# dentries

title: Fuck the World: ""This is definitely something the S..."
sequence: 0
dialoguetext:
"This is definitely something the SKULLS would say, but we're not trying to encroach on the SKULLS brand in any way. On the contrary, we're just here to market it."


title: Fuck the World: ""We think of it more like two franc..."
sequence: 0
dialoguetext:
"We think of it more like two franchises merging, you know -- us two and the SKULLS. I really feel like we would add more to the table."


title: Pissf****t: ""By the way, if you see Cindy, give..."
sequence: 0
userscript: SetVariableValue("pier.skulls_send_regards", true) --[[ Variable[ ]]
dialoguetext:
"By the way, if you see Cindy, give her our regards," he adds, returning from whatever void he was just visiting.


title: Fuck the World: ""Spice things up here in Martinaise..."
sequence: 0
dialoguetext:
"Spice things up here in Martinaise, you know. Get the old machine of pain and suffering oiled up real good."


title: Pissf****t: ""Whatever, man. Work is for pussies..."
sequence: 0
dialoguetext:
"Whatever, man. Work is for pussies." The young man frowns, aggrieved. "You wouldn't get it anyway."


title: Pissf****t: ""Hey, we can be just as hard! Like..."
sequence: 0
userscript: SetVariableValue("plaza.flaubert_lacks_vocabulary", true) --[[ Variable[ ]]
dialoguetext:
"Hey, we can be just as hard! Like pavement on top of pavement, or a brick on top of another brick."


title: Fuck the World: ""Yeah, sure, we'll gladly tell you..."
sequence: 0
dialoguetext:
"Yeah, sure, we'll gladly tell you everything we know about it." He clears his throat. "It was a man."


title: Fuck the World: ""I can answer that. Many men keep s..."
sequence: 0
dialoguetext:
"I can answer that. Many men keep searching for *the one*. For so-called true love, which is actually just obsession masquerading as kinship. The thrill of the chase, the hollowness that fills your chest cavity after catching it."


title: Pissf****t: ""Yeah -- the skull symbolizes the e..."
sequence: 0
dialoguetext:
"Yeah -- the skull symbolizes the embrace of death and nothingness, present in all of us, the vehicle of our future operations. Death and nothingness."


title: Kim Kitsuragi: ""They're called SKULLS because when..."
sequence: 0
userscript: SetVariableValue("plaza.pfftw_kim_scare_tactic", true) --[[ Variable[ ]]
dialoguetext:
"They're called SKULLS because when you're shot dead in the middle of the street, the skull is the only part the stray dogs won't eat."


title: Kim Kitsuragi: ""And do what? Walk away, knowing th..."
sequence: 0
dialoguetext:
"And do what? Walk away, knowing that there are two delusional hoodlums interested in joining a criminal group whose main areas of expertise are jacking cars and killing police officers?"


title: Kim Kitsuragi: ""Don't *well* me. This might be fin..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Don't *well* me. This might be fine by you but it certainly isn't fine by me. We've got to try to nip this kind of behaviour in the bud."


title: Pissf****t: ""Well, first off, it's a statement..."
sequence: 0
dialoguetext:
"Well, first off, it's a statement and not *necessarily* something that characterizes me as a person, even though the statement has character. And I *do* like piss..."


title: Fuck the World: "The youth looks confused for a mome..."
sequence: 0
dialoguetext:
The youth looks confused for a moment. "There can always be more. In the end it won't matter. 'Til then..."


title: Pissf****t: ""The word PISSF****T epitomizes the..."
sequence: 0
dialoguetext:
"The word PISSF****T epitomizes the struggle taking place in the world, things being defined as they seem, not as they are. And -- I guess -- it's also about communal spirit, the future, and *truly* appreciating our differences."


title: Pissf****t: ""Also, you've got to admit, it catc..."
sequence: 0
dialoguetext:
"Also, you've got to admit, it catches the eye. And since the grand piper is slowly but steadily moving towards basing the economy on it -- attention -- it is imperative that the medium itself convey the message."


title: !(Variable["plaza.flaubert_piss_told_jacket"] and Variable["plaza.flaubert_fuck_told_jacket"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["plaza.flaubert_piss_told_jacket"]  and    Variable["plaza.flaubert_fuck_told_jacket"]) == false


title: Fuck the World: ""To catch a fish you need to hurl t..."
sequence: 0
dialoguetext:
"To catch a fish you need to hurl the lure many times, and even then it isn't certain that you'll get anything. If you blow up the lake, though..."


title: Fuck the World: ""...you get more fish in a shorter..."
sequence: 0
dialoguetext:
"...you get more fish in a shorter time. And, for time is of the essence and fleeting ever so quickly, one must think of a way to fuck the whole world -- and not get caught up in fucking some *one*."


title: Kim Kitsuragi: ""Leather jackets adorned with immat..."
sequence: 0
dialoguetext:
"Leather jackets adorned with immature writing? The 'ideology' they convey helps the boys justify poor choices in life and fashion." The lieutenant shrugs. "I'm not a fan."


title: Kim Kitsuragi: ""Fine, if only to end this discussi..."
sequence: 0
userscript: XPPicoSetBool("plaza.pissandfuck_kim_chooses_a_jacket")--[[ Variable[ ]]
dialoguetext:
"Fine, if only to end this discussion: Theoretically, if I were a juvenile delinquent -- if I were to already be down that path -- I think 'PISSF****T' is the stronger of the two statements."


title: Kim Kitsuragi: ""The concept of getting dressed *is..."
sequence: 0
dialoguetext:
"The concept of getting dressed *is* familiar to me, but wearing jackets like these isn't appropriate for an RCM officer. Unless he's *deep* undercover," he adds.


title: Half Light: "No, no, no! Don't *ask* anything. B..."
sequence: 0
dialoguetext:
No, no, no! Don't *ask* anything. Be subtle and scary. The boys dream about being SKULLS... use that!


title: Half Light: "These guys aren't scary, *you're* n..."
sequence: 0
dialoguetext:
These guys aren't scary, *you're* not scary -- I have nothing to work with here. It's either begging or bullying. Or both. Just ask them maybe?


title: Fuck the World: ""What... no!" He quickly looks arou..."
sequence: 0
dialoguetext:
"What... no!" He quickly looks around. "SKULLS don't have kings," he pauses. "I think, and we're not even *in* yet..."


title: Kim Kitsuragi: ""I don't think this case requires u..."
sequence: 0
dialoguetext:
"I don't think this case requires us to go undercover. Or raise hell...  In fact I don't think the jacket will be useful at all."


title: Fuck the World: ""Look at this cute shit!" The dark..."
sequence: 0
dialoguetext:
"Look at this cute shit!" The dark haired youth points at you -- then turns to his friend. "How can we become SKULLS if you go around fraternising with cops?! Let's get the fuck out of here before anyone sees us."


title: Pissf****t: ""Fuck, I'm sorry, man." He hangs hi..."
dialoguetext:
"Fuck, I'm sorry, man." He hangs his head in shame. "I just... don't like confrontations that's all."

sequence:
TravelTo(pissflaubert,PnWTF-Leave-1,1,true);TravelTo(fuckTheWorld,PnWTF-Leave-2,1,true);Hold();Release()@5;LuaRun(SetAreaState("PLAZA_DUDES", "gone"))@5;


title: Kim Kitsuragi: "The lieutenant notices your agitati..."
sequence: 0
dialoguetext:
The lieutenant notices your agitation and opens his mouth to speak, but then decides against it and merely shakes his head.


title: Kim Kitsuragi: ""Probably because of how *non-verba..."
sequence: 0
dialoguetext:
"Probably because of how *non-verbal* their mode of operation is going to be," the lieutenant answers for the two rebels. "It's a threat."


title: You: ""We don't have time for this. Let's..."
dialoguetext: "We don't have time for this. Let's go." [Leave.]
sequence: 0
userscript:
SetVariableValue("plaza.flaubert_leave_midgreet", true) ; XPPicoSetBool("XP.flaubert_left_midgreet")--[[ Variable[ ]]


title: Pissf****t: ""The palm tree livery should be, li..."
dialoguetext:
"The palm tree livery should be, like, pastel green. Fucking tropic shit..." He gazes dreamily at Lieutenant Kitsuragi's motor carriage.


title: Fuck the World: ""The part of this presentation you..."
userscript: SetVariableValue("plaza.flaubert_know_skulls", true) --[[ Variable[ ]]
dialoguetext:
"The part of this presentation you wanna take home with you, cop-man, is: We're not part of the SKULLS. Yet."


title: Authority: "Was it a good idea on the lieutenan..."
sequence: 0
userscript: SetVariableValue("plaza.flaubert_auth_fired_greet", true) --[[ Variable[ ]]
dialoguetext:
Was it a good idea on the lieutenant's part to get into this? Don't even answer that, just leave. You can always come back later -- on your own terms.


