right", true) --[[ Variable[ ]]
dialoguetext:
It's not completely useless. You're able to reveal a little more of the putrid polymer sock beneath the boot.


title: The Hanged Man: "It's heavier than you'd think. You'..."
sequence: 0
dialoguetext:
It's heavier than you'd think. You're forced to drop it back down immediately. The corpse lands on the ground with a nauseating thud, looking even sadder than before.


title: The Hanged Man: "This is the right method. It takes..."
sequence: LuaRun(SetAreaState("HANGED_MAN_BOOTS", "taken"));
dialoguetext:
This is the right method. It takes some time, but eventually the boots come off -- with nasty slices of polymer sock stuck to even bigger pieces of skin and rotting flesh.

userscript:
GainItem("hanged_boots_raw"); SetVariableValue("yard.hanged_boots_removed", true) ; FinishTask("TASK.get_the_boots_off_the_hanged_mans_feet_done")--[[ Variable[ ]]


title: The Hanged Man: "The legs look like they've been cla..."
sequence: 0
userscript: GainTask("TASK.boil_the_boots")--[[ Variable[ ]]
dialoguetext:
The legs look like they've been clawed at by wild animals. As for the boots -- you can't possibly do anything with them until you have cleaned and *disinfected* them thoroughly.


title: The Hanged Man: "It feels like the leg is going to c..."
sequence: 0
userscript: SetVariableValue("yard.hanged_boots_left", true) --[[ Variable[ ]]
dialoguetext:
It feels like the leg is going to come off along with the boot, but you are able to get the boot to move a centimetre or two.


title: Ice Bear Fridge: "Whatever you're planning to do, you..."
sequence: 0
dialoguetext:
Whatever you're planning to do, you need to do it before you catch pneumonia in the cold draft coming from deep inside the fridge.


title: The Hanged Man: "Not good. Let's pin this on the bea..."
sequence: 0
userscript: GainTask("TASK.boil_the_boots")--[[ Variable[ ]]
dialoguetext:
Not good. Let's pin this on the bear -- the ice bear tore up his legs with its claws. As for the boots -- you can't possibly do anything with them until you have cleaned and *disinfected* them thoroughly.


title: The Hanged Man: "Before you can grab hold of the boo..."
sequence: 0
dialoguetext:
Before you can grab hold of the boot, you hear a voice coming out of the dead man's mouth. It's the voice of Lieutenant Kim Kitsuragi, telling you to stop whatever you're doing.

userscript:
SetVariableValue("yard.hanged_tried_to_remove_boots_once", true) ; SetVariableValue("yard.hanged_tried_removing_boots", true) --[[ Variable[ ]]


title: The Hanged Man: "You're sabotaging the crime scene,..."
sequence: 0
dialoguetext:
You're sabotaging the crime scene, and yet you haven't even finished the field autopsy. Come back later when you're done with the investigation.


title: Empathy: "See? The corpse doesn't care if you..."
sequence: 0
dialoguetext:
See? The corpse doesn't care if you try to take his boots. He doesn't need them. He's probably *glad* to get rid of them.


title: The Hanged Man: "He's too heavy to move by yourself..."
sequence: 0
dialoguetext:
He's too heavy to move by yourself -- a great mass of dead muscles, with hoarfrost covering his milky eyes.


title: Photo of Tattoos: "An intricate web of blue lines stre..."
sequence: 0
userscript: ShowDialogueImage("photo_hanged")
dialoguetext:
An intricate web of blue lines stretches across the torso of the hanged man, from the right shoulder to the solar plexus. Each time the lines intersect, a small white star is formed in their crossing. Hundreds of fading asterisks riddle his skin; their concentration is highest around his heart.


title: Photo of Tattoos: "It almost looks like the electronic..."
sequence: 0
dialoguetext:
It almost looks like the electronic patterns inside a radiocomputer or an old filament memory, but not quite.


title: Photo of Tattoos: "It could be anything... religious s..."
sequence: 0
dialoguetext:
It could be anything... religious symbols, a road map. It could even be purely decorative. Who knows?


title: You: "Just nod. [Leave.]"
dialoguetext: Just nod. [Leave.]
sequence:
AudioPlay(plaza/coupris_kineema/kineema_doorclose,0.5)@0.3;TravelTo(Tequila Sunset, WakeUpWalkLoc);MusicPriorityReset();


title: Volition: "There really *is* no use arguing wi..."
sequence: 0
dialoguetext:
There really *is* no use arguing with him. This is him exerting the reserves of authority he usually withholds. You can't even try to resist. All you can do is...


title: Volition: "There really *is* no use arguing wi..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_volition_kim_order_difficult", true) --[[ Variable[ ]]
dialoguetext:
There really *is* no use arguing with him. This is him exerting the reserves of authority he usually withholds.


title: Kim Kitsuragi: ""Suit yourself." He caps the canist..."
sequence: 0
dialoguetext:
"Suit yourself." He caps the canister, uninterested in your petulance. With his brow furrowed he asks:


title: Coupris Kineema: "The water is cold, silvery -- the..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
The water is cold, silvery  -- the stuff of *life itself* as it pours down your parched throat. The pounding in your head recedes, the darkness parts.


title: Kim Kitsuragi: ""Drink." He tilts the canister. "Yo..."
sequence: 0
dialoguetext:
"Drink." He tilts the canister. "You haven't drunk water in two days. Did you know the human body is not made to survive on alcohol *alone*? You need a secondary form of hydration."


title: You: ""You know, in the Franconigerian ce..."
sequence: 0
conditionstring: Variable["inventory.ledger_rhet_beer_cider_water"]
dialoguetext:
"You know, in the Franconigerian centuries, the quality of water was so bad it was sometimes more hygienic to drink beer."


title: Kim Kitsuragi: ""But these are not the *Franconiger..."
sequence: 0
dialoguetext:
"But these are not the *Franconigerian centuries*. We are in the present. It is safe to sometimes drink water here." He hands you the canister.


title: Coupris Kineema: "With greedy gulps, you down half a..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
With greedy gulps, you down half a litre of cold water. Some of it spills on the driver's seat -- the lieutenant pays no heed to it.


title: Kim Kitsuragi: ""You were reading your paperwork. T..."
sequence: 0
dialoguetext:
"You were reading your paperwork. Then you passed out. I carried you to my Kineema... to take you to a hospital. Then you came to."


title: Kim Kitsuragi: ""There was a call on the shortwave:..."
sequence: 0
dialoguetext:
"There was a call on the shortwave: officer passed out in Martinaise." He furrows his brow. "I had a feeling it would be you. I'm glad I got here in time."


title: Ancient Reptilian Brain: "Well, *almost* nothing. There is th..."
dialoguetext:
Well, *almost* nothing. There is the ground below you. That's still there. And the small light that's on -- fluttering -- somewhere in the Basal Ganglia.


title: Limbic System: "Because it's always there."
dialoguetext: Because it's always there.
userscript:
GainThought("white_mourning"); SetVariableValue("inventory.ledger_white_mourning", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""I don't know. It could have been q..."
sequence: 0
dialoguetext:
"I don't know. It could have been quite a while." He looks you in the eye, as if inspecting your mental state.


title: Ancient Reptilian Brain: "You think they would let you -- unt..."
dialoguetext:
You think they would let you -- until you disintegrate into biomolecules? No, someone is breathing on your face now, inspecting your pupils. Stupid idiot.


title: Ancient Reptilian Brain: "There is no Voyager Road. There are..."
dialoguetext:
There is no Voyager Road. There are no roads. No houses. No lights in the windows. It's all on *pause*.


title: Limbic System: "Ah, yes. And in the olfactory syste..."
dialoguetext:
Ah, yes. And in the olfactory system they call it The Apricot Chewing Gum Scented One. It's unhealthy of them to linger on it so. But -- as they say -- what do you do?


title: Kim Kitsuragi: ""I found this next to you." He paus..."
sequence: 0
dialoguetext:
"I found this next to you." He pauses. "I'll tag along for the rest of the day if you don't mind. My business is concluded anyway. Are you okay to go?"


title: Limbic System: "Your name is *Passed Out on the Gro..."
dialoguetext:
Your name is *Passed Out on the Ground*. Dragged around by one of the other evil apes. They're taking you somewhere...


title: Limbic System: "...a bitter, caustic sense of loss..."
dialoguetext:
...a bitter, caustic sense of loss remains. Even in the darkness, great sorrows slip in the water -- slimy.


title: Rhetoric: "He replies with such understanding..."
sequence: 0
dialoguetext:
He replies with such understanding it's as if the burnt out ruins of the past were an occupational hazard -- athlete's foot for cops.


title: Coupris Kineema: "In the upholstered cabin of Lieuten..."
sequence: 0
dialoguetext:
In the upholstered cabin of Lieutenant Kitsuragi's motor carriage, seated in the driver's basket. The air is thick with leatherworks and heavy fuel oil. Cold water runs down your chin.


title: Limbic System: "He speaks of the *sickening* longin..."
dialoguetext:
He speaks of the *sickening* longing, the unwell emotion. Even in the darkness he's grasping for it, still trying to hold on to the great sorrows slipping in the water -- slimy.


title: Kim Kitsuragi: ""That's just a drug addict myth. In..."
sequence: 0
dialoguetext:
"That's just a drug addict myth. In reality you're still comprised of dihydrogen oxide, which you must replenish to go on living."


title: Coupris Kineema: "Glowing lights on a dashboard emerg..."
dialoguetext: Glowing lights on a dashboard emerge out of nothingness.
sequence:
SemiBlack(false,5);BanishHUD(false)@3;PostFX(ledgerwakeup, true);MusicPlay(silence,100);AmbientVolume(1, 20);


title: Tutorial Agent: "The Ledger of Failure and Hatred is..."
sequence: 0
dialoguetext:
The Ledger of Failure and Hatred is a special item that can be used both as an INTERACTABLE and a TOOL equipped in your HELD slot for skill bonuses. Find it under the TOOLS tab in your INVENTORY.


title: The Hanged Man: "The rotting man lies on his side wi..."
sequence: 0
dialoguetext:
The rotting man lies on his side with his eyes looking straight through you. The belt is still around his neck, his body is supine and open to intrusion by autopsy.


title: Kim Kitsuragi: ""Come on, officer." He pulls on a p..."
sequence: AudioPlay(Yard/hanged_man_autopsy/latex-gloves-02,1)
dialoguetext:
"Come on, officer." He pulls on a pair of  latex gloves. "You know what a field autopsy is. You've done a hundred of them."


title: Kim Kitsuragi: ""Fine," the lieutenant sighs. "It's..."
sequence: 0
dialoguetext:
"Fine," the lieutenant sighs. "It's a three-part form to be filled out on the scene, by the detectives responsible. One takes notes, the other dictates. The goal is to establish cause of death."


title: Kim Kitsuragi: ""Let's not go *glove-hunting*, plea..."
sequence: 0
userscript: GainTask("TASK.get_gloves")--[[ Variable[ ]]
dialoguetext:
"Let's not go *glove-hunting*, please. Let's use division of labour -- I perform the anatomical side, while you take notes."


title: Volition: "You're being *handled*. If you resi..."
sequence: 0
dialoguetext:
You're being *handled*. If you resist now he will turn on his heavy duty authority mode. You'll get your chance to dig in -- later.


title: Kim Kitsuragi: ""In your paperwork, officer. Just f..."
sequence: 0
dialoguetext:
"In your paperwork, officer. Just fill out the field autopsy form." He sighs, already expecting the answer.


title: Kim Kitsuragi: ""There truly is a time for everythi..."
sequence: 0
dialoguetext:
"There truly is a time for everything -- even for yellow gardening gloves." He nods approvingly. "However, they are lacking hygienically. I suggest you *get in there* in limited capacity."


title: Kim Kitsuragi: ""I mean when I need you to. Until t..."
sequence: 0
dialoguetext:
"I mean when I need you to. Until then -- I should handle physical contact and you should take notes."


title: Kim Kitsuragi: ""I'll ask you when I need you to. F..."
sequence: 0
dialoguetext:
"I'll ask you when I need you to. For the most part, maybe I should handle the contact and you take notes?"


title: You: ""Where should I take these notes? I..."
dialoguetext: "Where should I take these notes? In my paperwork?" (Take out your ledger.)
sequence: 0
conditionstring:
Variable["TASK.find_your_paperwork_done"] == true  and  Variable["inventory.ledger_forms_inspected"] == false


title: Kim Kitsuragi: ""Yes, you see..." He points to the..."
sequence: 0
dialoguetext:
"Yes, you see..." He points to the bright red pages at the end. "The field autopsy form is the one on red copier paper."

userscript:
SetVariableValue("yard.hanged_autopsy_form_ready", true) ; XPPicoSetBool("XP.hangman_autopsy_form")--[[ Variable[ ]]


title: Kim Kitsuragi: ""I can give you my paperwork -- the..."
sequence: 0
dialoguetext:
"I can give you my paperwork -- there's an autopsy form there. Several actually. But *only* if it helps move things along."


title: Inland Empire: "As you say the words you find yours..."
sequence: 0
userscript: SetVariableValue("yard.hanged_inland_trash_container_hint", true) --[[ Variable[ ]]
dialoguetext:
As you say the words you find yourself peering from the corner of your eye... to where? To the West!


title: Inland Empire: "As the words leave your mouth -- th..."
sequence: 0
dialoguetext:
As the words leave your mouth -- there it is again! That strange feeling, like there's something *in* there...


title: Inland Empire: "Good call! Never mind that *old tra..."
sequence: 0
dialoguetext:
Good call! Never mind that *old trash container* lurching in the corner of this yard, full of  old news...


title: Kim Kitsuragi: ""I guess you've got to start findin..."
sequence: 0
dialoguetext:
"I guess you've got to start finding at least *some* of the things you've lost, before they hurt someone..." He sighs.

userscript:
GainTask("TASK.find_your_paperwork"); SetVariableValue("yard.need_paperwork_for_autopsy", true) --[[ Variable[ ]]


title: You: "Open your ledger at the field autop..."
dialoguetext: Open your ledger at the field autopsy form.
sequence: 0
conditionstring:
IsKimHere()  and  (Variable["yard.hanged_autopsy_form_ready"] == true  or  (Variable["yard.need_paperwork_for_autopsy"]  and  Variable["TASK.find_your_paperwork_done"]))  and  Variable["yard.hanged_autopsy_ain_hub_reached"] == false


title: You: ""We just fill this in, right?" (Sho..."
dialoguetext: "We just fill this in, right?" (Show him the red *field autopsy form* in your ledger.)
sequence: 0
conditionstring:
Variable["TASK.find_your_paperwork_done"] == true  and  Variable["inventory.ledger_forms_inspected"] == true


title: Kim Kitsuragi: ""That's right," he nods."
dialoguetext: "That's right," he nods.
sequence: 0
userscript:
ReputationGrows("kim"); SetVariableValue("yard.hanged_autopsy_form_ready", true) ; XPPicoSetBool("XP.hangman_autopsy_form")--[[ Variable[ ]]


title: The Hanged Man: "The corpse cannot feel Kim's hand o..."
sequence: 0
dialoguetext:
The corpse cannot feel Kim's hand on his chest. It no longer meaningfully interacts with its surroundings. A thicket of boxes and lists on red copier paper tries to answer *why*:


title: You: "Open the notebook at the field auto..."
dialoguetext: Open the notebook at the field autopsy form.
sequence: 0
conditionstring:
IsKimHere()  and  CheckItem("lieutenants_notebook")  and  Variable["yard.hanged_autopsy_ain_hub_reached"] == false


title: You: ""1. External examination -- summary.""
dialoguetext: "1. External examination -- summary."
sequence: 0
conditionstring:
Variable["yard.hanged_autopsy_ain_hub_reached"] == true  and  (Variable["yard.hanged_backed_off_from_getting_chaincutters"]  and  CheckItem("chaincutters")) == false  and  IsKimHere()  and  Variable["yard.hanged_external_summary_done"] == false


title: You: ""2. Internal examination -- summary.""
dialoguetext: "2. Internal examination -- summary."
sequence: 0
conditionstring:
IsKimHere()  and   Variable["yard.hanged_autopsy_ain_hub_reached"] == true  and  Variable["yard.hanged_autopsy_reached_exterior_hub"] == false  and  Variable["yard.hanged_autopsy_internal_finished"] == false


title: You: ""3. Description of injuries -- summ..."
dialoguetext: "3. Description of injuries -- summary."
sequence: 0
conditionstring:
Variable["TASK.perform_field_autopsy_done"] == false  and  IsKimHere()  and  ((Variable["yard.hanged_autopsy_ain_hub_reached"] == true  and  (Variable["yard.hanged_injury_hub_both_first"] == true  and  Variable["yard.hanged_wounds_ligature"] == true  and  Variable["yard.hanged_wounds_ligature_hyoid"] == true) == false)  or  Variable["yard.hanged_injury_hub_reached"])


title: The Hanged Man: "The corpse does not object, he lies..."
sequence: 0
dialoguetext:
The corpse does not object, he lies slumped to the side stinking. The ground underneath him is saturated in purge liquids.


title: Esprit de Corps: "You stand there with the ledger ope..."
sequence: 0
dialoguetext:
You stand there with the ledger open like a lonesome idiot, realizing you have no idea how to conduct an autopsy without the lieutenant, who is out there doing something immeasurably serious.


title: The Hanged Man: "The dead man stares in silence as y..."
sequence: 0
dialoguetext:
The dead man stares in silence as you crack open the ledger. The bright red paper is covered in boxes and lists -- describing the condition of his skin and organs in three parts.


title: You: ""Only the first question and alread..."
dialoguetext: "Only the first question and already I don't know the answer!"
sequence: 0
conditionstring:
Variable["tc.raphael_ambrosius_costeau"] == false  and  Variable["tc.initials"] == false  and  Variable["tc.harry"] == false  and  Variable["tc.tequila_sunset"] == false  and  Variable["tc.name_full_harrier"] == false


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.kim_intro_told_memory_trouble"]  or  Variable["whirling.kim_main_whined_about_memory"]


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

conditionstring:
(Variable["whirling.kim_intro_told_memory_trouble"]  or  Variable["whirling.kim_main_whined_about_memory"]) == false


title: Logic: "KK = Kim Kitsuragi; 57 = Precinct 5..."
sequence: 0
userscript: SetVariableValue("yard.hanged_logic_alphanumeric_kim", true) --[[ Variable[ ]]
dialoguetext:
KK = Kim Kitsuragi; 57 = Precinct 57; followed by his date (08.03) and time of arrival (08:15) on the scene. He's indexed the case after himself, not you.


dialoguetext: 0
sequence: Continue()
title:
Variable["tc.name_full_harrier"]  or  Variable["tc.initials"]  and  Variable["yard.hanged_logic_alphanumeric_kim"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.name_full_harrier"]  or  Variable["tc.initials"]  and  Variable["yard.hanged_logic_alphanumeric_kim"])

conditionstring:
(Variable["tc.name_full_harrier"]  or  Variable["tc.initials"]  and  Variable["yard.hanged_logic_alphanumeric_kim"]) == false


title: Encyclopedia: "Fair to olive skinned, from the iso..."
sequence: 0
dialoguetext:
Fair to olive skinned, from the isola of Mundi. This is as vague as it gets. You might as well say: white-ish.


title: The Hanged Man: "The pudgy mess looks neither *Mondi..."
sequence: 0
dialoguetext:
The pudgy mess looks neither *Mondial* nor *Occidental*. It doesn't even look human. The next line says:


title: Kim Kitsuragi: ""What else?" He looks over your sho..."
sequence: 0
dialoguetext:
"What else?" He looks over your shoulder. "*9. Body identified by* is non-applicable. *10. Case number* is the same as the coroner's case."


title: Authority: "How did you not know that?! Aren't..."
sequence: 0
dialoguetext:
How did you not know that?! Aren't you a *cop*? You're leaving a weak impression here, say something sure handed!


title: Kim Kitsuragi: ""Then again -- the right lividity i..."
sequence: 0
dialoguetext:
"Then again -- the right lividity is easy to produce, if you know what you're doing." He places his hand on the dead man's chest, as if in preparation...


title: Kim Kitsuragi: ""They'd *have* to have incapacitate..."
sequence: 0
dialoguetext:
"They'd *have* to have incapacitated and carried him over -- this man was more than a match for untrained dockworkers." He places his hand on the dead man's chest, as if in preparation...


title: Encyclopedia: "As you read it you think: that leav..."
sequence: 0
userscript: SetVariableValue("yard.hanged_encyclopedia_racial_profiler", true) --[[ Variable[ ]]
dialoguetext:
As you read it you think: that leaves out dark haired Mesque, Sao, Saramirizian, Kedreatic.... Lighter skinned Occidental means this man could be... Vespertine? Oranjese? Messinian. Those three are on the table.


title: Inland Empire: "Also of note -- your unconscious ra..."
sequence: 0
userscript: SetVariableValue("yard.hanged_racial_prof_not_messinian", true) --[[ Variable[ ]]
dialoguetext:
Also of note -- your unconscious racial profiling machine ruled out Messinian before. Despite all the *copporoonies* and *cobos*. That leaves Vespertine or Oranjese. Continue.


title: Kim Kitsuragi: "A silent nod. The lieutenant places..."
sequence: 0
dialoguetext:
A silent nod. The lieutenant places his gloved hand on the corpse's chest -- as if in preparation...


title: Composure: "Your central nervous system recogni..."
sequence: 0
userscript: SetVariableValue("yard.hanged_composure_stations", true) --[[ Variable[ ]]
dialoguetext:
Your central nervous system recognizes this gesture. It's the *Stations of the Breath* -- ecclesiastic, religious in nature. A holdout from Pre-Dolorian burial rites. It takes him two seconds to perform, then...


title: Esprit de Corps: "Somewhere in Jamrock North, a small..."
sequence: 0
userscript: SetVariableValue("yard.hanged_esprit_stations", true) --[[ Variable[ ]]
dialoguetext:
Somewhere in Jamrock North, a small wood shed behind Rozenkrantz Row, Lieutenant Nick Feuerbach puts his hand to the chest of a small corpse, no larger than a monkey. It's raining outside, light drizzle. There is darkness in the shed.


title: Esprit de Corps: "Elsewhere yet, an obese female sits..."
sequence: 0
dialoguetext:
Elsewhere yet, an obese female sits in a wicker chair, her silhouette ball-like against the window. Outside: Grand Couron. The day is turning dim for Sergeant Mack Torson. Hand extended, he approaches. To make sure she *is* dead, more than anything else...


title: Esprit de Corps: "...and so all across Jamrock, Coal..."
sequence: 0
dialoguetext:
...and so all across Jamrock, Coal City, G.R.I.H. Forty two deceased persons found today -- forty two Stations of Breath.


title: Shivers: "The building is tall, seven stories..."
sequence: 0
dialoguetext:
The building is tall, seven stories wind-wrapped in solitude; most of the apartments are unoccupied. This was a suicide. The other an accident -- the small one.


title: The Hanged Man: "The corpse lays slouched to the sid..."
sequence: 0
dialoguetext:
The corpse lays slouched to the side, oblivious to its surroundings. The field autopsy form describes his state in three parts:


title: Kim Kitsuragi: ""Clothes," he begins. "The deceased..."
sequence: 0
dialoguetext:
"Clothes," he begins. "The deceased wears armoured boots and white briefs. The make of the briefs is Babroudine I think. Let's see..." He turns the body onto its side to check the underwear label.


title: Kim Kitsuragi: ""The boots are ceramic, vitreous en..."
sequence: 0
dialoguetext:
"The boots are ceramic, vitreous enamel. They're fused to his skin from blood flowing downward postmortem. Removal of the boots is left for Processing."


title: Drama: "It would be *clever* of you to omit..."
sequence: 0
userscript: SetVariableValue("yard.hanged_drama_omit_boots", true) --[[ Variable[ ]]
dialoguetext:
It would be *clever* of you to omit the boots altogether, sire. If you are to *keep* them for yourself -- as you ought to. You have deserved them more than anyone else!


title: Kim Kitsuragi: ""Note. The boot has a hidden serial..."
sequence: 0
dialoguetext:
"Note. The boot has a hidden serial number on it." He crouches, twisting the dead man's foot: "It's E50.100.1000..."


title: Kim Kitsuragi: ""The boot has a serial number." He..."
sequence: 0
dialoguetext:
"The boot has a serial number." He twists the dead man's foot: "It's E50.100.1000. The lines between the plates are in the shape of the alphanumerical. The number is purposefully concealed by the design."


title: Kim Kitsuragi: ""Which the assistant detective *ine..."
sequence: 0
dialoguetext:
"Which the assistant detective *inexplicably* reported to me as X5415- something. Why was that, assistant detective?"


title: You: ""It *doesn't* say XBL47GH7456990JKL..."
sequence: 0
dialoguetext:
"It *doesn't* say XBL47GH7456990JKLL303... (continue making up random numbers and letters)?! But lieutenant, this is impossible!"


title: Kim Kitsuragi: ""Yes -- and now this happened. I am..."
sequence: 0
dialoguetext:
"Yes -- and now this happened. I am perplexed. Officer, please write down the right serial number: E50.100.1000."


title: Kim Kitsuragi: ""I fail to see *any* humour in it...."
sequence: 0
dialoguetext:
"I fail to see *any* humour in it. Officer, please write down the right serial number: E50.100.1000."


title: Kim Kitsuragi: ""That's wonderful, officer. My opin..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"That's wonderful, officer. My opinion of you has lowered. Go ahead, write down a stupid nonsensical number in the autopsy form too -- instead of E50.100.1000."


title: Kim Kitsuragi: ""It's quite possible. You lied to m..."
sequence: 0
dialoguetext:
"It's quite possible. You lied to me for no good reason. Please write down the right serial number: E50.100.1000."


title: Kim Kitsuragi: ""The assistant has a colour photogr..."
sequence: 0
dialoguetext:
"The assistant has a colour photograph of the markings -- to be added to the case files as document A1. The photo is taken on the scene, using a Trigat Mini."


title: Kim Kitsuragi: ""The upper torso is covered in a si..."
sequence: 0
dialoguetext:
"The upper torso is covered in a single tattoo, beginning on the right shoulder and reaching around the heart. The shape is abstract. The ink is blue and white."


title: Kim Kitsuragi: ""Document A1. The detectives have t..."
sequence: 0
dialoguetext:
"Document A1. The detectives have taken a colour photograph of the markings. Photograph was produced on scene."


title: Kim Kitsuragi: ""The deceased has a steel reinforce..."
sequence: 0
dialoguetext:
"The deceased has a steel reinforced cargo belt around his neck, tied with a hangman's knot. Colour -- yellow; length -- three metres. There is a buckle on the other end."


title: Kim Kitsuragi: "He produces a measuring tape: "Well..."
sequence: 0
dialoguetext:
He produces a measuring tape: "Well nourished, athletically built measuring 1.80 metres. Generally consistent with age 42. Preservation is good, ambient temperature below freezing."


title: Physical Instrument: "The spine is bent more than the lie..."
sequence: 0
userscript: SetVariableValue("yard.hanged_viscal_height_one_eighty_five", true) --[[ Variable[ ]]
dialoguetext:
The spine is bent more than the lieutenant compensated for. This buster's actual height is about 1.85. And no, you could not take him *straight on*.


title: Kim Kitsuragi: ""Body hair is light brown, distribu..."
sequence: 0
dialoguetext:
"Body hair is light brown, distribution is consistent with age." He kneels in to get a better look: "The deceased had male pattern baldness. Hair is combed back, short."


title: The Hanged Man: "His hair feels wet, soaked with rai..."
sequence: 0
dialoguetext:
His hair feels wet, soaked with rain, cold to touch. Not that different from a living person -- after a swim.


title: The Hanged Man: "The stench is suffocating. Strands..."
sequence: 0
dialoguetext:
The stench is suffocating. Strands of dark brown hair start sticking to the latex of the glove -- like thread off a rag doll's head.


title: The Hanged Man: "The stench is suffocating. Strands..."
sequence: 0
dialoguetext:
The stench is suffocating. Strands of dark brown hair start sticking to your hand, like thread off a rag doll's head.


title: The Hanged Man: "More hair sticks to the glove -- ha..."
sequence: 0
dialoguetext:
More hair sticks to the glove -- hair off the rain soaked head of a dead man. There are bumps and dips on the skull below. An alien landscape.


title: The Hanged Man: "More hair sticks to your hand -- ha..."
sequence: 0
dialoguetext:
More hair sticks to your hand -- hair off the rain soaked head of a dead man. There are bumps and dips on the skull. An alien landscape.


title: Kim Kitsuragi: ""Khm," he coughs. "Lividity is cons..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_bitemarks_and_contusions", true) --[[ Variable[ ]]
dialoguetext:
"Khm," he coughs. "Lividity is consistent with *hanging*. The head is congested. Contusions are present on the head, chest, and thighs -- consistent with stones thrown; low velocity..."


title: Cuno: ""Fucking *low* velocity!?" The kid..."
sequence: 0
dialoguetext:
"Fucking *low* velocity!?" The kid explodes. "You think Cuno doesn't know what you're talkin' bout? Velocity was FUCKING MAX!"


title: Kim Kitsuragi: "The lieutenant pays no heed. "In ad..."
sequence: 0
dialoguetext:
The lieutenant pays no heed. "In addition, there are bitemarks on the face, scalp, and chest. Consistent with predation."


title: Kim Kitsuragi: ""The steel wiring..." he concedes -..."
sequence: 0
dialoguetext:
"The steel wiring..." he concedes -- breathless, "there's too much of it. We *need* to remove the belt so we can get to the ligature mark."


title: Kim Kitsuragi: ""Ligature mark..." The lieutenant p..."
sequence: 0
dialoguetext:
"Ligature mark..." The lieutenant produces a small folding knife. With the other hand pulling on the belt, he starts cutting into the polyester. The stench is horrid. After a while, it's obvious the material cannot be cut.


title: Kim Kitsuragi: ""It's no use. We should get *chainc..."
sequence: 0
userscript: GainTask("TASK.cut_the_belt")--[[ Variable[ ]]
dialoguetext:
"It's no use. We should get *chaincutters* -- you can try with them. I have a pair in the toolbox of my Kineema."


title: Kim Kitsuragi: ""We need to cut the belt to see the..."
sequence: 0
dialoguetext:
"We need to cut the belt to see the ligature mark below. Carefully -- with as much *precision* as you can."


title: Physical Instrument: "After some deliberation you sink th..."
sequence: 0
userscript: SetVariableValue("yard.hanged_belt_cut", true) --[[ Variable[ ]]
dialoguetext:
After some deliberation you sink the cutters into the knot tying the belt together. You squeeze the rubber handles together, sweat forming on your brow...


title: Physical Instrument: "You jam the cutters right under the..."
sequence: 0
dialoguetext:
You jam the cutters right under the knot -- that seems like a smart idea. Yeah, *somewhere there*. Already they're buried deep in the man's flesh. Then you rotate them to get a better hold. Then...

userscript:
SetVariableValue("yard.hanged_belt_cut", true) ; SetVariableValue("yard.hanged_wound_chaincutters", true) --[[ Variable[ ]]


title: The Hanged Man: "The belt is equally tight around th..."
sequence: 0
dialoguetext:
The belt is equally tight around the whole circumference of his neck, swelling over the edges like white bread, rising from the yeast.


title: Visual Calculus: "Would it be a good idea to cut the..."
sequence: 0
userscript: SetVariableValue("yard.hanged_chaincutters_viscal", true) --[[ Variable[ ]]
dialoguetext:
Would it be a good idea to cut the knot, instead of the belt? Seems the more *conservative* approach...


title: Interfacing: "The knot is the weak spot. The chai..."
sequence: 0
userscript: SetVariableValue("yard.hanged_chaincutters_interfacing", true) --[[ Variable[ ]]
dialoguetext:
The knot is the weak spot. The chaincutters fit in there. Steady now, like a flower arranger -- two cuts and it should come loose.


title: Volition: "Concentrate on the belt, not on who..."
sequence: 0
userscript: SetVariableValue("yard.hanged_chaincutters_arguing_with_cuno", false) --[[ Variable[ ]]
dialoguetext:
Concentrate on the belt, not on who is  whose pig. There is no pig. There are only the chaincutters -- and the belt.


title: The Hanged Man: "*Snap!* The knot is slashed. Anothe..."
sequence: AudioPlay(Yard/hanged_man_autopsy/cargobelt-cutting-01,1)
userscript: FinishTask("TASK.cut_the_belt_done"); XPPicoSetBool("XP.hangman_slash_knot")--[[ Variable[ ]]
dialoguetext:
*Snap!* The knot is slashed. Another cut and the belt falls apart like a flower bouquet, revealing the dead man's neck -- and the dark red ligature mark around it.


title: Kim Kitsuragi: ""I should have a go first -- I thin..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_took_chaincutters", true) --[[ Variable[ ]]
dialoguetext:
"I should have a go first -- I think I have a strategy." He steps in and takes the chaincutters from you.


title: Kim Kitsuragi: ""His head, yes -- you were about to..."
sequence: 0
dialoguetext:
"His head, yes -- you were about to cut off his head." He sinks the cutters into the knot, preparing to perform the cuts -- with his elbow to his knee for precision.


title: Kim Kitsuragi: "He sinks the cutters into the knot,..."
sequence: 0
dialoguetext:
He sinks the cutters into the knot, preparing to perform the cuts -- with his elbow to his knee for precision.


title: Kim Kitsuragi: ""The rope rises to a point, leaving..."
sequence: 0
dialoguetext:
"The rope rises to a point, leaving a *gap* in the ligature mark. The suspension point is in the back of the neck." The lieutenant has kneeled closer, running his finger along the dark red groove -- until there's a gap.


title: Kim Kitsuragi: ""Haemorrhaging is observed on the s..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_ligature", true) --[[ Variable[ ]]
dialoguetext:
"Haemorrhaging is observed on the skin above and below the ligature mark. The mark is well pronounced, consistent with a drop from 1 or 1.5 metres."


title: Kim Kitsuragi: ""Chest is intact." He presses down..."
sequence: 0
dialoguetext:
"Chest is intact." He presses down on it. "Normal contour. Abdomen is protuberant, pelvis intact. Genitalia..." He pulls down the man's underpants.


title: Empathy: "This is clearly what they've been w..."
sequence: 0
dialoguetext:
This is clearly what they've been waiting for. Ever since the autopsy began. The lieutenant is trying to make it as boring as possible.


title: The Hanged Man: "The dead man's penis is average-siz..."
sequence: 0
dialoguetext:
The dead man's penis is average-sized, congested from the downward collection of blood. The testicles are uneven in length, hanging underneath. The genitalia is greenish; marbling is present around the crotch.


title: Kim Kitsuragi: ""Ah, yes -- your hunch, before. We..."
sequence: 0
dialoguetext:
"Ah, yes -- your hunch, before. We can have a semen analysis requested -- from Processing -- if that's what you meant."


title: Kim Kitsuragi: ""Ah, yes -- your hunch, before." He..."
sequence: 0
dialoguetext:
"Ah, yes -- your hunch, before." He takes a moment to breathe. "We could have a semen analysis requested from Processing, but we're already requesting toxicology. There's a one test limit."


title: Kim Kitsuragi: ""No you weren't, officer -- that wo..."
sequence: 0
userscript: SetVariableValue("yard.hanged_processing_semen", true) --[[ Variable[ ]]
dialoguetext:
"No you weren't, officer -- that would be preposterous." He shakes his head. "Just write down that we request a semen, vaginal, and anal fluids analysis."


title: Kim Kitsuragi: "The lieutenant is unaware of what's..."
sequence: 0
dialoguetext:
The lieutenant is unaware of what's happening in your head and why you're touching it. He merely expects you to write down his notes on the man's genitalia so you can move on.


title: Kim Kitsuragi: "The lieutenant looks relieved. "Bac..."
sequence: 0
dialoguetext:
The lieutenant looks relieved. "Back is symmetrical and intact. Upper and lower extremities are intact -- but asymmetrical. There are old combat injuries on the right hand, thigh, and hip."


title: Kim Kitsuragi: ""Back is symmetrical and intact." H..."
sequence: 0
dialoguetext:
"Back is symmetrical and intact." He struggles to turn the corpse on his side. "Upper and lower extremities are intact, but asymmetrical. There are combat injuries on the right hand, thigh, and hip."


title: Pain Threshold: "Bullets have bitten little pieces o..."
sequence: 0
userscript: SetVariableValue("yard.hanged_pain_temple", true) --[[ Variable[ ]]
dialoguetext:
Bullets have bitten little pieces out of him. It must have been excruciating, especially the hip... Before you is a temple of pain that knew little tenderness in life.


title: Kim Kitsuragi: ""In addition, I see smaller, residu..."
sequence: 0
dialoguetext:
"In addition, I see smaller, residual scars -- too numerous to count, covering about 30% of his skin."


title: Kim Kitsuragi: ""Last item -- hands." He takes the..."
sequence: 0
dialoguetext:
"Last item -- hands." He takes the man's right hand in his, inspects it -- then moves on to the other hand...


title: Visual Calculus: "From wounds sustained over two, may..."
sequence: 0
userscript: SetVariableValue("yard.hanged_viscal_decades_of_scars", true) --[[ Variable[ ]]
dialoguetext:
From wounds sustained over two, maybe more decades. Dispersal and accumulation indicates long and active combat duty.


title: The Hanged Man: "The hand feels heavy, filled with d..."
sequence: 0
dialoguetext:
The hand feels heavy, filled with decay liquids. Like it's ready to explode, if squeezed hard enough. You're suddenly repulsed -- so much so you feel compelled to drop it.


title: The Hanged Man: "The hand is surprisingly heavy to l..."
sequence: 0
dialoguetext:
The hand is surprisingly heavy to lift, filled with decay liquids. Feels as though it could explode, if squeezed harder. You're suddenly repulsed -- so much so you feel compelled to drop it.


title: The Hanged Man: "I'm only fucking with you! I know w..."
sequence: 0
dialoguetext:
I'm only fucking with you! I know where you're from -- from Coppodocia! And your name is *Il Cobo*. What can I do you for, Il Cobo di Coppodocia?


title: The Hanged Man: "Do you need the assistance of priva..."
sequence: 0
dialoguetext:
Do you need the assistance of private security services? Cobo, I'm afraid even *we *can't protect you from what's after you... The Great Shadow.


title: The Hanged Man: "I did, Cobo, I did. Reminded me of..."
sequence: 0
dialoguetext:
I did, Cobo, I did. Reminded me of when I was just a small boy. Before *this* happened to my face and my body. You did me a kindness there.


title: Kim Kitsuragi: ""Hands are clean," the lieutenant c..."
sequence: 0
dialoguetext:
"Hands are clean," the lieutenant concludes. The dead man's fingers slip from your hand, cold and sausage-like. "No sign of injury from struggling."


title: Kim Kitsuragi: ""Hands are clean," the lieutenant s..."
sequence: 0
dialoguetext:
"Hands are clean," the lieutenant says as five cold, sausage-like fingers slip from your hand. "No sign of injury from struggling."


title: Kim Kitsuragi: ""Whooh..." He turns to the side to..."
sequence: 0
userscript: SetVariableValue("yard.hanged_summary_counter", Variable["yard.hanged_summary_counter"] +once(1))
dialoguetext:
"Whooh..." He turns to the side to breathe -- it's not enough. He buries his face in the sleeve of his jacket. You hear a muffled voice: "That's *all* for the external. Well done! What next?"


title: Kim Kitsuragi: ""I was. Maybe I'm just not seeing t..."
sequence: 0
userscript: SetVariableValue("yard.hanged_result_hands_not_tied", true) --[[ Variable[ ]]
dialoguetext:
"I was. Maybe I'm just not seeing them... Honestly, the stench is making it hard for me to think at the moment."


title: Empathy: "Working so close to the fumes comin..."
sequence: 0
dialoguetext:
Working so close to the fumes coming from the corpse must be hard. You realize suddenly that the lieutenant has been barely keeping it together these past two items.


title: The Hanged Man: "You *get* me Cobo. I feel like you..."
sequence: 0
dialoguetext:
You *get* me Cobo. I feel like you were once for tenderness and kisses yourself... but then shit went *south* and now you're ahead of even me on the pain front!


title: Kim Kitsuragi: ""Central nervous system," he says a..."
sequence: 0
dialoguetext:
"Central nervous system," he says and then concludes abruptly: "I have nothing. Do you have anything on this man's central nervous system?"


title: Kim Kitsuragi: ""Muscoskeletal -- purge fluid is co..."
sequence: 0
dialoguetext:
"Muscoskeletal -- purge fluid is coming from the mouth." He gets close to the swollen mouth-hole, eyes squinting from the fumes: "Not injury related. Eyes and tongue protuberant. Hyoid bone... let's see."


title: Kim Kitsuragi: "With his eyes almost closed, the li..."
sequence: 0
dialoguetext:
With his eyes almost closed, the lieutenant puts his hand on the dead man's throat and begins to massage it, gently. A rotting smell erupts from the mouth. Purge fluid runs down his lips -- black and viscous.


title: Perception (Hearing): "You hear cracks as the lieutenant m..."
sequence: 0
dialoguetext:
You hear cracks as the lieutenant moves his sharp fingers inside the flesh. Like the creaking of an old house at night.