title: Pissf****t: "No reply. The blond rebel scratches..."
sequence: 0
dialoguetext:
No reply. The blond rebel scratches his chin, deliberately not focusing his gaze on anything. He looks very uncomfortable.


title: You: ""When you put it that way..." (Turn..."
sequence: 0
userscript: SetVariableValue("plaza.pissandfuck_put_the_punks_to_their_place", true) --[[ Variable[ ]]
dialoguetext:
"When you put it that way..." (Turn to the two young men and tap a finger against your head.) "Dog food!"


title: Kim Kitsuragi: ""No. You don't get to say that." Hi..."
sequence: 0
dialoguetext:
"No. You don't get to say that." His voice is sharp as a blade. "Police officers put their lives on the line to protect the people of Revachol, while punks like these joke about joining a cop-killer clan."


title: Shivers: "A young woman kneels on wooden plan..."
sequence: 0
dialoguetext:
A young woman kneels on wooden planks, still looking for something lost ages ago. She's nodding her head along to the signal coming in through her headphones.


title: Kim Kitsuragi: ""Fine," the lieutenant shrugs. "'FU..."
sequence: 0
dialoguetext:
"Fine," the lieutenant shrugs. "'FUCK THE WORLD' just seemed to fit you more, considering your... heroic exit attempts."


title: Kim Kitsuragi: ""I don't think this case requires u..."
sequence: 0
dialoguetext:
"I don't think this case requires us to go undercover. Or raise hell... In fact I don't think the jacket will be useful at all."


title: You: ""Do you guys know Cindy the SKULL?""
dialoguetext: "Do you guys know Cindy the SKULL?"
sequence: 0
conditionstring:
(Variable["pier.cindy_first_greeting_balcony_done"]  or  Variable["pier.cindy_first_greeting_pier_done"])  and  Variable["pier.skulls_send_regards"] == false  and  Variable["plaza.pissandfuck_asked_about_armour"] == false


title: Pissf****t: ""Oh yeah, Cindy's a right proper SK..."
sequence: 0
dialoguetext:
"Oh yeah, Cindy's a right proper SKULL..." The young man's eyes glaze over, his voice filled with longing.


title: Fuck the World: ""And you believed that?" He laughs...."
sequence: 0
userscript: SetVariableValue("pier.skulls_arno_van_eyck", true) --[[ Variable[ ]]
dialoguetext:
"And you believed that?" He laughs. "No, man, Cindy's all SKULL. A true artist of the future, just like Arno van Eyck."


title: Encyclopedia: "Ah -- this sounds like epistemology..."
sequence: 0
userscript: SetVariableValue("plaza.flaubert_epistemology_rhet", true) --[[ Variable[ ]]
dialoguetext:
Ah -- this sounds like epistemology. A field so occupied by thought that it begins to question thought itself.


title: Fuck the World: ""Exactly! How can one know shit? Fo..."
sequence: 0
dialoguetext:
"Exactly! How can one know shit? For example: How can one be sure that there truly is a body hanging behind the hostel?"


title: Conceptualization: "Maybe it's true -- the hanged man i..."
sequence: 0
dialoguetext:
Maybe it's true -- the hanged man is merely a prop in a performance, we are the audience, and the artist is hiding somewhere in the dark?


title: Encyclopedia: "Though he seemed lacking in vocabul..."
sequence: 0
dialoguetext:
Though he seemed lacking in vocabulary, it seems that the young man has expertise in at least one field, even if it's rather narrow.


title: Encyclopedia: "It seems that the young man has a c..."
sequence: 0
dialoguetext:
It seems that the young man has a certain expertise in at least one field, even if it's rather narrow.


title: Fuck the World: ""Because when one fucks everything,..."
sequence: 0
dialoguetext:
"Because when one fucks everything, he fucks nothing. And that, to me, feels glorious -- sticking your dick into the void."


title: You: ""Do you happen to know what happene..."
dialoguetext: "Do you happen to know what happened to the victim's armour?"
sequence: 0
userscript: SetVariableValue("plaza.pissandfuck_asked_about_armour", true) --[[ Variable[ ]]
conditionstring:
(Variable["TASK.find_one_armour_piece"]  or  Variable["TASK.find_all_armour"])  and  Variable["plaza.pissandfuck_asked_about_hanged_man"] == true  and  Variable["TASK.find_the_armoured_gloves"] == false


dialoguetext: 0
sequence: Continue()
title:
(Variable["pier.cindy_first_greeting_balcony_done"]  or  Variable["pier.cindy_first_greeting_pier_done"])  and  Variable["pier.skulls_send_regards"] == false


dialoguetext: 0
sequence: Continue()
title:
!((Variable["pier.cindy_first_greeting_balcony_done"]  or  Variable["pier.cindy_first_greeting_pier_done"])  and  Variable["pier.skulls_send_regards"] == false)

conditionstring:
((Variable["pier.cindy_first_greeting_balcony_done"]  or  Variable["pier.cindy_first_greeting_pier_done"])  and  Variable["pier.skulls_send_regards"] == false) == false


title: Fuck the World: ""Yeah, the girl Piss blathered out,..."
sequence: 0
userscript: SetVariableValue("pier.skulls_arno_van_eyck", true) --[[ Variable[ ]]
dialoguetext:
"Yeah, the girl Piss blathered out, when you asked about the armour. She's a true artist of the future, just like Arno van Eyck or Rietveldt. A real SKULL."


title: Pissf****t: ""No," the young man replies quickly..."
sequence: 0
dialoguetext:
"No," the young man replies quickly, shaking his head. "A different Cindy. From out of town. She doesn't know shit about armoured gloves, that's for sure."

userscript:
GainTask("TASK.find_the_armoured_gloves"); GainTask("TASK.ask_cindy_about_the_armoured_gloves")--[[ Variable[ ]]


title: Pissf****t: ""You already said she's a SKULL..."..."
sequence: 0
dialoguetext:
"You already said she's a SKULL..." he mumbles apologetically. "The last I saw her, she was hanging around the old apartment building near the pier."


title: Fuck the World: ""Just don't tell her you heard it f..."
sequence: 0
dialoguetext:
"Just don't tell her you heard it from Piss and Fuck, alright? I think she wanted those gloves for herself." There's a plea in his eyes. "Be cool, man, okay?"

userscript:
GainTask("TASK.find_the_armoured_gloves"); GainTask("TASK.ask_cindy_about_the_armoured_gloves")--[[ Variable[ ]]


title: Pissf****t: ""The question was rhetorical," he r..."
sequence: 0
dialoguetext:
"The question was rhetorical," he replies, raising his open hand. "The SKULLS are *the* most vicious gang of the Besmertnyé."


title: Pissf****t: ""Sure, sure," the blond man says, q..."
sequence: 0
dialoguetext:
"Sure, sure," the blond man says, quickly nodding. "Understandable. Fuck and I appreciate your effort though."


title: You: ""I just wanted to talk about music..."
sequence: 0
dialoguetext:
"I just wanted to talk about music and now there's a conflict all of the sudden... it's too much." (Nervously shake your head.)


title: Half Light: "A threat? Retaliate immediately. Yo..."
sequence: 0
userscript: SetVariableValue("plaza.flaubert_halflight_scare_them", true) --[[ Variable[ ]]
dialoguetext:
A threat? Retaliate immediately. You'll see -- they'll fall over like bitch-leaves. These boys ain't got the *cojones*.


title: Pissf****t: ""Uh... that's right," the young man..."
sequence: 0
dialoguetext:
"Uh... that's right," the young man says, looking unsure of himself. "You... you should back off and let silence rule supreme."


title: Kim Kitsuragi: ""This is ridiculous." The lieutenan..."
sequence: 0
dialoguetext:
"This is ridiculous." The lieutenant gives you an irritated glance. "Boys, do you know why the gang is called SKULLS?"


title: Fuck the World: ""Whoa... c'mon, man..." He raises h..."
sequence: 0
dialoguetext:
"Whoa... c'mon, man..." He raises his open palms. "We're just talking here. Just words, nothing wrong with that."


title: You: ""I'm going to look you boys up in t..."
sequence: 0
conditionstring: Variable["plaza.flaubert_halflight_scare_them"] == true
dialoguetext:
"I'm going to look you boys up in the police registry, come to both of your houses at night and MURDER YOU IN YOUR GODDAMN FUCKING SLEEP!!!"

userscript:
SetVariableValue("plaza.flaubert_threats", Variable["plaza.flaubert_threats"] +once(1)) ; SetVariableValue("plaza.pissandfuck_put_the_punks_to_their_place", true) 


title: Pissf****t: "As your bellow echoes through the s..."
sequence: 0
dialoguetext:
As your bellow echoes through the street, the boys quiver ever so slightly and gaze down at their shoes, pretending to be deaf.


title: Kim Kitsuragi: ""Right." Lieutenant Kitsuragi adjus..."
sequence: 0
dialoguetext:
"Right." Lieutenant Kitsuragi adjusts his spectacles. "You heard the detective. He's gonna ask you some questions now."