title: Kim Kitsuragi: ""The hyoid bone is *fractured*," he..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_ligature_hyoid", true) --[[ Variable[ ]]
dialoguetext:
"The hyoid bone is *fractured*," he says after a while. "The rest of the muscoskeletal system is intact, unremarkable."


title: Kim Kitsuragi: ""Respiratory system..." Back hunche..."
sequence: 0
dialoguetext:
"Respiratory system..." Back hunched -- as if in prayer -- he begins to pry open the dead man's jaws. He stops to exert more force. Both hands are used.


title: Kim Kitsuragi: ""Oral cavity shows no lesions. The..."
sequence: 0
userscript: SetVariableValue("yard.hanged_dental_reconstruction_known", true) --[[ Variable[ ]]
dialoguetext:
"Oral cavity shows no lesions. The victim has received dental implants, possibly after a combat wound. Mouth swollen, haemorrhaging present in mucose of the lips and mouth."


title: The Hanged Man: "No scream, no sigh of relief rises..."
sequence: 0
userscript: SetVariableValue("yard.hanged_open_look_deeper_inside", true) --[[ Variable[ ]]
dialoguetext:
No scream, no sigh of relief rises from the darkness inside. It's humid there, sickly sweet air unlike anything living. You feel like throwing up, straight in that mouth...


title: Inland Empire: "From here it looks as though the cl..."
sequence: 0
dialoguetext:
From here it looks as though the clown-faced man is screaming. The tendons of his jaw are torn apart, hyoid ripped from the force of the lieutenant's hands.


title: The Hanged Man: "It's hard. You taste stomach acid i..."
sequence: 0
dialoguetext:
It's hard. You taste stomach acid in the back of your throat. A contraction -- your throat pumps a little something from your stomach and into your mouth. You're forced to swallow, just to keep looking...


title: You: "Look deeper inside."
dialoguetext: Look deeper inside.
sequence: 0
conditionstring:
Variable["yard.hanged_autopsy_pain_didnt_vomit"]  and  Variable["yard.hanged_open_look_deeper_inside"]


title: The Hanged Man: "You manage to suppress the contract..."
sequence: 0
dialoguetext:
You manage to suppress the contractions trying to empty your stomach -- all it takes is concentration. Through it, you see nothing but darkness. More meat and darkness...


title: You: "Look deeper inside."
dialoguetext: Look deeper inside.
sequence: 0
userscript: DamageEndurance(1)
conditionstring:
Variable["yard.hanged_autopsy_pain_didnt_vomit"] == false  and  Variable["yard.hanged_open_look_deeper_inside"]


title: Kim Kitsuragi: ""Haemorrhaging present in mucous,"..."
sequence: 0
dialoguetext:
"Haemorrhaging present in mucous," the lieutenant repeats impatiently. He lets go of the jaws. The mouth snaps shut before you.


title: Kim Kitsuragi: ""Respiratory system," he pries the..."
sequence: 0
dialoguetext:
"Respiratory system," he pries the corpse's mouth back open. "Put it down as -- oral cavity shows no lesions, mouth swollen, haemorrhaging present in mucous of the lips and mouth."


title: Kim Kitsuragi: ""Are you a hepatobiliary expert?" H..."
sequence: 0
dialoguetext:
"Are you a hepatobiliary expert?" He looks at the corpse's stomach with a mixture of tiredness and disgust.


title: Kim Kitsuragi: ""Like a toxicology screening?" He l..."
sequence: 0
dialoguetext:
"Like a toxicology screening?" He looks at the monster. "At this stage, I doubt Processing will find anything, even if he was brimming with cocaine. But still... you should add a request."


title: Kim Kitsuragi: ""Add a request then. We'll know if..."
sequence: 0
dialoguetext:
"Add a request then. We'll know if drugs or poisons remain in his blood..." He looks at the monster. "At this stage, I doubt Processing will find anything, even if he was *brimming* with it."


title: Kim Kitsuragi: ""Cardiovascular. The body exhibits..."
sequence: 0
dialoguetext:
"Cardiovascular. The body exhibits lividity in the lower extremities -- feet, hands, and neck -- visually consistent with a hanging."


title: The Hanged Man: "The corpse with his pants down does..."
sequence: 0
dialoguetext:
The corpse with his pants down does not have an opinion on the subject. All he has is genitals and a deathly odour.


title: Kim Kitsuragi: ""Gastrointestinal," he breathes a s..."
sequence: 0
userscript: SetVariableValue("yard.hanged_eaten_semisolids", true) --[[ Variable[ ]]
dialoguetext:
"Gastrointestinal," he breathes a sigh of approaching relief -- this is the last field on the list. He looks around -- to the ground, the pool of faeces there...


title: Kim Kitsuragi: "... then: "Digested semisolid food..."
sequence: 0
dialoguetext:
... then: "Digested semisolid food in stomach -- voilà." He touches the corpse's bloated lower abdomen -- briefly.


title: Kim Kitsuragi: ""What's next on the list?""
dialoguetext: "What's next on the list?"
sequence: 0
userscript:
SetVariableValue("yard.hanged_summary_counter", Variable["yard.hanged_summary_counter"] +once(1)) ; SetVariableValue("yard.hanged_autopsy_internal_finished", true) 


title: Kim Kitsuragi: "You find a moment, as the lieutenan..."
sequence: 0
dialoguetext:
You find a moment, as the lieutenant inspects the dead man's fingernails. Just a few glances. The pages are filled with a bulky freehand that's nearly illegible...


title: Kim Kitsuragi: "This appears to be a case investiga..."
sequence: 0
dialoguetext:
This appears to be a case investigated about three weeks ago -- a workplace accident. The titular character's wife tried to get *compensation*. The company was not forthcoming. It's hard to make out if the hole was fatal.


title: Kim Kitsuragi: "It's very hard to draw conclusions...."
sequence: 0
dialoguetext:
It's very hard to draw conclusions. All you can make out is that he is in a hurry to solve the case -- the tempo of the handwriting says as much -- and that there are *a lot* of notes in there. Most of them are made prior to arriving at the scene, in preparation.


title: Kim Kitsuragi: "Maybe you're imagining it, but ther..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
Maybe you're imagining it, but there are some remarks in there -- and they're not all negative! You're referred to as 'the 41st' -- by your station number. And...


title: Kim Kitsuragi: "Odd. There doesn't seem to be much..."
sequence: 0
dialoguetext:
Odd. There doesn't seem to be much about *you* in his notes. As if *you* aren't the sun around which the world revolves? Could it be that the case is not *about* you?


title: Kim Kitsuragi: "You're probably imagining it -- the..."
sequence: 0
dialoguetext:
You're probably imagining it -- the notes are *very* hard to decipher at a glance -- so don't draw any conclusions from this, but...


title: Esprit de Corps: "That's not good. Trust among office..."
sequence: 0
dialoguetext:
That's not good. Trust among officers is extremely important. If you don't improve your rapport, there could be consequences down the line...


title: Kim Kitsuragi: "It's not a glowing review, sorry to..."
sequence: 0
dialoguetext:
It's not a glowing review, sorry to say. 'The 41st' -- as you're referred to -- comes across as somewhat less than competent. It's not *explicitly* stated that the lieutenant doesn't trust you, there's just... nothing positive in there.


title: Rhetoric: "It's not spelled out explicitly, bu..."
sequence: 0
userscript: SetVariableValue("yard.hanged_rhetoric_private_military", true) --[[ Variable[ ]]
dialoguetext:
It's not spelled out explicitly, but the lieutenant fears a tear is forming between the liberal-moralist establishment of Revachol -- and her populist citizenry. This populist force, a pot pourri of far right and left, is exemplified in the Débardeurs' Union.


title: Rhetoric: "Their strike, if allowed to escalat..."
sequence: 0
userscript: XPTinySetBool("XP.hangman_rhet_kim_avoids_escalation")--[[ Variable[ ]]
dialoguetext:
Their strike, if allowed to escalate into violence, adds to a growing sense of civil war in the city. He's extremely neutral, even in his notes, but avoiding this escalation is Kim's primary concern when dealing with the situation in Martinaise.


title: Kim Kitsuragi: ""Let's see." He tilts his head: "We..."
sequence: 0
dialoguetext:
"Let's see." He tilts his head: "We have: bitemarks, contusions on the head and chest -- and a ligature mark encircling the neck. You'll need three fields. Leave a fourth one too..."


title: You: ""What about the injuries *we* have..."
dialoguetext: "What about the injuries *we* have inflicted?"
sequence: 0
userscript: SetVariableValue("yard.hanged_asked_about_inflicted_injuries", true) --[[ Variable[ ]]
conditionstring:
(Variable["yard.hanged_wound_chaincutters"]  or  Variable["yard.hanged_wound_gunshot"])  and  Variable["yard.hanged_asked_about_inflicted_injuries"] == false


title: Kim Kitsuragi: ""Be pedantic, if you like -- it doe..."
sequence: 0
dialoguetext:
"Be pedantic, if you like -- it doesn't matter. No one else is going to investigate this man's murder. And if they *do*, such details would only *confuse* them."


title: Kim Kitsuragi: ""Or the incision on the thorax -- f..."
sequence: 0
dialoguetext:
"Or the incision on the thorax -- from a chaincutter? Neither was a team effort. And I wouldn't mention them. Muddies the water."


title: Kim Kitsuragi: ""You mean the incision on the thora..."
sequence: 0
dialoguetext:
"You mean the incision on the thorax, from a chaincutter? That was not a team effort. And I wouldn't mention it. Muddies the waters."


title: Kim Kitsuragi: ""That was not a team effort. I just..."
sequence: 0
dialoguetext:
"That was not a team effort. I just *missed* my shot. Also, let's not mention it. Muddies the water."


title: Kim Kitsuragi: ""Okay, so there's an incision on th..."
sequence: 0
dialoguetext:
"Okay, so there's an incision on the thorax, from a chaincutter." There's a pause. "I wouldn't mention it. Better not to muddy the waters."


title: Kim Kitsuragi: ""Okay. So there's a spin-stabilized..."
sequence: 0
dialoguetext:
"Okay. So there's a spin-stabilized munition -- from a Kiejl A9/90 muzzleloader -- lodged in his lung."


title: Kim Kitsuragi: ""*And* an incision on the thorax, f..."
sequence: 0
dialoguetext:
"*And* an incision on the thorax, from a chaincutter." There's a pause. "I wouldn't mention those. Better not to muddy the waters."


title: Kim Kitsuragi: ""I'm afraid we can only fill this i..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_ligature_failed_to_initiate", true) --[[ Variable[ ]]
dialoguetext:
"I'm afraid we can only fill this in once the belt is removed from his neck and we have visual on the injury."


title: Kim Kitsuragi: ""We need to check the hyoid bone fo..."
sequence: 0
dialoguetext:
"We need to check the hyoid bone for damage before we can sign off on this. It's a potential fatal injury... Let's do part 2, external examination and then return."


title: Kim Kitsuragi: "He nods. "Head, chest, and scalp bi..."
sequence: 0
userscript: SetVariableValue("yard.hanged_result_bitemarks_done", true) --[[ Variable[ ]]
dialoguetext:
He nods. "Head, chest, and scalp bite mark injuries. Predation by birds has caused damage to the body. Odontologist does not need to be consulted."


title: Kim Kitsuragi: ""So -- the scalp bleeds from a post..."
sequence: 0
userscript: SetVariableValue("yard.hanged_result_contusions_done", true) --[[ Variable[ ]]
dialoguetext:
"So -- the scalp bleeds from a postmortem head injury. A stone. The injury does not have the rim of an early inflammatory response. A perpetrator on the scene has confessed to causing it postmortem..."


title: Kim Kitsuragi: ""A dark red abraded ligature mark e..."
sequence: 0
dialoguetext:
"A dark red abraded ligature mark encircling the neck, with a gap on the nape measuring... let's say seven centimetres. The hyoid bone is fractured, the cervical column intact."


title: Empathy: "Between the stench of death and the..."
sequence: 0
dialoguetext:
Between the stench of death and the neverending corpse-examination, he's under some stress there. Better not to poke.


title: The Hanged Man: "Coagulated blood sticks to his scal..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_boxes_seen", true) --[[ Variable[ ]]
dialoguetext:
Coagulated blood sticks to his scalp and chest -- where the countless stones have hit the dead man. Beneath the description of injury, two boxes:


title: Kim Kitsuragi: ""I see haemorrhaging on the skin ab..."
sequence: 0
dialoguetext:
"I see haemorrhaging on the skin above and below the ligature mark. Depth of the mark -- one centimetre. No signs of clawing on the neck."


title: The Hanged Man: "Below the note, two boxes wait to b..."
sequence: 0
dialoguetext:
Below the note, two boxes wait to be ticked. The dead man's head jerks to the side -- awaiting your judgement. The ring around his neck is visible.


title: Kim Kitsuragi: ""That's it." He cracks an uneasy sm..."
sequence: 0
userscript: SetVariableValue("yard.hanged_result_probable_cause", true) --[[ Variable[ ]]
dialoguetext:
"That's it." He cracks an uneasy smile. "We have established cause of death. It's not much -- and it leaves much to be questioned -- but it's a *start*."


title: Shivers: "A column of cold air encircles you,..."
sequence: 0
userscript: SetVariableValue("yard.hanged_shivers_right", true) --[[ Variable[ ]]
dialoguetext:
A column of cold air encircles you, rising slowly upward in the shape of a courtyard; bordered by cracked plaster, windows, seagulls perched on air conditioning units.


title: Shivers: "A small green enclosure in the midd..."
sequence: 0
dialoguetext:
A small green enclosure in the middle of a corral of tenements: Capeside Apartments, Whirling-in-Rags and the fortress wall of Terminal B. Above it -- a thin blanket of coastal stratus clouds.


title: Shivers: "Higher yet, Coalition airships guar..."
sequence: 0
dialoguetext:
Higher yet, Coalition airships guard over the twenty one cordons of the Zone of Control. The air is criss-crossed with radio transmissions, the hair on your neck rises...


title: Kim Kitsuragi: ""Did you?" His eyes narrow. "I'm no..."
sequence: 0
dialoguetext:
"Did you?" His eyes narrow. "I'm not so sure. I *thought* we could establish the cause of death here, officer. Now I think we should leave it empty."


title: You: ""There's something in me that tells..."
sequence: 0
conditionstring: Variable["yard.viscal_psychic_scepticism"]
dialoguetext:
"There's something in me that tells me to be sceptical of appearances here. The footprints were too perfect."


title: Kim Kitsuragi: ""Now you're just undermining yourse..."
sequence: 0
dialoguetext:
"Now you're just undermining yourself for the sake of it. What's *strange* is -- I agree. I was sure we had our cause of death here, and now I think we should leave it empty. At least for the time being..."


title: Kim Kitsuragi: ""I'm not usually one to go for thes..."
sequence: 0
dialoguetext:
"I'm not usually one to go for these... hunches. But I think I *agree*. I thought we had our cause of death here, officer..." He shakes his head. "Now I think we should leave it empty. At least for the time being."


title: Kim Kitsuragi: ""Most everything *else* on the vict..."
sequence: 0
dialoguetext:
"Most everything *else* on the victim says otherwise..." He pauses. "But I agree. I was ready to establish a cause of death here, officer, but now I think we should leave it empty. At least for the time being."


title: Kim Kitsuragi: ""Everything that's physically on th..."
sequence: 0
dialoguetext:
"Everything that's physically on the victim says otherwise -- but I agree. I was ready to establish a cause of death, officer -- now I think we should leave it empty. At least for the time being."


title: Kim Kitsuragi: ""Still... there may be truth to thi..."
sequence: 0
dialoguetext:
"Still... there may be truth to this one. I was ready to call a probable cause of death here -- but now I think we should leave it empty. At least for the time being."


title: Kim Kitsuragi: ""At least for the time being." He n..."
sequence: 0
dialoguetext:
"At least for the time being." He nods. "If we don't like it, I can always amend this later. In my paperwork."


title: Kim Kitsuragi: ""No-no officer, I'm afraid I disagr..."
sequence: 0
dialoguetext:
"No-no officer, I'm afraid I disagree now. We should leave the question open -- at least for the time being. If necessary, I can always amend this later. In my paperwork."


title: The Hanged Man: "KK57-0503-0815 listens, motionless..."
sequence: 0
dialoguetext:
KK57-0503-0815 listens, motionless -- with the cargo belt still around his neck. Only one box remains:


title: Kim Kitsuragi: ""Lividity is consistent with hangin..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_bitemarks_and_contusions", true) --[[ Variable[ ]]
dialoguetext:
"Lividity is consistent with hanging. The head is congested. Contusions are present on the head, chest, and thighs -- consistent with stones thrown postmortem; low velocity..."


title: You: ""What now?" (Give him back his note..."
dialoguetext: "What now?" (Give him back his notebook.)
sequence: 0
conditionstring: CheckItem("lieutenants_notebook")
userscript:
LoseItem("lieutenants_notebook"); SetVariableValue("yard.hanged_notebook_back_with_kim", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""It was a..." He looks for the righ..."
sequence: 0
dialoguetext:
"It was a..." He looks for the right words. "An irregular field autopsy. We did not establish cause of death, which is supposed to be the goal of an autopsy. But... *personally*, I do not see this as a parameter for success."


title: Kim Kitsuragi: ""Then -- given the state of decay h..."
sequence: 0
dialoguetext:
"Then -- given the state of decay here, I consider establishing the victim's ethnicity a minor success."


title: Kim Kitsuragi: ""We were thorough with the list of..."
sequence: 0
userscript: XPTinySetBool("XP.hangman_professional_autopsy")--[[ Variable[ ]]
dialoguetext:
"We were thorough with the list of injuries too -- we described them all in detail. What is there to say? Given the circumstances, it was a professional field autopsy."


title: Kim Kitsuragi: ""Now, you see -- that worries me."..."
sequence: 0
dialoguetext:
"Now, you see -- that worries me." He wipes his forehead. "You will die if you drink -- you know that, don't you? You're proving a useful detective, the organization would miss you."


title: Kim Kitsuragi: ""We weren't *too* sloppy with the i..."
sequence: 0
dialoguetext:
"We weren't *too* sloppy with the injuries. We did not describe the bitemarks. We should have provided an opinion there. But, given the circumstances -- it is excusable. They were clearly not fatal."


title: Kim Kitsuragi: ""We were not *too* sloppy with the..."
sequence: 0
dialoguetext:
"We were not *too* sloppy with the injuries. We did not describe the contusions. We did not provide an opinion. But given the circumstances -- it is excusable. And they were clearly not fatal."


title: Kim Kitsuragi: ""To be honest, we were sloppy with..."
sequence: 0
dialoguetext:
"To be honest, we were sloppy with the injuries. The victim has bite marks and contusions. We should have described them in detail, provided an opinion. But what's done is done -- and they're clearly not fatal."


title: Kim Kitsuragi: ""The next time you encounter a list..."
sequence: 0
dialoguetext:
"The next time you encounter a list of topics with numbers on it -- start with 1. Then 2. Then 3. Lists are numbered for a reason. It is the *intended* order."


title: Kim Kitsuragi: ""We also requested a toxicological..."
sequence: 0
dialoguetext:
"We also requested a toxicological screening -- that was thorough. The results should arrive in a couple of weeks. If we're lucky. I would not hold my breath..."


title: Kim Kitsuragi: ""We requested a test to be run on t..."
sequence: 0
dialoguetext:
"We requested a test to be run on the genitals -- that was *de règle*. The results should arrive in a couple of weeks, if we're lucky. I would not hold my breath..."


title: !(Variable["yard.hanged_processing_semen"] or Variable["yard.hanged_processing_toxicology"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["yard.hanged_processing_semen"]  or  Variable["yard.hanged_processing_toxicology"]) == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.hanged_result_bitemarks_done"]  or  Variable["yard.hanged_result_contusions_done"])

conditionstring:
(Variable["yard.hanged_result_bitemarks_done"]  or  Variable["yard.hanged_result_contusions_done"]) == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.hanged_result_bitemarks_done"]  and  Variable["yard.hanged_result_contusions_done"])

conditionstring:
(Variable["yard.hanged_result_bitemarks_done"]  and  Variable["yard.hanged_result_contusions_done"]) == false


title: Kim Kitsuragi: ""However, a piece of professional a..."
sequence: 0
dialoguetext:
"However, a piece of professional advice. The next time you encounter a list of topics with numbers on them -- start with 1. Then: 2. Then: 3. Lists are numbered for a reason."


title: Kim Kitsuragi: ""Now?" He pockets it. "Now we put h..."
sequence: 0
dialoguetext:
"Now?" He pockets it. "Now we put him in a body bag and I drive him to Faubourg -- for processing..."

userscript:
SetVariableValue("yard.hanged_perc_white_found", true) ; GainTask("TASK.send_corpse_to_processing")--[[ Variable[ ]]


title: You: ""Why weren't his hands tied? A big..."
sequence: 0
conditionstring: Variable["yard.hanged_result_hands_not_tied"]
dialoguetext:
"Why weren't his hands tied? A big man like this -- I would tie his hands when marching him to the gallows?"


title: Kim Kitsuragi: ""Honestly, I'm not sure there *were..."
sequence: 0
dialoguetext:
"Honestly, I'm not sure there *weren't* marks on his wrists. That part got blurry for me. The *stench...*" He covers his mouth. "But you're right. I was ready to call this -- now I think we should leave it empty. At least for the time being."


title: Kim Kitsuragi: "He produces a small black plastic r..."
sequence: 0
userscript: FinishTask("TASK.perform_field_autopsy_done")--[[ Variable[ ]]
dialoguetext:
He produces a small black plastic roll from his jacket -- a body bag. "Let's wrap this up. I pronounce this field autopsy over."


title: Kim Kitsuragi: "The lieutenant looks at the dead ma..."
sequence: 0
dialoguetext:
The lieutenant looks at the dead man one more time -- then at his notebook, then at the corpse again...


title: Kim Kitsuragi: ""...for processing." He looks at th..."
sequence: 0
userscript: GainTask("TASK.send_corpse_to_processing")--[[ Variable[ ]]
dialoguetext:
"...for processing." He looks at the dead man one more time, then at the slip of red paper in his hand, then at the corpse again.


title: Interfacing: "For a fraction of a second you feel..."
sequence: 0
userscript: SetVariableValue("yard.hanged_interfacing_felt_bump", true) --[[ Variable[ ]]
dialoguetext:
For a fraction of a second you feel something. An irregularity -- but then it's gone, too minute to register in your mind.


title: Kim Kitsuragi: ""Hmm, yes. I didn't want to mention..."
sequence: 0
dialoguetext:
"Hmm, yes. I didn't want to mention it before, but you really should find your clothes." He looks at his notebook.


title: Kim Kitsuragi: ""Losing your paperwork is not a sma..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Losing your paperwork is not a small issue. I'm sorry if I came off as patronizing." He looks at his notebook.


title: Kim Kitsuragi: ""Very dramatic. Nevertheless, I wou..."
sequence: 0
dialoguetext:
"Very dramatic. Nevertheless, I would appreciate it if you'd just put your clothes back on." He looks at his notebook.


title: Kim Kitsuragi: ""Very dramatic. Nevertheless, I wou..."
sequence: 0
dialoguetext:
"Very dramatic. Nevertheless, I would appreciate it if you'd at least put your jacket back on." He looks at his notebook.


title: Kim Kitsuragi: ""Very dramatic. Nevertheless, I wou..."
sequence: 0
dialoguetext:
"Very dramatic. Nevertheless, I would appreciate it if you'd at least put your shirt back on." He looks at his notebook.


title: You: "Search the body *one more time*, th..."
dialoguetext: Search the body *one more time*, thoroughly.
sequence: 0
conditionstring:
IsKimHere()  and  Variable["yard.hanged_perc_white_found"]  and  Variable["whirling.kim_took_away_body_day_2"] == false  and   Variable["yard.hanged_perc_white_failure_actually_success"] == false


title: You: ""Let's bag him. Take him away." (Le..."
sequence: 0
dialoguetext:
"Let's bag him. Take him away." (Let the lieutenant take the body away without further examination.)

conditionstring:
Variable["TASK.perform_field_autopsy_done"] == true  and  IsKimHere()  and  Variable["yard.corpse_special_stalled_exit"] == false


title: Kim Kitsuragi: ""I'm afraid we can't continue befor..."
sequence: 0
userscript: SetVariableValue("yard.hanged_injury_hub_both_first", true) --[[ Variable[ ]]
dialoguetext:
"I'm afraid we can't continue before we've gone through both the external *and* internal examination first. Thoroughly."


title: Kim Kitsuragi: ""Let's see, what did we find..." He..."
sequence: 0
dialoguetext:
"Let's see, what did we find..." He scratches his chin as he leafs through his notes. "We observed haemorrhaging on the skin above and below the ligature mark. Well pronounced, consistent with a drop from 1 or 1.5 metres."


title: Kim Kitsuragi: ""The chest was intact, normal conto..."
sequence: 0
dialoguetext:
"The chest was intact, normal contours. Abdomen protuberant, pelvis intact. No injuries in genital region."


title: Kim Kitsuragi: ""Back was symmetrical and intact, u..."
sequence: 0
dialoguetext:
"Back was symmetrical and intact, upper and lower extremities also -- but asymmetrical." The lieutenant nods along to his meticulous overview. "Old combat injuries on the right hand, thigh, and hip."


title: Kim Kitsuragi: ""Also numerous residual scars, cove..."
sequence: 0
dialoguetext:
"Also numerous residual scars, covering about 40% of his skin. Extensive scarring, to say the least." He coughs. "Hands were clean, no sign of injury from struggling. That's about it."


title: Kim Kitsuragi: ""This, I remind you, also necessita..."
sequence: 0
dialoguetext:
"This, I remind you, also necessitates the removal of the belt from around his neck. So we have a visual on the injury."


title: Kim Kitsuragi: ""They're better than nothing..." Th..."
sequence: 0
dialoguetext:
"They're better than nothing..." The lieutenant looks at the gloves. "Tell you what: I perform the anatomical side of things, while you will take notes."


title: You: "Try to remove the dead man's boots."
dialoguetext: Try to remove the dead man's boots.
sequence: 0
conditionstring:
Variable["yard.hanged_boots_removed"] == false  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet"] == true  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet_done"] == false  and  Variable["yard.hanged_tried_removing_boots"] == false


title: Kim Kitsuragi: "The lieutenant adjusts his glasses..."
dialoguetext: The lieutenant adjusts his glasses and takes a deep breath.
sequence:
TravelTo(Kim Kitsuragi, autopsy_KimLoc)->Message(wait);PlayAnimation(Kim Kitsuragi,squat_autopsy,true,true)@Message(wait);


title: Kim Kitsuragi: ""Here," he hands you the chaincutte..."
sequence: 0
dialoguetext:
"Here," he hands you the chaincutters back and then kneels closer to the body -- running his finger along the dark red groove. Until he comes to a gap...


title: Kim Kitsuragi: ""The rope rises to a point," he say..."
sequence: 0
dialoguetext:
"The rope rises to a point," he says, "leaving a *gap* in the ligature mark. The suspension point is in the back of the neck, on the nape."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.hanged_shot_body_down"]  or  Variable["yard.hanged_questions_accessed_in_autopsy"])

conditionstring:
(Variable["yard.hanged_shot_body_down"]  or  Variable["yard.hanged_questions_accessed_in_autopsy"]) == false


title: The Hanged Man: "The corpse lies on the ground among..."
sequence: 0
dialoguetext:
The corpse lies on the ground among the remains of an absolutely *demolished* pinewood branch. It's gently laid on one side.


title: Kim Kitsuragi: ""Mr. Measurehead has done a good jo..."
sequence: 0
dialoguetext:
"Mr. Measurehead has done a good job." The lieutenant nods approvingly. "Nothing is *too* broken -- or compromised. The victim is ready for a field autopsy."

userscript:
FinishTask("TASK.get_the_dead_body_down_from_the_tree_done"); FinishTask("TASK.return_to_corpse_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Yes." He covers his nose and lists..."
sequence: 0
dialoguetext:
"Yes." He covers his nose and lists: "One, investigation of the scene. Two, inital examination of the victim. Three, field autopsy. Four, transportation of the body to the morgue. We're on number three."

userscript:
SetVariableValue("yard.hanged_kim_phases", true) ; GainTask("TASK.perform_field_autopsy")--[[ Variable[ ]]


title: Kim Kitsuragi: ""An honour -- and a burden -- attac..."
sequence: 0
dialoguetext:
"An honour -- and a burden -- attached to your rank once you've proven yourself able, usually after five to eight years of field work. Mine is *lieutenant-detective*."


title: Kim Kitsuragi: ""No. You and I are *detectives*. Th..."
sequence: 0
userscript: XPPicoSetBool("XP.hangman_detectives")--[[ Variable[ ]]
dialoguetext:
"No. You and I are *detectives*. The honorary rank of 'detective' signifies our ability to handle *the entire incident chain* -- from autopsy to clean-up, to social work. Everything."


title: Kim Kitsuragi: ""It's not about cutting..." He squi..."
sequence: 0
userscript: XPPicoSetBool("XP.hangman_detectives")--[[ Variable[ ]]
dialoguetext:
"It's not about cutting..." He squints at the corpse. "And no -- you and I are *detectives*. The honorary rank of 'detective' signifies our ability to handle *the entire incident chain* -- from autopsy to clean-up. To social work..."


title: Kim Kitsuragi: ""It's either this, *or* we complete..."
sequence: 0
userscript: GainTask("TASK.interview_wild_pines_rep")--[[ Variable[ ]]
dialoguetext:
"It's either this, *or* we complete the initial interviews. We already met Evrart -- that only leaves the Wild Pines representative. There's one in town, negotiating the strike. She could have information."


title: Kim Kitsuragi: ""It's either this, *or* we complete..."
sequence: 0
userscript: GainTask("TASK.interview_wild_pines_rep"); GainTask("TASK.interview_union_boss")--[[ Variable[ ]]
dialoguetext:
"It's either this, *or* we complete the initial interviews. We already met Evrart, but didn't *quite* get his interview done -- for that we have to ask him about the lynching. There's also a Wild Pines representative in town. She could have some information."


title: Kim Kitsuragi: ""It's either this, *or* we complete..."
sequence: 0
userscript: GainTask("TASK.interview_union_boss")--[[ Variable[ ]]
dialoguetext:
"It's either this, *or* we complete the initial interviews. We already met Evrart, but didn't *quite* get his interview done -- for that we would have to ask him about the *lynching*. Like we did with Joyce."


title: Kim Kitsuragi: ""Not much later, I hope." He looks..."
sequence: 0
userscript: SetVariableValue("yard.hanged_questions_accessed_in_autopsy", true) --[[ Variable[ ]]
dialoguetext:
"Not much later, I hope." He looks at the man's rotting remains. "He's about to... *melt away* soon."


title: Esprit de Corps: "Somewhere, Lieutenant Kitsuragi is..."
sequence: 0
dialoguetext:
Somewhere, Lieutenant Kitsuragi is preparing a report. He should be here for this, you realise. You have to return later.


title: !(Variable["TASK.interview_union_boss_done"] or Variable["TASK.interview_wild_pines_rep_done"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.interview_union_boss_done"] or Variable["TASK.interview_wild_pines_rep_done"]) == false


title: Kim Kitsuragi: ""I'm not seeing anything yet -- but..."
sequence: 0
dialoguetext:
"I'm not seeing anything yet -- but we *know* there's tampering here." He thinks. "Write down: Yes. Non-visual. Corroborated by witness (see report)."


title: Kim Kitsuragi: ""Good..." The lieutenant falls sile..."
sequence: 0
dialoguetext:
"Good..." The lieutenant falls silent. He places his gloved hand on the corpse's chest, as if in preparation...


title: Drama: "Patience. After the autopsy, before..."
sequence: 0
dialoguetext:
Patience. After the autopsy, before the body is taken away. There will be a *window* of opportunity, after the lieutenant has gone to sleep. I hope this has helped you, my liege.


title: Kim Kitsuragi: ""Mhm." He shows you the point on th..."
sequence: 0
userscript: SetVariableValue("yard.hanged_backed_off_from_getting_chaincutters", false) --[[ Variable[ ]]
dialoguetext:
"Mhm." He shows you the point on the man's neck where belt cuts into the flesh. "Cut with as much *precision* as you can, please."


title: Kim Kitsuragi: ""Not from where I look, no. But you..."
sequence: 0
dialoguetext:
"Not from where I look, no. But you're right. Your hunch was right. He was having sex when he died."


title: Kim Kitsuragi: ""...is what it would look like, but..."
sequence: 0
dialoguetext:
"...is what it would look like, but we know better. We *know* the ligature mark is a treatment." He awaits your call.


title: Kim Kitsuragi: ""That's right. No clawing marks on..."
sequence: 0
dialoguetext:
"That's right. No clawing marks on the neck, no signs of struggle on the crime scene. And a witness statement from the perpetrators all confirm: wound is post-mortem. Treatment."


title: Kim Kitsuragi: ""Lividity *appears* consistent with..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_bitemarks_and_contusions", true) --[[ Variable[ ]]
dialoguetext:
"Lividity *appears* consistent with hanging -- but is not. The head is congested. Contusions are present on the head and chest -- consistent with stones thrown postmortem; low velocity..."


title: Kim Kitsuragi: ""Khm." A cough. "Lividity *appears*..."
sequence: 0
userscript: SetVariableValue("yard.hanged_wounds_bitemarks_and_contusions", true) --[[ Variable[ ]]
dialoguetext:
"Khm." A cough. "Lividity *appears* consistent with hanging -- but is not. The head is congested. Contusions are present on the head and chest, consistent with stones thrown; low velocity..."


title: Kim Kitsuragi: ""That's it. Field autopsy done, det..."
sequence: 0
dialoguetext:
"That's it. Field autopsy done, detective. All that remains is to see if the alleged cause of death -- the bullet -- is truly lodged in his brain. I'll leave that to you, colleague. *Or* to Processing -- I won't force you in there..."

userscript:
FinishTask("TASK.perform_field_autopsy_done"); SetVariableValue("yard.hanged_autopsy_exited_cause_known_path", true) ; SetVariableValue("yard.hanged_perc_white_found", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Seriously -- I can just bag him an..."
sequence: 0
userscript: GainTask("TASK.send_corpse_to_processing")--[[ Variable[ ]]
dialoguetext:
"Seriously -- I can just bag him and drive him to the morgue any time you tell me to. No need for heroics -- unless you want to..."


title: You: ""1. External examination -- now tha..."
dialoguetext: "1. External examination -- now that we have the chaincutters, let's cut the belt."
sequence: 0
conditionstring:
Variable["yard.hanged_backed_off_from_getting_chaincutters"]  and  CheckItem("chaincutters")  and  IsKimHere()  and  Variable["yard.hanged_external_summary_done"] == false


title: You: ""2. Internal examination -- where w..."
dialoguetext: "2. Internal examination -- where were we?"
sequence: 0
conditionstring:
Variable["yard.hanged_autopsy_reached_exterior_hub"]  and  Variable["yard.hanged_autopsy_internal_finished"] == false  and  IsKimHere()


title: You: ""3. Description of injuries -- now..."
dialoguetext: "3. Description of injuries -- now that we've fully examined the body."
sequence: 0
conditionstring:
Variable["TASK.perform_field_autopsy_done"] == false  and  IsKimHere()   and  (Variable["yard.hanged_injury_hub_both_first"] == true  and  Variable["yard.hanged_wounds_ligature"] == true  and  Variable["yard.hanged_wounds_ligature_hyoid"] == true  and  Variable["yard.hanged_second_branch_done_in_autopsy"] == true)  and  Variable["yard.hanged_injury_hub_reached"] == false


title: Encyclopedia: "What you *do* know is: at 18.9 km,..."
sequence: 0
dialoguetext:
What you *do* know is: at 18.9 km, the dormant shield volcano *Corpus Mundi* is the world's highest summit; and the failure of the '38 single 'Et Puis Du Sang' to crack the Top 20 was the death knell of disco. But -- what a *field autopsy* is? You have no idea.

userscript:
SetVariableValue("yard.trash_encyclopedia_corpus_mundi_et_puis_des_fraises", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Clothes," he begins. "The deceased..."
sequence: 0
dialoguetext:
"Clothes," he begins. "The deceased..." He blinks, staring at the body. "The deceased *used* to wear a pair of armoured boots -- they're gone now. Interesting."


title: Kim Kitsuragi: ""But he's still wearing his white b..."
sequence: 0
dialoguetext:
"But he's still wearing his white briefs -- thank god for that. The make of the briefs is 'Babroudine' I think. Let's see..." He turns the body onto its side to check the underwear label.


title: Empathy: "He doesn't actually think it's 'int..."
sequence: 0
dialoguetext:
He doesn't actually think it's 'interesting' that the boots have disappeared -- it's just sad, sad and unprofessional.


title: Kim Kitsuragi: ""The boots were ceramic, vitreous e..."
sequence: 0
dialoguetext:
"The boots were ceramic, vitreous enamel. They were fused to his skin from blood flowing downward postmortem. They were removed postmortem by scavengers."


title: Drama: "It was merely a *jest* -- horseplay..."
sequence: 0
dialoguetext:
It was merely a *jest* -- horseplay! But now it looks like you're a total *psychopath*, jeopardizing the crime scene...


title: Kim Kitsuragi: ""You told me the wrong serial numbe..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"You told me the wrong serial number." The lieutenant grows very still. "Why would you do that? Why would you jeopardize your own crime scene? And now the boots are gone, too. This could have been a lead."


title: You: ""Actually, I was the one who took t..."
sequence: 0
dialoguetext:
"Actually, I was the one who took the boots. I can tell you the right serial number -- it's E50.100.1000."


title: Kim Kitsuragi: "He looks around -- at the dark and..."
sequence: 0
dialoguetext:
He looks around -- at the dark and lonely yard behind the hostel-cafeteria. "*Or* we could call it a day. It incredibly late."


title: Kim Kitsuragi: ""Good call.""
dialoguetext: "Good call."
sequence: 0
userscript:
SetVariableValue("yard.hanged_questions_accessed_in_autopsy", true) ; ReputationGrows("kim")--[[ Variable[ ]]


title: The Hanged Man: "The corpse is indifferent to time o..."
sequence: 0
dialoguetext:
The corpse is indifferent to time of the Dead Light and Great Culling, just lies there. The next box says:


title: Endurance: "Teeming with opportunistic micro-or..."
sequence: 0
dialoguetext:
Teeming with opportunistic micro-organisms, letting out a foul-smelling diamine compound. Your eyes turn watery...


title: Kim Kitsuragi: ""Of course.""
dialoguetext: "Of course."
sequence: 0
userscript:
SetVariableValue("yard.hanged_processing_semen", true) ; SetVariableValue("yard.hanged_processing_toxicology", false) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Honestly, I'm not sure there *were..."
sequence: 0
dialoguetext:
"Honestly, I'm not sure there *weren't* marks on his wrists. That part got blurry for me. The *stench...*" He covers his mouth. "But you're right. There should be signs of struggle. Let's leave the cause of death empty for the time being."


title: You: "Try to remove the dead man's boots..."
dialoguetext: Try to remove the dead man's boots again.
sequence: 0
conditionstring:
Variable["yard.hanged_boots_removed"] == false  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet"] == true  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet_done"] == false  and  (Variable["yard.hanged_tried_removing_boots"] == true  or  Variable["yard.hanged_tried_to_remove_boots_once"] == true)


title: You: ""Okay, Kim. Take him away." (The li..."
sequence: 0
conditionstring: Variable["yard.corpse_special_stalled_exit"]
dialoguetext:
"Okay, Kim. Take him away." (The lieutenant takes the body away -- work alone for the rest of the day.)


title: Kim Kitsuragi: ""Hm." The lieutenant furrows his br..."
sequence: 0
dialoguetext:
"Hm." The lieutenant furrows his brow. "Not just yet -- let's get what we know *it isn't* out of the way first."


title: Kim Kitsuragi: ""Khm..." The lieutenant scratches t..."
sequence: 0
dialoguetext:
"Khm..." The lieutenant scratches the back of his head. "We already did that. Remember? We started, but we need the *chaincutters* from my motor-carriage to finish it."


title: Boots with Rotting Flesh: "These boots were probably left on t..."
sequence: 0
dialoguetext:
These boots were probably left on the corpse because they were impossible to pull off while it was hanging. They're not exactly pleasant to look at right now, much less smell.


title: Boots with Rotting Flesh: "Even less pleasant now that you kno..."
sequence: 0
dialoguetext:
Even less pleasant now that you know the name of the man pieces of whose flesh are still stuck to the insides of the boots.


title: Boots with Rotting Flesh: "You've seen too much to be that nai..."
sequence: 0
dialoguetext:
You've seen too much to be that naive, even if you don't remember it. You'll never know what it was like to be him.


title: Yellow Man Mug: "Oh, boy. Here we go. What are you g..."
sequence: 0
dialoguetext:
Oh, boy. Here we go. What are you going to say about a broken, tossed away mug that *you* dug out of the garbage?


title: You: "I'm going to push this into the fac..."
sequence: 0
userscript: ReputationGrows("communist")
dialoguetext:
I'm going to push this into the face of every merchant I find and tell them: this is *your* inane ideology.


title: Yellow Man Mug: "So again, you dug it out of the tra..."
sequence: 0
userscript: SetVariableValue("inventory.yellow_mug_talk_done", true) --[[ Variable[ ]]
dialoguetext:
So again, you dug it out of the trash *why*? It wasn't going to offend anyone there. Why don't you just get back to your case?