title: Kim Kitsuragi: ""But I don't," the lieutenant inter..."
sequence: 0
userscript: SetVariableValue("plaza.pissandfuck_put_the_punks_to_their_place", true) --[[ Variable[ ]]
dialoguetext:
"But I don't," the lieutenant interjects quickly. "In fact I dislike them so much I'm willing to drag you boys back to the station just to calm myself down."


title: Fuck the World: ""Hey uh... there's no need for that..."
sequence: 0
dialoguetext:
"Hey uh... there's no need for that." He raises his open palms. "We're just talking here. Joking too. Stay light, man."


title: Fuck the World: "The other one shuffles uncomfortabl..."
sequence: 0
dialoguetext:
The other one shuffles uncomfortably, nevertheless continuing to steal glances at the lieutenant's motor carriage.


title: Kim Kitsuragi: ""You tried to punch a twelve year o..."
sequence: 0
dialoguetext:
"You tried to punch a twelve year old and almost knocked yourself out," the lieutenant replies with no discernible change in his tone. "I think I'm still pretty much in the clear here."


title: Kim Kitsuragi: ""You punched a twelve-year-old boy..."
sequence: 0
dialoguetext:
"You punched a twelve-year-old boy in the face. I think I'm still pretty much in the clear here," the lieutenant replies. There's is no discernible change in his tone.


title: Kim Kitsuragi: ""Pick a better time, officer." The..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Pick a better time, officer." The lieutenant's voice rings cold and certain. "*After* we've dealt with these wannabe cop-killers."


title: Kim Kitsuragi: ""If you got something else to ask f..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"If you got something else to ask from them, do it now and let's move on. I don't want to waste any more time here."


title: Kim Kitsuragi: ""You aimed a loaded gun at little g..."
sequence: 0
dialoguetext:
"You aimed a loaded gun at little girl," the lieutenant replies with no discernible change in his tone. "I think I've got a *little* bit of wiggling room here."


title: Kim Kitsuragi: ""You fired a gun at a little girl,"..."
sequence: 0
dialoguetext:
"You fired a gun at a little girl," the lieutenant replies with no discernible change in his tone. "I think I've got a *little* bit of wiggling room here."


title: Fuck the World: ""Yeah, man..." the other one quickl..."
sequence: 0
dialoguetext:
"Yeah, man..." the other one quickly joins in. "We're just talking, philosophising. No crimes are being committed. And... and you wanted to talk too, right?"


title: Pissf****t: ""Ugh..." A sudden flash of panic fl..."
sequence: 0
userscript: SetVariableValue("plaza.pissandfuck_put_the_punks_to_their_place", true) --[[ Variable[ ]]
dialoguetext:
"Ugh..." A sudden flash of panic flies across his face. "I... I didn't mean anything by that. Just playing with words here, that's all."


title: Pissf****t: ""Yeah, we're not fucking kids!" He..."
sequence: 0
dialoguetext:
"Yeah, we're not fucking kids!" He glances at your partner and quickly adds: "And we're also not fucking confrontational. The mood is chill here."


title: Fuck the World: ""No, no, no," he quickly assures yo..."
sequence: 0
dialoguetext:
"No, no, no," he quickly assures you and takes a step back. "Just a bit older than us, ain't that right, Piss?"


title: Fuck the World: ""Yeah, man. It's like... at death's..."
sequence: 0
dialoguetext:
"Yeah, man. It's like... at death's door. No wonder you know nothing about the future. You won't *be* there."


title: Fuck the World: ""But in a non-threatening and defin..."
sequence: 0
dialoguetext:
"But in a non-threatening and definitely legal way," the other one quickly adds and whispers something to his friend.


title: Pissf****t: ""Pssshhew." The young man raises tw..."
sequence: 0
dialoguetext:
"Pssshhew." The young man raises two fingers to his temple and an imaginary hammer hits the cartridge.


title: Pissf****t: ""Right on, Fuck," the blond agrees..."
sequence: 0
dialoguetext:
"Right on, Fuck," the blond agrees and provocatively spits on the pavement. "So what's happening now?"


title: Pissf****t: ""So are we done here or...?" one of..."
sequence: 0
userscript: SetVariableValue("plaza.pissandfuck_discused_jackets_with_kim", true) --[[ Variable[ ]]
dialoguetext:
"So are we done here or...?" one of the jacket owners asks impatiently. "You don't need us around for your secret whisper party, do you?"


title: Pissf****t: ""If you don't *have* to answer, the..."
sequence: 0
dialoguetext:
"If you don't *have* to answer, then we don't *have* to give you our jackets." The young man shakes his head. "Doesn't sound like you have a reason."


title: Pissf****t: ""Yeah, man, keep your voice down. S..."
sequence: 0
dialoguetext:
"Yeah, man, keep your voice down. SKULLS don't take it lightly, when folks pretend to be them. We're not even *prospects* yet."


title: Kim Kitsuragi: ""Wow, you boys are ambitious," the..."
sequence: 0
dialoguetext:
"Wow, you boys are ambitious," the lieutenant's voice rings over the plaza. "Only *prospects* and already planning a coup in the SKULLS? You're destined to go far!"


title: Fuck the World: ""Shut the fuck up," the youth press..."
sequence: 0
dialoguetext:
"Shut the fuck up," the youth presses through his clenched teeth, there's panic in his eyes. "Are you trying to get us killed?"


title: Pissf****t: ""Let's just go, Fuck!" The blondie..."
sequence: 0
dialoguetext:
"Let's just go, Fuck!" The blondie -- although visibly relieved -- is nervously glancing at the traffic jam. "This scene is dead anyway."


title: Fuck the World: ""Oh yeah, I'll forget about it alri..."
sequence: 0
dialoguetext:
"Oh yeah, I'll forget about it alright. And you will too. Until the day the Void comes for you." He crosses his throat with his index finger.


title: Pissf****t: ""Please be quiet!" Not much is left..."
sequence: 0
dialoguetext:
"Please be quiet!" Not much is left of the nihilistic rebel at this point. The young man before you is scared out of his mind. "What... WHAT do you want?!! T-t-the jackets?"


title: Pissf****t: ""Fuck," the other one sighs deeply."
dialoguetext: "Fuck," the other one sighs deeply.
sequence:
SemiBlack(true,2);FocusCamera(takejacketcam)@2;LuaRun(SetAreaState("PLAZA_DUDES","allNaked"))@2.5;SemiBlack(false,2)@4;AudioPlay(plaza/pissflaubert_and_ftw/leather-jacket-01,1)@2.5;LuaRun(GainItem("jacket_pissflaubert"))@6;LuaRun(GainItem("jacket_fucktheworld"))@6;TravelTo(Tequila Sunset,TeqStripperLoc,2)@2;TravelTo(Kim Kitsuragi,KimStripperLoc,2)@2;TravelTo(fuckTheWorld,FTWStrippedLoc,2,false,true)@2;TravelTo(pissflaubert,PissStrippedLoc,2,false,true)@2;SetTriggerAnimation(pissflaubert,Trigger)@2;SetTriggerAnimation(fuckTheWorld,Trigger)@2;

userscript:
GainItem("jacket_pissflaubert"); GainItem("jacket_fucktheworld"); XPTinySetBool("XP.flaubert_got_one_jacket")--[[ Variable[ ]]


title: Fuck the World: ""Oh man..." His shoulders slump und..."
sequence: 0
dialoguetext:
"Oh man..." His shoulders slump under the weight of sadness. "Okay," he says finally. "I get it. SKULLS don't really wear slogans anyway, this was stupid."


title: Rhetoric: "Okay then -- let's indulge in some..."
sequence: 0
dialoguetext:
Okay then -- let's indulge in some intellectual exchange. These young men seem eager to share their beliefs.


title: Empathy: "Odd. There isn't a hint of hate in..."
sequence: 0
dialoguetext:
Odd. There isn't a hint of hate in them. It's like they're 'Pissf****t' and 'Fuck the World' out of some kind moral obligation.


title: Fuck the World: ""Okay, we get it. You look like tot..."
sequence: 0
dialoguetext:
"Okay, we get it. You look like total shit -- we look flashy as hell. What about it?" There's a spark of sympathy in the youth's eyes.


title: Pissf****t: ""Fine, fuck it." The young man take..."
userscript: GainItem("jacket_pissflaubert")
dialoguetext:
"Fine, fuck it." The young man takes his jacket off. "Here, take it then. I can't handle this sad shit."

sequence:
FadeToBlack();LuaRun(SetAreaState("PLAZA_DUDES", "nakedPiss"))@1.5;HideOverlay()@2;AudioPlay(plaza/pissflaubert_and_ftw/leather-jacket-01,1)


title: Fuck the World: ""Fuck that, you're not getting mine..."
sequence: 0
dialoguetext:
"Fuck that, you're not getting mine," the other one snaps at you. "My dad's a lawyer in La Delta. He'll have your badge!"


title: Fuck the World: ""N-no, uh..." He looks startled. "H..."
sequence: 0
dialoguetext:
"N-no, uh..." He looks startled. "He's like a... like a volunteer lawyer... a total bitch. Cites law and does dishes..."


title: You: "(Turn to Kim.) "Remember when I sai..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"]
userscript: ReputationGrows("kim")
dialoguetext:
(Turn to Kim.) "Remember when I said I'd like the 'Pissf****t' one? I got it! Wish I'd gotten the other one for you..."


title: You: "(Turn to Kim.) "Fuck it, we don't n..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"] == false
userscript: ReputationGrows("kim")
dialoguetext:
(Turn to Kim.) "Fuck it, we don't need the other one. You said that you're more of a Pissf****t kinda guy, so I got the jacket for you!"


title: You: "(Turn to Kim.) "I did say I prefer..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"]
dialoguetext:
(Turn to Kim.) "I did say I prefer the 'Pissf****t' one, but since I didn't get the other one -- you should have it!"


title: You: "(Turn to Kim.) "I know you said you..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"] == false
dialoguetext:
(Turn to Kim.) "I know you said you're more of a Pissf****t kinda guy, but we only have one jacket and I want it."


title: You: "(Turn to Kim.) "I know you said you..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"] == false
dialoguetext:
(Turn to Kim.) "I know you said you're more of a 'Pissf****t' kinda guy, but I think I should have it for myself."


title: You: "(Turn to Kim.) "I said I prefer the..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"]
dialoguetext:
(Turn to Kim.) "I said I prefer the 'Pissf****t' one, but you can have it if you like. The other one's cool too."


title: You: "(Turn to Kim.) "Remember when I sai..."
sequence: 0
conditionstring: Variable["plaza.flaubert_said_you_are_more_pf_than_ftw"]
userscript: ReputationGrows("kim")
dialoguetext:
(Turn to Kim.) "Remember when I said I'd like the 'Pissf****t' one? I got it -- you can have the other one!"


title: Kim Kitsuragi: ""This case doesn't requires us to g..."
sequence: 0
dialoguetext:
"This case doesn't requires us to go undercover. Or raise hell... In fact I don't think the jackets will be useful at all. I just wanted *them* to not have them anymore."


title: Conceptualization: "Pity. The jackets are meant to comp..."
sequence: 0
dialoguetext:
Pity. The jackets are meant to complete each other. If a man were standing alone on a street corner with 'PISSF****T' written on his back, it'd just be an individual that has taken a liking to urine. And 'FUCK THE WORLD' all on its own is, frankly, generic.


title: Fuck the World: ""I don't know, Eric. It's cold out...."
sequence: 0
dialoguetext:
"I don't know, Eric. It's cold out..." The dark-haired young man just stands there, defeated. The wind blows.


title: Composure: "You've finally made it haven't you?..."
sequence: 0
dialoguetext:
You've finally made it haven't you? People point fingers at you and whisper to each other when you pass by, wondering to themselves:


title: Composure: "You are very dangerous, my friend...."
sequence: 0
userscript: SetVariableValue("plaza.orb_skullboy_jackets_equippage_done", true) --[[ Variable[ ]]
dialoguetext:
You are very dangerous, my friend. Dangerous and cool. In fact, no one dares to say *a single thing* about the jacket. But believe me, they are all *very impressed*.


title: Composure: ""Where did that man get such a cool..."
sequence: 0
dialoguetext:
"Where did that man get such a cool jacket? Did he receive it upon graduating the École normale supérieure de Bad-Assery? Is he *dangerous?*"


title: Composure: "Oh no, believe me -- it will be *ev..."
sequence: 0
userscript: SetVariableValue("plaza.orb_skullboy_jackets_equippage_done", true) --[[ Variable[ ]]
dialoguetext:
Oh no, believe me -- it will be *everyone else* who's uncomfortable with it. You're safe. No one dares say a word -- unless they're, like, from your station and coming to *judge* you. But what are the chances of that happening?


title: Bench: "A flock of seagulls flies overhead,..."
sequence: 0
userscript: SetVariableValue("stats.plaza_bench_beta_counter", Variable["stats.plaza_bench_beta_counter"] +1)
dialoguetext:
A flock of seagulls flies overhead, heading towards... who knows where. Soon enough they are out of sight...


title: Bench: "You squint your eyes, attempting to..."
sequence: 0
userscript: SetVariableValue("stats.plaza_bench_beta_counter", Variable["stats.plaza_bench_beta_counter"] +1)
dialoguetext:
You squint your eyes, attempting to find something of interest... No, there is nothing up there except the sky.


title: Bench: "You try to concentrate on the sky a..."
sequence: 0
userscript: SetVariableValue("stats.plaza_bench_beta_counter", Variable["stats.plaza_bench_beta_counter"] +1)
dialoguetext:
You try to concentrate on the sky above, but this time around, the stone underneath you feels uncomfortable...


title: Bench: "You try to come up with something f..."
sequence: 0
dialoguetext:
You try to come up with something fresh and exciting, but the endeavour only gives you a slight headache.

userscript:
SetVariableValue("stats.coast_bench_gamma_counter", Variable["stats.coast_bench_gamma_counter"] +1) 


title: Bench: "Is Time flat and linear in nature....."
sequence: 0
dialoguetext:
Is Time flat and linear in nature... or is it cyclical? It feels as if you're *so close* to figuring out the answer.

userscript:
SetVariableValue("stats.plaza_bench_gamma_counter", Variable["stats.plaza_bench_gamma_counter"] +1) 


title: Bench: "What if... Dick Mullen and Man from..."
sequence: 0
dialoguetext:
What if... Dick Mullen and Man from Hjelmdall existed in the same world... in like... a... crossover?

userscript:
SetVariableValue("stats.coast_bench_gamma_counter", Variable["stats.coast_bench_gamma_counter"] +1) 


title: Bench: "You wonder if it could rain so much..."
sequence: 0
dialoguetext:
You wonder if it could rain so much that it drowns all of Martinaise... then everyone would have to go on about their day in diving suits.

userscript:
SetVariableValue("stats.coast_bench_gamma_counter", Variable["stats.coast_bench_gamma_counter"] +1) 


title: Bench: "Your thumbs have started to hurt fr..."
dialoguetext: Your thumbs have started to hurt from the twiddling... after a while, you stop.
sequence: 0
userscript:
SetVariableValue("stats.plaza_bench_alpha_counter", Variable["stats.plaza_bench_alpha_counter"] +1) 


title: Bench: "You've mastered the art of thumb-tw..."
sequence: 0
dialoguetext:
You've mastered the art of thumb-twiddling. If there were such a thing as competitive thumb-twiddling, you'd be the undeniable champion.

userscript:
SetVariableValue("stats.coast_bench_alpha_counter", Variable["stats.coast_bench_alpha_counter"] +1) ; SetVariableValue("character.bench_expert_thumbs", true) 


title: Bench: "Twiddling is surprisingly difficult..."
sequence: 0
dialoguetext:
Twiddling is surprisingly difficult... your thumbs keep getting tangled. After a while, you give up.

userscript:
SetVariableValue("stats.plaza_bench_alpha_counter", Variable["stats.plaza_bench_alpha_counter"] +1) 


title: Bench: "Could you twiddle your thumbs so ha..."
sequence: 0
dialoguetext:
Could you twiddle your thumbs so hard that they come off your hands? You try... but nothing happens. You give up.

userscript:
SetVariableValue("stats.coast_bench_alpha_counter", Variable["stats.coast_bench_alpha_counter"] +1) 


title: Bench: "The twiddling barely keeps your han..."
sequence: 0
dialoguetext:
The twiddling barely keeps your hands warm against the frigid wind blowing from the coast... After a while you've had enough.

userscript:
SetVariableValue("stats.coast_bench_alpha_counter", Variable["stats.coast_bench_alpha_counter"] +1) 


title: Bench: "You try to make out some shapes in..."
sequence: 0
userscript: SetVariableValue("stats.plaza_bench_beta_counter", Variable["stats.plaza_bench_beta_counter"] +1)
dialoguetext:
You try to make out some shapes in the clouds above. Through the rain, one looks a bit like a potato...


title: Bench: "Slowly, snowflakes fall on your mut..."
sequence: 0
userscript: SetVariableValue("stats.plaza_bench_beta_counter", Variable["stats.plaza_bench_beta_counter"] +1)
dialoguetext:
Slowly, snowflakes fall on your mutton-chops... you try to catch a few on your tongue. They are cold.


title: Bench: "The sun does its best to ward off t..."
sequence: 0
userscript: SetVariableValue("stats.coast_bench_beta_counter", Variable["stats.coast_bench_beta_counter"] +1)
dialoguetext:
The sun does its best to ward off the chill of the coast... it barely helps. As if the world itself has turned against you...