title: You: "The mug will be useful. By denounci..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
The mug will be useful. By denouncing it I can earn *political* capital to mask my bad ass hustling (ie, fraud and embezzlement).


title: Yellow Man Mug: "If you want to earn some change by..."
sequence: 0
userscript: SetVariableValue("inventory.yellow_mug_talk_done", true) --[[ Variable[ ]]
dialoguetext:
If you want to earn some change by guilting people, go for it. But if you want to earn real dough, finish the case and start getting *paid* again.


title: Yellow Man Mug: "But it was in the trash. Why not ju..."
sequence: 0
userscript: SetVariableValue("inventory.yellow_mug_talk_done", true) --[[ Variable[ ]]
dialoguetext:
But it was in the trash. Why not just call it out when you see it? Or do some volunteering work? Just finish your case, detective.


title: Interfacing: "You push your hand further in. What..."
sequence: 0
dialoguetext:
You push your hand further in. Whatever is in there keeps rolling between your fingers as you beckon it to come out.


title: The Hanged Man: "Your fingers slide into the remains..."
sequence: 0
dialoguetext:
Your fingers slide into the remains of his limbic system. There is no resistance. It's gelatinous. The slug-like structures are damaged too, the tearing extends deep into both hemispheres.


title: Perception: "You run your hands over the victim'..."
sequence: 0
userscript: SetVariableValue("yard.hanged_perc_failed_once", true) --[[ Variable[ ]]
dialoguetext:
You run your hands over the victim's cold body: his limbs, his torso with its swollen organs... maybe you should be more *thorough*?


title: Perception: "Your arm reaches out and your eyes..."
sequence: 0
userscript: SetVariableValue("yard.hanged_perc_white_failure_actually_success", true) --[[ Variable[ ]]
dialoguetext:
Your arm reaches out and your eyes close, as if by their own volition. It's dark all around. You feel cold, slippery flesh -- first with your fingertips, then under the palm of your hand.


title: You: "What is this?"
dialoguetext: What is this?
sequence:
TravelTo(Tequila Sunset, autopsy_TeqLoc); PlayAnimation(Tequila Sunset, body_inspect)@2; HideActualHeld()@2;


title: The Hanged Man: "His face. His cheeks, his nose, his..."
sequence: 0
dialoguetext:
His face. His cheeks, his nose, his fat swollen lips. Like a spider, your hand crawls over his features. Everything is silent.


title: The Hanged Man: "Your fingers are all the way in now..."
sequence: 0
dialoguetext:
Your fingers are all the way in now, reaching toward the inside of his skull. The cavity goes further, but the entry wound isn't wide enough for the rest of your hand to follow...


title: The Hanged Man: "Your fingers reach toward his skull..."
sequence: 0
dialoguetext:
Your fingers reach toward his skull. His cerebral cortex feels like jelly -- cold jelly -- strange fluid streams down your wrist as you push deeper. Until you feel it, on the tip of your finger...


title: The Hanged Man: "The oral cavity is cold and moist...."
sequence: 0
dialoguetext:
The oral cavity is cold and moist. A ball-like tongue attaches itself to the base of the mouth, lolling around like a scallop...


title: The Hanged Man: "Your index fits right in there. A t..."
sequence: 0
dialoguetext:
Your index fits right in there. A tight tunnel of flesh opens up -- tissue damage -- wide enough for two fingers. As you push both in, you reach through his mouth, right into his brain stem.


title: The Hanged Man: "The cartilage gives in with a crack..."
sequence: AudioPlay(Yard/hanged_man_bullet/bullet-from-cartilage-01,1)
userscript: SetVariableValue("yard.hanged_perc_punched_hole", true) --[[ Variable[ ]]
dialoguetext:
The cartilage gives in with a crack, like some fruit. Just like that your hand is in his head. Strange fluid streams down your wrist -- and then you feel it, with the tip of your finger...


title: Perception: "...you see a hole, barely visible t..."
sequence: 0
dialoguetext:
...you see a hole, barely visible to the human eye. It is swollen shut, almost vanished, no larger than 0.4 cm in radius. The edges appear darkened.


title: The Hanged Man: "There's a tiny crack, a protrusion..."
sequence: 0
dialoguetext:
There's a tiny crack, a protrusion in the cranium, right in the back of his head. Your finger must be pointing straight at it. From the *inside*.


title: Interfacing: "You pick the object between your in..."
sequence: 0
userscript: SetVariableValue("yard.hanged_got_bullet_out", true) --[[ Variable[ ]]
dialoguetext:
You pick the object between your index and middle finger. It feels sharp, like metal. With your face twisting from pain and concentration, all you need to do is just...


title: The Hanged Man: "A vision of black and dark red deat..."
sequence: 0
dialoguetext:
A vision of black and dark red death, pried open by your naked hands and studded with teeth. Looks like he's laughing, death fumes rising from the throat. And there, in the back of his mouth, above the bell of the uvula, right in the soft palate...


title: Kim Kitsuragi: ""I see it..." The lieutenant looks..."
sequence: 0
dialoguetext:
"I see it..." The lieutenant looks in. There's a pen in his hand. His notebook is open at the red pages.


title: The Hanged Man: "Only the little one fits. The flesh..."
sequence: 0
dialoguetext:
Only the little one fits. The flesh changes shape as you bore in, searching for something in the cartilage.


title: The Hanged Man: "The tongue moves freely in the cavi..."
sequence: 0
dialoguetext:
The tongue moves freely in the cavity. The mucous of the mouth is slippery, delicate to touch. From the soft meat -- teeth are budding; hard pearls of bone in the gums. And in the back of the mouth...


title: The Hanged Man: "With a *plop*, your hand emerges fr..."
sequence: 0
userscript: XPStandardSetBool("XP.discover_the_bullet")--[[ Variable[ ]]
dialoguetext:
With a *plop*, your hand emerges from the mouth, covered in blood up to the wrist. Between your fingers -- a small flower, a blossom made of lead!


title: Kim Kitsuragi: "The bullet falls in the bag leaving..."
sequence: 0
dialoguetext:
The bullet falls in the bag leaving a smattering of blood on the plastic. He raises the bag under his eyes and says:


title: Kim Kitsuragi: "Out comes his small folding knife -..."
dialoguetext:
Out comes his small folding knife -- the lieutenant moves its blade across the man's skull, searching for the exit wound...

sequence:
PlayAnimation(Tequila Sunset, end); AudioPlay(Yard/hanged_man_bullet/kim-takes-knife-01,1); ShowActualHeld()@1.5;


title: Kim Kitsuragi: "With a *crack* he punches the knife..."
sequence: AudioPlay(Yard/hanged_man_bullet/knife-in-the-skull-01,1)
dialoguetext:
With a *crack* he punches the knife in the skull. Then one more time -- and one more -- until the bone comes loose like eggshell. Inside you feel the jelly move from his poking. The object is still under your finger.


title: The Hanged Man: "A small flower of metal blossoms fr..."
dialoguetext: A small flower of metal blossoms from the man's head, followed by your finger.
sequence: 0
userscript:
XPStandardSetBool("XP.discover_the_bullet"); SetVariableValue("yard.hanged_got_bullet_out", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""A bullet." The lieutenant picks it..."
sequence: 0
dialoguetext:
"A bullet." The lieutenant picks it up between his fingers. "Unknown calibre. Rifled... you may remove your hand from the victim's head now, officer -- well done."


title: Kim Kitsuragi: ""Here's your prize." He drops the b..."
sequence: 0
userscript: GainItem("fractured_bullet")
dialoguetext:
"Here's your prize." He drops the bullet in an evidence bag and puts it in your hand -- your other hand, the one *not* covered in blood and cerebral cortex.


title: Kim Kitsuragi: ""Don't be silly." A smile comes acr..."
sequence: 0
userscript: GainItem("fractured_bullet"); Reputation("kim", 2)
dialoguetext:
"Don't be silly." A smile comes across his face. "You've earned it. Consider the binoclard episode forgotten." The lieutenant drops the bag in your bloody hand. It feels light.


title: Kim Kitsuragi: ""No-no, you deserve it. We can log..."
sequence: 0
userscript: GainItem("fractured_bullet"); Reputation("kim", 2)
dialoguetext:
"No-no, you deserve it. We can log it later." The lieutenant drops the bag in your bloody hand. It feels light.


title: Kim Kitsuragi: ""We need to add an item to the inju..."
sequence: 0
dialoguetext:
"We need to add an item to the injury list." He turns to his notebook. "Injury #4: Oval entry wound with an abrasion collar. Soft palate, back of mouth."


title: Kim Kitsuragi: ""High velocity, temporary cavity in..."
sequence: AudioPlay(Yard/hanged_man_bullet/kims-writing-01,1)
dialoguetext:
"High velocity, temporary cavity in brain tissue. Small exit wound on the occiput." He underlines the injury, forcefully. "How does that sound?"


title: Kim Kitsuragi: ""And one last thing." *Click-click*..."
sequence: 0
dialoguetext:
"And one last thing." *Click-click* goes the pen. "We can now fill in injury #3: ligament mark. Opinion -- non-fatal, post-mortem: *treatment*."


title: Kim Kitsuragi: ""That was then. This time we have e..."
sequence: 0
dialoguetext:
"That was then. This time we have extensive tissue destruction away from the wound track. This time we have a *bullet*."


title: Esprit de Corps: "Suddenly, you recall: Two officers..."
sequence: 0
userscript: SetVariableValue("yard.bullet_success_wo_kim", true) --[[ Variable[ ]]
dialoguetext:
Suddenly, you recall: Two officers must be present for a field autopsy. You take your hand from the dead man's face and open your eyes. You will still need to come back with the lieutenant.


title: The Hanged Man: "You pick it between your fingers. T..."
sequence: 0
userscript: SetVariableValue("yard.hanged_perc_one_wrong_touched", true) --[[ Variable[ ]]
dialoguetext:
You pick it between your fingers. The mass feels large, very porous somehow. Keep crawling, lest you break it...


title: Visual Calculus: "The object that is in there stopped..."
sequence: 0
dialoguetext:
The object that is in there stopped just short of the skull, in the encephalus, knocking this tiny fracture into the cranium...


title: The Hanged Man: "The inside of the head feels cold a..."
sequence: 0
dialoguetext:
The inside of the head feels cold and smooth like a glove as you pull out, sweat dripping down your brow -- careful not to lose the prize between your fingers...


title: Logic: "He's proposing the bullet was the r..."
sequence: 0
userscript: SetVariableValue("yard.hanged_logic_explain_bulelt_and_ligament", true) --[[ Variable[ ]]
dialoguetext:
He's proposing the bullet was the real cause of death -- and the hanging an attempt to *conceal* this fact.


title: Kim Kitsuragi: ""Treatment, officer, is an attempt..."
sequence: 0
dialoguetext:
"Treatment, officer, is an attempt to manipulate the body after death -- to hide the real cause with a *false* cause. In this case..."


title: Kim Kitsuragi: ""I have had this doubt since I insp..."
sequence: 0
userscript: SetVariableValue("yard.hanged_hands_no_sign_of_struggle", true) --[[ Variable[ ]]
dialoguetext:
"I have had this doubt since I inspected his hands, officer -- there were no signs of struggle. No claw marks on his neck. Why? Why didn't he fight for his life?"


title: Kim Kitsuragi: ""Yes. And the belt around his neck;..."
sequence: 0
dialoguetext:
"Yes. And the belt around his neck; the hanging; even dragging him to the yard... *all* of it was done after this man was already dead."


title: Kim Kitsuragi: ""There have been other signs too, s..."
sequence: 0
userscript: FinishTask("TASK.find_bullet_before_fooled_done")--[[ Variable[ ]]
dialoguetext:
"There have been other signs too, small details. Everything is too neatly designed for us to assign probable cause here. As we did, foolhardily. Well -- no more."


title: Kim Kitsuragi: ""There have been other signs too, s..."
sequence: 0
userscript: FinishTask("TASK.find_bullet_before_fooled_done")--[[ Variable[ ]]
dialoguetext:
"There have been other signs too, small things. We were right not to assign hanging as cause of death. As the perpetrators *expected* we would -- no such luck for them."


title: Kim Kitsuragi: ""I have had my doubts for a while n..."
sequence: 0
userscript: SetVariableValue("yard.hanged_hands_no_sign_of_struggle", true) --[[ Variable[ ]]
dialoguetext:
"I have had my doubts for a while now. Since I saw there were no signs of struggle on his hands. And no claw marks on his neck..."


title: Kim Kitsuragi: ""I did not *just* come up with this..."
sequence: 0
userscript: SetVariableValue("yard.hanged_hands_no_sign_of_struggle", true) --[[ Variable[ ]]
dialoguetext:
"I did not *just* come up with this. I've had my doubts since we found no signs of struggle on his wrists. No claw marks on his neck -- why? Why didn't he fight for his life?"


title: Kim Kitsuragi: ""To put him out of his misery?" He..."
sequence: 0
dialoguetext:
"To put him out of his misery?" He thinks. "It's possible, but it does not explain all the other dubious things here -- lack of struggle primarily. I may be intellectually sloppy, but I prefer one theory at a time. And this just smacks of treatment to me."


title: Kim Kitsuragi: ""Oh." He nods. "You *really, really..."
sequence: 0
userscript: GainTask("TASK.wash_the_death_off")--[[ Variable[ ]]
dialoguetext:
"Oh." He nods. "You *really, really* do. I am glad to hear you say that. Your room in the Whirling-in-Rags should come with a bathroom. Be sure to make use of it in the evening."


title: The Hanged Man: "You pull down his breeches. Marblin..."
sequence: 0
dialoguetext:
You pull down his breeches. Marbling is present around the crotch. The penis has shrunk, crawling half way back inside him. There is nothing mysterious or noteworthy here.


title: The Hanged Man: "His fingernails have turned dark. T..."
sequence: 0
dialoguetext:
His fingernails have turned dark. They're chipped and quite long. There is dirt under them. That's all.


title: Kim Kitsuragi: ""Okay, well... We're in livor morti..."
sequence: 0
dialoguetext:
"Okay, well... We're in livor mortis here. He's disintegrating. We need to *refrigerate* the body, if we want to conduct another examination -- and we need to do it fast."


title: Kim Kitsuragi: "He shakes his head. "I worked as on..."
sequence: 0
dialoguetext:
He shakes his head. "I worked as one of these *Processing guys* for a year. They are butchers and clowns. I once saw twenty CODs go misidentified in one week. Chances are slim to none that they'll find anything useful in processing."


title: Kim Kitsuragi: ""In short, you and I are the *last*..."
sequence: 0
dialoguetext:
"In short, you and I are the *last* line of detection. If you're not sure we got everything, we need to look *again*. And for that -- we need to refrigerate the corpse."


title: Kim Kitsuragi: ""If you want for this task to slowl..."
sequence: 0
dialoguetext:
"If you want for this task to slowly become impossible, then yes. Otherwise -- no. He's been *hanging out* far too long already. We need to ice him."


title: Authority: "Not to mention the damage that woul..."
sequence: 0
dialoguetext:
Not to mention the damage that would be dealt to the force's reputation by the corpse just rotting here like this...


title: Kim Kitsuragi: ""It would have to be *industrial* i..."
sequence: 0
dialoguetext:
"It would have to be *industrial* in size. Let's start by asking the proprietor of the Whirling-in-Rags, then the Frittte store down at the gates. And if neither has one..." His voice trails off -- and his gaze settles on *Cuno*.


title: Kim Kitsuragi: ""Mhm." He gets up. "This is one tas..."
sequence: PlayAnimation(Kim Kitsuragi,end,false,true,false)
dialoguetext:
"Mhm." He gets up. "This is one task we *cannot* sideline. With every hour, whatever we're looking for will become harder to find."

userscript:
GainTask("TASK.fridge_victims_body"); GainTask("TASK.locate_a_fridge"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) --[[ Variable[ ]]


title: Logic: "Or -- remember the buttons on that..."
sequence: 0
dialoguetext:
Or -- remember the buttons on that intercom over there, on the side of the building next to the Whirling? One was for "Revachol *Ice* City"? Perhaps it's a... clue?


title: Kim Kitsuragi: ""Hey..." A wide smile appears on hi..."
sequence: 0
userscript: XPTinySetBool("XP.hangman_bullet_icebear")--[[ Variable[ ]]
dialoguetext:
"Hey..." A wide smile appears on his face. "Wasn't there a *giant ice bear sarcophagus* below that building?" He points toward the commercial area.


title: Kim Kitsuragi: ""Okay." He unrolls the plastic. "I..."
sequence: 0
dialoguetext:
"Okay." He unrolls the plastic. "I need a little help for carrying him to the holding pen of my Kineema. I can take care of the rest."

userscript:
FinishTask("TASK.send_corpse_to_processing_done"); CancelTask("TASK.fridge_victims_body_cancelled")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Continue working here. The locals,..."
sequence: 0
dialoguetext:
"Continue working here. The locals, the case, or tend to your own business? I will meet you downstairs in the Whirling-in-Rags, tomorrow morning -- 7:30 sharp."


dialoguetext: 0
sequence: Continue()
title:
Variable["tc.hanged_man_was_shot_known_from_hardie"]  or  Variable["tc.hanged_man_was_shot_known_from_klaasje"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.hanged_man_was_shot_known_from_hardie"]  or  Variable["tc.hanged_man_was_shot_known_from_klaasje"])

conditionstring:
(Variable["tc.hanged_man_was_shot_known_from_hardie"]  or  Variable["tc.hanged_man_was_shot_known_from_klaasje"]) == false


title: Kim Kitsuragi: "He nods. "I had my doubts -- there..."
sequence: 0
userscript: SetVariableValue("yard.hanged_hands_no_sign_of_struggle", true) --[[ Variable[ ]]
dialoguetext:
He nods. "I had my doubts --  there were no signs of a struggle on his hands. No claw marks on his neck. But still..."


title: Esprit de Corps: "His brow furrows while his eyes gla..."
sequence: 0
dialoguetext:
His brow furrows while his eyes glaze over. The lieutenant looks regretful for not figuring this out before.


dialoguetext: 0
sequence: Continue()
title:
Variable["tc.hanged_man_was_shot_known_from_hardie"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.hanged_man_was_shot_known_from_hardie"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"])

conditionstring:
(Variable["tc.hanged_man_was_shot_known_from_hardie"]  or  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]) == false


title: Esprit de Corps: "Meanwhile, the lieutenant is sittin..."
sequence: 0
userscript: SetVariableValue("yard.hanged_perc_white_kim_later", true) --[[ Variable[ ]]
dialoguetext:
Meanwhile, the lieutenant is sitting behind his desk, hunched over a stack of paperwork. His help would be invaluable right now.


title: The Hanged Man: "You can almost see the body decompo..."
sequence: 0
dialoguetext:
You can almost see the body decomposing before your very eyes. You should drop everything else and look for a way to preserve it so you can conduct your examination better.

userscript:
GainTask("TASK.fridge_victims_body"); GainTask("TASK.locate_a_fridge"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) --[[ Variable[ ]]


title: Kim Kitsuragi: ""It's too late to take him into Pro..."
sequence: 0
userscript: SetVariableValue("yard.hanged_autopsy_finished_day_1", true) --[[ Variable[ ]]
dialoguetext:
"It's too late to take him into Processing today. I'll take him first thing tomorrow." He pulls the black plastic over the dead man's face.


title: Kim Kitsuragi: "He unrolls the plastic. "I need a l..."
sequence: 0
dialoguetext:
He unrolls the plastic. "I need a little help for carrying him to the holding pen of my Kineema. I'll take it from there."

userscript:
FinishTask("TASK.send_corpse_to_processing_done"); CancelTask("TASK.fridge_victims_body_cancelled")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Now, detective... I've rarely been..."
sequence: 0
dialoguetext:
"Now, detective... I've rarely been disappointed by the size of a *giant* ice bear fridge, but I think we should still take a look at it first. Make sure it's big *enough* before we carry him over."

userscript:
GainTask("TASK.fridge_victims_body"); GainTask("TASK.go_see_the_fridge"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) ; SetVariableValue("yard.hanged_came_up_with_ice_bear_fridge_idea_yourself", true) --[[ Variable[ ]]


title: The Hanged Man: "You can almost see the body decompo..."
sequence: 0
dialoguetext:
You can almost see the body decomposing before your very eyes. You should drop everything else and look for a way to preserve it so you can conduct your examination better.

userscript:
GainTask("TASK.fridge_victims_body"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Yes -- now. I've rarely been disap..."
sequence: 0
dialoguetext:
"Yes -- now. I've rarely been disappointed by the size of a *giant* ice bear fridge, but I think we should still take a look at it first. Make sure it's big *enough* before we carry him over."

userscript:
GainTask("TASK.fridge_victims_body"); GainTask("TASK.go_see_the_fridge"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) ; SetVariableValue("yard.hanged_came_up_with_ice_bear_fridge_idea_yourself", true) --[[ Variable[ ]]


title: Kim Kitsuragi: "He closes his notebook and cracks h..."
sequence: PlayAnimation(Kim Kitsuragi,end,false,true,false)
dialoguetext:
He closes his notebook and cracks his neck. "Let's move. With every hour, whatever we're looking for in the deceased will become harder to find."


title: Kim Kitsuragi: ""Now that's an overstatement. It's..."
sequence: 0
dialoguetext:
"Now that's an overstatement. It's not actually *for* storing cadavers, or at least I hope so. I think we should take a look at it first. Make sure it's big *enough* before we carry him over."

userscript:
GainTask("TASK.fridge_victims_body"); GainTask("TASK.go_see_the_fridge"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) ; SetVariableValue("yard.hanged_came_up_with_ice_bear_fridge_idea_yourself", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Hurry. This is one task we *cannot..."
sequence: 0
dialoguetext:
"Hurry. This is one task we *cannot* sideline. With every hour, whatever we're looking for will become harder to find."

userscript:
GainTask("TASK.fridge_victims_body"); GainTask("TASK.locate_a_fridge"); SetVariableValue("yard.hanged_bullet_white_check_deadline", TotalHourCount() + 23) --[[ Variable[ ]]


title: Perception: "You touch the dead man's body. His..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
You touch the dead man's body. His skin is cold, light blue and silvery in the light of the fridge. You *still* have no idea where to begin -- or what to even do with him...


title: Perception: "You really ought to wait until the..."
sequence: 0
dialoguetext:
You really ought to wait until the cadaver is *refrigerated*. Digging around in this mess now is proving hopelessly difficult.


title: Kim Kitsuragi: ""If the Hardies are to be trusted,..."
sequence: 0
dialoguetext:
"If the Hardies are to be trusted, there should be a bullet in there..." The lieutenant looks at you. "Try putting your hand in his mouth and probing for the bullet in his head."


title: Kim Kitsuragi: "The lieutenant rubs his side for wa..."
sequence: 0
dialoguetext:
The lieutenant rubs his side for warmth. "It'll come to you sooner or later. At least he's safe here until then."


title: The Hanged Man: "The corpse looks *enormous* with it..."
sequence: 0
dialoguetext:
The corpse looks *enormous* with its bloated belly. Was the ice bear fridge really that giant? You should go and measure it, just to be sure.

userscript:
GainTask("TASK.go_see_the_fridge"); SetVariableValue("yard.hanged_came_up_with_ice_bear_fridge_idea_yourself", true) --[[ Variable[ ]]


title: Tutorial Agent: "This means Lieutenant Kitsuragi wil..."
sequence: 0
dialoguetext:
This means Lieutenant Kitsuragi will leave the party until tomorrow morning. You're free to do side-tasks and even the main case -- though it might be more difficult.


title: Kim Kitsuragi: ""We put him in a bag and carry him..."
sequence: 0
dialoguetext:
"We put him in a bag and carry him to the holding pen of my Kineema. The bodybag should contain the odour for the duration of the transport..."


title: Kim Kitsuragi: ""We bag the corpse and carry him to..."
sequence: 0
dialoguetext:
"We bag the corpse and carry him to the holding pen of my Kineema. I can transport him to Processing myself, but I *will* be gone for the rest of the day."


title: Kim Kitsuragi: ""Work on the case, tend to personal..."
sequence: 0
dialoguetext:
"Work on the case, tend to personal matters? Try not to do anything too dangerous. An officer needs backup in a neighbourhood like this."


title: Tutorial Agent: "After you bag the corpse, Lieutenan..."
sequence: 0
dialoguetext:
After you bag the corpse, Lieutenant Kitsuragi will leave the party until tomorrow morning. You can do side-tasks and even the main case, but it might be more difficult. Plan his exit accordingly.


title: Kim Kitsuragi: ""I'll leave that choice to you. And..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"I'll leave that choice to you. And one more thing..." He looks you in the eye. "Great work, detective."


title: Authority: "The word lingers in the air of the..."
sequence: 0
userscript: SetVariableValue("yard.hanged_authority_detective", true) --[[ Variable[ ]]
dialoguetext:
The word lingers in the air of the basement, far away ice cream makers are buzzing and the sea wind blows outside...


title: Authority: "The word lingers in the air of the..."
sequence: 0
userscript: SetVariableValue("yard.hanged_authority_detective", true) --[[ Variable[ ]]
dialoguetext:
The word lingers in the air of the yard, far away dogs are barking, further yet the sound of motor traffic...


title: Kim Kitsuragi: ""I *would* drive him to Processing,..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_leaving_not_tutorialized", true) --[[ Variable[ ]]
dialoguetext:
"I *would* drive him to Processing, but it's too late to do that today... I'll do it first thing tomorrow. No problem."


title: Authority: "The word lingers in the air of the..."
sequence: 0
userscript: SetVariableValue("yard.hanged_authority_detective", true) --[[ Variable[ ]]
dialoguetext:
The word lingers in the air of the yard, as far away dogs are barking, further yet the sound of motor traffic...


title: Authority: "The word lingers in the air of base..."
sequence: 0
userscript: SetVariableValue("yard.hanged_authority_detective", true) --[[ Variable[ ]]
dialoguetext:
The word lingers in the air of basement, far away ice cream makers are buzzing and the sea wind blows outside...


title: You: "Bag the corpse and drag it to the m..."
dialoguetext: Bag the corpse and drag it to the motor carriage. [Leave.]
sequence:
FadeToBlack(); LuaRun(SetAreaState("HANGED_MAN", "removed"))@3; LuaRun(ClearAllInputLocks())@4.9;LuaRun(GoToDestination("Martinaise-ext", "kineema"))@5;


title: You: "Bag the corpse and drag it to the m..."
dialoguetext: Bag the corpse and drag it to the motor carriage. [Leave.]
sequence:
FadeToBlack(); LuaRun(SetAreaState("HANGED_MAN", "removed"))@3; LuaRun(RemoveAndHideKitsuragiUntilMorning())@4; LuaRun(ClearAllInputLocks())@4.9;LuaRun(GoToDestination("Martinaise-ext", "kineema"))@5;


title: Kim Kitsuragi: ""All right." He takes out a shiny b..."
sequence: 0
dialoguetext:
"All right." He takes out a shiny black body bag and starts pulling the plastic over the dead man's face.

userscript:
FinishTask("TASK.send_corpse_to_processing_done"); CancelTask("TASK.fridge_victims_body_cancelled")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.get_the_boots_off_the_hanged_mans_feet"]  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.get_the_boots_off_the_hanged_mans_feet"]  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet_done"] == false)

conditionstring:
(Variable["TASK.get_the_boots_off_the_hanged_mans_feet"]  and  Variable["TASK.get_the_boots_off_the_hanged_mans_feet_done"] == false) == false


title: The Hanged Man: "There go those beautiful enamel boo..."
dialoguetext: There go those beautiful enamel boots. May they rest in Processing...
sequence: 0
userscript:
CancelTask("TASK.claim_high_tech_boots_cancelled");
RemoveWhiteCheck(Variable["yard.hanged_inland_corpse_answered"])


dialoguetext: 0
sequence: Continue()
title:
!(Variable["tc.treatment"]  and  Variable["yard.hanged_logic_explain_bulelt_and_ligament"] == false)

conditionstring:
(Variable["tc.treatment"]  and  Variable["yard.hanged_logic_explain_bulelt_and_ligament"] == false) == false


title: Kim Kitsuragi: ""As I said, treatment is an attempt..."
sequence: 0
dialoguetext:
"As I said, treatment is an attempt to manipulate the body after death -- to hide the real cause with a *false* cause. In this case..."


title: Tutorial Agent: "This means Lieutenant Kitsuragi wil..."
sequence: 0
dialoguetext:
This means Lieutenant Kitsuragi will leave until tomorrow morning. Meanwhile, you're free to do side-tasks and even the main case -- though it might be more difficult.


title: Kim Kitsuragi: ""All right." He takes out a shiny b..."
sequence: 0
dialoguetext:
"All right." He takes out a shiny black body bag and starts pulling the plastic over the dead man's face.

userscript:
FinishTask("TASK.send_corpse_to_processing_done"); CancelTask("TASK.fridge_victims_body_cancelled"); SetVariableValue("yard.hanged_autopsy_finished_day_1", true) --[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.hanged_kim_leaving_not_tutorialized"]  and  Variable["whirling.dreamtwo_open_case"])

conditionstring:
(Variable["yard.hanged_kim_leaving_not_tutorialized"]  and  Variable["whirling.dreamtwo_open_case"]) == false


title: Kim Kitsuragi: ""I can drive him to Processing toda..."
sequence: 0
dialoguetext:
"I can drive him to Processing today, no problem. Since we stalled with this... But this *does* mean I will be gone for the rest of the day."


title: Kim Kitsuragi: ""Work on the case, tend to personal..."
sequence: 0
dialoguetext:
"Work on the case, tend to personal matters? Try not to do anything *too* dangerous. An officer needs backup in a neighbourhood like this."


title: The Hanged Man: "There go those beautiful enamel boo..."
sequence: 0
dialoguetext:
There go those beautiful enamel boots. You will never own the full set now. May they rest in Processing...

userscript:
CancelTask("TASK.claim_high_tech_boots_cancelled");
CancelTask("TASK.find_all_armour_cancelled");
RemoveWhiteCheck(Variable["yard.hanged_inland_corpse_answered"])


title: Damaged Ledger: "It's the ledger you found in the tr..."
sequence: AudioPlay(inventory/ledger_of_failure/damaged-ledger-01,1)
dialoguetext:
It's the ledger you found in the trash: a pitiful cabbage of white and yellow papers hanging from plastic board, barely held together by a metal clip. This sad display is made complete by the faint smell of urinal cleaner.


title: Perception (Smell): "You know -- like the bits they put..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_perception_toilet", true) --[[ Variable[ ]]
dialoguetext:
You know -- like the bits they put into public piss bowls; probably called *Fermi-Discrete* or *Axel* or something. At some point in its journey the ledger has seen the inside of a public toilet.


title: Damaged Ledger: "There's a piece of toilet paper --..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_toilet_paper_seen", true) --[[ Variable[ ]]
dialoguetext:
There's a piece of toilet paper -- or is it cleaning tissue? No, it's toilet paper -- *desperately* sticking to the back of the blue plastic clipboard.


title: You: "Inspect the toilet paper."
dialoguetext: Inspect the toilet paper.
sequence: 0
conditionstring:
Variable["inventory.ledger_toilet_paper_seen"]  and  Variable["inventory.ledger_no_toilet_paper"] == false


title: Damaged Ledger: "It's just toilet paper, sticking to..."
sequence: 0
dialoguetext:
It's just toilet paper, sticking to the back of the plastic clipboard. You can take it off if you want.


title: Damaged Ledger: "Still wet, the toilet paper peels o..."
sequence: 0
userscript: XPPicoSetBool("XP.ledger_remove_tissue")--[[ Variable[ ]]
dialoguetext:
Still wet, the toilet paper peels off the plastic easily. All you have to do is shake it off your finger and voila! The ledger now looks (marginally) better.


title: Damaged Ledger: "Still wet, the toilet paper -- I me..."
sequence: 0
userscript: XPPicoSetBool("XP.ledger_remove_tissue")--[[ Variable[ ]]
dialoguetext:
Still wet, the toilet paper -- I mean *kitchen tissue*, sorry -- peels off the plastic easily. All you have to do is shake it off your finger, and voilà, the ledger now looks (marginally) better.


title: Conceptualization: "It says: everyone look at me and my..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_concept_commented_keeping_toilet_paper", true) --[[ Variable[ ]]
dialoguetext:
It says: everyone look at me and my toilet paper covered cop ledger! I don't *care*. My ledger is droopy and it smells like a urinal. Not a new addition, though. So keep that *styling case* open, my friend...


title: Conceptualization: "It says: everyone look at me and my..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_concept_commented_keeping_toilet_paper", true) --[[ Variable[ ]]
dialoguetext:
It says: everyone look at me and my toilet paper covered cop ledger! I don't *care*. My ledger is droopy and it smells like a urinal.


title: Damaged Ledger: "The acidic stench of rotting food h..."
sequence: 0
dialoguetext:
The acidic stench of rotting food has rubbed off on the cellulose. It now forms the *base* of the experience. This base surrounded by a faint air of spoiled meat -- the stuff of death itself! -- and then sprinkled liberally with the citrus zest of toilet cleaner.


title: Perception (Smell): "*Which*? You're not sure you've sme..."
sequence: 0
dialoguetext:
*Which*? You're not sure you've smelled this one yet, or worse... you have the nagging feeling you might have missed it.


title: Perception (Smell): "Remember when I said the smell of t..."
sequence: 0
dialoguetext:
Remember when I said the smell of the upstairs bathroom was so rank they should have sent a *poet* to describe it?


title: Perception (Smell): "Maybe you should pay more attention..."
sequence: 0
dialoguetext:
Maybe you should pay more attention then? Anyway, what your nose is trying tell you is -- the ledger was dropped into a toilet in the Whirling-in-Rags, by you. The toilet cleaner in your room smells exactly the same.

userscript:
SetVariableValue("inventory.ledger_knows_toileted_upstairs", true) ; XPTinySetBool("XP.pinpoint_ledger_smell")--[[ Variable[ ]]


title: Perception (Smell): "Why yes it is! Among many other thi..."
sequence: 0
dialoguetext:
Why yes it is! Among many other things. This cleaning tablet is used by the Whirling-in-Rags -- perhaps that's where the ledger was dropped in the toilet? By you.

userscript:
SetVariableValue("inventory.ledger_knows_toileted_upstairs", true) ; XPTinySetBool("XP.pinpoint_ledger_smell")--[[ Variable[ ]]


title: Damaged Ledger: "FACE THE DESOLATION! This is *your*..."
sequence: 0
userscript: FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]
dialoguetext:
FACE THE DESOLATION! This is *your* ledger. You're a COP and it's your official ledger. It's filled out in *your* hand and it *stinks* like you too. And looks like you.


title: Kim Kitsuragi: "The lieutenant observes you raising..."
sequence: 0
dialoguetext:
The lieutenant observes you raising and lowering the toilet-water-logged mass under your nose, trying to get a good whiff. A good *analytical* whiff.


title: Composure: "Easier said than done -- how could..."
sequence: 0
userscript: SetVariableValue("yard.trash_composure_how_paperwork_style", true) --[[ Variable[ ]]
dialoguetext:
Easier said than done -- how could this pathetic mess of copy paper and plastic ever become *très disco*?"


title: Kim Kitsuragi: ""Officer, however damaged -- that....."
sequence: 0
dialoguetext:
"Officer, however damaged -- that..." he points to it, "...is still an official piece of paperwork. It probably contains notes on *numerous* ongoing investigations. It could even list undercover operatives. Certainly informants. I suggest integrating it into your *style*. For all our sakes."


title: You: ""It has a.. foreboding quality to i..."
dialoguetext: "It has a.. foreboding quality to it. I'm picking up dark vibes. Maybe I *had* to lose it?"
sequence: 0
conditionstring: Variable["yard.trash_inland_warned"] == true
userscript:
ReputationGrows("apocalypse_cop"); SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) ; SetVariableValue("yard.trash_janus_bad_vibes", true) --[[ Variable[ ]]


title: You: ""It has a.. foreboding quality to i..."
sequence: 0
conditionstring: Variable["yard.trash_inland_warned"] == false
dialoguetext:
"It has a.. foreboding quality to it. Maybe I *needed* to lose it, for the great bloodletting to begin..."

userscript:
ReputationGrows("apocalypse_cop"); SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) --[[ Variable[ ]]


title: Empathy: "He's not mad -- that smelly mess of..."
sequence: 0
dialoguetext:
He's not mad -- that smelly mess of paper in your hand is making him worry about the well being of his own paperwork, that's all.


title: Kim Kitsuragi: ""In any case, we're lucky you found..."
sequence: 0
dialoguetext:
"In any case, we're lucky you found it. Make sure it's all in there. Official notes are... well they're dangerous, they contain confidentialities."


title: You: ""Someone from the Whirling threw it..."
dialoguetext: "Someone from the Whirling threw it in the trash? I don't know. I'm boring."
sequence: 0
conditionstring: Variable["plaza.kineema_sylvie_flushed_paperwork"] == false
userscript:
SetVariableValue("yard.trash_ledger_didnt_wanna_talk", false) ; ReputationGrows("boring_cop")--[[ Variable[ ]]


title: Conceptualization: "I don't know... have you seen how *..."
sequence: 0
dialoguetext:
I don't know... have you seen how *basic* that thing is? Basic clip, unglamorous toilet-smelling papers. It could've done with some *pizzazzo*! Anyway, go on. Sorry I said anything.


title: Conceptualization: "It is -- look at how basic that thi..."
sequence: 0
userscript: GainTask("TASK.style_your_paperwork")--[[ Variable[ ]]
dialoguetext:
It is -- look at how basic that thing is! Basic clip, unglamorous toilet-smelling papers. It could do with some *pizzazzo*" Cheer you right up.


title: Kim Kitsuragi: ""I don't know either..." He points..."
sequence: 0
dialoguetext:
"I don't know either..." He points to the ruined notes. "You should take stock of those, make sure it's all there. Official notes contain informants' names, undercover operatives even. If some of it has fallen into the hands of the RCM's adversaries, bloodletting may well ensue."


title: Kim Kitsuragi: ""Do-eth thou also thorough inventor..."
sequence: 0
dialoguetext:
"Do-eth thou also thorough inventories?" He points to the ruined notes. "You should take stock of those. Official notes contain informants' names, undercover operatives even. If some of it has fallen into the hands of the RCM's adversaries, bloodletting may well ensue."


title: Kim Kitsuragi: ""Boring? Try *dangerous*. You shoul..."
sequence: 0
dialoguetext:
"Boring? Try *dangerous*. You should do a thorough inventory of that -- make sure some has not fallen into the hands of the RCM's enemies: organized crime, or worse... Official notes sometimes contain informants' names, even undercover operatives."


title: Kim Kitsuragi: "After a while he can't take it anym..."
sequence: 0
dialoguetext:
After a while he can't take it anymore. "Excuse me, I just have to ask again -- *how* did it get in the trash?"


title: You: ""I'm pretty sure I -- or someone el..."
sequence: 0
conditionstring: Variable["inventory.ledger_knows_toileted_upstairs"]
dialoguetext:
"I'm pretty sure I -- or someone else -- dropped it into the toilet in my hostel room bathroom. The tablet's the same." (Tap on your nose.)


title: Damaged Ledger: "An aluminium block runs the width o..."
sequence: 0
dialoguetext:
An aluminium block runs the width of the board, biting down on the paperwork. Its crocodile teeth are the only thing keeping the papers together. A regular pencil, the tip worn down to nothing, has been attached to the clip.


title: Damaged Ledger: "The surface is interrupted by a sil..."
sequence: 0
dialoguetext:
The surface is interrupted by a silvery *sticker*. It's rectangular, sparkling with iridescence. You don't know how you didn't notice it before...


title: Logic: "It is similar to the RCM watermark..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_logic_hologram", true) --[[ Variable[ ]]
dialoguetext:
It is similar to the RCM watermark on your blazer the lieutenant mentioned. Didn't he say something about the headlights of his motor carriage? That you can read these there?


title: Kim Kitsuragi: ""What?" He is lost in his own notes..."
sequence: 0
dialoguetext:
"What?" He is lost in his own notes. It takes a moment for him to see it. "Yes, a halogen watermark used for adding information to RCM property."


title: Kim Kitsuragi: ""It depends. Aside from an anti-cou..."
sequence: 0
dialoguetext:
"It depends. Aside from an anti-counterfeiting stamp, mine has my station number and address. The information varies by date of issue."


title: Kim Kitsuragi: ""Yes." There is a pause. "RCM vehic..."
sequence: 0
userscript: GainTask("TASK.read_the_watermark"); GainTask("TASK.watermark_turn_headlights_on")--[[ Variable[ ]]
dialoguetext:
"Yes." There is a pause. "RCM vehicles have headlights tuned especially to reveal halogen watermarks."


title: Empathy: "The lieutenant fears this will lead..."
sequence: 0
dialoguetext:
The lieutenant fears this will lead to fiddling with the delicate, folding headlights on his motor carriage. They're dear to him.


title: Kim Kitsuragi: ""What?" He is lost in his own notes..."
sequence: 0
dialoguetext:
"What?" He is lost in his own notes. It takes a moment for him to see it. "That thing? It's a halogen watermark. We use it for adding information to RCM property."