title: Bench: "The sun slowly rises above the wave..."
sequence: 0
userscript: SetVariableValue("stats.coast_bench_beta_counter", Variable["stats.coast_bench_beta_counter"] +1)
dialoguetext:
The sun slowly rises above the waves... each beam of light reflecting off the water into a million directions.


title: Bench: "The glacial gusts from the sea do n..."
sequence: 0
userscript: SetVariableValue("stats.coast_bench_beta_counter", Variable["stats.coast_bench_beta_counter"] +1)
dialoguetext:
The glacial gusts from the sea do not a pleasant rest make... you should probably move before you freeze.


title: Bench: "What events led you to sitting on a..."
sequence: 0
userscript: SetVariableValue("stats.coast_bench_beta_counter", Variable["stats.coast_bench_beta_counter"] +1)
dialoguetext:
What events led you to sitting on a bench, completely drenched? The coast is bleak, the rain is bleak, your soul is bleak.


title: Bench: "You ponder upon an endless winter t..."
sequence: 0
dialoguetext:
You ponder upon an endless winter that covers everything in ice and snow. What a struggle it would be...


title: Bench: "What if the sun just one day turned..."
sequence: 0
dialoguetext:
What if the sun just one day turned off... the world thrown into an eternal darkness. A grim future indeed.


title: Bench: "The evening shade on the sand makes..."
sequence: 0
dialoguetext:
The evening shade on the sand makes you think of a place which is all sand... nothing but the sand, as far as the eye can see.


title: Bench: "You wonder what would happen if you..."
sequence: 0
dialoguetext:
You wonder what would happen if you tried to set foot on the sun... it would likely not be pleasant.

userscript:
SetVariableValue("stats.plaza_bench_gamma_counter", Variable["stats.plaza_bench_gamma_counter"] +1) 


title: Bench: "The midday sun showers you with the..."
sequence: 0
dialoguetext:
The midday sun showers you with the warm rays of the spring. It does not give you many thoughts, but it feels peaceful...


title: Bench: "You gaze at the snowflakes falling..."
sequence: 0
dialoguetext:
You gaze at the snowflakes falling from the sky, wondering about the intricate patterns their structures take.


title: Bench: "You try to come up with a few deep..."
sequence: 0
dialoguetext:
You try to come up with a few deep thoughts, but the rain beating against your face is extremely distracting.


title: Bench: "You try to think of something subst..."
sequence: 0
dialoguetext:
You try to think of something substantial, but your mind keeps getting caught on all the paperwork you have to do... later... eventually...


title: Bench: "You try to twiddle your thumbs, but..."
sequence: 0
dialoguetext:
You try to twiddle your thumbs, but ever since you've become a grandmaster the old passion just isn't there. Instead, you put your hands in your lap and wait...


title: Bench: "As you gaze upon the rough stone of..."
sequence: 0
dialoguetext:
As you gaze upon the rough stone of the bench, the plaza around you still covered with the bloodstains from the battle... you wish you could sit and alleviate the pain of your flesh.


title: Bench: "As you gaze upon the wooden planks,..."
sequence: 0
dialoguetext:
As you gaze upon the wooden planks, the sea breeze blowing through your hair, you wish you could sit and alleviate the pain in your body...


title: Bench: "Your fingers feel stuck. Your mind,..."
sequence: 0
dialoguetext:
Your fingers feel stuck. Your mind, uninspired. This place... this bench, it just lacks the right... atmosphere...


title: Kim Kitsuragi: ""A rather uninviting bench," the li..."
sequence: 0
dialoguetext:
"A rather uninviting bench," the lieutenant notes. "I'm not one for sitting on benches anyway -- before the murder investigation is solved."


title: Bench: "It is the dead of night. Now is not..."
sequence: 0
dialoguetext:
It is the dead of night. Now is not the time for sitting, but for sleeping. It is time to find a bed.


title: Kim Kitsuragi: ""Hmh..." The lieutenant looks down..."
sequence: 0
dialoguetext:
"Hmh..." The lieutenant looks down the street. "We can sit on benches after we've solved the murder. Let's go."


title: Electronic Doorbell: "An old call box with a matrix of pu..."
sequence: 0
dialoguetext:
An old call box with a matrix of push buttons lists all the companies in the East Delta Commerce Centre.


title: Electronic Doorbell: "You wait for a minute or two, but a..."
sequence: 0
dialoguetext:
You wait for a minute or two, but all you get from the call box is silence -- no one answers the call.


title: Electronic Doorbell: "An off-key melody starts playing af..."
sequence: 0
dialoguetext:
An off-key melody starts playing after you ring the doorbell... Then a woman picks up the receiver...


title: Electronic Doorbell: "Looks like someone has melted half..."
sequence: 0
dialoguetext:
Looks like someone has melted half the plastic off with a lighter -- the doorbell doesn't work anymore.


title: Electronic Doorbell: "This button looks new, but someone..."
sequence: 0
dialoguetext:
This button looks new, but someone has removed the name card. Nothing happens when you try to ring it.


title: Electronic Doorbell: "Like a cat's whiskers, your moustac..."
sequence: 0
dialoguetext:
Like a cat's whiskers, your moustache feels it first, followed by your lips: the corroded metal of the intercom, cold, unattainable. Now you're kissing the doorbell. The doorbell remains silent.


title: Electronic Doorbell: "Your fist crashes into the metal, p..."
sequence: 0
dialoguetext:
Your fist crashes into the metal, pure physical vengeance. It feels good, at first, and then it starts to hurt.

userscript:
SetVariableValue("doomed.doorbell_punched_the_doorbell", true) ; DamageEndurance(1); ReputationGrows("the_destroyer")--[[ Variable[ ]]


title: Plaisance: ""...but the doorbell is broken and..."
sequence: 0
dialoguetext:
"...but the doorbell is broken and the bookstore shouldn't even be on the list anymore, so I can't help you. Please don't call here again. Thanks."


title: Plaisance: ""Please don't do that! Doorbells ar..."
sequence: 0
dialoguetext:
"Please don't do that! Doorbells are not toys, and this one isn't even working properly. Please don't call us again, thank you."


title: Kim Kitsuragi: ""Hmm... this button looks new. It's..."
sequence: 0
dialoguetext:
"Hmm... this button looks new. It's probably not connected yet." He takes a step back, inspecting the other names on the list.


title: Electronic Doorbell: "This time a pleasant female voice a..."
sequence: 0
dialoguetext:
This time a pleasant female voice answers: "Thank you for calling 24h Window Company. This is an automated message. Are you experiencing a window-related emergency? During non-business-hours, please call 0-0-7-2-5-4-7-7-6-5-1. The streets are mean, but we're *always* there for you."


title: You: "(Try to impersonate Cuno.) "Fuck of..."
dialoguetext: (Try to impersonate Cuno.) "Fuck off, pig, I'm Cuno! I don't give a shit, let me in."
sequence: 0
conditionstring:
Variable["doomed.doorbell_drama_says_imitate_cuno"] == true  and  Variable["yard.cuno_greeting_done"] == true


title: Half Light: "Just seeing the words "Andro-Orland..."
sequence: 0
dialoguetext:
Just seeing the words "Andro-Orlando" gets your hackles up. It's very existence is a *threat* to your masculinity, to say nothing of your hair.


title: Conceptualization: "She sounds almost antique, as if he..."
sequence: 0
userscript: SetVariableValue("doomed.doorbell_concept_wax_cylinder", true) --[[ Variable[ ]]
dialoguetext:
She sounds almost antique, as if her voice was being played off an old wax cylinder. Her receiver must not be working properly.


title: Reaction Speed: "Wait! But what happened to Slipstre..."
dialoguetext: Wait! But what happened to Slipstream SCA? There's no Tricentennial Electrics on the list.
sequence: 0
userscript:
SetVariableValue("doomed.doorbell_reaction_speed_slipstream_vs_tricentennial", true) --[[ Variable[ ]]


title: You: ""Yes, hello, can you let me inside..."
dialoguetext: "Yes, hello, can you let me inside the building please?"
sequence: 0
conditionstring:
Variable["XP.got_into_doomed_commercial_area"] == false  and  Variable["TASK.fridge_victims_body"] == false


title: Volition: "No, hold on. The last thing you nee..."
sequence: 0
userscript: SetVariableValue("doomed.doorbell_whitecheck_failure", true) --[[ Variable[ ]]
dialoguetext:
No, hold on. The last thing you need in your life is more hysteric emotions. Forget it. Find something else to do.


title: You: ""Actually, I *do have* a window-rel..."
dialoguetext: "Actually, I *do have* a window-related emergency." (Look at Whirling's second floor.)
sequence: 0
conditionstring:
Variable["whirling.broken_window_greeting_reached"]  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Kim Kitsuragi: ""In any case, I'm afraid you won't..."
sequence: 0
dialoguetext:
"In any case, I'm afraid you won't get any help here." He looks up to the towering ghost house. "This place is deserted."


title: You: ""Plaisance, it's me! Please open th..."
dialoguetext: "Plaisance, it's me! Please open the door, I'm trying to get in."
sequence: 0
conditionstring:
Variable["doomed.plais_greeting_done"] == true  and  Variable["XP.got_into_doomed_commercial_area"] == false


title: Electronic Doorbell: "You hear static from the intercom s..."
sequence: 0
dialoguetext:
You hear static from the intercom speaker. It sounds as if someone has picked up the receiver, but isn't saying anything.


title: You: ""This is the police, I need you to..."
dialoguetext: "This is the police, I need you to let me in because I heard there's a fridge in the cellar."
sequence: 0
conditionstring:
Variable["XP.got_into_doomed_commercial_area"] == false  and  Variable["TASK.go_see_the_fridge"] == true


title: Tricentennial Electrics: ""Yes, hello, this is Tricentennial..."
sequence: 0
dialoguetext:
"Yes, hello, this is Tricentennial Electrics." This is a woman's voice, crackling and fragile through the static.


title: You: ""Who is this? I've been inside this..."
sequence: 0
conditionstring: Variable["XP.got_into_doomed_commercial_area"] == true
dialoguetext:
"Who is this? I've been inside this building, but I didn't see anyone from Tricentennial Electrics. This place is deserted."


title: You: ""Khm-khm..." (Stand up straighter.)..."
sequence: 0
dialoguetext:
"Khm-khm..." (Stand up straighter.) "Yeah, it's *me*. Here I am again, crawling back into your life."


title: Tricentennial Electrics: ""Michel, just please..." She stops..."
sequence: 0
dialoguetext:
"Michel, just please..." She stops and you can hear her breathe heavily. Her breath distorted by ancient static.


title: Shivers: "Sounds like a ghost. Wind blows thr..."
sequence: AudioPlay(doomed/electronic_doorbell/electronic-doorbell-seagulls-01,1)
userscript: SetVariableValue("doomed.doorbell_shivers_first", true) --[[ Variable[ ]]
dialoguetext:
Sounds like a ghost. Wind blows through your clothes and you feel detached from your surroundings. Inside the building -- a cold memory hangs.


title: Tricentennial Electrics: ""Why did you even call? I don't und..."
sequence: 0
dialoguetext:
"Why did you even call? I don't understand... You've been gone for months." She sounds like she's shaking. "I thought you didn't care."


title: Shivers: "The cold is deep under your skin, a..."
sequence: 0
userscript: SetVariableValue("doomed.doorbell_shivers_second", true) --[[ Variable[ ]]
dialoguetext:
The cold is deep under your skin, as if you were talking to someone who's a hundred years away. Somewhere inside the building water is flooding the cellar floor.


title: Electronic Doorbell: "You press the number sign on the ke..."
sequence: 0
dialoguetext:
You press the number sign on the keypad that terminates the call. Twelve name cards on the call box read:


title: You: ""Plaisance, it's me! I'm investigat..."
dialoguetext: "Plaisance, it's me! I'm investigating the Doomed Commercial Area, just like we discussed!"
sequence: 0
conditionstring:
Variable["doomed.plais_greeting_done"] == true  and  Variable["XP.got_into_doomed_commercial_area"] == true  and  Variable["tc.doomed_commercial_area"] == true


title: Kim Kitsuragi: ""I don't know what happened either...."
sequence: 0
dialoguetext:
"I don't know what happened either." The lieutenant inspects the doorbell. "We should probably stop playing with this thing."


title: Volition: "Alright, maybe not *healthier*, but..."
sequence: 0
dialoguetext:
Alright, maybe not *healthier*, but it's a *bonus* that you've drunk so hard you can't remember any of your past relationships. Oblivion's the ace in your corner.


title: Electronic Doorbell: "There's a light buzz as you press t..."
sequence: 0
dialoguetext:
There's a light buzz as you press the doorbell, waiting for her to answer the call. It's cold outside, and you can hear the wind blowing into the speaker.


title: Tricentennial Electrics: ""Yes, hello, this is Tricentennial..."
sequence: 0
dialoguetext:
"Yes, hello, this is Tricentennial Electrics." It's the same voice you heard before. "Have you come to place an order?"


title: Tricentennial Electrics: ""Michel, just please..." Even her b..."
sequence: 0
dialoguetext:
"Michel, just please..." Even her breathing, the way her voice drops when she finishes the sentence sounds exactly the same.


title: Tricentennial Electrics: ""Why did you even call? I don't und..."
sequence: 0
dialoguetext:
"Why did you even call? I don't understand... You've been gone for months," she continues. "I thought you didn't care."


title: Tricentennial Electrics: "The voice from the intercom doesn't..."
sequence: 0
dialoguetext:
The voice from the intercom doesn't answer, but you can hear her breathing. Wind blows into your microphone again, crackling and echoing in the box.


title: Physical Instrument: "Your hands are getting cold and you..."
sequence: 0
dialoguetext:
Your hands are getting cold and your breathing becomes visible, forming small silvery puffs in the air.


title: Tricentennial Electrics: "She tries again not to cry. And *st..."
sequence: 0
dialoguetext:
She tries again not to cry. And *still* doesn't succeed completely. Her quiet sobs sound old and distant, as if her voice is being played off a wax cylinder.


title: Tricentennial Electrics: "Her sound melts into the static fro..."
sequence: 0
dialoguetext:
Her sound melts into the static from a long-distance phone call. From time to time you can hear people talking in the distance, but can't make out any words.


title: Tricentennial Electrics: "A phone rings in the office with an..."
sequence: 0
dialoguetext:
A phone rings in the office with an old-fashioned chime and someone walks by in a pair of heels. The static is like a warm blanket wrapped around the sounds.


title: Tricentennial Electrics: "No one replies, but the static grow..."
sequence: 0
dialoguetext:
No one replies, but the static grows stronger like rainfall. Then a female voice speaks out, completely different from the one before. Glorious and *total* somehow. Crawling inside your head.


title: Kim Kitsuragi: ""Hmm... this button looks new. I wo..."
sequence: 0
dialoguetext:
"Hmm... this button looks new. I wouldn't be surprised if it hasn't been connected yet. Is it the dicemaker's?" He takes a step back, inspecting the other names on the list.


title: Kim Kitsuragi: ""It must have been some kind of......"
sequence: 0
dialoguetext:
"It must have been some kind of... faulty wiring. We should maybe stop playing with this doorbell, it looks ancient."


title: Shivers: "Her words are too cold to comprehen..."
sequence: 0
userscript: SetVariableValue("plaza.doorbell_shivers_medium", true) --[[ Variable[ ]]
dialoguetext:
Her words are too cold to comprehend. She smells of sodium lights and rain streaks on car windows. Eyes like pilot lights watch your shape in dark hallways, guttering.


title: Kim Kitsuragi: ""It was a recording trapped in the..."
sequence: 0
dialoguetext:
"It was a recording trapped in the circuitry. From some ancient tenant. This sometimes happens. Shall we conclude here? We have other mysteries to solve."


title: Kim Kitsuragi: ""Don't take this the wrong way, but..."
sequence: 0
userscript: XPTinySetBool("XP.doorbell_recording_heard")--[[ Variable[ ]]
dialoguetext:
"Don't take this the wrong way, but -- during our short stint working together -- *something weird* is almost always happening to you."


title: Kim Kitsuragi: ""Mhmh. I don't have time to explain..."
sequence: 0
dialoguetext:
"Mhmh. I don't have time to explain it to you right now. Maybe some time later..." He looks at the sea, almost wistful.


title: You: "Kick it with your foot."
dialoguetext: Kick it with your foot.
sequence: 0
userscript:
ReputationGrows("the_destroyer"); SetVariableValue("doomed.furnace_kicked_it", true) --[[ Variable[ ]]


title: Inland Empire: "You feel the spirit of Ramout Karza..."
sequence: 0
userscript: SetVariableValue("doomed.furnace_concept_warpaint_your_face", true) --[[ Variable[ ]]
dialoguetext:
You feel the spirit of Ramout Karzai, ancient hero of Graad, pulsing through you. All that's left is to cover your face in war-paint.


title: Central Furnace: "A hollow ring echoes through the fu..."
dialoguetext: A hollow ring echoes through the furnace. Your toe hurts.
userscript: DamageEndurance(1)
sequence:
LuaRun(DamageEndurance(1))@1;AudioPlay(doomed/central_furnace/chimney-hit-01, 1)@0.85;PlayAnimation(Tequila Sunset,GenericKick);


title: Kim Kitsuragi: ""Looks like it. Looks like an old c..."
sequence: 0
dialoguetext:
"Looks like it. Looks like an old central furnace used to heat the building. It's connected to the chimney..." He opens the door and gingerly peeks inside.


title: Authority: "You can feel your cheeks turn red u..."
sequence: 0
dialoguetext:
You can feel your cheeks turn red under the lieutenant's gaze -- you look like a kid, not a police officer. Even the war-paint can't conceal the embarrassment.