title: Damaged Ledger: "It's the ledger you found in the tr..."
sequence: AudioPlay(inventory/ledger_of_failure/damaged-ledger-01,1)
dialoguetext:
It's the ledger you found in the trash: a cabbage of papers hanging from the board, barely held together by the clip -- and made complete by the faint smell of urinal cleaner.


title: Damaged Ledger: "In the back you see thin translucen..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_forms_inspected", true) --[[ Variable[ ]]
dialoguetext:
In the back you see thin translucent copier paper -- some neon yellow, some bright red -- all covered in boxes, like marching armies. These look like official forms, waiting to be filled out...


title: Esprit de Corps: "Somewhere -- not here -- the helpfu..."
sequence: 0
dialoguetext:
Somewhere -- not here -- the helpful Lieutenant Kitsuragi is making notes in his blue notebook. He tilts it ever so slightly, a glowing rectangle catches the light. He could advise you with this. The next moment...


title: Logic: "You should turn them on and get in..."
sequence: 0
dialoguetext:
You should turn them on and get in front of those headlights -- see what happens. There may be information on there, a *halogen watermark* he called it.


title: Logic: "Obviously, yes. The papers still sa..."
sequence: 0
dialoguetext:
Obviously, yes. The papers still sag from the clipboard in your hand. It's a defiant sight. You're a hero.


title: Logic: "It'd be nifty if you found somethin..."
sequence: 0
userscript: GainTask("TASK.read_the_watermark"); GainTask("TASK.watermark_turn_headlights_on")--[[ Variable[ ]]
dialoguetext:
It'd be nifty if you found something that way, wouldn't it? The papers still sagging from the clipboard in your hand -- not so nifty.


title: Damaged Ledger: "They're not *exactly* white. They'r..."
sequence: 0
dialoguetext:
They're not *exactly* white. They're yellowed in patches by sunlight and alcohol, and covered in dense blue handwriting. Ink escapes into watercolour patterns, reaching its tendrils across entire pages. The paper itself is chequered with faint red lines forming short paragraphs.


title: Damaged Ledger: "Once in a while there's a red stamp..."
sequence: 0
dialoguetext:
Once in a while there's a red stamp that exclaims: CASE FILES; COMMIT TO PAPER. The *CASE FILES* themselves are plenty. You count more than a hundred sodden, crumpled up, earmarked pages falling apart in your hands. They appear to be sufficiently organized and extremely dense, if mostly illegible.


title: Damaged Ledger: "There is -- for precisely *one* mor..."
sequence: 0
dialoguetext:
There is -- for precisely *one* more. Fifteen pages near the end remain untouched by the damage. The chequered grid forms a structure of passages, breaking the case into sub-tasks to accomplish.


title: Damaged Ledger: "The tasks you've completed flow out..."
sequence: 0
dialoguetext:
The tasks you've completed flow out of the pen in a brash freehand similar to the rest of the letters. The wording comes easily, it's almost robotically simple; a language developed for mental rigour and simplicity:


title: Kim Kitsuragi: "The lieutenant looks at his blue no..."
sequence: 0
dialoguetext:
The lieutenant looks at his blue notebook. *Two* fat, shiny pens hang from the binder, like large calibre bullets on an ammo belt.


title: Suggestion: "It's downright *incriminating*. He..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_suggestion_implies_way_to_pen", true) --[[ Variable[ ]]
dialoguetext:
It's downright *incriminating*. He has little choice but to give you one, although he really does not want to.


title: Kim Kitsuragi: "Wordless, he pulls one from the loo..."
sequence: 0
userscript: GainItem("blue_oblong_pen")
dialoguetext:
Wordless, he pulls one from the loop and hands it to you. The pen is cold, blue, and ready to write.


title: Kim Kitsuragi: "Absolutely motionless at first, the..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
Absolutely motionless at first, then animated slowly, imperceptibly even, the lieutenant begins to browse his notes again. Leaving you to the case files.


title: Damaged Ledger: "Things to be done and things alread..."
sequence: 0
dialoguetext:
Things to be done and things already done -- the composition of reality. This is an extremely useful tool for a detective of the Citizens Militia.


title: Damaged Ledger: "Work. Strife. Poverty. The Jamrock..."
sequence: 0
dialoguetext:
Work. Strife. Poverty. The Jamrock Quarter. These are handwritten logs of investigations dating back to January '51, this year. The exact number is hard to estimate due to missing pages -- and an *odd* naming convention -- but there are at least twenty, maybe thirty cases. Undertaken, not completed, mind you.


title: Damaged Ledger: "Yes. It appears you employ a... sha..."
sequence: 0
dialoguetext:
Yes. It appears you employ a... shall we say *robust yet literary* system. Each investigation has its case number written on the margins. Yet, still more tellingly, most are accompanied by a *name*.


title: Conceptualization: "A *title* one might say even. One t..."
sequence: 0
dialoguetext:
A *title* one might say even. One that draws inspiration from snoop fiction and Vespertine cop show staples.


title: You: "How much is that -- two new cases a..."
dialoguetext: How much is that -- two new cases a week?
sequence: 0
conditionstring:
Variable["inventory.ledger_logic_case_a_week"] == true  and  IsKimHere() == false  and  Variable["inventory.ledger_asked_kim_about_case_tempo"] == false


title: Damaged Ledger: "Yes, all caps. One is called THE NE..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_cases_unlocked", true) --[[ Variable[ ]]
dialoguetext:
Yes, all caps. One is called THE NEXT WORLD MURAL, another THE SQUARE BULLET HOLE MURDERS. Another yet: THE UNSOLVABLE CASE.


title: Damaged Ledger: "Others appear more light-hearted: T..."
sequence: 0
dialoguetext:
Others appear more light-hearted: THE GUYS ON A COUCH IN AN UNEXPECTED LOCATION and THE MURDER AT THE HOOKAH PARLOUR, even the rare article-free COLLAPSING TENEMENT. Murder features prominently throughout.


title: Kim Kitsuragi: ""Huh?" He raises his nose from his..."
sequence: 0
dialoguetext:
"Huh?" He raises his nose from his notes. "Two *complex* cases to undertake is a lot, yes. You *really* have to push yourself. I would not suggest it. Lest you start making mistakes."


title: Visual Calculus: "*Pedagogical* somehow. Brash. It mu..."
sequence: 0
dialoguetext:
*Pedagogical* somehow. Brash. It must be yours for you to be able to read it. These are the lines of someone who has written by hand *a lot* and has developed a style only they themselves -- or *you yourself* -- can decipher.


title: Damaged Ledger: "Three. The topmost are MISCONDUCT F..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_forms_show_rest_of", true) --[[ Variable[ ]]
dialoguetext:
Three. The topmost are MISCONDUCT FINES, the middle ones  are STATION CALLS, and the bottommost are FIELD AUTOPSY FORMS. Each is easy enough to make sense of.


title: Damaged Ledger: "These are quite sinister in tone. T..."
sequence: 0
userscript: SetVariableValue("tc.station_call", true) --[[ Variable[ ]]
dialoguetext:
These are quite sinister in tone. They give a date and time for the person to 'appear' at the specified Precinct Police Station. Below the 'call' are the criminal charges you risk by 'not appearing'.


title: Damaged Ledger: "A dozen pages of thin copy paper, b..."
sequence: 0
dialoguetext:
A dozen pages of thin copy paper, bright red in colour. You see the parameters of a deceased human form, waiting to be filled in: age, sex, condition of internal organs...


dialoguetext: 0
sequence: Continue()
title:
Variable["yard.need_paperwork_for_autopsy"]  and  Variable["TASK.perform_field_autopsy_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.need_paperwork_for_autopsy"]  and  Variable["TASK.perform_field_autopsy_done"] == false)

conditionstring:
(Variable["yard.need_paperwork_for_autopsy"]  and  Variable["TASK.perform_field_autopsy_done"] == false) == false


title: Kim Kitsuragi: ""Good, yes. We can return to the de..."
sequence: 0
userscript: XPPicoSetBool("XP.ledger_kim_body_smell_exquisite")--[[ Variable[ ]]
dialoguetext:
"Good, yes. We can return to the dead body -- by now it smells *exquisite*..." Looks like he would rather concentrate on taking notes for now.


title: Damaged Ledger: "The rest of the stinking cellulose..."
sequence: 0
dialoguetext:
The rest of the stinking cellulose is *much* worse for wear. Being sandwiched between the board and the rest of the paperwork must have spared the fragile copier paper.


title: You: "MISCONDUCT FINE."
dialoguetext: MISCONDUCT FINE.
sequence: 0
conditionstring: Variable["inventory.ledger_forms_show_rest_of"]
userscript:
SetVariableValue("inventory.ledger_forms_counter", Variable["inventory.ledger_forms_counter"] +once(1)) 


title: Damaged Ledger: "A monetary penalization ranging fro..."
sequence: 0
userscript: SetVariableValue("tc.misconduct_fines", true) --[[ Variable[ ]]
dialoguetext:
A monetary penalization ranging from 20 to 250 reál. Severe cases allow for 1000 reál, but that requires special paperwork. The details of issuing these fines are spread out over the rest of the fields.


title: Damaged Ledger: "Thin see-through copier paper -- mo..."
sequence: 0
dialoguetext:
Thin see-through copier paper -- mostly neon yellow, some bright red -- all covered in boxes like marching armies. These are your official forms, easy enough to make sense of...


title: Damaged Ledger: "The notebook is *annual*, it says '..."
sequence: 0
dialoguetext:
The notebook is *annual*, it says '51 on what remains of its cover -- a molten strap of cardboard. Everything prior to this must have belonged to a previous volume. In short: there was more.


title: Interfacing: "Your hand cramps up merely looking..."
sequence: 0
dialoguetext:
Your hand cramps up merely looking at the scribbles, drawn -- as by some magnet -- to the red chequered margins. Fast, but always *straight*...


title: Pain Threshold: "Wearing out. Nearly gone. Sometimes..."
sequence: 0
userscript: XPPicoSetBool("XP.ledger_pt_wearing_out")--[[ Variable[ ]]
dialoguetext:
Wearing out. Nearly gone. Sometimes he forgets to keep the pen on the paper as he moves his hand and the lines vanish from underneath...


title: Damaged Ledger: "Arson. Petty theft. Spousal abuse -..."
sequence: 0
dialoguetext:
Arson. Petty theft. Spousal abuse -- handwritten logs on investigations dating back to January, ´51 -- stamped CASE FILES, COMMIT TO PAPER. These are the last couple of months of your life.


title: Pain Threshold: "Judging by the creases on your fore..."
sequence: 0
dialoguetext:
Judging by the creases on your forehead and the lines on your cheeks -- too much more. Going back years, decades even....


title: Kim Kitsuragi: ""Oh, you mean the *titular*. Yes, w..."
sequence: 0
dialoguetext:
"Oh, you mean the *titular*. Yes, well... So do I. In our defence -- almost everyone in the RCM does."


title: Kim Kitsuragi: ""It's a holdover from the early day..."
sequence: 0
dialoguetext:
"It's a holdover from the early days of the RCM -- right after the Revolution, when the organization had little idea how to do things. It persists in an *unofficial* capacity. Officers use these titles to refer to their work among themselves."


title: Kim Kitsuragi: ""Again, in your defence, I seem to..."
sequence: 0
dialoguetext:
"Again, in your defence, I seem to have named one..." He peeks into his notes. "THE MAN WITH THE HOLE IN HIS HEAD. That was a real person, his death was real. Still I named it that. To amuse myself."


title: Damaged Ledger: "Right, what more do you need? A rub..."
sequence: 0
dialoguetext:
Right, what more do you need? A rubber condom stuck to the back? A graffito that says 'DEFEATED'? I think you catch the drift.


title: Damaged Ledger: "It's made of dark blue plastic hard..."
sequence: 0
dialoguetext:
It's made of dark blue plastic hard enough to beat someone to submission with. The edges are rounded, however. The U4-sized board feels thick and heavy in your hand. Light shimmers on its wet surface. On the back you see the embossed letters: RCM.


title: Perception (Sight): "There's something there. A rectangu..."
sequence: 0
dialoguetext:
There's something there. A rectangular shape, like one of those *postcards* that Annette told you about...


title: Drama: "Can't you see the *sire* is tired o..."
sequence: 0
dialoguetext:
Can't you see the *sire* is tired of these... fabrications. *RAC* is clearly what it says on the case files. These are official documents. There is no arguing with *official* documents.


title: Logic: "I got nothing here either. Logic re..."
sequence: 0
dialoguetext:
I got nothing here either. Logic really isn't the best faculty to have this conversation with, But it's the one you got, so sorry.


title: Logic: "Fine. It takes about half an hour f..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_open_to_getting_raphel_thought", true) --[[ Variable[ ]]
dialoguetext:
Fine. It takes about half an hour for you to piece one together, Mr... Raphaël. Which one do you want?


title: Inland Empire: "Yeah, we're staying out of this bus..."
sequence: 0
dialoguetext:
Yeah, we're staying out of this business for now. HDB is *bad news* from yesteryear. It's shit, honcho.


title: Logic: "It takes about half an hour to piec..."
sequence: 0
dialoguetext:
It takes about half an hour to piece one together, using the system you've devised. Which one do you want?


title: Logic: "It takes about half an hour to piec..."
sequence: 0
dialoguetext:
It takes about half an hour to piece one together, using the system you've devised. Where do you want to start?


title: Logic: "Yes! You can piece them together us..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_has_come_from_main_once", true) --[[ Variable[ ]]
dialoguetext:
Yes! You can piece them together using the alphanumeric code on the margin. It always begins with HDB41, then date of initialization and time of arrival on the scene. Followed by the title. For example: HDB41120117:00 (THE NEXT WORLD MURAL).


title: Logic: "It's possible: yes. Easy: no. You n..."
sequence: 0
dialoguetext:
It's possible: yes. Easy: no. You need to come up with a small archaeological system to re-order the remains of your past works. At the moment all they do is fall apart in your hands. Some dates and the numeric titular system is all you have.


title: Logic: "Every last alphanumeric in the file..."
sequence: 0
userscript: XPPicoSetBool("XP.find_your_initials")--[[ Variable[ ]]
dialoguetext:
Every last alphanumeric in the files begins with it -- and these are *your* case files. It's safe to say H.D.B. are your initials.


title: Logic: "That's comforting to hear. Now, det..."
sequence: 0
dialoguetext:
That's comforting to hear. Now, detective. It takes half an hour to piece one of these together -- if you still want to. Here are your options.


title: Damaged Ledger: "This one is relatively easy to reco..."
sequence: 0
dialoguetext:
This one is relatively easy to reconstruct. Overnight on 12/02. a graffito -- nay, a mural! -- appears on an eight story tenement overlooking Central Jamrock. The building is a sparsely inhabited ghost tower, part of a failed real estate development called Grand Couron.


title: Damaged Ledger: "The mural is enormous. Two silhouet..."
sequence: 0
dialoguetext:
The mural is enormous. Two silhouettes -- a man and a woman -- are kissing. The text cut into their forms reads:


title: Damaged Ledger: "TRUE LOVE IS POSSIBLE ONLY IN THE..."
sequence: 0
dialoguetext:
TRUE LOVE IS POSSIBLE
ONLY IN THE NEXT WORLD -- FOR NEW PEOPLE
IT IS TOO LATE FOR US

WREAK HAVOC ON THE MIDDLE CLASS


title: Damaged Ledger: "People call it *that thing* and *th..."
sequence: 0
dialoguetext:
People call it *that thing* and *that fucking thing*. It’s visible for miles. In two days the station's complaints desk gets clogged with requests to remove *The Bummer*. You and your partner are assigned to the case.


title: Damaged Ledger: "The graffito crew is easy to track..."
sequence: 0
dialoguetext:
The graffito crew is easy to track down. Only the Belles Lettres have the *literage* of industrial paint to cover the surface. (One of the graffito artists is rumoured to be *rich*.) They take responsibility for the execution, but not the design. The ideologue of the *Next World Mural* -- as the crew calls it -- remains an unknown.


title: Damaged Ledger: "The crew agrees to clean up after t..."
sequence: 0
dialoguetext:
The crew agrees to clean up after themselves. However, your partner -- JV -- is against the removal, citing public support for conservation. This leads to a debate in Precinct 41, which then spreads to the streets of Jamrock. Ending in a rare plebiscite -- organized by you and the rest of Row III.


title: Damaged Ledger: "The nine thousand people subjected..."
sequence: 0
dialoguetext:
The nine thousand people subjected to the mural’s message -- all of Lakeside (Central Jamrock) and Villalobos, plus half of the Eminent Domain -- participate in the vote. Although the case begins with what appears to be a lot of rumbling on the streets as to how juvenile and stupid the mural is, given a choice between two options...


title: Damaged Ledger: "A staggering seventy-eight percent..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_case_mural", true) --[[ Variable[ ]]
dialoguetext:
A staggering seventy-eight percent of voters choose to keep it. Turns out the opposition were a loud minority. And that love truly is possible in the next world -- for new people. And it is too late for us.


title: You: "I must have voted (and possibly eve..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
I must have voted (and possibly even lobbied) to remove the thing because I don't believe in that rubbish one bit.


title: Damaged Ledger: "No one cares what you believe in, m..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_next_world_mural");PassTime()--[[ Variable[ ]]
dialoguetext:
No one cares what you believe in, man with the smelly toilet ledger. What do you want to tackle next? Or are we done?


title: Damaged Ledger: "Did anyone ask what you believe in,..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_next_world_mural");PassTime()--[[ Variable[ ]]
dialoguetext:
Did anyone ask what you believe in, man with the smelly toilet ledger? What do you want to tackle next? Or are we done?


title: Damaged Ledger: "In any case, it appears to have bee..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_next_world_mural");PassTime()--[[ Variable[ ]]
dialoguetext:
In any case, it appears to have been a rare case of civil activity in the Quarter. And agreement as well. What do you want to tackle next?


title: Damaged Ledger: "AKA LESLIE & BURKE, AKA THE PUBLIC..."
sequence: 0
userscript: PassTime()
dialoguetext:
AKA LESLIE & BURKE, AKA THE PUBLIC INDECENCY DRUNK & THE PROPERTY DAMAGE DRUNK is a *cursed* case. It has been passed from unsuspecting officer to unsuspecting officer for ten years. On January 29, THE UNSOLVABLE CASE made its way to you. Why you accepted it is unclear. Every officer and indeed most civilians in Jamrock know it's UNSOLVABLE.


title: Damaged Ledger: "Leslie will always take his pants o..."
sequence: 0
dialoguetext:
Leslie will always take his pants off when he's drunk. Burke will always trash everything. It's just what they do. It is their nature -- you cannot change the nature of a man. And you can't lock them away, because public indecency and small-scale property damage are not punishable by incarceration.


title: Damaged Ledger: "The only way for Leslie to stop dis..."
sequence: 0
dialoguetext:
The only way for Leslie to stop displaying his genitals, and for Burke to stop attacking things, would be for them to *stop drinking alcohol*. Which in their forties, or fifties -- it's hard to tell because of their distorted features -- is a medical improbability.


title: Damaged Ledger: "You would think that, but you're wr..."
sequence: 0
dialoguetext:
You would think that, but you're wrong. Where's the fun in exposing your genitals, or breaking stuff in your own home? No, Leslie and Burke are on the corner of Main Street and Perdition, because that's where the *action* is.


title: Damaged Ledger: "Threatening, fines, dragging them t..."
sequence: 0
dialoguetext:
Threatening, fines, dragging them to the station, locking them up in the hell holes they live in, locking them up in the station, hypnotherapy -- even trying to get a local gang of *zemlyakis* to take them out (the zemlyakis gave them ethanol so Burke and Leslie would expose and rampage even harder) -- you tried it all. And still the complaints wouldn't stop. As they hadn't stopped for *ten years*.


title: Damaged Ledger: "It's plain to see from the files th..."
sequence: 0
dialoguetext:
It's plain to see from the files that you, Satellite-Officer JV, and special consultant TH had more important cases to attend to. You uncover cross-reference to several ongoing investigations, each brought to a standstill every time you drive down Main Street. Because there they are! On the corner of Perdition, and what is Leslie doing?


title: Damaged Ledger: "Good, you're learning. If the files..."
sequence: 0
dialoguetext:
Good, you're learning. If the files are to be trusted -- that's all there is to it. That and Burke breaking things. And the fact that they're both drunk. But then again, so are you. The case becomes *considerably* less comic one day, when Burke takes a swing at your ledger.


title: Damaged Ledger: "No, that's Burke. Leslie's *schtick..."
sequence: 0
dialoguetext:
No, that's Burke. Leslie's *schtick* is flashing his genitals, remember? How will you ever solve THE UNSOLVABLE CASE if you can't even get that straight? Well, turns out it's pretty simple. The case becomes *considerably* less comic one day, when Burke takes a swing at your ledger.


title: Damaged Ledger: "He must have it confused with the *..."
sequence: 0
dialoguetext:
He must have it confused with the *property* he likes to damage. But the joke's on him -- you're also drunk. Drunk out of your mind on Potent Pilsner. You slam the hardened plastic board in his face; then proceed to beat him unconscious with it.


title: Damaged Ledger: "In the process the ledger sustains..."
sequence: 0
dialoguetext:
In the process the ledger sustains damage. The compartment within -- reserved for permeable documents -- is jammed shut. You stop your assault on the now unconscious Burke to open it, but are unable to do so. *The officer began to cry*, reports Leslie, who at this point is tending to Burke.


title: Damaged Ledger: "*He came at us* -- *And at us* -- *..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_crack_it_on_the_knee", true) --[[ Variable[ ]]
dialoguetext:
*He came at us* -- *And at us* -- *I think he was trying to kill Burke-o*. While trying to kill Burke-o, you slowly come around. The permeables' compartment is open. You've smashed it open on poor Burke'o's kneecaps. The good news is, Burke can't walk anymore.


title: Damaged Ledger: "Can't get out of his apartment. An..."
sequence: 0
dialoguetext:
Can't get out of his apartment. An invalid. With Burke to tend to, Leslie cuts back on the indecent exposure. Maybe he flashes his genitals to Burke, who knows, but both drunks are off the street. The complaints stop, the unsolvable case is solved.


title: Damaged Ledger: "Which is also why the officer respo..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_unsolvable_case");PassTime()--[[ Variable[ ]]
dialoguetext:
Which is also why the officer responsible (narrowly) escapes a disciplinary hearing. The end. Do you want to read another one?


title: Interfacing: "...is *not* what you end up doing...."
sequence: 0
userscript: SetVariableValue("inventory.ledger_white_interfacing_failed_once", true) --[[ Variable[ ]]
dialoguetext:
...is *not* what you end up doing. You squeeze the plastic to slide it open, but nothing happens. Then you bend it some. Then crack it. The god damn thing is stuck.


title: Interfacing: "Hmm. The two sides of the board app..."
sequence: 0
dialoguetext:
Hmm. The two sides of the board appear slightly misaligned. Like a drawer that's come off the slides. If you *bend* the plastic on your knee, slowly...


title: Logic: "Permeables. It's not hidden per se,..."
sequence: 0
dialoguetext:
Permeables. It's not hidden per se, the compartment is made for permeable materials that would get damaged if something happened to it.


title: Half Light: "A hot flash of rage comes over you...."
sequence: 0
userscript: SetVariableValue("inventory.ledger_half_anger_compartment", true) --[[ Variable[ ]]
dialoguetext:
A hot flash of rage comes over you. For a moment there -- before it recedes -- you feel as though you might just squeeze a tear of anger out of your duct. Makes you wonder... why?


title: Damaged Ledger: "The ledger quivers in your hand. As..."
sequence: 0
dialoguetext:
The ledger quivers in your hand. As it shakes the pages rustle. This pathetic mess suddenly afraid of you for some reason.


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


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

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


title: Damaged Ledger: "Without resistance -- or sound -- t..."
sequence: 0
dialoguetext:
Without resistance -- or sound -- the two panels move against each other. The compartment is now open.


title: Damaged Ledger: "It's slightly -- ever so slightly -..."
sequence: 0
dialoguetext:
It's slightly -- ever so slightly -- difficult to breathe once you've done so. The drawer is locked, blue ink drips from the white pages in your hand.


title: Damaged Ledger: "He must have it confused with the *..."
sequence: 0
dialoguetext:
He must have it confused with the *property* he likes to damage. But the joke's on him -- you're drunk out of your mind on Potent Pilsner. You slam the hardened plastic board in his face. Then you proceed to beat him unconscious with it.


title: Damaged Ledger: "Two octopuses are smiling, reaching..."
sequence: 0
dialoguetext:
Two octopuses are smiling, reaching their tentacles toward each other in the coloured pencil drawings. The tickets permit access to a zoo in Revachol East. The aquarium costs extra -- these let you go there too.


title: Damaged Ledger: "Thin wax paper has been glued to a..."
sequence: AudioPlay(inventory/ledger_of_failure/wax-paper-01,1)
dialoguetext:
Thin wax paper has been glued to a piece of cardboard. Sounds like leaves rustling when you pick it up -- you see violet flowers, floral patterns, patches of glue.


title: Damaged Ledger: "Your fingers are sweaty. There is a..."
sequence: 0
dialoguetext:
Your fingers are sweaty. There is a sweat mark where they held the wax paper. The card lies next to the ticket stubs.


title: Visual Calculus: "A young woman in her twenties. Ther..."
sequence: 0
userscript: SetVariableValue("inventory.letter_viscal_handwriting", true) --[[ Variable[ ]]
dialoguetext:
A young woman in her twenties. There is care, effort, and a *smile*, you think -- although that is not something you can read from someone's handwriting.


title: Damaged Ledger: ""Harry," it begins -- you're alread..."
sequence: MusicPlay(silence,100,1,5)
userscript: SetVariableValue("inventory.letters_found_and_read", true) --[[ Variable[ ]]
dialoguetext:
"Harry," it begins -- you're already reading. "I wanted to write you a letter, so you can read it when you wake up. Maybe it will make you happy."


title: Damaged Ledger: "A merciful wind blows in from the B..."
sequence: 0
dialoguetext:
A merciful wind blows in from the Bay of Revachol, dusting the ground at your feet and raising newspapers far away. You feel the card slipping into it...


title: Damaged Ledger: "Outside you hear the wind howl. A s..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_come_outside", true) --[[ Variable[ ]]
dialoguetext:
Outside you hear the wind howl. A sudden gale blows in from Martinaise, flapping street signs and window blinds.


title: Damaged Ledger: "Your hand shakes, holding the card...."
sequence: 0
dialoguetext:
Your hand shakes, holding the card. "Every morning when I step out and you're asleep behind me," it says. "I find a little piece of sadness in me. I carry it in my chest down Voyager Road..."


title: Electrochemistry: "No! Don't throw away the baggie! Th..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_electrochem_minigrip", true) --[[ Variable[ ]]
dialoguetext:
No! Don't throw away the baggie! There's dust on the drug baggie! It's not good but at least it's *some* kind of way to be together...


title: Damaged Ledger: "Just like that the wind picks it fr..."
sequence: PostFX(whiteblink, true);PostFX(ledger-whiteout, true);
dialoguetext:
Just like that the wind picks it from your fingers. Cold, they let go, the wax paper rustles, a whisper light and low... Then a sudden gust raises the postcard to the drizzle grey sky above. Away from you...

userscript:
LoseItem("ledger_damaged"); SetVariableValue("inventory.ledger_threw_letter_away", true) --[[ Variable[ ]]


title: Shivers: "A small piece of paper dances above..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_shivers_threw_away", true) --[[ Variable[ ]]
dialoguetext:
A small piece of paper dances above Martinaise -- above slow waves crashing the shore; and the war torn houses and the new *batiments nouveau* alike; above you, looking up to the grey sky with your hair greasy and wet..


title: Damaged Ledger: "The wind carries the keepsake away..."
dialoguetext: The wind carries the keepsake away from you -- to the southwest, the pale violet dot disappears.
sequence: 0
userscript:
GainItem("ledger_oblivion"); SetVariableValue("inventory.ledger_caustic_echo", true) --[[ Variable[ ]]


title: Shivers: "And above the distant streets and t..."
sequence: 0
dialoguetext:
And above the distant streets and the 8/81 -- even above the old fish market and the church. Its material existence is lost. This great city will pocket it for you. For your own sake -- forget about it.


title: Esprit de Corps: "Under Precinct 41, where typewriter..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_Esprit_card_carried", true) --[[ Variable[ ]]
dialoguetext:
Under Precinct 41, where typewriters fire long into the night, and officers walk the great steps and the bridge. Long after the card has landed in the cold shore waters, its writing dissolved. Material disintegrated.


title: Damaged Ledger: ""Every step I take, it grows. By th..."
sequence: 0
dialoguetext:
"Every step I take, it grows. By the time I reach the fuel station it has filled me entirely. I step on the light rail and look back, sparks fall from the bow collector. I know it will be like this until late afternoon, when I get off the 42 -- and walk back to you..."


title: Damaged Ledger: ""You, you... Every step I take will..."
sequence: 0
userscript: SetVariableValue("plaza.ledger_harry_has_a_vast_soul", true) --[[ Variable[ ]]
dialoguetext:
"You, you... Every step I take will get lighter. It almost makes me run! Sometimes I do. I can't believe I met you. I can't believe the happiness I feel with you. You have a vast, vast soul and I will always, always, always come back to it."


title: Damaged Ledger: ""Kisses, kisses, kisses." You feel..."
sequence: AmbientVolume(0)@2;BanishHUD(true)@3;SemiBlack(true,3)@1;
dialoguetext:
"Kisses, kisses, kisses." You feel the air sucked out of your lungs and the blood sucked out of your head. Everything around you gets dark. Small white dots appear...


title: You: "Fall sideways."
dialoguetext: Fall sideways.
sequence:
PostFX(SemiBlack1-3, false);PostFX(SemiBlack2-3, false); TotalBlack(true, 0.1)@2;LuaRun(LetterSleep())@3;


title: Damaged Ledger: "Your hands shake holding on to it...."
sequence: 0
dialoguetext:
Your hands shake holding on to it. "Every morning, when I step out and you're asleep behind me," it says. "I find a little piece of sadness in me. I carry it in my chest down Voyager road..."


title: You: ""THE FURIES ARE AT HOME IN THE MIRR..."
dialoguetext: "THE FURIES ARE AT HOME IN THE MIRROR."
sequence: 0
userscript:
SetVariableValue("inventory.ledger_tried_one_name", true) ; SetVariableValue("inventory.ledger_suggested_furies", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Ha! Yes." He isn't actually laughi..."
sequence: 0
dialoguetext:
"Ha! Yes." He isn't actually laughing. "I have to tell you officer, I don't appreciate *ironic* titles. Other officers will have to use this as reference. If it's 'IDIOT', or 'COCK FINGER'..."


title: Kim Kitsuragi: ""Okay. Okay." He nods. "It's a good..."
sequence: 0
dialoguetext:
"Okay. Okay." He nods. "It's a good name, but it has *one* problem -- this case has nothing to do with the setting sun. At all. It has nothing to do with that. So..."


title: Kim Kitsuragi: ""Furies. Yes. Well." It's obvious h..."
sequence: 0
dialoguetext:
"Furies. Yes. Well." It's obvious he doesn't like it. "I don't know. I have to be honest -- I'm not experiencing the *internal strife* that refers to. And also..." He furrows his brow.


title: Kim Kitsuragi: ""Could we make it less *poetic* som..."
sequence: 0
dialoguetext:
"Could we make it less *poetic* somehow? Just a normal case name, you know? Think -- what would that be? A good *normal* name?"


title: Kim Kitsuragi: ""Great! That's great. That's actual..."
sequence: 0
dialoguetext:
"Great! That's great. That's actually what *I* was thinking too -- THE HANGED MAN. Good, strong name. We have a very good name for the case now."


title: Kim Kitsuragi: "He flips the pages of his notebook...."
sequence: 0
userscript: ReputationGrows("kim"); FinishTask("TASK.open_official_case_done")--[[ Variable[ ]]
dialoguetext:
He flips the pages of his notebook. "I'm going to start calling it THE HANGED MAN. It's good we sorted this out."


title: Kim Kitsuragi: ""Okay then." He returns to his note..."
dialoguetext: "Okay then." He returns to his notes, abruptly. "The case doesn't need to have a name."
sequence: 0
userscript:
ReputationLowers("kim"); SetVariableValue("inventory.ledger_left_without_naming_angered_kim", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""They're not going to *get* it. The..."
sequence: 0
dialoguetext:
"They're not going to *get* it. They're going to think: an idiot and a cock finger were on this case. So -- do you have something less *funny*?"


title: Esprit de Corps: "This would also be a good time to f..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_name_case_with_kim_later", true) --[[ Variable[ ]]
dialoguetext:
This would also be a good time to finally *name* the case -- if only Lieutenant Kitsuragi were here so you could coordinate. No use naming it without him... maybe at a later time you can come back to this?


title: You: ""Kim, I have a name for this case.""
dialoguetext: "Kim, I have a name for this case."
sequence: 0
conditionstring:
(Variable["inventory.ledger_name_case_with_kim_later"]  or  Variable["inventory.ledger_left_without_naming_angered_kim"])  and  IsKimHere()  and  Variable["TASK.open_official_case_done"] == false


title: Kim Kitsuragi: ""Oh! That's actually what *I* was t..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"Oh! That's actually what *I* was thinking -- THE HANGED MAN." He nods. "I like that. A good, strong name. We have a very good name for the case now."


title: Damaged Ledger: "The Ledger of (Oblivion Induced) Me..."
sequence: 0
dialoguetext:
The Ledger of (Oblivion Induced) Mental Health is just as shabby as the Damaged Ledger was: a bunch of sodden papers sags from the clipboard in your hand.


title: Damaged Ledger: "You jam the compartment shut, it's..."
sequence: 0
dialoguetext:
You jam the compartment shut, it's hard to breathe. The air in your lungs feels sour somehow. The drawer is locked, blue ink drips from the white pages in your hand.


title: Conceptualization: "It says: everyone look at me and my..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_concept_commented_keeping_toilet_paper", true) --[[ Variable[ ]]
dialoguetext:
It says: everyone look at me and my *kitchen tissue* covered cop ledger! I don't *care*. My ledger is droopy and it smells like a urinal.


title: Conceptualization: "It says: everyone look at me and my..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_concept_commented_keeping_toilet_paper", true) --[[ Variable[ ]]
dialoguetext:
It says: everyone look at me and my *kitchen tissue* covered cop ledger! I don't *care*. My ledger is droopy and  smells like a urinal. Not a new addition, though. So keep that *styling case* open, my friend...


title: Damaged Ledger: "It's going to take an effort to pie..."
sequence: 0
dialoguetext:
It's going to take an effort to piece these case files together, but it can be done -- later, once you're done inspecting them up close.


title: Damaged Ledger: "Like a fan of gills the chequered p..."
sequence: 0
dialoguetext:
Like a fan of gills the chequered papers dry in your hand. The handwriting is extremely dense, if mostly illegible.


title: Damaged Ledger: "You start scratching the tasks you'..."
sequence: 0
dialoguetext:
You start scratching the tasks you've completed onto the paper with a brash freehand uncannily similar to the rest of the letters. The wording comes easily, it's almost robotically simple; a language developed for mental rigour and simplicity:


title: Damaged Ledger: "YOU CAN'T! This is *your* ledger. Y..."
sequence: 0
userscript: FinishTask("TASK.find_your_paperwork_done")--[[ Variable[ ]]
dialoguetext:
YOU CAN'T! This is *your* ledger. You're a COP and it's your official ledger. It's filled out in *your* hand and it *stinks* like you too. And looks like you.


title: Kim Kitsuragi: ""Now, if you'll excuse me..." He re..."
sequence: 0
dialoguetext:
"Now, if you'll excuse me..." He reopens his own *pristine* blue notebook. "That thing has filled me with the sudden urge to make sure mine is in *perfect* order."


title: Kim Kitsuragi: ""Two?" He raises both eyebrows. "Th..."
sequence: 0
dialoguetext:
"Two?" He raises both eyebrows. "That's a lot. I didn't mean to say you're making mistakes, by the way. That was presumptuous of me."


title: Damaged Ledger: "Your secret is safe with the rotten..."
sequence: 0
dialoguetext:
Your secret is safe with the rotten cabbage of papers in your hand. Writing covers almost all the pages.


title: Conceptualization: "Sadly, the ledger only comes with a..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_concept_pen", true) --[[ Variable[ ]]
dialoguetext:
Sadly, the ledger only comes with an old worn-down led pencil. It's unfitting of this monumental event.


title: !(Variable["inventory.ledger_concept_pen"] or Variable["inventory.ledger_interfacing_pen"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["inventory.ledger_concept_pen"]  or  Variable["inventory.ledger_interfacing_pen"]) == false


title: Kim Kitsuragi: ""Yes, how very childish of you," he..."
sequence: 0
userscript: SetVariableValue("inventory.ledger_numeric_system_introduced", true) --[[ Variable[ ]]
dialoguetext:
"Yes, how very childish of you," he mumbles. "In your -- and my -- defence, almost everyone in the RCM uses the *titular* system. In addition to the official alphanumeric."


title: Damaged Ledger: "Yes -- all that remains now is to f..."
sequence: 0
dialoguetext:
Yes -- all that remains now is to fill those forms and *hand* them to people: fines for wrongdoers, interview requests for bad guys, and field autopsies to *dead* guys.

userscript:
SetVariableValue("inventory.ledger_forms_successfully_exited_once", true) ; XPTinySetBool("XP.ledger_fill_those_forms")--[[ Variable[ ]]


title: Damaged Ledger: "It would be *very* interesting to r..."
sequence: 0
dialoguetext:
It would be *very* interesting to read about these, wouldn't it? I mean -- there seems to be a *square*-shaped entry wound in the victim's forehead. She's been sitting there for weeks. On her rocking chair. With a square hole in her skull, staring at the wall, her mouth agape.


title: Damaged Ledger: "MURDER -- tam-tam-tam! -- AT THE HO..."
sequence: 0
userscript: PassTime()
dialoguetext:
MURDER -- tam-tam-tam! -- AT THE HOOKAH PARLOUR! was a case originally assigned to an officer called Joseph Mills, who is now dead. Of circumstances completely unconnected to MURDER AT THE HOOKAH PARLOUR.


title: Damaged Ledger: "Beaten to death by a throng of Vill..."
sequence: 0
dialoguetext:
Beaten to death by a throng of Villalobos gang-members when him and his partner J. M. (only initials mentioned) answered a call one night. It's a sad story and it isn't really represented in *your* case files. Stop stalling and get to the MURDER AT THE HOOKAH PARLOUR.


title: Damaged Ledger: "Joseph Mills was on this case that..."
sequence: 0
dialoguetext:
Joseph Mills was on this case that he just couldn't solve. Was doing it solo. Said it was a real nutcracker. A real brain-twister. Was on it for, like, a month -- the captain got impatient. Shit or get off the pot, Mills.


title: Damaged Ledger: "Mills didn't get off the pot -- not..."
sequence: 0
dialoguetext:
Mills didn't get off the pot -- not yet. He kept at it for a couple of weeks more, racking his brains, running with every theory, as outlandish as they seemed -- still couldn't solve the MURDER AT THE HOOKAH PARLOUR. Tough case, he said. Toughest he's ever had.


title: Damaged Ledger: "No, he was awful. Awful sense of hu..."
sequence: 0
dialoguetext:
No, he was awful. Awful sense of humour too. The worst jokes you've ever heard. Really rapey. Still -- he'd been on it for *months* now. Said it was THE FINAL CASE. Said it was UNCRACKABLE. That the murderer vanished into THIN AIR. That goddamn hookah parlour was all he talked about.


title: Damaged Ledger: "Okay, so the case is handed to you..."
sequence: 0
dialoguetext:
Okay, so the case is handed to you because Mills isn't getting anywhere. And you look into it. Here's the set-up: A young man is found dead in a hookah parlour. You know, those places where you go and smoke bubblegum-flavoured vapour all day.


title: Damaged Ledger: "Yeah, really lame. So anyway -- you..."
sequence: 0
dialoguetext:
Yeah, really lame. So anyway -- young man, in his twenties, found with his skull busted open. Right on the floor of the hookah parlour. In the middle of the day. No one else is in there. Only client that day. In perfect health too, some kind of movie producer.


title: Damaged Ledger: "Yeah. So anyway -- young man, in hi..."
sequence: 0
dialoguetext:
Yeah. So anyway -- young man, in his twenties, found with his skull busted open. Right on the floor of the hookah parlour. In the middle of the day. No one else is in there. Only client that day. In perfect health too, some kind of movie producer.


title: Damaged Ledger: "No one enters -- no one exits. He's..."
sequence: 0
dialoguetext:
No one enters -- no one exits. He's just sucking on his watermelon hookah all morning, all noon, like he usually does. (He's a regular). No calls, nothing. Just sucking on the hookah, until 15.45. Then bam -- he's dead on floor with his skull busted open, blood everywhere. What happened? How can it be?


title: Damaged Ledger: "Mills has no idea. Invisible assass..."
sequence: 0
dialoguetext:
Mills has no idea. Invisible assassin. Movie deal gone sour. Girl at the counter did it. Nothing fits. Eerie. Man just dropped dead. So you go to the parlour. You see cushions around the table. Table's low, heavy, really sharp edge...