title: You: ""*This* is traditional war-paint. I..."
sequence: 0
userscript: SetVariableValue("doomed.furnace_said_traditional_warpaint", true) --[[ Variable[ ]]
dialoguetext:
"*This* is traditional war-paint. It will grant me safe passage with the spirits that guard this place."


title: You: ""I summon the ghost of this Doomed..."
dialoguetext: "I summon the ghost of this Doomed Commercial Area. Answer me, spirit!"
sequence: 0
userscript: SetVariableValue("doomed.furnace_summon_the_ghost_of_doomed", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.doomed_investigation"] == true  and  Variable["TASK.doomed_investigation_done"] == false  and  Variable["doomed.furnace_halflight_succubus"] == false


title: Central Furnace: ""Hello! Did you say anything?" Ther..."
dialoguetext:
"Hello! Did you say anything?" There's a pause. "I can't hear you, please come upstairs! There's a safety curtain on the second floor, I'll open it!"

sequence:
VoiceoverPlay(doomed/central_furnace/dicemaker-mb02,1);LuaRun(SetAreaState("DOOMED_CURTAINS", "open"));

userscript:
SetVariableValue("doomed.furnace_whitecheck_success", true) ; XPMinorSetBool("XP.convinced_dicemaker_to_open_the_steel_door")--[[ Variable[ ]]


title: Physical Instrument: "Something *breaks loose* in you. A..."
dialoguetext:
Something *breaks loose* in you. A mighty bellow echoes throughout the chimney's depths. The chatter of tiny voices above suddenly cease. Then...


title: You: ""I summon the ghost of this Doomed..."
dialoguetext: "I summon the ghost of this Doomed Commercial Area. Now begone, vile succubus!"
sequence: 0
userscript: SetVariableValue("doomed.furnace_summon_the_ghost_of_doomed", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.doomed_investigation"] == true  and  Variable["TASK.doomed_investigation_done"] == false  and  Variable["doomed.furnace_halflight_succubus"] == true


title: Central Furnace: "The chatter from the chimney contin..."
sequence: 0
dialoguetext:
The chatter from the chimney continue on as before. You seem to have made no impression on whatever's *up there*.


title: Central Furnace: "It's dark and grimy here. In the da..."
sequence: 0
userscript: SetVariableValue("doomed.furnace_heard_voices", true) --[[ Variable[ ]]
dialoguetext:
It's dark and grimy here. In the darkness, you can hear *chatter*. It's coming from above. A voice -- or several voices -- talking to each other, near the smoke chamber upstairs.


title: Kim Kitsuragi: ""Wait, really?" He looks up at the..."
sequence: 0
dialoguetext:
"Wait, really?" He looks up at the ceiling. "Maybe it's coming from behind those safety curtains we saw upstairs?"


title: Kim Kitsuragi: ""Wait, really?" The lieutenant soun..."
sequence: 0
dialoguetext:
"Wait, really?" The lieutenant sounds concerned. "Take your head out of the chimney, please. It's not safe."


title: You: ""Those voices I heard... Maybe it's..."
dialoguetext: "Those voices I heard... Maybe it's the malignant Entity? Plaisance said it lives in a chimney."
sequence: 0
userscript: SetVariableValue("doomed.furnace_clicked_malicious_entity", true) --[[ Variable[ ]]
conditionstring:
Variable["doomed.furnace_heard_voices"] == true  and  Variable["TASK.doomed_investigation"] == true  and  Variable["TASK.doomed_investigation_done"] == false  and  IsKimHere()  and  Variable["doomed.plaisance_kim_suggested_returning_to_furnace"] == false


title: Kim Kitsuragi: ""You're right, the rooms do look li..."
sequence: 0
dialoguetext:
"You're right, the rooms do look like they're connected. But *malignant Entities* don't exist -- at least not the *supra-natural* kind."


title: Conceptualization: "Maybe you could *paint* something w..."
sequence: 0
dialoguetext:
Maybe you could *paint* something with this coal? Leave a cave painting for future archaeologists... no, that would be stupid.


title: Perception (Hearing): "The echo is so prominent, it's impo..."
sequence: 0
dialoguetext:
The echo is so prominent, it's impossible to discern what the voices are saying. Or what's producing them.


title: Physical Instrument: "Another pathetic yelp sounds off in..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
Another pathetic yelp sounds off into the vast darkness of the chimney. You're a little embarrassed you produced it.


title: Breaker Box: "Two cables are plugged into the bre..."
sequence: 0
dialoguetext:
Two cables are plugged into the breaker box. The red one leads off into the darkness and the black one to the ice cream maker nearby.


title: Breaker Box: "Two cables are plugged into the bre..."
sequence: 0
dialoguetext:
Two cables are plugged into the breaker box. The red one leads off into the darkness, while the black one seems to be feeding a buzzing little fridge-like thing in the corner.


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.orb_noticed_frozen_ice_cream_maker"]  or  Variable["doomed.orb_noticed_melting_ice_cream_maker"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.orb_noticed_frozen_ice_cream_maker"]  or  Variable["doomed.orb_noticed_melting_ice_cream_maker"])

conditionstring:
(Variable["doomed.orb_noticed_frozen_ice_cream_maker"]  or  Variable["doomed.orb_noticed_melting_ice_cream_maker"]) == false


title: Breaker Box: "Two cables are plugged into the bre..."
sequence: 0
dialoguetext:
Two cables are plugged into the breaker box. The red one leads to the ice bear fridge and the black one to the ice cream maker nearby.


title: Breaker Box: "Two cables are plugged into the bre..."
sequence: 0
dialoguetext:
Two cables are plugged into the breaker box. The red one leads to the ice bear fridge and the black one to some kind of a buzzing fridge-like thing nearby.


title: Kim Kitsuragi: "The lieutenant raises his brows, bu..."
sequence: 0
dialoguetext:
The lieutenant raises his brows, but doesn't say anything. The electric distribution board now has one cable missing.


title: Kim Kitsuragi: ""Great. The owners of this building..."
sequence: 0
dialoguetext:
"Great. The owners of this building will just have to keep paying for the electricity sucked up by this monstrosity a little longer."


title: Breaker Box: "Only the red cable is plugged into..."
sequence: 0
dialoguetext:
Only the red cable is plugged into the breaker box, while the black one lies neglected on the floor.


title: Breaker Box: "Only the black cable is plugged int..."
sequence: 0
dialoguetext:
Only the black cable is plugged into the breaker box, while the red one lies neglected on the floor.


title: Kim Kitsuragi: ""Very smart. Opening the lid should..."
sequence: 0
dialoguetext:
"Very smart. Opening the lid should be much easier after the ice cream maker has defrosted. But we're still going to need a proper prybar."


title: Breaker Box: "A giant electric mammal awakens. Th..."
sequence: 0
userscript: FinishTask("TASK.plug_in_the_fridge_done")--[[ Variable[ ]]
dialoguetext:
A giant electric mammal awakens. The dead body is going to be safe in the embrace of its cold innards.


title: Kim Kitsuragi: ""Great. The owners of this building..."
sequence: 0
dialoguetext:
"Great. The owners of this building will just have to keep paying for the electricity sucked up by this monstrosity a little longer. Let's return to the fridge."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.fridge_victims_body"]  and  Variable["doomed.icebear_main_hub_reached"]  and  Variable["TASK.send_corpse_to_processing_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.fridge_victims_body"]  and  Variable["doomed.icebear_main_hub_reached"]  and  Variable["TASK.send_corpse_to_processing_done"] == false)

conditionstring:
(Variable["TASK.fridge_victims_body"]  and  Variable["doomed.icebear_main_hub_reached"]  and  Variable["TASK.send_corpse_to_processing_done"] == false) == false


title: Kim Kitsuragi: ""Uh, what are you doing? We need th..."
sequence: LuaRun(SetAreaState("POWER_PLUG_RED", "on"));
userscript: SetVariableValue("doomed.breakerbox_red_wire_plugged_out", false) --[[ Variable[ ]]
dialoguetext:
"Uh, what are you doing? We need the fridge for the body, you can't just unplug it." He takes the cable and plugs it back in.


title: Ice Cream Maker: "This orange machine is buzzing like..."
sequence: 0
dialoguetext:
This orange machine is buzzing like an old submarine. It has a hand-cranked ice cream churner on top and an electric freezer that appears to be frozen shut.

userscript:
FinishTask("TASK.find_the_filament_memory_soona_done"); GainTask("TASK.get_frozen_ice_cream_maker_open")--[[ Variable[ ]]


title: You: "Crack open the lid."
dialoguetext: Crack open the lid.
sequence: 0
conditionstring:
(CheckEquipped("prybar") == true  or  CheckEquipped("kvalsund_multitool") == true)  and  Variable["doomed.ice_cream_succeeded_without_kvalsund"] == false


title: Physical Instrument: "Ice squeaks beneath your Kvalsund m..."
sequence: 0
userscript: SetVariableValue("doomed.icecreammaker_whitecheck_failure", true) --[[ Variable[ ]]
dialoguetext:
Ice squeaks beneath your Kvalsund multitool, but your fingers slip away from the tool, the lid shut as tightly as before.