title: Damaged Ledger: "See! You can't even *read* the thin..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_hookah_the_killer")--[[ Variable[ ]]
dialoguetext:
See! You can't even *read* the thing without solving it. Yeah. It was that. Turns out hookah *does* do something -- it turns off your brain's oxygen supply. And you don't notice it until you get up to go to the bathroom.


title: Damaged Ledger: "Smoking hookah. Didn't you hear? I..."
sequence: 0
userscript: PassTime()
dialoguetext:
Smoking hookah. Didn't you hear? I don't know. Trying to come up with a movie script maybe. Anyway, that was MURDER AT THE HOOKAH PARLOUR, Joseph Mills wasn't a good detective, and about 30 minutes has passed piecing it together. Next?


title: Damaged Ledger: "This one's bad. Not that far from P..."
sequence: 0
userscript: PassTime()
dialoguetext:
This one's bad. Not that far from Precinct 41 -- in Central Jamrock -- there is an eight story apartment building with two hundred residents inside. It's the dead of winter, January. Snowing. Someone's beating their wife. It's half past midnight.


title: Damaged Ledger: "You get a complaint -- no one's the..."
sequence: 0
dialoguetext:
You get a complaint -- no one's there to take it. So you do call duty. The beating is taking place on the eighth floor. You take the elevator up. The building's creaking around you. Cold as hell. It's a run down old place. Concrete panels, rats everywhere.


title: Damaged Ledger: "And it's not pretty in the apartmen..."
sequence: 0
dialoguetext:
And it's not pretty in the apartment either. By the time you arrive the husband's left. His wife has got her lip busted, face swollen. Eyes shut. Can't leave him, they're a *financial unit*. Enjoying this beautiful life in this beautiful tenement.


title: Damaged Ledger: "Yes, cops do that. *While* you're t..."
sequence: 0
dialoguetext:
Yes, cops do that. *While* you're taking a piss, you see a big crack in the wall. In the outer wall of the building. You can *feel* the cold air blow in. You take the elevator down, look up -- a big crack runs on the outer wall of the whole building.


title: Damaged Ledger: "That's right. They trained you for..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_building_safety_regulation")--[[ Variable[ ]]
dialoguetext:
That's right. They trained you for this in cop school. Everyone has to pick a civil specialization so they can keep the city running: fire safety, first aid training, and so on. You took *building safety regulation*. And it tells you that this one -- is coming down.


title: You: "The tilt is beyond the point of max..."
sequence: 0
dialoguetext:
The tilt is beyond the point of maximum deviation from the gravity bearing perpendicular. This means that the building is falling -- and will fall no matter what.


title: Damaged Ledger: "Maybe not tonight. Maybe not even t..."
sequence: 0
dialoguetext:
Maybe not tonight. Maybe not even tomorrow. Maybe not the day after, but it's coming down. In a matter of days. It is physically impossible for it not to. And the two hundred people in there? They are all going down with it. The woman with the busted lip, the husband who beats her, their kids in the other room...


title: Damaged Ledger: "The drunk in the hallway. The girl..."
sequence: 0
dialoguetext:
The drunk in the hallway. The girl in the elevator when you were going up. The youths on the stairs, laughing, smoking. The couple next to the apartment -- who made the call. They're all going to die.


title: Damaged Ledger: "But, you see, it's *freezing* outsi..."
sequence: 0
userscript: PassTime()
dialoguetext:
But, you see, it's *freezing* outside. And there is no municipal government in Revachol. Nowhere to put these people. Two hundred people can't go to their *aunt's for a couple of days*. And above all -- there is no one to *tell* the building is coming down. No authority but you.


title: Damaged Ledger: "Bad, bad thoughts go through your h..."
sequence: 0
dialoguetext:
Bad, bad thoughts go through your head. So what you do is -- you call your partner. JV (only initials available) is up. He comes immediately. He didn't take building safety, but he believes you. He brings five more officers. Together you knock on *every door* and explain the situation.


title: Damaged Ledger: "Your captain puts them in a half-bu..."
sequence: 0
dialoguetext:
Your captain puts them in a half-burned building 10 km South. It's got black mould and no roof, but hey -- it's better than death.


title: Damaged Ledger: "And then the building doesn't come..."
sequence: 0
userscript: XPMinorSetBool("XP.ledger_building_will_come_down")--[[ Variable[ ]]
dialoguetext:
And then the building doesn't come down. And it still hasn't. That was 52 days ago. BUT THAT IS NOT THE POINT. The point is -- it *will* come down.


title: Damaged Ledger: "At the end of the day -- no one kno..."
sequence: 0
dialoguetext:
At the end of the day -- no one knows. The math says it *must* collapse. And the optics show that it doesn't. It's as if some kind of *evil spirit* is holding the tenement together, like the jaws of a trap. Luring the people back in. One by one. Already they're going... At least 40 of them are living there now.


title: Damaged Ledger: "As we speak. And you can't *keep* t..."
sequence: 0
dialoguetext:
As we speak. And you can't *keep* them from going back, because they all hate you. They despise you. They think you threw them out of their homes. Every day they despise you more -- and every day, more of them go back.


title: Damaged Ledger: "Exactly. These notes have been very..."
sequence: 0
userscript: PassTime()
dialoguetext:
Exactly. These notes have been very clear. Seems you have been thorough with documenting this one. So -- which one of these do you want to read *next*? (Because there is nothing you can do about THE COLLAPSING TENEMENT).


title: Damaged Ledger: "Some assholes brought their couch o..."
sequence: 0
userscript: PassTime()
dialoguetext:
Some assholes brought their couch outside and *hung out* on it. In the middle of the street, on the roof, on the hillside by the motorway. You know -- at an *unexpected location*. They were young and they thought they looked cool on it.


title: Damaged Ledger: "The load bearing perpendicular. The..."
sequence: 0
dialoguetext:
The load bearing perpendicular. The maximum deviation. All of it... Some people believe you. Most don't. Some you have to *forcibly* remove. Some even pull guns on you. It takes 20 hours to evacuate the whole building. 200 people stand outside in the cold. Children cry.


title: Damaged Ledger: "Yes. As you've said here: total ass..."
sequence: 0
dialoguetext:
Yes. As you've said here: total assholes. Young people are the worst.  So anyway -- you got a complaint about the damn sofa. Or couch. Or whatever it was.


title: Damaged Ledger: "Yes. As you've said here: insuffera..."
sequence: 0
dialoguetext:
Yes. As you've said here: insufferable rock-and-roll assholes. Young people are the worst. So anyway -- you got a complaint about the damn sofa. Or couch. Or whatever it was.


title: Damaged Ledger: "Insufferable dicks. Young people ar..."
sequence: 0
dialoguetext:
Insufferable dicks. Young people are the worst.  So anyway -- you got a complaint about the damn sofa. Or couch. Or whatever it was.


title: Damaged Ledger: "They were leaving it out in all the..."
sequence: 0
userscript: PassTime()
dialoguetext:
They were leaving it out in all these *unexpected and whimsical locations* they took it to. Where they also took photos of themselves -- on it. And smoked cigarettes. And drank coffee, because they felt it's *intellectual*.


title: Damaged Ledger: "Cigarette butts, coffee cups, stupi..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_couch_at_unexpected_location")--[[ Variable[ ]]
dialoguetext:
Cigarette butts, coffee cups, stupid couch. You had to clean it all up. And you *did* -- so congratulations to you. Case solved.


title: Damaged Ledger: "No. You didn't have time for that,..."
sequence: 0
userscript: PassTime()
dialoguetext:
No. You didn't have time for that, these notes show that you have what is called *a real god damn job*. You don't have time to be chasing down the couch-assholes. You have a real job to do. What next?


title: Damaged Ledger: "That's all you got. From the half h..."
sequence: 0
dialoguetext:
That's all you got. From the half hour you've spent piecing it together, all you know is: the entry wound was square-shaped. You never found the bullet. And then -- another body showed up. Also with a square hole in his forehead.


title: Damaged Ledger: "The Ledger of (Oblivion Induced) Me..."
sequence: 0
userscript: XPStandardSetBool("XP.ledger_of_oblivion_induced_mh")--[[ Variable[ ]]
dialoguetext:
The Ledger of (Oblivion Induced) Mental Health is just as shabby as the Damaged Ledger anyway. A bunch of sodden papers on a clipboard. Better not to waste more time with it.


title: Damaged Ledger: "No, you don't -- not without offici..."
sequence: 0
userscript: XPStandardSetBool("XP.ledger_compartment_police_backup")--[[ Variable[ ]]
dialoguetext:
No, you don't -- not without official police backup. It's simply impossible to open it. Your hands refuse to move.


title: Esprit de Corps: "Somewhere in a station lazareth lie..."
sequence: 0
dialoguetext:
Somewhere in a station lazareth lieutenant-detective Kitsuragi turns on the side and says: ouch. The wounds are agonizing.


title: Inland Empire: "Hmm... it's as if there is an autom..."
sequence: 0
dialoguetext:
Hmm... it's as if there is an automatic *self-defence* structure in your hand, keeping you from mind-fucking yourself with letters from past lovers.


title: Hand/Eye Coordination: "It's me. I'm keeping his hand from..."
sequence: 0
dialoguetext:
It's me. I'm keeping his hand from moving. We're not doing that anymore. We're not reading those words. People have died. He needs to work, not ache his heart for something that will never return.


title: Damaged Ledger: "An aluminium block runs the width o..."
sequence: 0
dialoguetext:
An aluminium block runs the width of the board, biting down on the paperwork. Its crocodile teeth are the only thing keeping the papers together. On it, the perforated watermark counting the achievements of the person you used to be.


title: Tutorial Agent: "The Ledger of Oblivion is a special..."
sequence: 0
dialoguetext:
The Ledger of Oblivion is a special item that can be used both as an INTERACTABLE and a TOOL equipped in your hand for skill bonuses. Find it under the TOOLS tab in your INVENTORY.


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

conditionstring:
(Variable["TASK.enter_cavern_done"] == true  and  Variable["TASK.return_to_whirling_done"] == false) == false


title: Kim Kitsuragi: "The lieutenant clears his throat. "..."
sequence: 0
dialoguetext:
The lieutenant clears his throat. "I don't think this is the time to be going through personal affects," he says. "Let's move on."


title: Half Light: "This stinking tissue will show ever..."
sequence: 0
dialoguetext:
This stinking tissue will show everyone what a bum you are. How little you give a shit. This toilet paper will PUNISH the world.


title: Half Light: "This toilet paper will show everyon..."
sequence: 0
dialoguetext:
This toilet paper will show everyone what a bum you are. How little you give a shit. This toilet paper will PUNISH the world.


title: Damaged Ledger: "You don't exactly *close* them, so..."
sequence: 0
dialoguetext:
You don't exactly *close* them, so much as *distance* yourself from the smelly papers. They're a little further from your nose now.


title: Damaged Ledger: "Did someone ask what you believe in..."
sequence: 0
userscript: XPTinySetBool("XP.ledger_next_world_mural");PassTime()--[[ Variable[ ]]
dialoguetext:
Did someone ask what you believe in, man with the smelly toilet ledger? What do you want to tackle next? Or are we done?


title: Electrochemistry: "Toxicology showed the entry wound w..."
sequence: 0
dialoguetext:
Toxicology showed the entry wound was laced with an incredibly potent psychoactive substance called HUV4-Nil. No street name.


title: Perception (Smell): "If you knew it was dunked in the to..."
sequence: 0
dialoguetext:
If you knew it was dunked in the toilet before getting chucked into the trash, why're you sniffing it?


title: Perception (Smell): "... so you wanted to get in on the..."
sequence: 0
dialoguetext:
... so you wanted to get in on the trash-toilet stink collab? Find out what happens when those two get *funky* together? Okay, pal.


title: Perception (Smell): "Yeah, turns out your nose doesn't l..."
sequence: 0
dialoguetext:
Yeah, turns out your nose doesn't like self-indulgent literal-shit huffing. *Quelle fuckin' surprise*. Come on, no more -- the ledger is going back down, away from your nose now.


title: !(CheckItem("union_membership_card") == true or CheckItem("union_membership_card_other") == true)
dialoguetext: 0
sequence: Continue()
conditionstring:
(CheckItem("union_membership_card") == true  or  CheckItem("union_membership_card_other") == true) == false


title: Damaged Ledger: "You feel that thing in the back of..."
sequence: 0
dialoguetext:
You feel that thing in the back of your head? That little voice, that quiet scream? You already felt this was a bad idea, but especially right now it's even worse. Try as you might, you can't read it now.


title: Volition: "You've got *business* to deal with..."
sequence: 0
dialoguetext:
You've got *business* to deal with first. Talk to the Union boss first, at least... I can't stop you for long, but there's just enough of an excuse now.


title: The Hanged Man: "The corpse looks at you with bulgin..."
sequence: 0
userscript: SetVariableValue("yard.hanged_seen", true) --[[ Variable[ ]]
dialoguetext:
The corpse looks at you with bulging white eyes. The face around them does not look human, it's swollen and ready to burst. His lips are fishlike and his tongue like a ball gag in his mouth.

conditionstring:
Variable["yard.hanged_vomit_hub_reached"] == false  and  Variable["yard.hanged_hub_reached"] == false


title: The Hanged Man: "There he still is -- looking right..."
sequence: 0
conditionstring: Variable["yard.hanged_vomit_hub_reached"] and Variable["yard.hanged_hub_reached"] == false
dialoguetext:
There he still is -- looking right through you with his white eyes. The body below is entirely dedicated to that corpse smell. Emitting it is *all* it does now.


title: The Hanged Man: "A cargo belt twists his neck at an..."
sequence: 0
dialoguetext:
A cargo belt twists his neck at an unnatural angle. The body below appears stiff. It's letting out an ungodly rot, the smell seeps in even through your clenched nostrils.


title: Kim Kitsuragi: ""Active decay." The lieutenant rais..."
sequence: 0
dialoguetext:
"Active decay." The lieutenant raises a white piece of linen to his nose. "It's okay to throw up, officer. No one is judging."


title: The Hanged Man: "The corpse looks at you with mute,..."
sequence: 0
dialoguetext:
The corpse looks at you with mute, liquefying eyes. A dark froth-like liquid has gathered on his lips. It's sickening.


title: Endurance: "As you breathe in, the odour comes..."
sequence: 0
userscript: SetVariableValue("yard.hanged_redcheck_did_not_vomit_success", true) --[[ Variable[ ]]
dialoguetext:
As you breathe in, the odour comes over you. It's a spell of the mind telling you to run -- and your stomach to wring itself empty. With your hands at your sides and your eyes squinting you stand in it.


title: Conceptualization: "It's a puzzle -- what's hanging in..."
sequence: 0
dialoguetext:
It's a puzzle -- what's hanging in front of you is a puzzle of decaying flesh, tattoos, and tendons.


title: The Hanged Man: "The man before you is naked, but fo..."
sequence: 0
dialoguetext:
The man before you is naked, but for a pair of underpants and enameled boots. His skin is greenish, marbled with decaying veins and blotched by lividity. A fading web of tattoos covers his chest and shoulders. The cargo belt used to fasten him to the branch above appears industrial in strength.

userscript:
CancelTask("TASK.get_ammonium_cancelled"); FinishTask("TASK.shit_together_done"); GainTask("TASK.inspect_body_parts")--[[ Variable[ ]]


title: You: ""So, how do we get him down?""
dialoguetext: "So, how do we get him down?"
sequence: 0
conditionstring:
IsKimHere()  and  Variable["yard.hanged_having_another_look"] == false  and  Variable["yard.hanged_having_another_look_again"] == false  and  Variable["yard.hanged_corpse_down_hub_reached"] == false


title: Endurance: "The smell is repulsive. It pushes i..."
sequence: 0
userscript: SetVariableValue("yard.hanged_endurance_failed_once", true) --[[ Variable[ ]]
dialoguetext:
The smell is repulsive. It pushes in from your mouth, more instant and more familiar than anything you'd expected; more fever than odour. It fills your mind, flushing you from within.


title: Endurance: "You try to -- very professionally -..."
sequence: 0
userscript: SetVariableValue("yard.hanged_endurance_failed_twice", true) --[[ Variable[ ]]
dialoguetext:
You try to -- very professionally -- look at the corpse, but your stomach contracts. You manage to keep it in once...


title: The Hanged Man: "The corpse appears to laugh at you,..."
sequence: 0
userscript: SetVariableValue("yard.hanged_endurance_failed_thrice", true) --[[ Variable[ ]]
dialoguetext:
The corpse appears to laugh at you, black froth bubbling on it's lips. Every molecule in this body reeks of death. It's *still* too much, you feel it coming up again...


title: You: "Try to walk away."
dialoguetext: Try to walk away.
sequence:
BanishInterface(true)@1; FocusCamera(puke_cam)@1; HideActualHeld()@1; PlayAnimation(Tequila Sunset,Puke,false,true,false)@1.8->Message(puked); ShowActualHeld()@Message(puked); BanishInterface(false)@12; ResetCamera(2)@10;


title: Endurance: "You feel a great force wringing you..."
sequence: 0
dialoguetext:
You feel a great force wringing you from the stomach. Your body curls and pushes it out. Burst by burst...


title: Kim Kitsuragi: ""There's Frittte nearby, east of th..."
sequence: 0
dialoguetext:
"There's Frittte nearby, east of the hostel. They usually have a small apothecary. If they don't..." He points to the greenhouse.


title: Kim Kitsuragi: ""There's a greenhouse here -- and a..."
sequence: 0
dialoguetext:
"There's a greenhouse here -- and a gardener with a wheelbarrow on the corner of the Whirling-in-Rags. If she works here she might have something for the smell."

userscript:
GainTask("TASK.get_ammonium"); SetVariableValue("yard.hanged_kim_tells_about_gardener_ammonia", true) --[[ Variable[ ]]


title: Esprit de Corps: "If the lieutenant were here he woul..."
sequence: 0
dialoguetext:
If the lieutenant were here he would have an idea what to do. But he isn't. He's somewhere filling paperwork. Looks like you'll just have to work it out on your own.


title: Endurance: "The second time -- not so much. Whe..."
dialoguetext: The second time -- not so much. When the vomiting is done your cheeks are wet with tears.
sequence:
BanishInterface(true);FocusCamera(puke_cam);HideActualHeld();PlayAnimation(Tequila Sunset,Puke,false,true,false)@0.8->Message(puked);ShowActualHeld()@Message(puked);BanishInterface(false)@11;ResetCamera(2)@9;


title: Kim Kitsuragi: ""I've seen strong men turn themselv..."
sequence: 0
dialoguetext:
"I've seen strong men turn themselves inside out for hours. You're facing tough odds here. Alcohol withdrawal makes it considerably harder."


title: Kim Kitsuragi: ""I've seen *captains* puke their gu..."
sequence: 0
dialoguetext:
"I've seen *captains* puke their guts out. It never gets easier, you never get used to the smell. Every Monday is cadaver day -- throw up, investigate, throw up, initial autopsy, throw up, bag it..." He pats your back again.


title: Kim Kitsuragi: ""Then drive to the station, maybe t..."
sequence: 0
dialoguetext:
"Then drive to the station, maybe throw up on the way there if you didn't bag the thing tight enough."


title: Kim Kitsuragi: ""Okay. You've said it. You needed t..."
sequence: 0
dialoguetext:
"Okay. You've said it. You needed to say it, and now that you have..." He withdraws his hand from your back and looks you in the eye:


title: Kim Kitsuragi: ""That's probably a good idea. Clear..."
sequence: 0
dialoguetext:
"That's probably a good idea. Clear our heads. But before we can do that..." He withdraws his hand from your back and looks you in the eye:


title: Kim Kitsuragi: ""No. This is a two-man assignment,..."
sequence: 0
dialoguetext:
"No. This is a two-man assignment, because it needs two officers to complete. I need your help." He withdraws his hand and looks you in the eye:


title: You: ""Give me a moment. I got this. Let'..."
dialoguetext: "Give me a moment. I got this. Let's try *again*."
sequence: 0
conditionstring:
Variable["yard.hanged_volition_weak"] == true  or  Variable["yard.hanged_coach_physical_interfered"]


title: Kim Kitsuragi: ""No?" The lieutenant's expression i..."
sequence: 0
userscript: ReputationLowers("kim"); GainThought("shit_together")
dialoguetext:
"No?" The lieutenant's expression is stern and impenetrable. He points at you: "You *will* get your shit together."


title: Kim Kitsuragi: ""We should go talk to the locals, f..."
sequence: 0
userscript: GainThought("shit_together"); ReputationGrows("kim")
dialoguetext:
"We should go talk to the locals, find something else to do while the wind changes. It's pretty bad right now."


title: Endurance: "It's especially painful this time...."
dialoguetext:
It's especially painful this time. You've thrown up so much there's nary anything left down there. Hot tears of pain streak down your face -- you're crying too. Crying and convulsing at the same time.

sequence:
BanishInterface(true);FocusCamera(puke_cam);HideActualHeld();PlayAnimation(Tequila Sunset,Puke,false,true,false)@0.8->Message(puked);ShowActualHeld()@Message(puked);BanishInterface(false)@11;ResetCamera(2)@9;


title: Kim Kitsuragi: ""Officer, you just need to be stron..."
sequence: 0
dialoguetext:
"Officer, you just need to be stronger. Learn to keep it in long enough for us to work. There's nothing else *to* do."


title: Half Light: "Your muscles tense up. The vision i..."
sequence: 0
dialoguetext:
Your muscles tense up. The vision in your dead angle darkens. You feel the sudden urge to push your hand into his soft gut.


title: The Hanged Man: "The material appears to be ceramic...."
sequence: 0
dialoguetext:
The material appears to be ceramic. Its clean white stands in stark contrast to the decaying flesh above the knee. The man wore thick polymer socks, probably for padding. A fine array of interlocking plates covers them.


title: Kim Kitsuragi: ""It is. It's expensive." The lieute..."
sequence: 0
dialoguetext:
"It is. It's expensive." The lieutenant draws a line in the condensation on the ceramic -- with his index finger.


title: Kim Kitsuragi: ""We've requested similar material f..."
sequence: 0
dialoguetext:
"We've requested similar material for our tactical units for years now. The Constabulary's deemed it too costly. In that time, we've lost six men to semi-automatics."


title: Encyclopedia: "For the Northwest Region of Revacho..."
sequence: 0
userscript: SetVariableValue("yard.hanged_encylco_yearly_wage", true) --[[ Variable[ ]]
dialoguetext:
For the Northwest Region of Revachol, an officer's average yearly income is 5,500 reál (unadjusted for rank).


title: Kim Kitsuragi: ""By *ka-ching* do you mean..." He t..."
sequence: 0
dialoguetext:
"By *ka-ching* do you mean..." He tilts his head. "'Let's not log them as evidence, let's steal them'?"


title: Perception (Hearing): "The only difference is a barely aud..."
sequence: 0
userscript: SetVariableValue("yard.hanged_hearing_click", true) --[[ Variable[ ]]
dialoguetext:
The only difference is a barely audible *click* underneath. Sounds like the end of a long dice roll.


title: You: ""If this *Constabulatory* is draggi..."
sequence: 0
conditionstring: Variable["yard.hanged_suggestion_save_lives"]
userscript: SetVariableValue("yard.hanged_suggestion_constabulatory_used", true) --[[ Variable[ ]]
dialoguetext:
"If this *Constabulatory* is dragging their feet why not start ourselves, before more good men die?"


title: Suggestion: "What was that about the Constabulat..."
sequence: 0
userscript: SetVariableValue("yard.hanged_suggestion_save_lives", true) --[[ Variable[ ]]
dialoguetext:
What was that about the Constabulatory before? You need to push some buttons if you want to recruit the lieutenant in a conspiracy.


title: Kim Kitsuragi: ""This material is a kinetic re-dist..."
sequence: 0
userscript: SetVariableValue("yard.hanged_technologic_advanced", true) --[[ Variable[ ]]
dialoguetext:
"This material is a kinetic re-distributor. It spreads kinetic energy horizontally. From plate to plate. When the plates connect there's a click." He points to the toe. "See these lines?"


title: Kim Kitsuragi: ""This is a kinetic re-distributor...."
sequence: 0
userscript: SetVariableValue("yard.hanged_technologic_advanced", true) --[[ Variable[ ]]
dialoguetext:
"This is a kinetic re-distributor. It spreads the incoming energy horizontally, from plate to plate. When the plates connect, there's a click. That's the sound you heard." He points to the toe. "See these lines?"


title: Kim Kitsuragi: ""Indeed..." With his notebook under..."
sequence: 0
userscript: SetVariableValue("yard.hanged_armour_confirmed", true) --[[ Variable[ ]]
dialoguetext:
"Indeed..." With his notebook under his arm the lieutenant crouches to inspect the soles: "Technically speaking these are *sabatons*, not boots."


title: Kim Kitsuragi: ""Under the heel. Fairweather..." He..."
sequence: 0
userscript: SetVariableValue("yard.hanged_boots_soles_inspected", true) --[[ Variable[ ]]
dialoguetext:
"Under the heel. Fairweather..." He turns the boot slightly. "Fairweather model T-500 / VE. I'm guessing that's 'vitreous enamel'. This is advanced stuff."


title: Kim Kitsuragi: ""No. He must have worn something pr..."
sequence: 0
dialoguetext:
"No. He must have worn something precious underneath his clothes. They've removed all his clothes to get to it -- they did not just strip him for the putrid rags."

userscript:
SetVariableValue("yard.hanged_expensive_heard", true) ; SetVariableValue("yard.hanged_where_are_clothes", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""*They* usually hang them completel..."
sequence: 0
dialoguetext:
"*They* usually hang them completely naked for that. La Puta Madre, the Mazda, the Besmerties, and the like. This one still has his underpants."


title: Composure: "The lieutenant nods often. It's par..."
sequence: 0
dialoguetext:
The lieutenant nods often. It's part of his un-plastic expression range, communicating both professionalism and sarcasm. This time, the latter.


title: Kim Kitsuragi: ""So they don't get shot in the foot..."
sequence: 0
dialoguetext:
"So they don't get shot in the foot? I think our *extremities* are fine without a dead man's boots."


title: Kim Kitsuragi: ""We have a make and a number -- tha..."
sequence: 0
userscript: GainTask("TASK.run_serial_number"); GainTask("TASK.request_info_on_armour")--[[ Variable[ ]]
dialoguetext:
"We have a make and a number -- that's something. We can use the radio in my Kineema to run it later. Either station can chase it for us."


title: Kim Kitsuragi: ""Officer, the decomposing corpse ha..."
sequence: 0
dialoguetext:
"Officer, the decomposing corpse has temporarily suspended my sense of humour. Let's continue in a less playful manner." He pauses to think. "Anyway..."


title: Kim Kitsuragi: ""We have a make and a number -- tha..."
sequence: 0
userscript: GainTask("TASK.run_serial_number"); GainTask("TASK.request_info_on_armour")--[[ Variable[ ]]
dialoguetext:
"We have a make and a number -- that's something. We can use the radio in my Kineema when we're done. Either station can chase it for us."


title: Kim Kitsuragi: ""That doesn't sound like a serial n..."
sequence: 0
dialoguetext:
"That doesn't sound like a serial number. Where's the structure and logic of a line of manufactured products..." He pauses to think. "No matter. We should run it anyway."


title: Kim Kitsuragi: ""It's anything but. This material i..."
sequence: 0
userscript: SetVariableValue("yard.hanged_technologic_advanced", true) --[[ Variable[ ]]
dialoguetext:
"It's anything but. This material is a kinetic re-distributor. It spreads kinetic energy horizontally, from plate to plate. Dissipating it entirely." He points to the boots. "See?"


title: The Hanged Man: "Faint, organic lines cover the plat..."
sequence: 0
userscript: SetVariableValue("yard.hanged_expensive_heard", true) --[[ Variable[ ]]
dialoguetext:
Faint, organic lines cover the plates where they separate into smaller ones. These plates then divide into smaller plates, until there are hundreds of them altogether...


title: Kim Kitsuragi: ""That's for us to find out." He che..."
sequence: 0
dialoguetext:
"That's for us to find out." He checks his notes. "Mr... Garte implied he was security personnel for the harbour company. This confirms my own assumptions."


title: Kim Kitsuragi: ""That's for us to find out. My init..."
sequence: 0
dialoguetext:
"That's for us to find out. My initial report on the area suggests he was a security guard for the harbour company -- but that's just hearsay."


title: Kim Kitsuragi: ""No." He shakes his head. "Your fir..."
sequence: 0
dialoguetext:
"No." He shakes his head. "Your first instinct was correct. This equipment is way beyond what a security guard can afford."


title: Kim Kitsuragi: ""They're armour, not boots." With h..."
sequence: 0
userscript: SetVariableValue("yard.hanged_armour_confirmed", true) --[[ Variable[ ]]
dialoguetext:
"They're armour, not boots." With his notebook under his arm the lieutenant crouches to inspect the soles: "Technically speaking these are *sabatons*."


title: The Hanged Man: "The cadaver slowly twists on the ca..."
sequence: 0
dialoguetext:
The cadaver slowly twists on the cargo belt, his torso covered in tattoos and extremities blotched pink and blue.


title: Visual Calculus: "Indeed. From this angle it does loo..."
sequence: 0
dialoguetext:
Indeed. From this angle it does look like the neck isn't going to take much more. Being dead for a week has all but liquefied his muscles.


title: Kim Kitsuragi: ""Stop obsessing about your sexualit..."
sequence: 0
dialoguetext:
"Stop obsessing about your sexuality officer, you're about to seriously compromise the coroner's case."


title: Kim Kitsuragi: ""*Pull his head off*. There's no po..."
sequence: 0
dialoguetext:
"*Pull his head off*. There's no point performing an autopsy if you do, we'll have compromised the coroner's case."


title: Conceptualization: "...like whorls of floorboards. The..."
sequence: 0
userscript: SetVariableValue("yard.hanged_conceptualization_organic_design", true) --[[ Variable[ ]]
dialoguetext:
...like whorls of floorboards. The design looks organic, influenced by highly resistant wood materials, like Lignum Vitae and ebony perhaps.


title: The Hanged Man: "For a quarter of a second he appear..."
sequence: 0
dialoguetext:
For a quarter of a second he appears to be looking at you. The stench of death makes your eyes well up.


title: Kim Kitsuragi: ""There's no way you're getting them..."
sequence: 0
dialoguetext:
"There's no way you're getting them off. All the organic matter in his body has been flowing down into the boots. For *seven* days. They're *fused* to his feet now -- why do you think they're the only thing left on him?"


title: Kim Kitsuragi: ""There's no way you're getting them..."
sequence: 0
dialoguetext:
"There's no way you're getting them off. All the organic matter in his body has been flowing down into the boots. They're *fused* to his feet now -- why do you think the locals haven't scavenged them yet?"


title: Kim Kitsuragi: ""One way or *another?* I can't even..."
sequence: 0
dialoguetext:
"One way or *another?* I can't even think of the *one* way... *magic*? *Semenese corpse salt*? Besides..." The lieutenant taps on the boot.


title: Interfacing: "You're *sure* there's a way to peel..."
sequence: 0
userscript: SetVariableValue("yard.hanged_interfacing_boots_off_tip", true) --[[ Variable[ ]]
dialoguetext:
You're *sure* there's a way to peel them off -- but first the body needs to be down. And second, it would probably be better if the lieutenant wasn't around...


title: Kim Kitsuragi: ""Maybe we should concentrate on wha..."
sequence: 0
userscript: SetVariableValue("yard.hanged_can_ask_about_processind", true) --[[ Variable[ ]]
dialoguetext:
"Maybe we should concentrate on what's outside the boot and leave what's inside to the boys at Processing? Just this once? Besides..." He taps on the boot.


title: Suggestion: "It's hard to get a read on the lieu..."
sequence: 0
dialoguetext:
It's hard to get a read on the lieutenant. What would he do if you stole them? Would he report you, or not? Surprisingly, you feel like he probably wouldn't.


title: Kim Kitsuragi: ""For a full set of armour I wouldn'..."
sequence: 0
dialoguetext:
"For a full set of armour I wouldn't blame you. But these boots are hardly worth a disciplinary hearing. There are better ways to pay a hostel bill. Besides..." He taps the boot.


title: Kim Kitsuragi: ""Honestly -- a whole set of ceramic..."
sequence: 0
dialoguetext:
"Honestly -- a whole set of ceramics: the breastplate, the pauldrons... I wouldn't blame you. But these two? Not worth bringing Internal Affairs into your life over. Besides..." He taps the boot.


title: Kim Kitsuragi: ""Okay. Fine. You want to protect th..."
sequence: 0
dialoguetext:
"Okay. Fine. You want to protect the *feet* of six dead men. That's commendable. But..." The lieutenant taps on the boot.


title: Kim Kitsuragi: ""I don't think we should *do* anyth..."
sequence: 0
dialoguetext:
"I don't think we should *do* anything just for the hell of it. Besides..." The lieutenant taps on the boot.


title: Interfacing: "There might still be a way to peel..."
sequence: 0
userscript: SetVariableValue("yard.hanged_interfacing_boots_off_tip", true) --[[ Variable[ ]]
dialoguetext:
There might still be a way to peel them off, but first the body needs to be down. And second -- it would probably be better if the lieutenant wasn't around...


title: Interfacing: "The anticipation makes you crack yo..."
dialoguetext: The anticipation makes you crack your fingers. Feels nice. Nice and *cracky*.
sequence: 0
userscript:
GainTask("TASK.claim_high_tech_boots"); GainTask("TASK.get_the_boots_off_the_hanged_mans_feet")--[[ Variable[ ]]


title: Interfacing: "All right then, you can pay the hos..."
sequence: 0
userscript: SetVariableValue("yard.hanged_honour_points", true) --[[ Variable[ ]]
dialoguetext:
All right then, you can pay the hostel bill in *honour* points. How many honour points have you collected?


title: Inland Empire: "You still feel as though there migh..."
sequence: 0
dialoguetext:
You still feel as though there might be some honour points. And if there are, you've surely earned one.


title: Kim Kitsuragi: ""Processing will take care of them...."
sequence: 0
userscript: SetVariableValue("yard.hanged_can_ask_about_processind", true) --[[ Variable[ ]]
dialoguetext:
"Processing will take care of them. With the situation in the morgue, it will yield nothing. But we must pick our fights." He looks toward the boots. "Should we continue?"


title: The Hanged Man: "The man before you is naked, but fo..."
sequence: 0
conditionstring: Variable["yard.hanged_hub_reached"]
dialoguetext:
The man before you is naked, but for a pair of underpants and white boots. His skin is marbled with decaying veins and blotched by lividity. On his chest: a fading web of tattoos. The cargo belt used to hang him from the tree looks reinforced.


title: Kim Kitsuragi: ""Just something I scraped together..."
sequence: 0
dialoguetext:
"Just something I scraped together from my station. An area report on Martinaise. I'm sure you did the same..."


title: The Hanged Man: "Only the lower extremities are pink..."
sequence: 0
dialoguetext:
Only the lower extremities are pink with a dash of blue: his fatted hands, thighs and his neck, just above the noose. The rest of the corpse appears dark green in the cold spring air.


title: The Hanged Man: "The monster comes back into focus:..."
sequence: 0
dialoguetext:
The monster comes back into focus: an explosion of colour, coursing with dark marbled veins. His stomach appears pregnant with something -- black liquid streams down his thigh and onto his boot.


title: Kim Kitsuragi: ""I see it." He adjusts his glasses...."
sequence: 0
dialoguetext:
"I see it." He adjusts his glasses. "His neck too, the lividity goes right up his chin. We have good, well-pronounced discolouration here..."


title: The Hanged Man: "A pool of blood and faeces has eate..."
sequence: 0
dialoguetext:
A pool of blood and faeces has eaten into the frozen mud below the man's feet. Purge liquid is dripping into it, drop by drop.


title: Kim Kitsuragi: ""The victim appears to have contain..."
sequence: 0
dialoguetext:
"The victim appears to have contained no more than half a kilogram of digestion at the time of death."


title: Kim Kitsuragi: ""I think he was upright immediately..."
sequence: 0
dialoguetext:
"I think he was upright immediately after death. Blood has gathered in his hands and feet. And his neck." He points to his fattened chin.


title: Kim Kitsuragi: ""Maybe it looks faint to you?" He l..."
sequence: 0
dialoguetext:
"Maybe it looks faint to you?" He leans closer, covering his nose: "It *could* be more pronounced, actually. Dûment noté."

userscript:
SetVariableValue("yard.hanged_kimheard_lividity_faint", true) ; XPPicoSetBool("XP.hangedman_more_pronounced")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Yes, there's always a chance we're..."
sequence: 0
dialoguetext:
"Yes, there's always a chance we're wrong. We should check for ligament marks on his neck to see if they're in tune with the belt. We'll have to get him *down* first..."


title: Kim Kitsuragi: ""There's always a chance. We should..."
sequence: 0
dialoguetext:
"There's always a chance. We should check for ligament marks on his neck to see if they're in tune with the belt. We'll have to get him *down* first..."


title: The Hanged Man: "But there is no breath to catch --..."
sequence: 0
dialoguetext:
But there is no breath to catch -- only the cadaver filling the air and your nostrils. He slowly rotates before you, decomposing.


title: You: ""I don't know what to think. What d..."
dialoguetext: "I don't know what to think. What do you think?"
sequence: 0
conditionstring:
Variable["yard.hanged_viscal_lividity"] == false  and  Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"] == false


title: Kim Kitsuragi: ""There's a..." his eye twitches for..."
sequence: 0
dialoguetext:
"There's a..." his eye twitches for a moment, "a strong build-up of gases, yes. Rigor mortis becoming livor mortis. He'll be fully limp by tomorrow. I don't think he'll explode... I *hope* not."


title: Kim Kitsuragi: ""I've kept an eye on the forecast...."
sequence: 0
userscript: SetVariableValue("tc.kim_mentions_weather_freezing", true) --[[ Variable[ ]]
dialoguetext:
"I've kept an eye on the forecast. It's been below freezing since last Sunday. Today is the first chance to thaw. Things would be... *worse* if it had thawed earlier."


title: Kim Kitsuragi: ""As I said it's been below freezing..."
sequence: 0
dialoguetext:
"As I said it's been below freezing since last Sunday. Today is the first chance to thaw. Things would be... *worse* if it had thawed earlier."


title: The Hanged Man: "The hangman's knot is pulled tight..."
sequence: 0
userscript: SetVariableValue("yard.hangedman_saw_the_belt", true) --[[ Variable[ ]]
dialoguetext:
The hangman's knot is pulled tight by the weight of the corpse below. Yellow, hard-edged polyester cuts into his neck. Above, a sliding buckle ties the belt to the branch.


title: Kim Kitsuragi: ""We should have a look at that belt..."
sequence: 0
userscript: SetVariableValue("yard.hanged_having_another_look", true) --[[ Variable[ ]]
dialoguetext:
"We should have a look at that belt before we even *consider* taking him down. It looks worrisome." (He points to the belt around his neck.)


title: Encyclopedia: "This is a steel-reinforced cargo la..."
sequence: 0
userscript: SetVariableValue("yard.hanged_encyclo_cargo_belt_airships", true) --[[ Variable[ ]]
dialoguetext:
This is a steel-reinforced cargo lashing belt, big brother of the regular cargo belt. It's used for tying cargo under six-rotor airships.


title: Visual Calculus: "For seven days the cadaver is quite..."
sequence: 0
userscript: SetVariableValue("yard.hanged_viscal_condition_good", true) --[[ Variable[ ]]
dialoguetext:
For seven days the cadaver is quite well preserved. Surprisingly so -- there's no deflation, no apparent fly larvae in the abdomen.


title: Kim Kitsuragi: ""I do. Most of them are postmortem...."
sequence: 0
userscript: SetVariableValue("backyard.body_register_throwing_stones", true) --[[ Variable[ ]]
dialoguetext:
"I do. Most of them are postmortem. Maybe even all of them. The delinquents have made our jobs harder with their little sport."


title: The Hanged Man: "Good. Death does not care for your..."
sequence: 0
dialoguetext:
Good. Death does not care for your smart alecking. It reeks and disintegrates in a feast for cadaverine bacteria.


title: The Hanged Man: "VERMILLION, in yellow letters along..."
sequence: 0
dialoguetext:
VERMILLION, in yellow letters along the length of the twisting cargo belt. Only a deep longing for Vermillion *Golden Spirits* lets you decipher the fading logo of the local brewery.

userscript:
SetVariableValue("yard.hanged_vermillion_name_known", true) ; XPPicoSetBool("XP.hangedman_vermillion")--[[ Variable[ ]]


title: Kim Kitsuragi: ""No. You should *not* get a drink...."
sequence: 0
dialoguetext:
"No. You should *not* get a drink. You should perform an initial inspection of the victim's corpse -- we're on the rope part."


title: Kim Kitsuragi: "He nods. "The local harbour uses si..."
sequence: 0
userscript: XPPicoSetBool("XP.hangedman_six_rotors")--[[ Variable[ ]]
dialoguetext:
He nods. "The local harbour uses six-rotors to shuffle containers around. I get the sense they used whatever was on hand, without paying much attention to not incriminating themselves."


title: Kim Kitsuragi: ""No, you're right. The harbour uses..."
sequence: 0
userscript: XPPicoSetBool("XP.hangedman_six_rotors")--[[ Variable[ ]]
dialoguetext:
"No, you're right. The harbour uses six-rotors to shuffle containers around. They used whatever was on hand here. Without paying attention to not incriminating themselves."


title: You: ""We're assuming dockworkers from th..."
dialoguetext: "We're assuming dockworkers from the harbour did it?"
sequence: 0
conditionstring:
Variable["TASK.what_does_joyce_done"] == false  and  Variable["TASK.interrogate_vigilantes_done"] == false


title: Kim Kitsuragi: ""I'm still approaching this as a ly..."
sequence: 0
dialoguetext:
"I'm still approaching this as a lynching, yes. Motivated by the ongoing strike." He politely raises an eyebrow: "You?"


title: Kim Kitsuragi: ""Yes. It looks like they used whate..."
sequence: 0
dialoguetext:
"Yes. It looks like they used whatever was on hand, paying no attention to not incriminating themselves."


title: Inland Empire: "Like in a circus! When the circus l..."
sequence: 0
userscript: SetVariableValue("yard.hanged_inland_circus_giraffe", true) --[[ Variable[ ]]
dialoguetext:
Like in a circus! When the circus leaves town and they tie a black spotted giraffe to the wall of a carry-pen!


title: Kim Kitsuragi: ""Uhm..." He considers it: "No. More..."
sequence: 0
dialoguetext:
"Uhm..." He considers it: "No. More like in a *harbour*. Like the one just east of here. I get the sense they used whatever was on hand, without paying much attention to not incriminating themselves."


title: Kim Kitsuragi: ""The brief suggested as much. Polit..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_said_to_ask_for_brief", true) --[[ Variable[ ]]
dialoguetext:
"The brief suggested as much. Politically motivated by the ongoing strike... did you not get a briefing?"


title: You: ""My past has undergone total annihi..."
sequence: 0
dialoguetext:
"My past has undergone total annihilation. Nothing remains -- my mother, the love of my life. Certainly not a *briefing*."


title: Kim Kitsuragi: ""Seventy percent of the cases I get..."
sequence: 0
dialoguetext:
"Seventy percent of the cases I get are just filling in the blanks on the initial report." He covers his nose. "This belt worries me."


title: Kim Kitsuragi: ""I was afraid it would be..." He ri..."
sequence: 0
dialoguetext:
"I was afraid it would be..." He rises to inspect the noose. "Thin steel wiring, parallel strands. This makes getting him down more problematic than I had assumed..."


title: Kim Kitsuragi: ""It's not merely polyester -- it's..."
sequence: 0
dialoguetext:
"It's not merely polyester -- it's steel reinforced." He rises to inspect the noose. "See these lines? This is where the wires run. I see rabbets for more than twenty strands."


title: The Hanged Man: "It's hard, but somehow you manage n..."
sequence: 0
dialoguetext:
It's hard, but somehow you manage not to see it. The corpse looks at you sideways, from an unnatural angle.


title: The Hanged Man: "An intricate web of blue lines stre..."
sequence: 0
dialoguetext:
An intricate web of blue lines stretches across the torso. From the right shoulder to the solar plexus, each time they intersect a small white star is formed in their crossing. Hundreds of fading asterisks riddle his skin, their concentration is highest around his heart.


title: Kim Kitsuragi: ""I have only a cursive knowledge of..."
sequence: 0
dialoguetext:
"I have only a cursive knowledge of the science of cybernetics -- I would not know if it were. But it's not *quite* complex enough, is it?"


title: Kim Kitsuragi: ""Of no nation that I know of. If an..."
sequence: 0
dialoguetext:
"Of no nation that I know of. If anything, it reminds me of religious illumination, last or penultimate century. Men who live harsh lives often turn to innocentic worship -- but which one? I see no trace of a humanoid figure."


title: Kim Kitsuragi: ""A map of the stars?" He turns arou..."
sequence: 0
dialoguetext:
"A map of the stars?" He turns around to breathe before inspecting it closer. "I do see some similarity to astronomical charts, Great Century Messinian maybe... But this seems more particular. Customized somehow."


title: Conceptualization: "As if someone left out most of the..."
sequence: 0
userscript: SetVariableValue("yard.hanged_i_in_dark", true) --[[ Variable[ ]]
dialoguetext:
As if someone left out most of the night sky, filtering it through personal choice. The principle of this filter remains unknown to you. The thought dissipates and you feel as though you were only half-right.


title: Kim Kitsuragi: ""So am I." A sudden ringing fills t..."
sequence: AudioPlay(Yard/hanged_man/kim-zip-02, 1);PlayAnimation(Kim Kitsuragi,grabCam);
dialoguetext:
"So am I." A sudden ringing fills the air as the lieutenant pulls down the zipper of his orange jacket.


title: Kim Kitsuragi: "He takes a thin piece of milled alu..."
sequence: AudioPlay(yard/hanged_man/open-cameracase-01, 1)
dialoguetext:
He takes a thin piece of milled aluminium from his coat pocket and pulls it open. Sounds like a sword being unsheathed. A small lens appears -- some sort of camera.


title: Kim Kitsuragi: "A sound, a shrill flash. Followed b..."
userscript: ShowDialogueImage("photo_hanged")
dialoguetext:
A sound, a shrill flash. Followed by the breaking of a small ampoule of glass. You see streams of colour pour onto the thick, glossy piece of paper rolling out.

sequence:
PostFX(whiteout, true);PlayAnimation(Kim Kitsuragi,kim_takes_photo);AudioPlay(yard/hanged_man/kims-camera-01, 1)


title: Kim Kitsuragi: ""In case we need it," the lieutenan..."
sequence: 0
userscript: SetVariableValue("yard.hanged_picture_taken", true) --[[ Variable[ ]]
dialoguetext:
"In case we need it," the lieutenant says and shakes the paper, letting it dry in the cold wind. On it -- a colour-perfect copy of the dead man's tattooed chest.


title: Encyclopedia: "Trigat is the world's leading manuf..."
sequence: 0
dialoguetext:
Trigat is the world's leading manufacturer of intercommunication devices, primarily projectors. The camera before you looks familiar somehow.


title: Kim Kitsuragi: ""An instant colour camera." He prod..."
sequence: AudioPlay(Yard/hanged_man/kims-flash-ampouls-01,0.8)
dialoguetext:
"An instant colour camera." He produces two metal-capped ampoules and clicks them into place on the side of the apparatus. A thin slot shines there...


title: Kim Kitsuragi: ""I have only two ampoules, so nobod..."
sequence: PlayAnimation(Kim Kitsuragi,aimCam);
dialoguetext:
"I have only two ampoules, so nobody move -- I don't want to waste one." He points the camera at the corpse, peering into it. The lens needs adjusting. Then:


title: The Hanged Man: "The glassy-eyed corpse looks by, hi..."
sequence: 0
dialoguetext:
The glassy-eyed corpse looks by, his mouth mute and his skin as colourful as the chemical rainbow on the photo paper, teeming with opportunistic organisms.


title: Kim Kitsuragi: ""It contains insight to the victim'..."
sequence: PlayAnimation(Kim Kitsuragi,removeCam);
userscript: GainTask("TASK.decipher_victims_tattoo"); GainTask("TASK.ask_about_tattoo")--[[ Variable[ ]]
dialoguetext:
"It contains insight to the victim's person. By his build, I'd say this was a man of physical violence. The story he wanted his body to tell was important to him. It is his letter -- to us. *Someone* should decipher it. We'll need to show it around."


title: Interfacing: "It doesn't seem familiar from the i..."
sequence: 0
userscript: SetVariableValue("yard.hanged_i_in_dark", true) --[[ Variable[ ]]
dialoguetext:
It doesn't seem familiar from the insides of any radiocomputer your mind can imagine. The somewhat organic lines remind you of old filament memory units, but not quite? No. You're nowhere near right.


title: Half Light: "The pattern does not stir patriotic..."
sequence: 0
userscript: SetVariableValue("yard.hanged_i_in_dark", true) --[[ Variable[ ]]
dialoguetext:
The pattern does not stir patriotic or religious sentiment in you. What it does is speak to the wounded, limping animal -- the male in particular. Unable to communicate in anything more than grunts, it's impossible to tell if it's advice is right or wrong...


title: Kim Kitsuragi: ""I agree." A sudden ring fills the..."
sequence: AudioPlay(Yard/hanged_man/kim-zip-02, 1);PlayAnimation(Kim Kitsuragi,grabCam);
dialoguetext:
"I agree." A sudden ring fills the air as the lieutenant pulls down the zipper of his orange jacket.


title: Kim Kitsuragi: ""Sure, just don't lose it." He hand..."
sequence: 0
userscript: GainItem("instant_photo_tattoos")
dialoguetext:
"Sure, just don't lose it." He hands you the piece of rolled up photo paper. It's no larger than a pack of cigarettes.


title: Kim Kitsuragi: ""Yes..." He slides the camera close..."
sequence: PlayAnimation(Kim Kitsuragi,removeCam);
dialoguetext:
"Yes..." He slides the camera closed and tucks it away on his belt. "It is pretty *cool*, isn't it?"


title: Visual Calculus: "This is a trick. You've done it bef..."
sequence: 0
dialoguetext:
This is a trick. You've done it before. Pink is where the blood settled in the first hours postmortem. You can use it to see if the corpse has been tampered with -- does his position at the time of death match the discolouration?

userscript:
SetVariableValue("yard.hanged_viscal_lividity", true) ; SetVariableValue("yard.hanged_perception_trick", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Agreed." He points to the belt. "E..."
sequence: 0
userscript: SetVariableValue("yard.hanged_lividity_marked_upright", true) --[[ Variable[ ]]
dialoguetext:
"Agreed." He points to the belt. "Especially on the neck. The belt acted like a tourniquet keeping the blood in his head. The hypostasis supports a hanging."


title: You: ""The world no longer stores his per..."
sequence: 0
conditionstring: Variable["yard.hanged_concept_personality_storing"]
dialoguetext:
"The world no longer stores his personality in its composition. There was a time for that -- and it ended seven days ago."


title: Kim Kitsuragi: "He nods in agreement with this adva..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
He nods in agreement with this advanced piece of conceptualization. Having mulled it over the lieutenant says: "That sounds about right, yes."


dialoguetext: 0
sequence: Continue()
title:
Variable["yard.hanged_suggestions_humour_kim"]  or  Variable["yard.hanged_concept_personality_storing"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["yard.hanged_suggestions_humour_kim"]  or  Variable["yard.hanged_concept_personality_storing"])

conditionstring:
(Variable["yard.hanged_suggestions_humour_kim"]  or  Variable["yard.hanged_concept_personality_storing"]) == false


title: The Hanged Man: "His eyes are milky white and blind..."
sequence: 0
dialoguetext:
His eyes are milky white and blind to the world, protruding comically from their sockets. There is no one home, just sub-aquatic terrors there.


title: Kim Kitsuragi: ""Hmh... The steel-reinforced belt p..."
sequence: 0
dialoguetext:
"Hmh... The steel-reinforced belt presents a *unique* challenge. I brought chain-cutters, but I don't see a good angle of approach to the belt."

userscript:
FinishTask("TASK.inspect_body_parts_done"); FinishTask("TASK.inspect_the_dead_body_done")--[[ Variable[ ]]


title: You: ""Maybe we could *shoot* him down?""
dialoguetext: "Maybe we could *shoot* him down?"
sequence: 0
conditionstring:
Variable["yard.hanged_shoot_the_betl_yourself_idea"] == false  and  Variable["yard.hanged_shoot_him_dont"] == false


title: Empathy: "Underneath the curdled meat there i..."
sequence: 0
userscript: SetVariableValue("yard.hanged_empathy_pleasure", true) --[[ Variable[ ]]
dialoguetext:
Underneath the curdled meat there is an expression, not carried on his features but below, inside: an expression of pleasure. This man was experiencing *joy* at the moment of his death.


title: The Hanged Man: "Dark brown hair grows on his head,..."
sequence: 0
dialoguetext:
Dark brown hair grows on his head, his face is ready to explode from the organic processes inside. The death's head grin has passed, what remains is an unrecognisable mess.


title: Esprit de Corps: "I am less sceptic about this hunch,..."
sequence: 0
dialoguetext:
I am less sceptic about this hunch, he thinks, than I was of the supra-natural premonitions that overtook you at the trash container. He then covers his nose again...


title: Kim Kitsuragi: ""Good. The victim is of Occidental..."
sequence: 0
dialoguetext:
"Good. The victim is of Occidental descent," he scribbles in his notebook. "Light brown hair -- blue eyes."

userscript:
SetVariableValue("yard.hanged_kim_knows_race_occidental", true) ; XPPicoSetBool("XP.hangedman_occidental")--[[ Variable[ ]]


title: Inland Empire: "The lips of the corpse are swollen,..."
sequence: 0
dialoguetext:
The lips of the corpse are swollen, preposterously. They are also silent. You have no idea why you just said that.


title: The Hanged Man: "Comin' right up, copporooni Roonie...."
dialoguetext: Comin' right up, copporooni Roonie. This is getting up-beat now!
sequence: 0
userscript:
SetVariableValue("yard.hanged_inland_questions_comical", true) ; SetVariableValue("yard.hanged_copporooni_copo_messinian_sound", true) --[[ Variable[ ]]


title: You: "Is my name Roonie?"
dialoguetext: Is my name Roonie?
sequence: 0
conditionstring:
Variable["yard.hanged_inland_questions_comical"]  or  Variable["yard.hanged_inland_questions_normal"]


title: Horrific Necktie: "Yeah, man, don't be *crazy*. Inanim..."
sequence: 0
dialoguetext:
Yeah, man, don't be *crazy*. Inanimate objects and dead people can't really talk to you, your *wild imagination* is doing this -- ask some more of those questions you love so much!


title: The Hanged Man: "The corpse is silent. The nose in t..."
sequence: 0
dialoguetext:
The corpse is silent. The nose in the middle of his face is swollen, so are his cheeks. His lips are motionless.


title: The Hanged Man: "There you go -- look at that bright..."
sequence: 0
dialoguetext:
There you go -- look at that bright kid! We're birds of a feather, you and I. Soon you will be just like me, just keep drinkin' and havin' a good time. It's a matter of weeks.


title: Pain Threshold: "Feeling nausea? Vomiting? Tendernes..."
sequence: 0
dialoguetext:
Feeling nausea? Vomiting? Tenderness or pain around the liver area? Tiny red lines on the skin above waist level? More like *days*, Coppo. The clock is ticking, your liver tells you so.


title: The Hanged Man: "It's a mish-mash, Coppobollo. You t..."
sequence: 0
userscript: SetVariableValue("yard.hanged_copporooni_copo_messinian_sound", true) --[[ Variable[ ]]
dialoguetext:
It's a mish-mash, Coppobollo. You think I'm Messinian, don't you? For you, this is how people from Messina speak like.


title: The Hanged Man: "You think I am. You think I was a r..."
sequence: 0
dialoguetext:
You think I am. You think I was a racist because this lump looks like military and has tattoos. That's called *profiling*.


title: The Hanged Man: "Yeah, well, he seems to think I'm a..."
sequence: 0
dialoguetext:
Yeah, well, he seems to think I'm also a racist since I have tattoos and a military body build. It's called *profiling*.


title: The Hanged Man: "Captain Coppodromo, I fear we are d..."
sequence: 0
dialoguetext:
Captain Coppodromo, I fear we are drifting away, fixating on sexuality again... let's go with a simpler question.


title: The Hanged Man: "Love did me in, brother Coppo. It w..."
dialoguetext: Love did me in, brother Coppo. It was love all along...
sequence: 0
userscript:
SetVariableValue("yard.hanged_love_killed_him", true) ; SetVariableValue("yard.hanged_copporooni_copo_messinian_sound", true) --[[ Variable[ ]]


title: The Hanged Man: "Looking at my face, motionless. Loo..."
sequence: 0
dialoguetext:
Looking at my face, motionless. Looking into my eyes. Standing here. Why are you investigating my murder?


title: The Hanged Man: "*I'm* all you have? Then you truly..."
sequence: 0
dialoguetext:
*I'm* all you have? Then you truly lost it all, brother. You let the world drag it all away from you, and what it left, you pissed away -- and here we are.


title: Shivers: "Something is on its way. Something..."
sequence: 0
userscript: SetVariableValue("yard.hanged_way_out_west", true) --[[ Variable[ ]]
dialoguetext:
Something is on its way. Something hidden. It's coming, a miracle -- from the northwest -- and it's almost here. You can feel it in the air on your hands, the cold spring air smoothing them over.


title: Rhetoric: "He doesn't actually think the chall..."
sequence: 0
dialoguetext:
He doesn't actually think the challenge is *unique*. He thinks it's frustrating, annoying and harder than he thought.


title: Kim Kitsuragi: ""The cadaver is a good 1.2 metres u..."
sequence: 0
userscript: GainTask("TASK.get_the_dead_body_down_from_the_tree")--[[ Variable[ ]]
dialoguetext:
"The cadaver is a good 1.2 metres up, neither one of us can reach the belt without assistance. And even if we do, there's the question of cutting it..."


title: Kim Kitsuragi: ""The cadaver is a good 1.2 metres u..."
sequence: 0
userscript: GainTask("TASK.get_the_dead_body_down_from_the_tree")--[[ Variable[ ]]
dialoguetext:
"The cadaver is a good 1.2 metres up, neither one of us can reach the belt without assistance. And even if we do, there's the question of cutting the airship-strength material..."


title: Kim Kitsuragi: ""I don't doubt your physical prowes..."
sequence: 0
dialoguetext:
"I don't doubt your physical prowess, officer, but this is a gruelling surgical procedure. I saw twenty steel strands in there -- and we do not have a secure platform for the cutting."


title: Kim Kitsuragi: ""I don't doubt your physical prowes..."
sequence: 0
dialoguetext:
"I don't doubt your physical prowess, officer, but that's aircraft strength material. And we do not have a secure platform to perform the procedure on."


title: Kim Kitsuragi: ""It's tempting. But decapitating hi..."
sequence: 0
dialoguetext:
"It's tempting. But decapitating him will make it impossible to ascertain whether he was really hung. The damage to the neck would make coronary work pointless."


title: Kim Kitsuragi: ""I have thought of that, yes. But t..."
sequence: 0
dialoguetext:
"I have thought of that, yes. But the tyre tracks would compromise the scene. Any prints would become illegible. That's *if* we get it through the hole in the fence..."


title: Kim Kitsuragi: ""Also, my MC has a sloped roof, it'..."
sequence: 0
dialoguetext:
"Also, my MC has a sloped roof, it's a *sports* model." He makes a gesture indicating a harsh degree of sloping. "The roof is slippery -- an all-around bad platform to stand on."


title: Empathy: "He could come up with at least four..."
sequence: 0
userscript: SetVariableValue("yard.hanged_empathy_kim_doesnt_want_mc_ruined", true) --[[ Variable[ ]]
dialoguetext:
He could come up with at least four more reasons why not to trample on the roof of his *sports model* motor carriage.


title: Kim Kitsuragi: ""Yes," he concedes. "I am attached..."
sequence: 0
dialoguetext:
"Yes," he concedes. "I am attached to it. But it's also unsuitable. We can't bring a supercharged tractor through that tiny gap in the fence, then plough the scene with it. Then fall off the roof. It would sound bad on Channel 8."


title: Kim Kitsuragi: ""We're *not* getting him down alrea..."
sequence: 0
dialoguetext:
"We're *not* getting him down already. Not getting him down is a task that's already accomplished. Sadly, it's not our job to *keep* him up there, but to get him down."


title: Cunoesse: ""Would you please SUCK MY DICK?" Th..."
sequence: 0
dialoguetext:
"Would you please SUCK MY DICK?" The one behind the fence makes a gesture, as if taking out their penis.


title: You: ""Yes. Either one of us could do it...."
dialoguetext: "Yes. Either one of us could do it. We could use the kids' ladder on the side of the tree."
sequence: 0
conditionstring:
Variable["yard.hanged_savoir_climb_the_tree"] == false  and  Variable["yard.sense_logic_kids_latter"] == false  and  Variable["XP.cuno_unclimbable_ladder"] == false


title: Savoir Faire: "It seems doable. The kids' ladder i..."
sequence: 0
dialoguetext:
It seems doable. The kids' ladder is treacherously rotten, but you could use your hands and feet to reach around the tree, then hang from the branch...


title: Kim Kitsuragi: ""I don't trust that ladder. The ass..."
sequence: 0
dialoguetext:
"I don't trust that ladder. The assailants didn't use it. It's rotten and less sturdy than it looks. And I don't see another good way up there."


title: Kim Kitsuragi: ""*Clown Cops Climb Tree, Fall Down*..."
sequence: 0
dialoguetext:
"*Clown Cops Climb Tree, Fall Down*," he says, furrowing his brow. "*Enraged Cop Assaults Children -- After Falling From Tree*."


title: Kim Kitsuragi: ""*Cretin Cop*... -- they like that..."
sequence: 0
dialoguetext:
"*Cretin Cop*... -- they like that word -- ...*Saws The Branch He's Sitting On (Literally)*. *Local Children Report Corpse Mutilation*."


title: Kim Kitsuragi: ""No, I do not see the future. I mad..."
sequence: 0
dialoguetext:
"No, I do not see the future. I made those up using two decades in the Revacholian police force as a reference point."


title: Kim Kitsuragi: ""Oh, no." He shakes his head slowly..."
sequence: 0
dialoguetext:
"Oh, no." He shakes his head slowly. "We should be *very* afraid of newspapers. And the radio stations too. We should be wary of enticing them in *any* way."


title: Kim Kitsuragi: ""What I'm proposing is -- we save a..."
sequence: 0
dialoguetext:
"What I'm proposing is -- we save acrobatic tricks as a last resort. After we've tried *everything* else."


title: Suggestion: "The lieutenant is undecided. On one..."
sequence: 0
dialoguetext:
The lieutenant is undecided. On one hand he *wants* to shoot some gun -- on the other, it's an awfully stupid idea.


title: Kim Kitsuragi: ""Where?" He corrects his glasses. "..."
sequence: 0
dialoguetext:
"Where?" He corrects his glasses. "Ah, yes. I see. If the shot hits that there *might* be a chance to release the belt..."


title: Kim Kitsuragi: ""It absolutely will not, officer. T..."
sequence: 0
dialoguetext:
"It absolutely will not, officer. That's not how physics work. It will maybe cut *one* thread loose."


title: Kim Kitsuragi: ""Yes..." He corrects his glasses. "..."
sequence: 0
dialoguetext:
"Yes..." He corrects his glasses. "The buckle -- where it ties the cargo belt to the tree. If the shot hits that then there might be a small chance to release the belt..."


title: You: ""Actually -- don't. It has *bad ide..."
dialoguetext: "Actually -- don't. It has *bad idea* written all over it."
sequence: 0
userscript:
SetVariableValue("yard.hanged_shoot_him_dont", true) ; SetVariableValue("yard.hanged_failed_enough_to_whine_someone_else", true) --[[ Variable[ ]]


title: Kim Kitsuragi: "The lieutenant's brow is furrowed...."
sequence: 0
dialoguetext:
The lieutenant's brow is furrowed. He appears too deep in concentration to even notice what you said.


title: Kim Kitsuragi: "...and produces a lightweight firea..."
sequence: FocusCamera(cam_body_shoot);PlayAnimation(Kim Kitsuragi,KimTakesGun,false,true,false);
userscript: SetVariableValue("tc.kim_manual_gun_loading", true) --[[ Variable[ ]]
dialoguetext:
...and produces a lightweight firearm. He drops a paper cartridge in the barrel, separates the scouring stick and gives the cartridge five tucks.


title: Encyclopedia: "That's a Kiejl A9/90 Armistice mass..."
sequence: 0
dialoguetext:
That's a Kiejl A9/90 Armistice mass-produced muzzleloader. Ascetic, frugal, one of the most common firearms in the world.


title: Kim Kitsuragi: "He then steps back and assumes the..."
dialoguetext:
He then steps back and assumes the Falostesse position, taking aim. The corner of his eye twitches -- his finger is on the trigger...

sequence:
PlayAnimation(Kim Kitsuragi,KimAimsGun,false,true,false);AudioPlay(Yard/hanged_man/kim-breathing-01, 1);PlayAnimation(Tequila Sunset,WatchKimShoot,false,true,false)


title: Kim Kitsuragi: "The kid's voice is drowned in a shr..."
dialoguetext:
The kid's voice is drowned in a shrill blast that echoes off the walls of the surrounding tenements. A cloud of smoke slowly parts in the air, as the lieutenant steps back and says to himself...

sequence:
PlayAnimation(Kim Kitsuragi,KimShootsGun,false,true,false); PlayAnimation(Tequila Sunset,WatchKimShoot,false,true,false)@2


title: Empathy: "He feels bad about it. About his ey..."
sequence: 0
dialoguetext:
He feels bad about it. About his eyes mostly, just having bad eyesight -- probably from a young age. Whatever you do, do not *console* him.


title: Hand/Eye Coordination: "A lot of things were wrong with tha..."
sequence: 0
userscript: SetVariableValue("yard.hanged_coordination_analyzed_kim_shooting", true) --[[ Variable[ ]]
dialoguetext:
A lot of things were wrong with that shot: the Falostesse was the wrong choice, his shoulders were raised, but above all -- he cannot trust his eyesight.


title: Untitled hub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("yard.hanged_shoot_the_betl_yourself_idea", true) ; SetVariableValue("yard.hanged_failed_enough_to_whine_someone_else", true) --[[ Variable[ ]]


title: You: ""I can try to shoot him down myself.""
dialoguetext: "I can try to shoot him down myself."
sequence: 0
conditionstring:
Variable["yard.hanged_shoot_the_betl_yourself_idea"] == true  and  Variable["tc.gun_missing"] == false  and  Variable["yard.hanged_shot_body_down"] == false  and  Variable["yard.hanged_failed_shooting_body_down"] == false  and  Variable["yard.hanged_gave_gun_back_not_shooting"] == false


title: Physical Instrument: "OH MY GOD, that was so many types o..."
sequence: 0
userscript: SetVariableValue("yard.hanged_phys_inst_coach_shooting", true) --[[ Variable[ ]]
dialoguetext:
OH MY GOD, that was so many types of wrong -- who taught four-eyes to shoot?! Whip up a gruelling training regiment for him RIGHT NOW. Beat THE MAN into him, go go go!


title: Kim Kitsuragi: ""I think you have your sports mixed..."
sequence: 0
dialoguetext:
"I think you have your sports mixed up there, officer, squaring my shoulders has nothing to do with this."


title: Kim Kitsuragi: ""No, we're lucky as it is. We didn'..."
sequence: 0
dialoguetext:
"No, we're lucky as it is. We didn't break anything -- and the victim remains uncompromised." He looks around, at the windows overlooking the yard.


title: Kim Kitsuragi: ""Any more mistakes could put us in..."
sequence: 0
dialoguetext:
"Any more mistakes could put us in an unfortunate position with the locals. We have eyes on us. I didn't do us any favours with that."


title: Kim Kitsuragi: ""It's bad as it is -- us shooting f..."
sequence: 0
dialoguetext:
"It's bad as it is -- us shooting firearms like punks..." He pauses, then shrugs and proceeds to load the pistolette...


title: Cunoesse: ""They only have ONE GUN!""
dialoguetext: "They only have ONE GUN!"
sequence: 0
userscript:
SetVariableValue("yard.hanged_one_gun", true) ; SetVariableValue("tc.gun_missing", true) --[[ Variable[ ]]


title: The Hanged Man: "The cold piece of bakelite and gunm..."
sequence: 0
dialoguetext:
The cold piece of bakelite and gunmetal is surprisingly light. Your finger fits right through the guard, instinctively resting on the trigger.


title: Interfacing: "You've held this -- an A9 Armistice..."
sequence: 0
dialoguetext:
You've held this -- an A9 Armistice -- before. At some point it probably used to be your choice of firearm. It still feels comfortable, like you never laid it down.


title: Half Light: "Cuno is silent. Aggression gathers..."
sequence: 0
dialoguetext:
Cuno is silent. Aggression gathers in the air, the trigger feels delicate and ready to break under your finger.


title: You: "Point the gun at the belt."
dialoguetext: Point the gun at the belt.
sequence:
FocusCamera(cam_body_shoot_fast);HideActualHeld(); PlayAnimation(Tequila Sunset,AimGun,false,true,false);


title: You: "Give the gun back to Lieutenant Kit..."
dialoguetext: Give the gun back to Lieutenant Kitsuragi. (Don't shoot.)
sequence: PlayAnimation(Tequila Sunset,HolsterGun,false,true,false);
userscript:
LoseItem("armistice_muzzleloader"); SetVariableValue("yard.hanged_gave_gun_back_not_shooting", true) --[[ Variable[ ]]


title: The Hanged Man: "The buckle comes into focus in your..."
sequence: 0
dialoguetext:
The buckle comes into focus in your sights. You stand with your feet planted firmly in the ground and your left hand supporting your gun arm...


title: The Hanged Man: "Your field of view narrows. The bra..."
sequence: 0
dialoguetext:
Your field of view narrows. The branch slowly moves, becoming entirely two-dimensional. The metal buckle glimmers, catching the noon light as the corpse slowly rotates.


title: Cunoesse: ""Or what? You gonna *fuck* me?" Her..."
sequence: 0
dialoguetext:
"Or what? You gonna *fuck* me?" Her voice is almost a whisper now: "You wanna fuck me, pig? Is that what this is about?"


title: Cunoesse: ""Do it, f****t! SET ME FREE!""
dialoguetext: "Do it, f****t! SET ME FREE!"
sequence:
FocusCamera(cunoesse_shoot_cam);SetTriggerAnimation(Tequila Sunset,AimGunCunoesse,false,true,false);PlayAnimation(Cunoesse,CunoesseGetUp,false,true,true)@1.7;


title: Cuno: ""Intense shit, copper.""
dialoguetext: "Intense shit, copper."
sequence:
FocusCamera(cam_body_shoot_fast)@1;PlayAnimation(Tequila Sunset,AimGun,false,true,false)@0.5;PlayAnimation(Cunoesse,CunoesseGetDown,false,true,false)@1.5;


title: Cunoesse: ""F****t waved his gun." She pants,..."
sequence: 0
dialoguetext:
"F****t waved his gun." She pants, breathless with excitement. "It wasn't intense, it was pathetic."


title: Kim Kitsuragi: "The lieutenant takes the gun carefu..."
sequence: ShowActualHeld();
dialoguetext:
The lieutenant takes the gun carefully from you and holsters it. His eyes are narrow and he doesn't comment on your antics.


title: Empathy: ""Didn't shoot *me*." There is since..."
sequence: 0
dialoguetext:
"Didn't shoot *me*." There is sincere disappointment on her face. This kid was expecting *pandemonium* and release from her mortal coil.


title: Visual Calculus: "The slow movement of the branch in..."
sequence: 0
userscript: SetVariableValue("yard.hanged_closed_eye", true) --[[ Variable[ ]]
dialoguetext:
The slow movement of the branch in the wind and your shoulders directing the gun sync up, dancing hypnotically.


title: You: ""Can I have the gun? I should try.""
dialoguetext: "Can I have the gun? I should try."
sequence: 0
conditionstring:
Variable["yard.hanged_shoot_the_betl_yourself_idea"] == true  and  Variable["tc.gun_missing"] == true  and  Variable["yard.hanged_shot_body_down"] == false  and  Variable["yard.hanged_failed_shooting_body_down"] == false  and  Variable["yard.hanged_gave_gun_back_not_shooting"] == false


title: Kim Kitsuragi: ""Go ahead, I'm not stopping you. Ju..."
sequence: 0
dialoguetext:
"Go ahead, I'm not stopping you. Just don't lose it." The Armistice A9 shines in his outstretched hand.


title: Kim Kitsuragi: ""It's bad as it is -- us shooting f..."
sequence: 0
dialoguetext:
"It's bad as it is -- us shooting firearms like punks here..." He pauses, then shrugs: "Go ahead, I'm not stopping you. Just don't hit the victim."


title: You: ""Remember when I told you I didn't..."
sequence: 0
dialoguetext:
"Remember when I told you I didn't have my badge or uniform with me when I woke up -- I didn't have my gun either."

conditionstring:
Variable["TASK.report_badge"] == true  and  CheckItem("gun_ruby") == false  or  CheckItem("gun_villiers") == false  and  Variable["whirling.kim_badge_lie"] == false


title: Kim Kitsuragi: ""That is even *more* unfortunate th..."
sequence: 0
dialoguetext:
"That is even *more* unfortunate than the badge. You need to contact your station about it as soon as possible." The piece shines in his outstretched hand. "Try not to lose this one, please."


title: Kim Kitsuragi: ""*Extremely* unfortunate. You need..."
sequence: 0
dialoguetext:
"*Extremely* unfortunate. You need to contact your station about it as soon as possible." The piece shines in his outstretched hand. "Try not to lose this one, please."


title: The Hanged Man: "With your hand numb from the recoil..."
sequence: SetBooleanAnimation(Yard Cuno,Secondary,true);
userscript: SetVariableValue("yard.hanged_shot_body_down", true) --[[ Variable[ ]]
dialoguetext:
With your hand numb from the recoil, you look at the body slump down. For a moment the man appears to *kneel* in front of you.


title: The Hanged Man: "You missed the belt, but hit the co..."
sequence: 0
dialoguetext:
You missed the belt, but hit the corpse straight in the chest. Bits of ribcage protrude from the skin. No blood, only a murky sludge dripping down his belly. The sudden stink makes your eyes water.

userscript:
SetVariableValue("yard.hanged_wound_gunshot", true) ; SetVariableValue("yard.hanged_coordination_hit_buckle_failed", true) --[[ Variable[ ]]


title: The Hanged Man: "Communism."
dialoguetext: Communism.
sequence: 0
userscript:
SetVariableValue("yard.hanged_communism_killed_him", true) ; XPPicoSetBool("XP.hangedman_killed_by_communism")--[[ Variable[ ]]


title: Reaction Speed: "It takes a millisecond for the asso..."
sequence: 0
dialoguetext:
It takes a millisecond for the association to flash within your cortex. You have no idea *where* it's coming from -- only that it's *right*.


title: The Hanged Man: "Then the *rigor* in his muscles giv..."
dialoguetext:
Then the *rigor* in his muscles gives up, and he smashes sideways into the spring mud, letting out a horrid stench.

sequence:
PlayAnimation(The Hanged Man,HangedManFall2);PlayAnimation(hangedMan_rope,HangedManFall2);StartTime();LuaRun(SetAreaState("HANGED_MAN", "shot"))@2;LuaRun(FinishTask("TASK.get_the_dead_body_down_from_the_tree_done"))@2.5;


title: Kim Kitsuragi: ""Are you sure we've finished the pr..."
sequence: 0
dialoguetext:
"Are you sure we've finished the preliminary examination of the cadaver? We might miss some of these things once he's down." He stops to think, then checks his notes.


title: Cuno: ""Actually it was f****ted. Cuno jus..."
sequence: 0
dialoguetext:
"Actually it was f****ted. Cuno just said that because he felt sorry for you, pig. It's not your fault you can't shoot -- it's your pig-hands."


title: The Hanged Man: "It feels dry. Nothing comes out of..."
sequence: 0
dialoguetext:
It feels dry. Nothing comes out of you as you stretch and bend your face into a crying shape. You're too furious to cry, apparently.


title: Kim Kitsuragi: "The lieutenant picks up his gun and..."
sequence: 0
dialoguetext:
The lieutenant picks up his gun and then holsters it. "In the name of god, please get a hang of yourself."


title: Empathy: "He's definitely not impressed by th..."
sequence: 0
dialoguetext:
He's definitely not impressed by the way you're handling it, but he doesn't hold it against you either. He's supportive like that.


title: Kim Kitsuragi: "The lieutenant watches you jerk som..."
sequence: 0
dialoguetext:
The lieutenant watches you jerk some tears, your shoulders shaking and your eyes dry. The gun begins to slip from your fingers.


title: Physical Instrument: "You hear that, Sally? They're *laug..."
sequence: 0
userscript: SetVariableValue("yard.hanged_phys_inst_can_cry", true) --[[ Variable[ ]]
dialoguetext:
You hear that, Sally? They're *laughing* at you. Are you gonna let it stand? Are you, Sally? Or are you gonna CRY LIKE A BEAST?! Like a BEAAAST!


title: The Hanged Man: "A tiny tear forms on your duct. The..."
sequence: 0
userscript: XPPicoSetBool("XP.cry_in_front_of_the_hanged_man")--[[ Variable[ ]]
dialoguetext:
A tiny tear forms on your duct. The corpse stinks from the blackened bullet hole in his chest. A single drop of decay liquid runs out of it, then down his stomach...


title: Kim Kitsuragi: ""The *Armistice* is sufficiently pr..."
sequence: 0
dialoguetext:
"The *Armistice* is sufficiently precise, officer. Especially at close range." He takes his sidearm from you and holsters it.

userscript:
SetVariableValue("yard.hanged_cyclo_armistice_known", true) ; LoseItem("armistice_muzzleloader")--[[ Variable[ ]]


title: Cuno: ""Cuno has hands." He displays his l..."
sequence: 0
dialoguetext:
"Cuno has hands." He displays his little fingers, they're pink. "Cuno can shoot that shit down for you."


title: Kim Kitsuragi: ""I agree. Police work is overrated...."
sequence: 0
userscript: LoseItem("armistice_muzzleloader")
dialoguetext:
"I agree. Police work is overrated. It is trying and stressful. However, it is still our job to get the dead body down from the tree." He takes his sidearm from you and holsters it.


title: Hand/Eye Coordination: "Ask for another shot. You'll get it..."
sequence: 0
userscript: SetVariableValue("yard.hanged_coordination_wants_another_shot", true) --[[ Variable[ ]]
dialoguetext:
Ask for another shot. You'll get it with the next one, the god damn light reflected off some window, surely...


title: Hand/Eye Coordination: "It came out wrong, you made it soun..."
sequence: 0
dialoguetext:
It came out wrong, you made it sound like you're some sort of roulette addict looking for a fix, ask again, more controlled this time:


title: Hand/Eye Coordination: "Feels like shit man, how did this h..."
sequence: 0
dialoguetext:
Feels like shit man, how did this happen? Hit him straight in the chest... how horrible, you're so sorry.


title: Kim Kitsuragi: ""We still need to get him down *som..."
sequence: 0
dialoguetext:
"We still need to get him down *somehow*." His tone is growing tired now -- the stench makes him turn away from the corpse.


title: Hand/Eye Coordination: "You hear an explosion within the we..."
dialoguetext:
You hear an explosion within the weapon in your hands. The branches of the pinetree behind the girl shake ever so lightly. Your ears are still ringing...

sequence:
BanishInterface(true)@1;FocusCamera(cunoesse_shoot_fire_cam)@1;PlayAnimation(Tequila Sunset,ShootGunCunoesse,false,true,false)@3.3;FocusCamera(cunoesse_shoot_cam)@5.5;BanishInterface(false)@7.5

userscript:
SetVariableValue("yard.hanged_failed_enough_to_whine_someone_else", true) ; SetVariableValue("yard.hanged_shot_and_missed_cunoesse", true) --[[ Variable[ ]]


title: Cunoesse: "A plume of smoke has erupted from t..."
sequence: ShowActualHeld();
dialoguetext:
A plume of smoke has erupted from the barrel. The little monstrosity stands in the cloud. Her face is petrified, then it begins to twist, demonically.


title: Empathy: "She is disappointed, *trapped*, ent..."
sequence: 0
dialoguetext:
She is disappointed, *trapped*, entangled in this world -- all because of the continuously *appalling* marksmanship of law officials.


title: Reaction Speed: "You sense nylon moving somewhere to..."
sequence: 0
dialoguetext:
You sense nylon moving somewhere to your left. There's motion in your peripherals, then it's already too late...


title: Drama: "Well, then maybe you shouldn't have..."
sequence: 0
dialoguetext:
Well, then maybe you shouldn't have missed. This is merely a suggestion. If you want to be a *failed* child murderer, go with that.


title: Kim Kitsuragi: ""And what kind of lesson is that?"..."
sequence: 0
userscript: LoseItem("armistice_muzzleloader")
dialoguetext:
"And what kind of lesson is that?" Just like that the gun has left your hand. The lieutenant holsters it.


title: Kim Kitsuragi: ""I think you're underestimating the..."
sequence: 0
dialoguetext:
"I think you're underestimating the gravity of this situation, officer. We need to take a breather from this scene." He points at you. "Now."


title: Rhetoric: "What was that about *Processing*, t..."
sequence: 0
userscript: SetVariableValue("yard.hanged_rhetoric_processing", true) --[[ Variable[ ]]
dialoguetext:
What was that about *Processing*, then -- weren't they supposed to take care of the *boots*? Why don't they help?


title: Kim Kitsuragi: ""Think of the *boys from Processing..."
sequence: 0
dialoguetext:
"Think of the *boys from Processing* as murderers. Only instead of people they murder crime scenes. Processing is a wrecking crew. They know how to commission off items and how to work the incinerator in the morgue."


title: Kim Kitsuragi: ""Someone like a paid garbage man? O..."
sequence: 0
dialoguetext:
"Someone like a paid garbage man? Or a cleaning crew? I have bad news for you -- that *is* a detective."


title: Kim Kitsuragi: ""I know it's hard. But I assure you..."
sequence: 0
dialoguetext:
"I know it's hard. But I assure you -- the others won't come to help us. And we have a *growing* sanitary concern here. We need to get him down, fast."


title: Kim Kitsuragi: ""Sadly, yes. The whole RCM is out t..."
sequence: 0
dialoguetext:
"Sadly, yes. The whole RCM is out there right now, doing the exact same thing we are. Are we in a rush to help them? Not with this on our hands..." He covers his nose.


title: Kim Kitsuragi: ""At least you understand the gravit..."
sequence: 0
dialoguetext:
"At least you understand the gravity of the situation, detective. We need to take a breather from this scene." He points at you. "Now."


title: The Hanged Man: "You're misquoting me, Roonie. I sai..."
dialoguetext: You're misquoting me, Roonie. I said communism killed me. Love *DID ME IN*.
sequence: 0
userscript:
SetVariableValue("yard.hanged_love_did_in_communism_killed", true) ;  XPPicoSetBool("XP.hangedman_love_did_him_in")--[[ Variable[ ]]


title: Kim Kitsuragi: ""By being a damn good shot -- Ace's..."
sequence: PlayAnimation(Kim Kitsuragi, Aces); HideActualHeld();
dialoguetext:
"By being a damn good shot -- Ace's High!" The lieutenant raises his right hand, waiting for you to slap it.


title: You: "Slap it."
dialoguetext: Slap it.
sequence:
PlayAnimation(Tequila Sunset, Aces); PlayAnimation(Tequila Sunset, AcesHigh)@2.5; PlayAnimation(Kim Kitsuragi, AcesHigh)@2.5;


title: You: "Leave him hanging."
dialoguetext: Leave him hanging.
sequence:
PlayAnimation(Tequila Sunset, Aces); PlayAnimation(Tequila Sunset, AcesNone)@2; PlayAnimation(Kim Kitsuragi, AcesNone)@3;


title: Kim Kitsuragi: ""Okay," he mumbles for a second, th..."
sequence: ShowActualHeld();
dialoguetext:
"Okay," he mumbles for a second, then lowers his hand. "Maybe it's not customary in the 41st to perform an Ace's High. In the 57th we've carried over the custom from the Revolution. Maybe it's bad luck... anyway."


title: Kim Kitsuragi: "The lieutenant takes a little hop t..."
sequence: ShowActualHeld();
userscript: GainThought("aces_high")
dialoguetext:
The lieutenant takes a little hop to perform the customary salutation. Your palm hurts from the slap. It's precise and down to the point.


title: Interfacing: "You could add an Ace's Low to it, i..."
sequence: 0
userscript: SetVariableValue("yard.hanged_interfacing_aces_low", true) --[[ Variable[ ]]
dialoguetext:
You could add an Ace's Low to it, if you like. By turning your back after the High and waiting for another.


title: Encyclopedia: "The Ace's High -- a custom invented..."
sequence: 0
dialoguetext:
The Ace's High -- a custom invented by the aerostatic brigades during the Revolution -- is used to celebrate success in Revachol. Especially in sports. The gesture has spread across the world, despite the defeat of the revolutionaries themselves.


title: You: "Slap it and wait for an Ace's Low."
dialoguetext: Slap it and wait for an Ace's Low.
conditionstring: Variable["yard.hanged_interfacing_aces_low"]
sequence:
PlayAnimation(Tequila Sunset, Aces); PlayAnimation(Tequila Sunset, AcesLow)@2; PlayAnimation(Kim Kitsuragi, AcesLow)@2;


title: Kim Kitsuragi: "The High arrives with a sharp slap...."
sequence: 0
dialoguetext:
The High arrives with a sharp slap. As you turn around there is a moment of doubt -- feels like that Low ain't gonna *connect*...


title: Kim Kitsuragi: "But then it does -- and with furiou..."
userscript: GainThought("aces_low")
dialoguetext:
But then it does -- and with furious precision! The lieutenant is not one to leave an Ace's Low *hanging*.

sequence:
PlayAnimation(Tequila Sunset, AcesLowConnect); PlayAnimation(Kim Kitsuragi, AcesLowConnect); ShowActualHeld()@3;


title: Kim Kitsuragi: ""We will perform a field autopsy an..."
sequence: 0
userscript: GainTask("TASK.perform_field_autopsy");--[[ Variable[ ]]
dialoguetext:
"We will perform a field autopsy and determine the cause of death -- but before... excuse me." He needs to turn away from the corpse.


title: Perception (Smell): "Slumped on the ground like that has..."
sequence: 0
userscript: SetVariableValue("yard.hanged_perc_stench_intensified", true) --[[ Variable[ ]]
dialoguetext:
Slumped on the ground like that has not *improved* the way the corpse smells -- the fall seems to have released something deep inside it...


title: Kim Kitsuragi: ""It looks like *I* feel like taking..."
sequence: 0
dialoguetext:
"It looks like *I* feel like taking a break from the stench. I'm sorry to interrupt the jubilations here -- just a little breather before we do the autopsy."


title: Cuno: "Cuno cracks with laughter -- sounds..."
sequence: 0
dialoguetext:
Cuno cracks with laughter -- sounds like someone strangling a seagull. It's clear he enjoys himself.


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.get_the_dead_body_down_from_the_tree_done"]  or  Variable["TASK.return_to_corpse"])

conditionstring:
(Variable["TASK.get_the_dead_body_down_from_the_tree_done"]  or  Variable["TASK.return_to_corpse"]) == false


title: Kim Kitsuragi: ""The stench is getting bad. I'm sor..."
sequence: 0
dialoguetext:
"The stench is getting bad. I'm sorry to interrupt the jubilations here -- I need a little breather before we do the autopsy."


title: Kim Kitsuragi: ""I can't say I'm satisfied with tha..."
sequence: 0
dialoguetext:
"I can't say I'm satisfied with that part yet. We should search for prints maybe..." He stops to look at the spring mud. "And the trash container too..."


title: Kim Kitsuragi: ""I can't say I'm *fully* satisfied..."
sequence: 0
dialoguetext:
"I can't say I'm *fully* satisfied with that part. We should search for prints maybe..." He points to the spring mud around you.


title: Kim Kitsuragi: ""I can't say I'm satisfied with tha..."
sequence: 0
dialoguetext:
"I can't say I'm satisfied with that part yet. I still want to know what's in that trash container..." He points to it.


title: Kim Kitsuragi: ""Two: Initial examination of the vi..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_phase_deux_fail", true) --[[ Variable[ ]]
dialoguetext:
"Two: Initial examination of the victim. We were not exhaustive in our efforts, should have looked at the tattoos maybe? But what's done is done."


title: Kim Kitsuragi: ""Two: Initial examination of the vi..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_phase_deux_unsat", true) --[[ Variable[ ]]
dialoguetext:
"Two: Initial examination of the victim. We were pretty good in our efforts -- and the autopsy will provide another chance."


title: Kim Kitsuragi: ""Three: Field autopsy. This will *n..."
sequence: 0
dialoguetext:
"Three: Field autopsy. This will *not* be pleasant. Or easy. And it *will* have to be performed on the scene."


title: Kim Kitsuragi: ""Four and final: transport of the c..."
sequence: 0
dialoguetext:
"Four and final: transport of the coroner's case to the district morgue. I'll do that." The lieutenant stops. "God, he stinks."


title: Kim Kitsuragi: ""No. You and I are *detectives*. Th..."
sequence: 0
userscript: XPPicoSetBool("XP.hangman_detectives")--[[ Variable[ ]]
dialoguetext:
"No. You and I are *detectives*. The honorary rank of 'detective' signifies our ability to handle *the entire incident chain*. From crime scene, to autopsy, to clean-up. We do it all."


title: Kim Kitsuragi: ""An honour -- and a burden. Attache..."
sequence: 0
dialoguetext:
"An honour -- and a burden. Attached to your rank. Mine is *lieutenant-detective* -- unfortunately. I can't tell you how tired I am of this corpse..."


title: Kim Kitsuragi: ""In the meantime, we should try to..."
sequence: 0
userscript: GainTask("TASK.interview_union_boss")--[[ Variable[ ]]
dialoguetext:
"In the meantime, we should try to interview Evrart Claire, the leader of the Union. Harbour property was clearly used in the hanging..." He points to the belt. "The harbour just east of here. Getting *in* might prove a challenge, though..."


title: Kim Kitsuragi: ""I would also suggest we interview..."
sequence: 0
dialoguetext:
"I would also suggest we interview Joyce, the Wild Pines representative, but we've already done that. So -- good for us. One down, one to go."


title: Kim Kitsuragi: ""Everything here seems to corrobora..."
sequence: 0
dialoguetext:
"Everything here seems to corroborate that assumption. But we should still get him *down* before assigning a probable cause of death."


title: You: "At the autopsy, you said you have a..."
dialoguetext: At the autopsy, you said you have ancient mysteries.
sequence: 0
conditionstring:
Variable["yard.hanged_inland_something_in_there"]  and  Variable["yard.hanged_talk_wild_pale_yonder"]


title: Kim Kitsuragi: ""The risk of... acrobatic failure i..."
sequence: 0
userscript: SetVariableValue("backyard.hangedman_kim_warned_circus", true) --[[ Variable[ ]]
dialoguetext:
"The risk of... acrobatic failure is one we cannot take. We must not become *comedy* for the locals."


title: Kim Kitsuragi: ""That ladder can't carry a grown ma..."
sequence: 0
userscript: XPPicoSetBool("XP.hangedman_ladder_cant_carry")--[[ Variable[ ]]
dialoguetext:
"That ladder can't carry a grown man. I didn't see any splintering either, did you? I think they lassoed the branch, then pulled on the belt to close the buckle..." He makes a pulling motion.


title: Kim Kitsuragi: ""I think they lassoed the branch, t..."
sequence: 0
dialoguetext:
"I think they lassoed the branch, then pulled on the belt -- buckle closes." He makes a pulling motion. "It's what I would do. Seems easier than climbing up there."


title: Kim Kitsuragi: ""A noose is one of those things tha..."
sequence: 0
dialoguetext:
"A noose is one of those things that's easier to use one way around..." He points to the buckle tying the belt to the branch above.


title: Perception (Sight): "The whorls are in the shape of a le..."
dialoguetext: The whorls are in the shape of a letter and number combination: E50.100.1000.
sequence: 0
userscript:
SetVariableValue("yard.hanged_serial_easy_perception_got", true) ;  XPTinySetBool("XP.hangedman_perc_serial")--[[ Variable[ ]]


title: Conceptualization: "The smooth glossy surface fractures..."
sequence: 0
dialoguetext:
The smooth glossy surface fractures into ever more intricate interconnections, peaking on the right sabaton, where you notice...


title: Kim Kitsuragi: ""No, I think he had something preci..."
sequence: 0
userscript: XPPicoSetBool("XP.hangedman_precious_underneath")--[[ Variable[ ]]
dialoguetext:
"No, I think he had something precious underneath his clothes. They had to remove the *jeans* we found in the trash to get to it. This kind of armour is often worn *under* fabric."


title: Kim Kitsuragi: ""A good point. He could have been i..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"A good point. He could have been intoxicated. Or something we cannot yet imagine... I shouldn't have assumed so much just from the clothes."


title: Esprit de Corps: "He was. Why else would he call it a..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
He was. Why else would he call it a very good point? Does this mean you're a *very* good detective? Possibly.


title: Kim Kitsuragi: ""We should keep a lookout for these..."
sequence: 0
userscript: GainTask("TASK.ask_boy_about_armour"); GainTask("TASK.ask_cuno_about_the_armour")--[[ Variable[ ]]
dialoguetext:
"We should keep a lookout for these pieces. The armour could yield information." He nods toward the red-haired boy eyeing you suspiciously. "Maybe he'll know something."


title: Pain Threshold: "Yes. Bullets will fly, they always..."
sequence: 0
dialoguetext:
Yes. Bullets will fly, they always do. And the coil is fleshy and mush and permeable. Cast it in ceramic shell. Resist death.


title: Endurance: "I'm not squishy and permeable. I'm..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
I'm not squishy and permeable. I'm bark, sap and steel. Cast me in ceramic shell, but only for *ritual purposes*. It would adorn me well... bring me to attention.


title: Kim Kitsuragi: ""The noose acted like a tourniquet,..."
sequence: 0
userscript: SetVariableValue("yard.hanged_lividity_marked_upright", true) --[[ Variable[ ]]
dialoguetext:
"The noose acted like a tourniquet, keeping the blood in his head. The hypostasis here is in tune with a hanging. That's what I think."


title: The Hanged Man: "Oh yes, Cobo mi Lobo! In the gift h..."
sequence: 0
userscript: SetVariableValue("yard.hanged_look_down_mouth", true) --[[ Variable[ ]]
dialoguetext:
Oh yes, Cobo mi Lobo! In the gift horse's mouth, tracts and wakes and waterways! Ancient materials buried...


title: You: ""We've looked at the belt, now how..."
dialoguetext: "We've looked at the belt, now how do we get him down?"
sequence: ResetCamera();
conditionstring:
IsKimHere()  and  Variable["yard.hanged_having_another_look"]  and  Variable["yard.hanged_having_another_look_again"] == false  and  Variable["yard.hanged_corpse_down_hub_reached"] == false  and  Variable["yard.hanged_rope_reinforced_talked"]


title: You: ""Yup. The preliminary examination i..."
dialoguetext: "Yup. The preliminary examination is done -- let's get him down from there."
sequence: ResetCamera();
conditionstring:
IsKimHere()  and  Variable["yard.hanged_having_another_look_again"]  and  Variable["yard.hanged_corpse_down_hub_reached"] == false


title: You: ""We need to talk about getting him..."
dialoguetext: "We need to talk about getting him down again."
sequence: ResetCamera();
conditionstring:
IsKimHere()  and  Variable["yard.hanged_corpse_down_hub_reached"] == true  and  Variable["TASK.ask_for_help_from_the_harbour"] == false


title: You: ""Yeah, you should shoot him down. N..."
dialoguetext: "Yeah, you should shoot him down. No other way."
sequence: 0
conditionstring:
Variable["yard.hanged_shoot_him_dont"]  and  Variable["yard.hanged_shoot_the_betl_yourself_idea"] == false


title: The Hanged Man: "You can come back and look into thi..."
sequence: 0
userscript: SetVariableValue("yard.hanged_corpse_questions_unlocked", true) --[[ Variable[ ]]
dialoguetext:
You can come back and look into this face any time you want. Ask me your little questions, freshen your memory. Create associations, remind yourself of your *mortality*, Coppolopo.


title: Kim Kitsuragi: ""The hangover is clearly making thi..."
sequence: 0
dialoguetext:
"The hangover is clearly making this worse for you. You could use some ammonia -- to clear your head."


title: Kim Kitsuragi: "The lieutenant pays no heed: "We sh..."
sequence: 0
userscript: GainTask("TASK.shit_together")--[[ Variable[ ]]
dialoguetext:
The lieutenant pays no heed: "We should go and do something else. Give it half an hour. Then come back, when you've gotten your act together."


title: Endurance: "You crack open the ammonia ampoule..."
sequence: 0
dialoguetext:
You crack open the ammonia ampoule and breathe in. The odour of death is still stronger. It's a spell of the mind telling you to run -- and your stomach to wring itself empty. With your eyes squinting you stand in it.

userscript:
LoseItem("ammonia_ampoule"); SetVariableValue("yard.hanged_redcheck_did_not_vomit_success", true) --[[ Variable[ ]]


title: Cuno: ""I hear you, f****t! Talking shit '..."
sequence: FocusCamera(cuno_cam);
dialoguetext:
"I hear you, f****t! Talking shit 'bout the Cuno. Come here and say it to Cuno's face!" the boy shrieks at the top of his lungs.


title: Endurance: "The smell is repulsive. It pushes i..."
sequence: 0
dialoguetext:
The smell is repulsive. It pushes in from your mouth, more instant and more familiar than anything you'd expected; more fever than odour. It fills your mind, flushing you from within.

userscript:
LoseItem("ammonia_ampoule"); SetVariableValue("yard.hanged_endurance_failed_once", true) --[[ Variable[ ]]


title: Endurance: "The ammonia only makes it worse! Th..."
sequence: 0
dialoguetext:
The ammonia only makes it worse! The combination forces tears out of your ducts. You manage to keep it in once...

userscript:
LoseItem("ammonia_ampoule"); SetVariableValue("yard.hanged_endurance_failed_twice", true) --[[ Variable[ ]]


title: The Hanged Man: "The corpse appears to laugh at you,..."
sequence: 0
dialoguetext:
The corpse appears to laugh at you, black froth bubbling on it's lips. Every molecule in this body reeks of death. It's *still* too much, you feel it coming up again...

userscript:
LoseItem("ammonia_ampoule"); SetVariableValue("yard.hanged_endurance_failed_thrice", true) --[[ Variable[ ]]


title: Hand/Eye Coordination: "The sound of the explosion from you..."
dialoguetext:
The sound of the explosion from your gun echoes over all of Martinaise. The bullet found its way to the heart of a kid.

sequence:
BanishInterface(true)@1;FocusCamera(cunoesse_shoot_fire_cam)@1;SetTriggerAnimation(Tequila Sunset,ShootGunCunoesse,false,true,false)@4;PostFX(redflash, true)@4.5;SemiBlack(true)@4.6;PostFX(blackout-world, true)@4.6;BanishHUD(true)@5;MusicPlay(silence,90);AmbientVolume(0);FinishDialogue()@8


title: Hand/Eye Coordination: "A plume of smoke erupts from the ba..."
dialoguetext:
A plume of smoke erupts from the barrel. Your hand goes numb from the explosion. With your ears still ringing you lower the weapon to see what happened.

sequence:
BanishInterface(true)@1; PlayAnimation(Tequila Sunset,ShootGun,false,true,false)@3;PlayAnimation(The Hanged Man,HangedManShot,false,true,false)@4;SwitchMaterials(The Hanged Man,hangedManShotMaterial)@4.1; BanishInterface(false)@4.8; Release();


title: Hand/Eye Coordination: "The buckle explodes into tiny piece..."
dialoguetext: The buckle explodes into tiny pieces, coming loose with a *whirr*.
sequence:
FocusCamera(cam_body_teq_firing)@1;BanishInterface(true)@1; PlayAnimation(Tequila Sunset,ShootGun)@2;PlayAnimation(The Hanged Man,HangedManFall1)@3;PlayAnimation(hangedMan_rope,HangedManFall1)@3;StopTime()@3.8;Enable(hangedManFallen,Transform,true);Enable(hangedManUpATree,Transform,false); BanishInterface(false)@6.5; FocusCamera(cam_body_shoot_fast)@5.5; Release();


title: Tutorial Agent: "You've gained a Thought! When this..."
sequence: 0
dialoguetext:
You've gained a Thought! When this dialogue is over, go to your THOUGHT CABINET and INTERNALIZE it for special bonuses and effects.


title: Tutorial Agent: "You can open this White Check again..."
sequence: 0
dialoguetext:
You can open this White Check again by going to your CHARACTER SHEET and spending a skill point to upgrade your Endurance. Gain new skill points by exploring and completing side-tasks.


title: Kim Kitsuragi: ""He worked for Krenel -- like Joyce..."
sequence: 0
dialoguetext:
"He worked for Krenel -- like Joyce told us. This is military equipment, provided by a wealthy security contractor. With state ties. *Way* above what we have."


title: Kim Kitsuragi: ""Looks like he worked for a private..."
sequence: 0
dialoguetext:
"Looks like he worked for a private contractor -- like Evrart told us. Wealthy. With state ties. This is *way* above what we have."


title: The Hanged Man: "Decay is creeping on the tattoo, al..."
sequence: 0
dialoguetext:
Decay is creeping on the tattoo, already most of the canvas that's holding it has darkened, now it disintegrates slowly, letting out a stink...


title: Kim Kitsuragi: ""Here -- a souvenir." He hands you..."
sequence: 0
userscript: GainItem("instant_photo_tattoos")
dialoguetext:
"Here -- a souvenir." He hands you the piece of rolled up photo paper. It's no larger than a pack of cigarettes. "Don't lose it."


title: Inland Empire: "The fish-lips stay silent in respon..."
sequence: 0
userscript: SetVariableValue("yard.hanged_inland_failed_twice", true) --[[ Variable[ ]]
dialoguetext:
The fish-lips stay silent in response. You must be losing your mind, asking him that over and over...


title: The Hanged Man: "You're a lying sack of shit, coppo...."
sequence: 0
dialoguetext:
You're a lying sack of shit, coppo. You're doing this because there is *nothing* else to do. Everything else is over. It's just *me* now.


title: The Hanged Man: "Your field of view narrows. The bra..."
sequence: 0
dialoguetext:
Your field of view narrows. The branch slowly moves, becoming entirely two-dimensional. The metal buckle glimmers, catching the morning light as the corpse slowly rotates.


title: The Hanged Man: "Your field of view narrows. The bra..."
sequence: 0
dialoguetext:
Your field of view narrows. The branch slowly moves, becoming entirely two-dimensional. The metal buckle glimmers as the corpse slowly rotates.


title: The Hanged Man: "Your field of view narrows. The bra..."
sequence: 0
dialoguetext:
Your field of view narrows. The branch slowly moves, becoming entirely two-dimensional. The metal buckle glimmers, catching the evening light as the corpse slowly rotates.


title: Kim Kitsuragi: ""We need to access the harbour and..."
sequence: 0
userscript: GainTask("TASK.ask_for_help_from_the_harbour")--[[ Variable[ ]]
dialoguetext:
"We need to access the harbour and ask the leader of the Union to have it taken down. They have the tools -- and they have men."


title: Kim Kitsuragi: ""I did not want us to be indebted t..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_mentions_evrart", true) --[[ Variable[ ]]
dialoguetext:
"I did not want us to be indebted to Evrart Claire. I wanted us to be able to deal with it ourselves. That is *clearly* not the case. We need help."


title: Kim Kitsuragi: ""I suggest we go to the harbour and..."
sequence: 0
userscript: GainTask("TASK.ask_for_help_from_the_harbour")--[[ Variable[ ]]
dialoguetext:
"I suggest we go to the harbour and ask the leader of the Union to help us with the body -- I would have preferred us not to owe the Union anything, but we clearly cannot do this ourselves. Let's go."


title: Kim Kitsuragi: ""The *bad* way -- the way I didn't..."
sequence: 0
userscript: GainTask("TASK.ask_for_help_from_the_harbour")--[[ Variable[ ]]
dialoguetext:
"The *bad* way -- the way I didn't want us to." He sighs. "By asking the harbour for help. They have the tools and the men. If they put him up there -- they can take him down too."


title: Kim Kitsuragi: ""From the gates -- by negotiating o..."
sequence: 0
dialoguetext:
"From the gates -- by negotiating or fighting. I'm *unenthusiastic* about fighting..." He looks around. "Or we can try to find some secret third path -- it's unlikely, though."


title: Kim Kitsuragi: ""To ask the *suspects* for help wit..."
sequence: 0
userscript: SetVariableValue("yard.hanged_kim_mentions_evrart", true) --[[ Variable[ ]]
dialoguetext:
"To ask the *suspects* for help with the victim's body? To be indebted to Evrart Claire? Very much, yes -- which is why I would have preferred us to handle this ourselves."


title: You: ""Who's Evrart Claire?""
dialoguetext: "Who's Evrart Claire?"
sequence: 0
conditionstring:
Variable["yard.hanged_kim_mentions_evrart"]  and  Variable["cargo.evrart_evrart_met"] == false  and  Variable["tc.name_of_union_boss"] == false


title: Kim Kitsuragi: ""The leader of the Union. A dangero..."
sequence: 0
dialoguetext:
"The leader of the Union. A dangerous and corrupt man, from what I hear -- you don't want to owe him much."


title: Kim Kitsuragi: ""In the meantime, we should locate..."
sequence: 0
userscript: GainTask("TASK.interview_wild_pines_rep")--[[ Variable[ ]]
dialoguetext:
"In the meantime, we should locate the representative of the logistics company. My preliminary information suggests the Wild Pines have sent a strike negotiator to wrangle back control from the Union."


title: Kim Kitsuragi: ""I bet she has a *fresh* perspectiv..."
sequence: 0
dialoguetext:
"I bet she has a *fresh* perspective to offer us. Since we've already talked to Evrart in the harbour -- that interview is done. For better or for worse."


title: Kim Kitsuragi: "He holsters it. "I *would* suggest..."
sequence: 0
dialoguetext:
He holsters it. "I *would* suggest we interview Evrart and Joyce -- the leader of the Union and the Wild Pines rep -- but we've already done that. So... it's up to you detective. Take us where we need to be."


title: Kim Kitsuragi: ""With shooting like that -- of cour..."
sequence: 0
dialoguetext:
"With shooting like that -- of course you are. Your station would not have assigned you to this case otherwise."


title: Kim Kitsuragi: ""I was really hoping we wouldn't --..."
sequence: 0
dialoguetext:
"I was really hoping we wouldn't -- the Union appear to be *suspects* in this case. It seems like a dangerous route to go down."


title: You: ""Didn't that young woman, the garde..."
sequence: 0
dialoguetext:
"Didn't that young woman, the gardener, mention using salts for the smell? Or maybe they sell ammonia at the local grocery store..."


title: You: ""We're assuming dockworkers from th..."
dialoguetext: "We're assuming dockworkers from the harbour did it?"
sequence: 0
conditionstring:
Variable["TASK.what_does_joyce_done"] == true  and  Variable["TASK.interrogate_vigilantes_done"] == false


title: Kim Kitsuragi: ""Yes." He agrees. "The debrief we g..."
sequence: 0
dialoguetext:
"Yes." He agrees. "The debrief we got from the Wild Pines representative appears to be solid too. A lynching is what this looks like."


title: Kim Kitsuragi: ""To purposefully mislead us." He no..."
sequence: 0
dialoguetext:
"To purposefully mislead us." He nods. "They must've hung him fast after that bullet hit. This is well done. It would have fooled *me*."


title: Kim Kitsuragi: ""There's the Frittte nearby -- mayb..."
sequence: 0
dialoguetext:
"There's the Frittte nearby -- maybe they have some in their apothecary? If they don't..." He points to the greenhouse.


title: The Hanged Man: "Listen to yourself... You're not a..."
sequence: 0
userscript: SetVariableValue("yard.hanged_man_body_called_you_harry", true) --[[ Variable[ ]]
dialoguetext:
Listen to yourself... You're not a Raphaël anything. You're probably just Harry or something. That's right... *Harry*.


title: Kim Kitsuragi: ""Okay..." He looks at the cargo bel..."
sequence: 0
dialoguetext:
"Okay..." He looks at the cargo belt. "They *do* have the tools and the men. And since it looks like they *put* him there..."


title: Tutorial Agent: "Acquiring Ammonia will provide a MO..."
sequence: 0
dialoguetext:
Acquiring Ammonia will provide a MODIFIER to the White Check. MODIFIERS make checks easier -- and allow you to retry them.


title: Kim Kitsuragi: ""We should keep a lookout for these..."
sequence: 0
userscript: GainTask("TASK.ask_boy_about_armour"); GainTask("TASK.ask_cuno_about_the_armour")--[[ Variable[ ]]
dialoguetext:
"We should keep a lookout for these pieces. The armour could yield information." He nods toward the red-haired boy eyeing you suspiciously. "This is one thing he might actually know..."


title: Kim Kitsuragi: ""Yes." He agrees. "The debrief we g..."
sequence: 0
dialoguetext:
"Yes." He agrees. "The debrief we got from the Wild Pines representative appears to be solid too. A lynching is what this looks like. Our internal RCM brief said the same..." He looks at you.


title: Kim Kitsuragi: ""By the way, when you get the chanc..."
sequence: 0
userscript: GainTask("TASK.briefing")--[[ Variable[ ]]
dialoguetext:
"By the way, when you get the chance -- *perhaps* you should ask me to share the RCM brief you. I'm pretty sure you've *forgotten* it."


title: The Hanged Man: "An intricate web of blue lines stre..."
sequence: 0
dialoguetext:
An intricate web of blue lines stretches across the torso. If you want to re-examine the tattoos, looking at the photo would give you a better, more detailed view.


title: Authority: "This is years of experience talking..."
sequence: 0
dialoguetext:
This is years of experience talking. He's seen career after career ruined by careless media strategies.


title: The Hanged Man: "Your field of view narrows. The bra..."
sequence: 0
dialoguetext:
Your field of view narrows. The branch slowly moves, becoming entirely two-dimensional. The metal buckle glimmers, slick with the falling rain. The corpse slowly rotates...


title: Kim Kitsuragi: ""From the gates -- by negotiating o..."
sequence: 0
dialoguetext:
"From the gates -- by negotiating or fighting." He looks up to the east. "Or we can try the secret route we found. Where your cloak is. It looked doable."


title: You: "I can't get the damn compartment in..."
dialoguetext: I can't get the damn compartment in my ledger open.
sequence: 0
conditionstring:
Variable["inventory.ledger_white_interfacing_failed_once"]  and  Variable["inventory.ledger_wc_success"] == false  and  Variable["inventory.boolean_that_opens_compartment"] == false  and  Variable["yard.hanged_talk_wild_pale_yonder"]


title: The Hanged Man: "The blue heart? Oh, that's good shi..."
sequence: 0
dialoguetext:
The blue heart? Oh, that's good shit, you'll love it. Just press down and *fuck* it open like you always do.


title: The Hanged Man: "I like it a *lot* brother. This rea..."
sequence: 0
userscript: XPTinySetBool("XP.fridge_hanged_man_likes_it_here")--[[ Variable[ ]]
dialoguetext:
I like it a *lot* brother. This really is your finest hour! You're a genius -- a regular Coppolangelo!


title: Savoir Faire: "It *seems* unclimbable, cause the l..."
sequence: 0
dialoguetext:
It *seems* unclimbable, cause the ladder is treacherously rotten, but you could use your hands and feet to reach around the tree, then hang from the branch...


title: Savoir Faire: "Even Cuno thinks it's unclimbable,..."
sequence: 0
dialoguetext:
Even Cuno thinks it's unclimbable, cause the ladder is treacherously rotten, but you could use your hands and feet to reach around the tree, then hang from the branch...


title: Kim Kitsuragi: ""No," he says, shaking his head, "t..."
sequence: 0
dialoguetext:
"No," he says, shaking his head, "that ladder is not climbable and I don't really see another good way up there."


title: Kim Kitsuragi: ""*Or* we could talk to the represen..."
sequence: 0
userscript: GainTask("TASK.interview_wild_pines_rep")--[[ Variable[ ]]
dialoguetext:
"*Or* we could talk to the representative of the logistics company again. I know we already met Joyce, but that didn't count as an interview. We need to ask her how the strike and lynching are *connected*."


title: Kim Kitsuragi: ""*Or* we could ask around for the r..."
sequence: 0
userscript: GainTask("TASK.interview_wild_pines_rep")--[[ Variable[ ]]
dialoguetext:
"*Or* we could ask around for the representative of the logistics company. My initial information says the Wild Pines have sent some sort of *strike negotiator* to wrangle control back from Evrart."


title: You: ""What's wrong with being indebted t..."
dialoguetext: "What's wrong with being indebted to Evrart Claire?"
sequence: 0
conditionstring:
Variable["yard.hanged_kim_mentions_evrart"]  and  Variable["cargo.evrart_evrart_met"] == false  and  Variable["tc.name_of_union_boss"] == true


title: Logic: "Maybe it's okay if you don't make i..."
sequence: 0
dialoguetext:
Maybe it's okay if you don't make it *today*? The dead man isn't going anywhere -- and there's always other things to do...


title: Volition: "Why the doom and gloom? It's just a..."
sequence: 0
dialoguetext:
Why the doom and gloom? It's just a sunken motor carriage. Some motor carriages are bound to end up in the sea.


title: Sunken Motor Carriage: "A banged up motor carriage lies hal..."
sequence: 0
dialoguetext:
A banged up motor carriage lies half-submerged in the icy water, slowly sinking into the Insulindian ocean. Only the cabin top, rear wheels and the engine remain visible.


title: Kim Kitsuragi: ""Yes, yes. Crazy recklessness." The..."
sequence: 0
dialoguetext:
"Yes, yes. Crazy recklessness." The lieutenant glances at you. "I'd say it has been here since last Saturday or Sunday."


title: Sunken Motor Carriage: "The motor carriage is properly stuc..."
sequence: 0
dialoguetext:
The motor carriage is properly stuck in the ice. Getting it out would require a team of specialists.


title: Interfacing: "A single day in the salty seawater..."
sequence: 0
dialoguetext:
A single day in the salty seawater would ruin most vehicles, but this one looks worn even in places the saltwater hasn't touched it.


title: Sunken Motor Carriage: "Although the sunken motor carriage..."
sequence: 0
dialoguetext:
Although the sunken motor carriage is probably flattered by you addressing it, it does not supply an answer.


title: You: "Sit on the swing and wait for the t..."
dialoguetext: Sit on the swing and wait for the tide to recede.
sequence:
HideActualHeld();SemiBlack(true,2);SetTriggerAnimation(Tequila Sunset, Swing)@3;SetTriggerAnimation(Kim Kitsuragi,Swing)@3;SetTriggerAnimation(teq_swing, Swing)@3;SetTriggerAnimation(kim_swing,Swing)@3;TravelTo(Tequila Sunset,teqSwingLoc,2)@3;TravelTo(Kim Kitsuragi,kimSwingLoc,2)@3;FocusCamera(SwingCamFocus)@2;SemiBlack(false,2)@3;

conditionstring:
Variable["coast.sunken_kitsuragi_wait_low_tide"] == true  or  Variable["coast.sunken_logic_wait_for_tide"] == true


title: Sunken Motor Carriage: "It's impossible to say if it's happ..."
sequence: 0
dialoguetext:
It's impossible to say if it's happening, if the water is receding. All you feel is a lot of time going by.


title: Drama: "The tune on your lips forms a stran..."
sequence: 0
userscript: SetVariableValue("village.sunken_whisper_rc_success", true) --[[ Variable[ ]]
dialoguetext:
The tune on your lips forms a strange, yet undeniably beautiful contrast with the surrounding bleakness.


title: Kim Kitsuragi: "The lieutenant gives you a quick gl..."
sequence: 0
dialoguetext:
The lieutenant gives you a quick glance. Then, still looking straight ahead, he joins you with a higher-pitched and slightly more melodic trill.

userscript:
HealVolition(1); ReputationGrows("kim"); XPTinySetBool("XP.kim_joins_you_in_whispering_the_seaside_tune")--[[ Variable[ ]]


title: Sunken Motor Carriage: "It's sad that no one and nothing bu..."
sequence: 0
dialoguetext:
It's sad that no one and nothing but the sunken vehicle is here to witness it, but the unexpected beauty of the tune lifts your spirits nonetheless.

userscript:
HealVolition(1); XPPicoSetBool("XP.whispering_a_tune_undeniably_lifts_your_spirits")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Hmm..." The lieutenant is staring..."
dialoguetext: "Hmm..." The lieutenant is staring at the wreck. "Let me think about it..."
sequence: 0
userscript:
SetVariableValue("village.sunken_asked_kim_what_his_favorite_blue_thing_was", true) --[[ Variable[ ]]


title: Sunken Motor Carriage: "In some way it is still sad that no..."
sequence: 0
dialoguetext:
In some way it is still sad that no living thing (other than seagulls) is here to witness a man in his prime trying to learn to whistle.


title: Kim Kitsuragi: "With his lips puckered the lieutena..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
With his lips puckered the lieutenant lets out a beautiful melodic trill that puts even the Insulindic thrush to shame.


title: Kim Kitsuragi: ""I believe it's following a pattern..."
sequence: 0
dialoguetext:
"I believe it's following a pattern set millions of years ago by cosmic forces... But I suppose it *could* move quicker, yes."


title: Sunken Motor Carriage: "Clouds on the horizon grow darker a..."
userscript: PassTime(); PassTime()
dialoguetext:
Clouds on the horizon grow darker and the shadow of the swing set keeps climbing. You hear the distant rumble of the city. Thirty minutes pass...

sequence:
SemiBlack(true,2);SemiBlack(false,2)@3;FocusCamera(Swing-pan2-start)@2;FocusCamera(Swing-pan2-end)@3;


title: Sunken Motor Carriage: "The clouds pass in the sky and the..."
userscript: PassTime(); PassTime()
dialoguetext:
The clouds pass in the sky and the shadow of the swing moves like the hour hand on a time piece... Thirty minutes have passed.

sequence:
SemiBlack(true,2);SemiBlack(false,2)@3;FocusCamera(Swing-pan1-start)@2;FocusCamera(Swing-pan1-end)@3;


title: Sunken Motor Carriage: "It's unclear whether the sunken veh..."
sequence: 0
dialoguetext:
It's unclear whether the sunken vehicle agrees or not, but merely uttering these words gives you the illusion of time speeding up.


title: Savoir Faire: "What a clumsy wuss..."
dialoguetext: What a clumsy wuss...
sequence: 0
userscript:
SetVariableValue("coast.sunken_savoir_faire_what_a_wuss_the_culprit_must_have_been", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Well..." The lieutenant rubs his c..."
sequence: 0
dialoguetext:
"Well..." The lieutenant rubs his chin. "Historically, leeches have been used to prevent and even cure many ailments..."


title: You: ""...all I'm saying is I'm surprised..."
dialoguetext: "...all I'm saying is I'm surprised people's skin colour varies so drastically."
sequence: 0
conditionstring: Variable["coast.sunken_wait_tide_asked_about_eyes"] == true and IsKimHere()
userscript:
SetVariableValue("village.sunken_suprised_peoples_skin_colour_varies_so_drastically", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Once again, differences in skin co..."
sequence: 0
dialoguetext:
"Once again, differences in skin colour are the result of melanin production, liver functions, regional adaptation, and various other factors."


title: Sunken Motor Carriage: "Your voice echoes on the water, str..."
userscript: PassTime(); PassTime()
dialoguetext:
Your voice echoes on the water, strange and out of place in the environment. Thirty more minutes pass.

sequence:
SemiBlack(true,2);SemiBlack(false,2)@3;LuaRun(SetAreaState("SUNKEN_CAR", "unblocked"))@2;FocusCamera(SwingCamFocus)@2


title: Kim Kitsuragi: ""Luckily, I am already a member of..."
sequence: 0
dialoguetext:
"Luckily, I am already a member of an independent organization, and therefore do not have to choose between a rock and a hard place."


title: You: ""I've been thinking: if I put enoug..."
sequence: 0
dialoguetext:
"I've been thinking: if I put enough time into eating right and exercising, I could turn myself into a living weapon. Then I wouldn't even need a gun..."


title: Sunken Motor Carriage: "Yes it is. It feels as the city beh..."
sequence: 0
dialoguetext:
Yes it is. It feels as the city behind you grows silent in the waiting. Seems like an eternity has passed...


title: Kim Kitsuragi: ""I agree," the lieutenant replies,..."
sequence: 0
dialoguetext:
"I agree," the lieutenant replies, his eyes never leave the sunken vehicle. "We should definitely investigate."

userscript:
FinishTask("TASK.find_the_traffic_hooligans_vehicle_done"); GainTask("TASK.search_the_mc_to_identify_the_traffic_hooligans_identity")--[[ Variable[ ]]


title: Sunken Motor Carriage: "Dreaming, drinking, fucking, fighti..."
sequence: 0
dialoguetext:
Dreaming, drinking, fucking, fighting, trying to improve their lives. Wishing for a better tomorrow.


title: Interfacing: "The seawater is already corroding t..."
sequence: 0
dialoguetext:
The seawater is already corroding the fuel lines, metalworks, and undercarriage components. It's seeping into the various modules and short-circuiting the electrical systems, including the electro-magnetic steering and brakes...


title: Inland Empire: "Suddenly you're reminded of the lie..."
sequence: 0
dialoguetext:
Suddenly you're reminded of the lieutenant's Kineema and the weird feeling about the fish and seaweed you had...

userscript:
SetVariableValue("village.sunken_inland_remind_kineema_inland_fishes_seaweed", true) --[[ Variable[ ]]


title: Inland Empire: "You get a sudden sinking feeling. S..."
sequence: 0
userscript: SetVariableValue("coast.sunken_inland_oceanfishcold", true) --[[ Variable[ ]]
dialoguetext:
You get a sudden sinking feeling. Stomach acid comes up as you look at the motor carriage in the deep, dark, cold water.


title: Sunken Motor Carriage: "The motor carriage sits in the salt..."
sequence: 0
dialoguetext:
The motor carriage sits in the salty ocean water, cold and sad, and doesn't provide an immediate answer.


title: Sunken Motor Carriage: "A seagull takes off from the half-s..."
sequence: 0
dialoguetext:
A seagull takes off from the half-submerged machine. It's almost like the bird is acknowledging your decision.

userscript:
GainTask("TASK.apprehend_reckless_driver"); GainTask("TASK.search_the_mc_to_identify_the_traffic_hooligans_identity")--[[ Variable[ ]]


title: Kim Kitsuragi: ""I agree," the lieutenant replies,..."
sequence: 0
dialoguetext:
"I agree," the lieutenant replies, a curious look in his eyes. "We should *definitely* investigate."

userscript:
GainTask("TASK.apprehend_reckless_driver"); GainTask("TASK.search_the_mc_to_identify_the_traffic_hooligans_identity")--[[ Variable[ ]]


title: Inland Empire: "Of course. Everything's okay."
dialoguetext: Of course. Everything's okay.
sequence: 0
userscript:
XPPicoSetBool("XP.inland_of_course_everything_is_okay_with_sunken_motorcarrriages")--[[ Variable[ ]]


title: Endurance: "Rust, moss, and sea life have alrea..."
sequence: 0
dialoguetext:
Rust, moss, and sea life have already claimed it for themselves and initiated a slow decomposition process.


title: Sunken Motor Carriage: "The logo is too deep in the murky w..."
sequence: 0
dialoguetext:
The logo is too deep in the murky water -- you can't make it out. But you *do* see a monkfish float by.


title: Kim Kitsuragi: ""The ice hasn't closed around the v..."
sequence: 0
dialoguetext:
"The ice hasn't closed around the vehicle yet..." He leans forward to peek into the cold water. "My guess is it's been here since last Saturday or Sunday."


title: Sunken Motor Carriage: "The accident couldn't have happened..."
sequence: 0
dialoguetext:
The accident couldn't have happened too long ago. The ice hasn't closed up around the vehicle, so the crash must have happened last Saturday or Sunday.


title: Kim Kitsuragi: ""I did not." He gives you a blank s..."
sequence: 0
dialoguetext:
"I did not." He gives you a blank stare. "But I'd say it has been here since last Saturday or Sunday."


title: Kim Kitsuragi: ""Yes, yes. Clearly this is a triump..."
sequence: 0
dialoguetext:
"Yes, yes. Clearly this is a triumph," he remarks dryly. "I'd say the vehicle has been here since last Saturday or Sunday."


title: Logic: "Great idea! Then we can get the thi..."
sequence: 0
userscript: SetVariableValue("village.sunken_logic_joyrider_left_shit_behind", true) --[[ Variable[ ]]
dialoguetext:
Great idea! Then we can get the things inside. The joyrider must have left something good inside. Guns? Papers? Maybe a cool jacket? A joyrider jacket?


title: Esprit de Corps: "A joyrider jacket? You feel a stran..."
sequence: 0
dialoguetext:
A joyrider jacket? You feel a strange connection to this joyrider. Maybe he's from some kind of Joyriders district and likes blue and white racing livery? Like a cop would.


title: Reaction Speed: "Papers? Papers would be cool. Maybe..."
sequence: 0
dialoguetext:
Papers? Papers would be cool. Maybe there's registration inside? Like a person registration? You know, like your badge is!


title: Sunken Motor Carriage: "Nothing but the sound of seagulls,..."
sequence: 0
dialoguetext:
Nothing but the sound of seagulls, high above in the sky, echoing like distant laughter. Ice cracks around the blue motor carriage in the sea.


title: Shivers: "The wind blows. In the distance, be..."
sequence: 0
dialoguetext:
The wind blows. In the distance, behind the church, some vagrants are having an argument over a bag of tare they found in the reeds. Further away -- a flock of sea gulls lands.


title: Sunken Motor Carriage: "You hear the sound echo on the larg..."
sequence: 0
dialoguetext:
You hear the sound echo on the large body of water. Clouds race across the spring sky and suddenly you just feel better. About everything.


title: Rhetoric: "'Okay,' he's thinking. 'I can do th..."
sequence: 0
dialoguetext:
'Okay,' he's thinking. 'I can do this. Let's do this. Who'd want to sit on an anthill? There are no therapeutic benefits to..."

userscript:
SetVariableValue("village.sunken_kim_thinks_sitting_on_anthill_has_no_therapeutic_benefits", true) --[[ Variable[ ]]


title: You: ""I don't think I'm ever gonna find..."
sequence: 0
dialoguetext:
"I don't think I'm ever gonna find my gun." (Look around.) "The world is so big and my gun is so small..."


title: Sunken Motor Carriage: "A dim light scatters from the cloud..."
userscript: PassTime(); PassTime()
dialoguetext:
A dim light scatters from the cloud cover above the city. In it you can see the *blue and white motor carriage* slowly appear  from the water -- centimetre by centimetre as the sea recedes...

sequence:
SemiBlack(true,2);SemiBlack(false,2)@3;LuaRun(SetAreaState("SUNKEN_CAR", "unblocked"))@2;FocusCamera(SwingCamFocus)@2


title: Encyclopedia: "It's a Coupris Forty. A work horse..."
sequence: 0
userscript: SetVariableValue("village.sunken_encyclo_coupris_forty", true) --[[ Variable[ ]]
dialoguetext:
It's a Coupris Forty. A work horse of the motor park. Favoured by the working men, government offices, fire fighters I guess, maybe animal control people? You know. Those kinds of people.


title: Sunken Motor Carriage: "Yes, the emblem, now visible above..."
sequence: 0
userscript: SetVariableValue("village.sunken_model_coupris_40_established", true) --[[ Variable[ ]]
dialoguetext:
Yes, the emblem, now visible above the waterline, belongs to the Coupris Motor Corporation. Below it stands the model name, *40*.


title: Kim Kitsuragi: ""Detective, I've been able to make..."
sequence: 0
userscript: SetVariableValue("village.sunken_model_coupris_40_established", true) --[[ Variable[ ]]
dialoguetext:
"Detective, I've been able to make out the marque ever since we arrived. I find it odd that you haven't. It's a Coupris, Model 40." His eyes turn to you.


title: Kim Kitsuragi: ""It is a simple and rugged machine,..."
sequence: 0
dialoguetext:
"It is a simple and rugged machine, favoured by working men, government offices..." He pauses to think. "Firefighters, animal control people. You know, *those* kinds of people."


title: Kim Kitsuragi: ""Actually not a coincidence. The Ki..."
sequence: 0
dialoguetext:
"Actually not a coincidence. The Kineema is the next generation sports edition of the old 'Forty', which was a real work horse. Favoured by the *police* all over the city..." He raises his finger.


title: Kim Kitsuragi: ""I think I know now, what my favour..."
sequence: 0
dialoguetext:
"I think I know now, what my favourite blue thing is." He nods. "Yes, my favourite blue thing is a blue police uniform... or blue police livery."


title: Kim Kitsuragi: ""Actually not a coincidence. The Ki..."
sequence: 0
dialoguetext:
"Actually not a coincidence. The Kineema is the next generation sports edition of the 'Forty', which was a real work horse. Favoured by the *police* all over the city." His expression is unreadable.


title: Shivers: "In a little alley next to Boogie st..."
sequence: 0
dialoguetext:
In a little alley next to Boogie street, a man in stained overalls steps out of a workshop for a cigarette. His hands are bruised and soaked with motor oil and dirt. He breathes smoke out of his nostrils and closes his eyes. The next five minutes are his and his alone.


title: Kim Kitsuragi: ""But it could also be," he tilts hi..."
sequence: 0
dialoguetext:
"But it could also be," he tilts his head and stresses: "... the number of a police precinct. Precinct 41 -- *your* precinct."


title: You: ""Forty-one is his rank in the under..."
sequence: 0
dialoguetext:
"Forty-one is his rank in the underground street racing hierarchy." (Rub your chin.) "Small fish, this one."


title: You: ""Looks like the factory made a mist..."
sequence: 0
dialoguetext:
"Looks like the factory made a mistake and accidentally called this one Coupris 41." (Scoff.) "Stupid factory."


title: Kim Kitsuragi: ""Right..." The lieutenant is lookin..."
sequence: 0
dialoguetext:
"Right..." The lieutenant is looking at you peculiarly. "*Or* 41 is the number of a police precinct? Your precinct."


title: You: ""I hate guessing. District somethin..."
sequence: 0
dialoguetext:
"I hate guessing. District something? A *precinct*? Something municipal?" (Rub your temples -- you're getting a horrible headache.)


title: Kim Kitsuragi: ""A precinct, yes!" He tilts his hea..."
sequence: 0
dialoguetext:
"A precinct, yes!" He tilts his head and continues in a soft voice. "A police precinct. Precinct 41 -- *your* precinct."


title: Inland Empire: "Forty-one, Precinct 41. A massive p..."
sequence: 0
dialoguetext:
Forty-one, Precinct 41. A massive pit opens up in your stomach and the most terrible feeling comes over you.


title: Endurance: "You feel like you're about to faint..."
sequence: 0
dialoguetext:
You feel like you're about to faint and fall off the swing. Your hands get clammy and the air tastes sour to breathe.


title: You: ""No, it's the street racer.""
dialoguetext: "No, it's the street racer."
sequence: 0
conditionstring:
Variable["village.sunken_kim_face_it_so_we_Can_deal_wit_it"] == true  and  Variable["village.sunken_kim_no_streetracer_you_did_it"] == false  and  Variable["TASK.find_the_traffic_hooligans_vehicle"] == true


title: You: ""But Jacob Irw...""
dialoguetext: "But Jacob Irw..."
sequence: 0
conditionstring:
Variable["village.sunken_kim_no_streetracer_you_did_it"] == true  and  Variable["tc.jacob_irw"] == true  and  Variable["village.sunken_kitsuragi_just_shakes_his_head"] == false


title: Kim Kitsuragi: ""I'm afraid so, yes. It looks like..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"I'm afraid so, yes. It looks like you drove your police motor carriage into the sea, after you jumped across the canal."


title: You: ""Things were going so well, we were..."
dialoguetext: "Things were going so well, we were just whistling merrily..."
sequence: 0
conditionstring:
Variable["village.sunken_whisper_rc_success"] == true  and  Variable["village.i_miss_my_mum"] == false  and  Variable["village.sunken_suprised_peoples_skin_colour_varies_so_drastically"] == false


title: You: ""Things were going so well, we were..."
dialoguetext: "Things were going so well, we were just talking how people have different skins..."
sequence: 0
conditionstring:
Variable["village.sunken_whisper_rc_success"] == false  and  Variable["village.sunken_suprised_peoples_skin_colour_varies_so_drastically"] == true  and  Variable["village.i_miss_my_mum"] == true


title: You: ""Well, at least I can see what's in..."
dialoguetext: "Well, at least I can see what's in there now." (Conclude.)
sequence:
ShowActualHeld()@2;SemiBlack(true,2);SetTriggerAnimation(Tequila Sunset, end)@2;SetTriggerAnimation(Kim Kitsuragi,end)@2;SetTriggerAnimation(teq_swing, end)@2;SetTriggerAnimation(kim_swing,end)@2;TravelTo(Tequila Sunset,teqSunkenLoc,2)@2;TravelTo(Kim Kitsuragi,kimSunkenLoc,2)@2;FocusCamera(swing_get_up_cam)@2;SemiBlack(false,2)@3;


title: You: ""Things were going so well, we were..."
dialoguetext: "Things were going so well, we were just talking about our mums..."
sequence: 0
conditionstring:
Variable["village.sunken_whisper_rc_success"] == false  and  Variable["village.i_miss_my_mum"] == true  and  Variable["village.sunken_suprised_peoples_skin_colour_varies_so_drastically"] == false


title: Kim Kitsuragi: ""Of whom?" The lieutenant looks sce..."
sequence: 0
dialoguetext:
"Of whom?" The lieutenant looks sceptical. "I don't think so. If anything... you were probably drunk."


title: Kim Kitsuragi: ""Detective," he says almost gently...."
sequence: 0
userscript: SetVariableValue("village.sunken_no_tow_truck", true) --[[ Variable[ ]]
dialoguetext:
"Detective," he says almost gently. "We *don't*. A rescue operation really isn't viable at this point."


title: Kim Kitsuragi: ""I'm afraid it will have to *be* th..."
sequence: 0
userscript: SetVariableValue("village.sunken_tow_truck_discussed", true) --[[ Variable[ ]]
dialoguetext:
"I'm afraid it will have to *be* there like that for many years." He looks around. "Look at it -- parts of it might be salvageable, but overall this machine is a write-off."


title: You: ""So it's just gonna *be* there like..."
dialoguetext: "So it's just gonna *be* there like that?!"
sequence: 0
conditionstring:
Variable["village.sunken_tow_truck_discussed"] == false  and  Variable["village.sunken_no_tow_truck"] == true


title: Kim Kitsuragi: ""That is very unlikely," the lieute..."
sequence: 0
dialoguetext:
"That is very unlikely," the lieutenant replies with a sigh. "All the electrics are toast. That goes for the electromagnetic steering and brake systems as well."


title: Kim Kitsuragi: ""You'd be *lucky* to find one undam..."
sequence: 0
dialoguetext:
"You'd be *lucky* to find one undamaged component in there..." He shakes his head. "In a few months there will be nothing *but* rust left of this vehicle. It'll be cheaper to buy a new one..."


title: Kim Kitsuragi: ""Well, not *cheaper*. This motor ca..."
sequence: 0
dialoguetext:
"Well, not *cheaper*. This motor carriage costs 40,000 reál... but in the long run it stills makes more sense to buy a new machine than try to refurbish this."


title: Kim Kitsuragi: ""Let's face it, this is a substanti..."
sequence: 0
dialoguetext:
"Let's face it, this is a substantial loss to your district's budget." He's avoiding your gaze now. "I mean, my station only has four other vehicles in addition to my Kineema..."


title: Kim Kitsuragi: ""People are more valuable than mach..."
sequence: 0
dialoguetext:
"People are more valuable than machines." He's trying to cheer you up now. "Training a police officer is even more costly."


title: Inland Empire: "More precious than the gun, the bad..."
sequence: 0
dialoguetext:
More precious than the gun, the badge and the motor carriage *combined*. Lost forever. Into the deepest of seas.


title: Kim Kitsuragi: ""You can still whistle," the lieute..."
sequence: 0
dialoguetext:
"You can still whistle," the lieutenant says with a smile. "Besides, the night is always darkest before the dawn."


title: Kim Kitsuragi: ""We can still do that," the lieuten..."
sequence: 0
dialoguetext:
"We can still do that," the lieutenant says with a smile. "Besides, the night is always darkest before the dawn."


title: Kim Kitsuragi: ""Well..." The lieutenant shrugs. "L..."
sequence: 0
dialoguetext:
"Well..." The lieutenant shrugs. "Life has a way of pulling the rug from under your feet. But things can only go up from here."


title: Kim Kitsuragi: ""At least we have a pretty good sus..."
sequence: 0
dialoguetext:
"At least we have a pretty good suspect. If we found your motor carriage in the sea, maybe we'll find her too."


title: Endurance: "Something about his notion gives yo..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
Something about his notion gives you strength. Makes you realize this isn't the end of the road yet.


title: Kim Kitsuragi: ""Yes. Let's go take a look.""
dialoguetext: "Yes. Let's go take a look."
sequence: 0
userscript:
FinishTask("TASK.search_the_mc_to_identify_the_traffic_hooligans_identity_done");
FinishTask("TASK.apprehend_reckless_driver_done");
SetVariableValue("coast.sunken_dialogue_done", true) --[[ Variable[ ]]


title: You: ""Well, at least I can see what's in..."
dialoguetext: "Well, at least I can see what's in there now." (Conclude.)
sequence:
ShowActualHeld()@2;SemiBlack(true,2);SetTriggerAnimation(Tequila Sunset, end)@2;SetTriggerAnimation(teq_swing, end)@2;TravelTo(Tequila Sunset,teqSunkenLoc,2)@2;FocusCamera(swing_get_up_cam)@2;SemiBlack(false,2)@3;


title: Sunken Motor Carriage: "The sooner you accept it, the soone..."
dialoguetext: The sooner you accept it, the sooner you can move on.
sequence: 0
userscript:
DamageVolition(1); FinishTask("TASK.search_the_mc_to_identify_the_traffic_hooligans_identity_done"); FinishTask("TASK.apprehend_reckless_driver_done")--[[ Variable[ ]]


title: Sunken Motor Carriage: "An aggressive looking seagull lands..."
sequence: 0
userscript: SetVariableValue("coast.sunken_dialogue_done", true) --[[ Variable[ ]]
dialoguetext:
An aggressive looking seagull lands on the swing set and stares at you with a murderous look. You really need to keep moving.


title: Logic: "Unless someone... *someone* was try..."
dialoguetext: Unless someone... *someone* was trying to fake his own death and start life anew...
sequence: 0
userscript:
SetVariableValue("coast.sunken_conzeptualization_someone_tried_to_fake_suicide", true) --[[ Variable[ ]]


title: You: ""No, I mean seriously, it's just a..."
dialoguetext: "No, I mean seriously, it's just a coincidence..."
sequence: 0
conditionstring:
Variable["village.sunken_kim_face_it_so_we_Can_deal_wit_it"] == true  and  Variable["village.sunken_kim_no_streetracer_you_did_it"] == false  and  Variable["village.sunken_kitsuragi_just_shakes_his_head"] == false


title: BADGE: LTN-2JFR DU BOIS: "Encased between two durable plastic..."
sequence: 0
dialoguetext:
Encased between two durable plastic sheets is a bluish card with lines of information -- and a watermark in the shape of the street grid of Revachol West.


title: You: ""Name: Harrier Du Bois...""
dialoguetext: "Name: Harrier Du Bois..."
sequence: 0
userscript:
SetVariableValue("tc.name_full_harrier", true) ; SetVariableValue("tc.harry", true) ; SetVariableValue("tc.du_bois", true) --[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.mirror_expression_saw_expression"]  and  Variable["whirling.mirror_stopped_expression"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.mirror_expression_saw_expression"]  and  Variable["whirling.mirror_stopped_expression"] == false)

conditionstring:
(Variable["whirling.mirror_expression_saw_expression"]  and  Variable["whirling.mirror_stopped_expression"] == false) == false


title: BADGE: LTN-2JFR DU BOIS: "It looks like you had quite the cha..."
sequence: 0
dialoguetext:
It looks like you had quite the charming face -- way back then. Your hair is brown and slightly curly, your eyes seem more clear somehow.


title: Kim Kitsuragi: ""'Harrier,' that's long for 'Harry'..."
sequence: 0
userscript: XPMinorSetBool("XP.confirm_name_harry")--[[ Variable[ ]]
dialoguetext:
"'Harrier,' that's long for 'Harry'. So you *are* Harry..." He thinks. "Evrart was half right. Probably not a lot of people know your full name. Whoever told him you're Harry Du Bois didn't."


title: Kim Kitsuragi: ""Harrier Du Bois..." He looks you u..."
sequence: 0
userscript: XPMinorSetBool("XP.confirm_name_harry")--[[ Variable[ ]]
dialoguetext:
"Harrier Du Bois..." He looks you up and down. "It suits you. I'm going to call you 'Harry,' since it's short for 'Harrier'."


title: Kim Kitsuragi: ""It's a wartime name. Revolutionary..."
sequence: 0
dialoguetext:
"It's a wartime name. Revolutionary. The kind mothers give their sons during troubled times. Like 'Undying' or 'Boxer' or 'Ironhide'."


title: BADGE: LTN-2JFR DU BOIS: "The badge in your hands shines as y..."
sequence: 0
dialoguetext:
The badge in your hands shines as you rotate it, catching light. You see lines of information on it. And a shining watermark.


title: Esprit de Corps: "You should look at the badge when L..."
sequence: 0
dialoguetext:
You should look at the badge when Lieutenant Kitsuragi is around -- he could help you make sense of all this.


title: Kim Kitsuragi: ""Yes. It's the designation of your..."
sequence: 0
dialoguetext:
"Yes. It's the designation of your Precinct. Forty-one. Like mine says Fifty-seven. The 57th is mostly Industrial Harbour. A lot of asphalt. The 41st is..." He stops.


title: Kim Kitsuragi: ""Four months ago -- I'm guessing th..."
sequence: 0
dialoguetext:
"Four months ago -- I'm guessing that's when you were promoted to the rank of lieutenant double-yefreitor."


title: Inland Empire: "A lot can happen in four months. Es..."
sequence: 0
dialoguetext:
A lot can happen in four months. Especially in winter. The winters are never easy on you, of that you are sure.


title: Kim Kitsuragi: ""That's just the serial number. Rev..."
sequence: 0
dialoguetext:
"That's just the serial number. Revachol, Jamrock, Precinct 41, with some numbers thrown in there for good measure."


title: Kim Kitsuragi: ""Yes, apparently you've had a rathe..."
sequence: 0
dialoguetext:
"Yes, apparently you've had a rather successful career in the past and," -- he pauses to examine you -- "this leads me to believe maybe your current *situation* is only temporary."


title: Kim Kitsuragi: ""People have been through worse and..."
sequence: 0
dialoguetext:
"People have been through worse and gotten back on their feet, lieutenant double-yefreitor," he says with a reassuring little smile.


title: Kim Kitsuragi: ""It does seem to be a rather *speci..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"It does seem to be a rather *special* relationship the two of you have forged, yes, lieutenant double-yefreitor."


title: Kim Kitsuragi: ""Décomptage is the hierarchical sys..."
sequence: 0
dialoguetext:
"Décomptage is the hierarchical system employed by the Revachol Citizens Militia. It means counting down to twos."


title: Kim Kitsuragi: ""Why? It's a cool name. I like it."..."
sequence: 0
dialoguetext:
"Why? It's a cool name. I like it." He shrugs. "Besides, you're Harry anyway. No one's ever called *Harrier*."


title: Kim Kitsuragi: ""At least *something* good came out..."
sequence: 0
userscript: FinishTask("TASK.find_your_badge_done")--[[ Variable[ ]]
dialoguetext:
"At least *something* good came out of all this." The lieutenant glances at the badge in your hands.


title: BADGE: LTN-2JFR DU BOIS: "You see: a photo, a name, a rank, a..."
sequence: 0
dialoguetext:
You see: a photo, a name, a rank, a document number, the date of issue, and -- in the lower right corner -- your precinct.


title: BADGE: LTN-2JFR DU BOIS: "Eight, maybe ten years. The guy in..."
sequence: 0
dialoguetext:
Eight, maybe ten years. The guy in the picture is rather good looking. He's got a nice haircut and is distinctly lacking in massive sideburns.


title: BADGE: LTN-2JFR DU BOIS: "Why do you think? His face is alrea..."
sequence: 0
dialoguetext:
Why do you think? His face is already contorted by the Expression. Although it looks less grotesque on him than it does on you now.


title: Pain Threshold: "It looks better on him because he i..."
sequence: 0
userscript: SetVariableValue("village.sunken_endurance_expression_less_pain", true) --[[ Variable[ ]]
dialoguetext:
It looks better on him because he isn't in as much *pain* while producing it as you are now. Although there's already a hint of that pain, certainly.


title: Esprit de Corps: "No, he's not. He's going keep calli..."
sequence: 0
userscript: SetVariableValue("village.sunken_esprit_officer_detective", true) --[[ Variable[ ]]
dialoguetext:
No, he's not. He's going keep calling you "officer" when he's angry with you -- and "detective" when he's not.


title: Esprit de Corps: "He's not going to call you Harrier...."
sequence: 0
userscript: SetVariableValue("village.sunken_esprit_officer_detective", true) --[[ Variable[ ]]
dialoguetext:
He's not going to call you Harrier. He'll keep calling you 'officer' when he's angry with you and 'detective' when he's not.


title: Kim Kitsuragi: ""The lieutenant is a rank above ser..."
sequence: 0
dialoguetext:
"The lieutenant is a rank above sergeant and below captain. It's the highest rank in the RCM that still does field work. I am a lieutenant."


title: Kim Kitsuragi: ""The title of yefreitor is added to..."
sequence: 0
dialoguetext:
"The title of yefreitor is added to your rank when you decline a promotion to a higher rank -- in your case, captain," the lieutenant explains. "You have declined twice. Thus you're double-yefreitor."


title: Kim Kitsuragi: ""There are many reasons one would d..."
sequence: 0
dialoguetext:
"There are many reasons one would do this. The rank above you in your precinct's *décomptage* might be taken. Or sometimes promoted officers do not *want* to replace their superiors -- out of respect."


title: Kim Kitsuragi: ""And sometimes," he continues, "the..."
sequence: 0
dialoguetext:
"And sometimes," he continues, "they just prefer the type of police work available to their current rank -- in your case, lieutenant."


title: Encyclopedia: "The countdown is modelled after the..."
sequence: 0
dialoguetext:
The countdown is modelled after the dual-leadership system employed by the Left during the Revolution. Which in turn was developed by last century experimental psychologists in the University of Koenigstein.


title: Kim Kitsuragi: ""The lowest rank is junior officer..."
sequence: 0
userscript: SetVariableValue("inventory.badge_logic_outrank_kim", true) --[[ Variable[ ]]
dialoguetext:
"The lowest rank is junior officer -- usually teenagers. Then there are the patrol officers. Then sergeants, lieutenants, and then a captain. That's basically it, except for a few kinks."


title: Kim Kitsuragi: ""You are given the title of 'satell..."
sequence: 0
userscript: SetVariableValue("tc.rcm_buddy_system", true) --[[ Variable[ ]]
dialoguetext:
"You are given the title of 'satellite-officer' if your partner is quickly promoted through the ranks and you rise with him. You don't seem to be a satellite..."


title: Kim Kitsuragi: ""I'm not putting up with anything,"..."
sequence: 0
userscript: XPTinySetBool("XP.you_put_your_life_on_the_line_and_we_came_out_on_top")--[[ Variable[ ]]
dialoguetext:
"I'm not putting up with anything," the lieutenant says with a little smile. "You put your life on the line and we came out on top. That matters."


title: Kim Kitsuragi: ""No. I've been putting up with you..."
sequence: 0
userscript: XPPicoSetBool("XP.kim_not_putting_up_you_do_good_police_work")--[[ Variable[ ]]
dialoguetext:
"No. I've been putting up with you because, despite an unconventional approach, you're doing good police work."


title: Kim Kitsuragi: ""More than driving your motor carri..."
sequence: 0
dialoguetext:
"More than driving your motor carriage into the sea. The upside of that is, of course, you finding your badge."


title: Kim Kitsuragi: ""It matters more than driving your..."
sequence: 0
dialoguetext:
"It matters more than driving your motor carriage into the sea." He smiles encouragingly. "And now we've even found your badge."


title: Logic: "The numbers are not there for 'good..."
sequence: 0
dialoguetext:
The numbers are not there for 'good measure'. They have an administrative purpose. One that's unfortunately been erased from your memory.


title: BADGE: LTN-2JFR DU BOIS: "Such a small yet precious thing. Ex..."
sequence: 0
dialoguetext:
Such a small yet precious thing. Expensive paper caught between thick plastic like a fly in amber. It reads:


title: Kim Kitsuragi: ""Four months ago? Seems like a new..."
sequence: 0
dialoguetext:
"Four months ago? Seems like a new document was recently made. One is handed to you as part of a promotion, or... if you lose the old one.


title: Horrific Necktie: "I remember that time... the tie aro..."
sequence: 0
dialoguetext:
I remember that time... the tie around your neck feels tight suddenly. That was a good time. We had a good work/drink balance going. What happened, man? Pump it up.


title: Kim Kitsuragi: ""It's a *tough* station to work in...."
sequence: 0
dialoguetext:
"It's a *tough* station to work in. You have all of Jamrock to cover -- that district should have *three* precincts, but money is what it is."


title: Kim Kitsuragi: ""But then again..." A faint smile...."
sequence: 0
dialoguetext:
"But then again..." A faint smile. "It's a legendary district. And a hell of a station too. It must be an honour and a curse to work with people like Pryce, McCoy, Berdyayeva..."


title: Perception (Sight): "A crumpled billboard reading "SAMAR..."
sequence: 0
userscript: SetVariableValue("canal.samaran_you_visited_the_butter_sign", true) --[[ Variable[ ]]
dialoguetext:
A crumpled billboard reading "SAMARAN BUTTER" soaks in the canal. Two ugly lines mar the bright countenance of the blond boy depicted.


title: Encyclopedia: "Goat milk butter. The Samaran terra..."
sequence: 0
userscript: SetVariableValue("canal.samaran_encyc_butter", true) --[[ Variable[ ]]
dialoguetext:
Goat milk butter. The Samaran terrain makes it easier to raise goats than cows, and the local goat farmers produce high-quality meat and dairy staples that add variety to other nations' diets.


title: Visual Calculus: "Judging by the size of the impact a..."
sequence: FocusCamera(SamaranViscal00)@1;
dialoguetext:
Judging by the size of the impact and the parallel lines of burnt rubber, the cause was probably a motor vehicle.

userscript:
SetVariableValue("canal.samaran_vis_calc_wc_success", true) ; ShowVisCal("VisCal-SamaranButter");--[[ Variable[ ]]


title: You: "What was the model of this phantom..."
dialoguetext: What was the model of this phantom vehicle?
sequence: ResetCamera();
conditionstring:
Variable["canal.samaran_vis_calc_crater"] == true  and  Variable["canal.samaran_vis_calc_roofing"] == true  and  Variable["canal.samaran_vis_calc_panel"] == true  and  Variable["canal.samaran_vis_calc_posts"] == true  and  Variable["canal.samaran_vis_calc_sign"] == true  and  Variable["canal.samaran_vis_calc_bank"] == true  and  Variable["village.sunken_encyclo_coupris_forty"] == false  and  Variable["village.sunken_model_coupris_40_established"] == false


title: Visual Calculus: "It's about the right size, and the..."
sequence: 0
dialoguetext:
It's about the right size, and the tyre marks look like they came from the skinny tyres frequently found on that motor carriage.


title: You: "Blink. [Leave.]"
dialoguetext: Blink. [Leave.]
sequence: 0
userscript:
SetVariableValue("canal.samaran_vis_cal_clicked", true) ; HideVisCal("VisCal-SamaranButter");--[[ Variable[ ]]


title: Visual Calculus: "The black marks on the roof indicat..."
sequence: 0
userscript: SetVariableValue("canal.samaran_vis_calc_roofing", true) --[[ Variable[ ]]
dialoguetext:
The black marks on the roof indicate that the vehicle *vaulted* from the crater to the roof of the shack.


title: Visual Calculus: "The vehicle soared through the air,..."
sequence: 0
userscript: SetVariableValue("canal.samaran_vis_calc_posts", true) --[[ Variable[ ]]
dialoguetext:
The vehicle soared through the air, hitting the billboard and upsetting the posts. Then it continued its flight, taking the billboard with it.


title: Encyclopedia: "The Coupris 40 is a very popular mo..."
sequence: 0
dialoguetext:
The Coupris 40 is a very popular model with bank clerks, topping-pie delivery drivers, secondary school teachers, cops, strippers dressed as cops, undressed strippers...


title: Encyclopedia: "The Linnea G22 is not a particularl..."
sequence: 0
dialoguetext:
The Linnea G22 is not a particularly popular model due to its peculiar proportions, which the manufacturer's design team probably thought about for too long.


title: Visual Calculus: "Clearly. The motor carriage in ques..."
sequence: 0
userscript: DamageVolition(1); XPPicoSetBool("XP.butter_sign_i_did_this")--[[ Variable[ ]]
dialoguetext:
Clearly. The motor carriage in question was a Coupris 40 -- mere minutes before it took a final voyage into the ocean.


title: Composure: "He's well composed, but underneath..."
sequence: 0
userscript: SetVariableValue("canal.roy_comp_intro1", true) --[[ Variable[ ]]
dialoguetext:
He's well composed, but underneath it you sense *psychedelic* processes, bubbling. Some kind of drug maybe?


title: Empathy: "His courtesy is not insincere, but..."
sequence: 0
userscript: SetVariableValue("canal.roy_greeting_1st_empathy", true) --[[ Variable[ ]]
dialoguetext:
His courtesy is not insincere, but he prefers being alone with his projector, just watching the movement of light across the walls of the shop.


title: You: "Is Roy high -- and if yes, then wha..."
dialoguetext: Is Roy high -- and if yes, then what is he on?
sequence: 0
userscript:
SetVariableValue("canal.electro_white_check_clicked", Variable["canal.electro_white_check_clicked"] +1) 


title: Electrochemistry: "Feeling warm and enthralled by the..."
sequence: 0
dialoguetext:
Feeling warm and enthralled by the movement of light, while the mind continues to race forward? Lucky bastard -- he's probably on Pyrholidon. It's tough to come by on the street.


title: Electrochemistry: "Okay, he definitely *is* high. What..."
sequence: 0
dialoguetext:
Okay, he definitely *is* high. Whatever it is you've probably done it -- and many other things besides. But you can't cut through the jumble of sensations to get to the answer.


title: Bird's Nest Roy: ""I've *had* to take it, you know, s..."
sequence: 0
dialoguetext:
"I've *had* to take it, you know, since the People's Pile clean-up," he responds carefully. "I was with the Emergency Relief Brigade."


title: Bird's Nest Roy: "He frowns. "Pyrholidon is just some..."
sequence: 0
dialoguetext:
He frowns. "Pyrholidon is just something I... you know, since the People's Pile disaster." He coughs, as if to mark his words.


title: Bird's Nest Roy: ""I lived by the river since I was a..."
sequence: 0
dialoguetext:
"I lived by the river since I was a small boy. The Esperance... didn't have the heart to let it all go to shit without trying to *do* something, to help out."


title: Bird's Nest Roy: "He hesitates. "There's a reason why..."
sequence: 0
dialoguetext:
He hesitates. "There's a reason why everyone's tried to forget any of it ever happened, and why no one has tried to repair or replace the Pile."


title: Bird's Nest Roy: ""The clean-up happened fifteen year..."
sequence: 0
dialoguetext:
"The clean-up happened fifteen years ago. I was young then. Later my second aunt died, left me this shack and the assorted junk in it."


title: Bird's Nest Roy: ""So I came to Martinaise. People to..."
sequence: 0
userscript: SetVariableValue("canal.roy_wc_settled", true) --[[ Variable[ ]]
dialoguetext:
"So I came to Martinaise. People told me don't go there, it's a *shit-hole*. I said: people, we just had a *nuclear pile meltdown*. I'm gonna get as far from Faubourg as I can. Still in the same city, but..." He shrugs.


title: Bird's Nest Roy: ""Now that I think about it, I do re..."
sequence: 0
userscript: XPPicoSetBool("XP.roy_vortex_on_the_roof")--[[ Variable[ ]]
dialoguetext:
"Now that I think about it, I do remember hearing a thunderous noise the other night -- some kind of powerful electric vortex hitting the shop and then moving on..."


title: Bird's Nest Roy: ""Someone else came here earlier tod..."
sequence: 0
userscript: SetVariableValue("canal.roy_asked_about_your_gun", true) --[[ Variable[ ]]
dialoguetext:
"Someone else came here earlier today asking the same question -- I promptly sold her the gun you pawned a couple days back."


title: Bird's Nest Roy: ""You were adamant about getting rid..."
sequence: 0
dialoguetext:
"You were adamant about getting rid of it, officer." He hesitates. "Said you were *undeserving* of a service weapon of the Revachol Citizens Militia."


title: Bird's Nest Roy: ""And I don't like keeping guns arou..."
sequence: 0
dialoguetext:
"And I don't like keeping guns around the shop for long. Off-the-charts photon emissions. The unhealthy kind."


title: Bird's Nest Roy: ""She didn't seem like a policeman,..."
sequence: 0
dialoguetext:
"She didn't seem like a policeman, although she kept referring to herself as a *Pig*. Which was odd. I found her interest in the gun a bit... obsessive. But I was just happy to get rid of it. And of her."

userscript:
SetVariableValue("tc.pigs", true) ; SetVariableValue("canal.roy_said_she_took", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Right, so let me get this right,"..."
sequence: 0
dialoguetext:
"Right, so let me get this right," the lieutenant turns to you, "you sold your sidearm, issued by the Citizens Militia, and now a civilian is running around the streets of Martinaise with it."


title: You: ""I don't like it either. What if sh..."
sequence: 0
dialoguetext:
"I don't like it either. What if she intends to commit a crime and blame it on the Citizens Militia?"


title: You: ""Maybe she's a vigilante. Wants to..."
sequence: 0
dialoguetext:
"Maybe she's a vigilante. Wants to prove she can patrol the streets more effectively than the Citizens Militia."


title: Kim Kitsuragi: ""In that case, she'll be happy to g..."
sequence: 0
dialoguetext:
"In that case, she'll be happy to get a visit from us. *If* we can find her..." He looks around, worried.


title: Kim Kitsuragi: ""It's possible in these parts of to..."
sequence: 0
dialoguetext:
"It's possible in these parts of town. We ought to find her and discourage her from taking justice into her own hands." He looks around, worried.


title: Kim Kitsuragi: ""You're right that she could cast a..."
sequence: 0
dialoguetext:
"You're right that she could cast aspersions on the force. We have to find her." He looks around, worried.


title: Bird's Nest Roy: ""I wish I could help with that, off..."
sequence: 0
userscript: SetVariableValue("canal.roy_dont_know_where", true) --[[ Variable[ ]]
dialoguetext:
"I wish I could help with that, officer, but I don't know where she was from or where she was going."


title: Drama: "He considered it, but his priority..."
sequence: 0
dialoguetext:
He considered it, but his priority was to get rid of the gun as quickly as possible -- albeit for a price.


title: Suggestion: "He's trying to ingratiate himself w..."
sequence: 0
dialoguetext:
He's trying to ingratiate himself with you by anticipating your questions. He knows he shouldn't have sold the gun.


title: Composure: "He steps further back behind the bu..."
sequence: 0
dialoguetext:
He steps further back behind the bullet-resistant glass, visibly perturbed. He doesn't want to be involved in any *incidents*.


title: Bird's Nest Roy: ""So much disappointment -- and earl..."
sequence: 0
dialoguetext:
"So much disappointment -- and early deaths, cancer mostly. And we knew all that was coming even as we were *cleaning up* as best we could."


title: Bird's Nest Roy: "He points at the white triangle on..."
sequence: 0
dialoguetext:
He points at the white triangle on his orange safety jacket. "We were an all-volunteer force, self-organized. Tried to help fire brigades contain the spill."


title: Bird's Nest Roy: ""Yeah, it was pretty wild. I didn't..."
sequence: 0
dialoguetext:
"Yeah, it was pretty wild. I didn't really know what to make of it, but I know it meant *something*."


title: Bird's Nest Roy: ""I just don't like it very much. Mo..."
sequence: 0
dialoguetext:
"I just don't like it very much. Movement on the road never really gelled well with the movement of my thoughts."


title: You: ""Yet another sign that the end is n..."
sequence: 0
conditionstring: IsTHCPresent("apocalypse_cop")
dialoguetext:
"Yet another sign that the end is nigh... It must be destiny that brought me here. Tell me more about this vortex?"


title: Bird's Nest Roy: ""The end... I don't know about that..."
sequence: 0
dialoguetext:
"The end... I don't know about that. Seemed more like a sign of a large-scale transformation. Shook the entire shack."


title: Bird's Nest Roy: "Suddenly, his gaze fixes on your ti..."
sequence: 0
userscript: SetVariableValue("canal.roy_necktie_altercation", true) --[[ Variable[ ]]
dialoguetext:
Suddenly, his gaze fixes on your tie. He steps back from the glass. "And *especially* that tie. It swallows photons around it. I have no need for *necrotic* objects."


title: You: ""Think you could help me get a corp..."
dialoguetext: "Think you could help me get a corpse out of a tree?"
sequence: 0
conditionstring:
Variable["TASK.ask_for_help_from_the_harbour_done"] == false  and  Variable["TASK.get_the_dead_body_down_from_the_tree"]  and  Variable["TASK.get_the_dead_body_down_from_the_tree_done"] == false


title: Bird's Nest Roy: ""You were very distraught. You said..."
sequence: 0
dialoguetext:
"You were very distraught. You said the gun was a threat to your life, and... that you can't *trust* yourself with it tonight. And you need the money."


title: Bird's Nest Roy: ""When I said that I don't normally..."
sequence: 0
userscript: SetVariableValue("canal.roy_suicide", true) --[[ Variable[ ]]
dialoguetext:
"When I said that I don't normally buy firearms, you put the gun barrel in your mouth and sort of... sucked on it. Then I agreed to take it."


title: Kim Kitsuragi: "The lieutenant looks from you to Ro..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
The lieutenant looks from you to Roy and then back to you. It's clear that he hopes this tableau might still turn out to be a bad dream -- it's not, though.


title: Encyclopedia: "Construction began during the Commu..."
sequence: 0
dialoguetext:
Construction began during the Commune of Revachol. The *people* continued work on it after the Commune fell -- they wanted a cheap source of energy for Revachol West.


title: Encyclopedia: "An emergency valve defect resulted..."
sequence: 0
userscript: XPPicoSetBool("XP.roy_nuclear_failure")--[[ Variable[ ]]
dialoguetext:
An emergency valve defect resulted in steam pressure blowing the turbine, taking the fuel containment vessel up in the explosion. Both the faulty design and lack of finances contributed to the catastrophe.


title: Bird's Nest Roy: "He frowns. "Aphotic paths? Counter-..."
sequence: 0
dialoguetext:
He frowns. "Aphotic paths? Counter-radiance networks? Antimagnetism? It's darkness. That's all I know. Sell me something *lighter*."


title: You: ""I didn't mean to offend you." (Dro..."
dialoguetext: "I didn't mean to offend you." (Drop the subject -- you don't want drugs.)
sequence: 0
conditionstring:
Variable["canal.roy_empathy_defensive"] == false  and  Variable["canal.roy_inland_triangles"] == false


title: You: ""Care to share your Pyrholidon with..."
dialoguetext: "Care to share your Pyrholidon with me?"
sequence: 0
conditionstring:
Variable["canal.roy_electro_white_check"] == true  and  Variable["canal.roy_gave_you_pyrholidon"] == false