title: Ice Cream Maker: "Turning the crank feels oddly satis..."
sequence: 0
dialoguetext:
Turning the crank feels oddly satisfying, like stirring your childhood dreams... In the distance you hear water dripping.


title: Ice Cream Maker: "This orange machine is dead-still...."
sequence: 0
dialoguetext:
This orange machine is dead-still. It has a hand-cranked ice cream churner and an electric freezer, the ice around it slowly melting.


title: Logic: "And it's already unplugged. There's..."
sequence: 0
dialoguetext:
And it's already unplugged. There's not much else to do other than wait for it to defrost or *bulk up* and get stronger.


title: Ice Cream Maker: "You slip your fingers under the fro..."
sequence: 0
dialoguetext:
You slip your fingers under the frozen lid, but the ice is too cold for you to get a good grip. A prybar would come handy here.


title: Physical Instrument: "Ice groans and howls under the stra..."
sequence: LuaRun(SetAreaState("DOOMED_ICECREAM","openPowered"));
userscript: SetVariableValue("doomed.icecreammaker_whitecheck_success", true) --[[ Variable[ ]]
dialoguetext:
Ice groans and howls under the strain of your giant Kvalsund multitool -- until the lid cracks open. Blue electric lights come to life...


title: Physical Instrument: "Ice groans and howls under the stra..."
sequence: LuaRun(SetAreaState("DOOMED_ICECREAM","open"));
userscript: SetVariableValue("doomed.icecreammaker_whitecheck_success", true) --[[ Variable[ ]]
dialoguetext:
Ice groans and howls under the strain of your giant Kvalsund multitool -- until the lid cracks open.


title: Kim Kitsuragi: ""A scoop of ice cream would have be..."
sequence: 0
dialoguetext:
"A scoop of ice cream would have been nice, yes," the lieutenant agrees. Someone's stomach grumbles. The room feels very cold.


title: Ice Cream Maker: "You gently lift the cube from its f..."
dialoguetext: You gently lift the cube from its frosty bedding, careful to not damage it.
sequence: 0
userscript:
GainItem("filament_memory_off_site_copy"); FinishTask("TASK.get_frozen_ice_cream_maker_open_done"); GainTask("TASK.bring_off_site_copy_to_soona")--[[ Variable[ ]]


title: Kim Kitsuragi: ""We should take it back to Miss Luu..."
sequence: 0
dialoguetext:
"We should take it back to Miss Luukanen-Kilde as soon as possible. I'm not sure how well unused filaments tolerate room temperatures."


title: Interfacing: "Yes, but aren't you curious to know..."
sequence: 0
dialoguetext:
Yes, but aren't you curious to know what's on the precious filament? There's a radiocomputer upstairs...


title: Ice Cream Maker: "Darkness lies inside, but you can f..."
sequence: 0
dialoguetext:
Darkness lies inside, but you can faintly make out an object, intricate and foreign, left there for a sub-zero beauty sleep -- a filament memory with the words "OFF-SITE COPY" written on its side.


title: Ice Cream Maker: "Inside on a frosty platform lies an..."
sequence: 0
dialoguetext:
Inside on a frosty platform lies an object, intricate and foreign, left there for a sub-zero beauty sleep -- a filament memory with the words "OFF-SITE COPY" written on its side.


title: Kim Kitsuragi: ""I have a prybar in my Kineema, in..."
sequence: 0
dialoguetext:
"I have a prybar in my Kineema, in case you want to try again. Though it might be that my prybar isn't strong enough for that lid..." He eyes the ice cream maker suspiciously.


title: Tutorial Agent: "Equip the PRYBAR by going to the TO..."
sequence: 0
dialoguetext:
Equip the PRYBAR by going to the TOOLS tab in your INVENTORY. From there, you can equip it to a HELD slot.


title: Physical Instrument: "The ice squeaks beneath the prybar...."
sequence: 0
userscript: SetVariableValue("doomed.icecreammaker_whitecheck_failure", true) --[[ Variable[ ]]
dialoguetext:
The ice squeaks beneath the prybar. You think you've got the bar jammed in there pretty well, but the lid simply won't budge.


title: Physical Instrument: "The ice squeaks beneath the prybar..."
sequence: 0
dialoguetext:
The ice squeaks beneath the prybar -- you could *swear* you succeeded! -- but the lid simply won't budge.

userscript:
SetVariableValue("doomed.icecreammaker_whitecheck_failure", true) ; SetVariableValue("doomed.icecreammaker_whitecheck_failure", true) ; SetVariableValue("doomed.icecreammaker_tried_opening_with_prybar", true) ; SetVariableValue("doomed.ice_cream_succeeded_without_kvalsund", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Yeah, well, that's a good prybar -..."
sequence: 0
dialoguetext:
"Yeah, well, that's a good prybar -- I'm not criticising it -- but this ice cream maker is frozen *shut*. It takes an *advanced* tool to get it open."


title: Interfacing: "That's a good prybar, but this ice..."
sequence: 0
dialoguetext:
That's a good prybar, but this ice cream maker is frozen *shut*. It takes an *advanced* tool to get it open. Some kind of... superprybar? You have no idea where to get one.


title: Inland Empire: "Sooner or later you will stumble up..."
sequence: 0
dialoguetext:
Sooner or later you will stumble upon a tool mighty enough. Then we will know what's in this mysterious ice cream maker.


title: Kim Kitsuragi: ""I have no idea, officer. This ice..."
sequence: 0
dialoguetext:
"I have no idea, officer. This ice cream maker isn't important enough to requisition a special tool."


title: You: "Crack open the lid."
dialoguetext: Crack open the lid.
sequence: 0
conditionstring:
CheckEquipped("kvalsund_multitool") == true  and  Variable["doomed.ice_cream_succeeded_without_kvalsund"] == true


title: Kim Kitsuragi: ""Didn't Soona give you a perfect to..."
sequence: 0
dialoguetext:
"Didn't Soona give you a perfect tool for this kind of job -- the Kvalsund? You should take it out."


title: Tutorial Agent: "Equip the MULTI-TOOL by going to th..."
sequence: 0
dialoguetext:
Equip the MULTI-TOOL by going to the TOOLS tab in your INVENTORY. From there, you can equip it to a HELD slot.


title: Ice Cream Maker: "You slip your fingers under the fro..."
sequence: 0
dialoguetext:
You slip your fingers under the frozen lid, but the ice is too cold for you to get a good grip. A prybar would come handy here... or something stronger, like the Kvalsund KR+2 Multi-Tool.


title: Interfacing: "No -- this is going to need somethi..."
sequence: 0
dialoguetext:
No -- this is going to need something else, some kind of *super* prybar. Don't even try to open it with a regular prybar, you're just wasting your time.


title: Ice Bear Fridge: "You see a terrifying ice bear with..."
sequence: 0
dialoguetext:
You see a terrifying ice bear with a strange compartment in its belly. The door is covered in frost and the bear's eyes are glowing red.


title: You: ""What *is* this thing? It looks lik..."
dialoguetext: "What *is* this thing? It looks like a giant ice bear..."
sequence: 0
conditionstring:
Variable["TASK.get_filament_from_fridge"] == false  and  Variable["TASK.go_see_the_fridge"] == false


title: Ice Bear Fridge: "A gust of freezing cold air rushes..."
sequence: 0
dialoguetext:
A gust of freezing cold air rushes to greet you. You hear a low grumble, as the bear regulates itself... This is the inside of a refrigerator.


title: Kim Kitsuragi: "The lieutenant doesn't answer. His..."
sequence: 0
dialoguetext:
The lieutenant doesn't answer. His eyes are glued to the animal. A sharp slice of light shines out from its mysterious belly-door...


title: Ice Bear Fridge: "Your words echo in the empty chambe..."
sequence: 0
dialoguetext:
Your words echo in the empty chamber, ringing against the wet floor tiles. The bear keeps staring. A sharp slice of light shines out from its mysterious belly-door.


title: ICE BEAR FRIDGE MAIN HUB
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("doomed.seen_revachol_ice_city", true) ; SetVariableValue("doomed.icebear_main_hub_reached", true) --[[ Variable[ ]]


title: You: "Close the door. [Leave.]"
dialoguetext: Close the door. [Leave.]
sequence:
SetTriggerAnimation(Fridge_Door, closed); AudioPlay(doomed/ice_bear_fridge/freezer-closed-01,1)@0.6;


title: Kim Kitsuragi: ""What is even worse -- the bear is..."
sequence: 0
userscript: SetVariableValue("doomed.icebear_noticed_red_wire", true) --[[ Variable[ ]]
dialoguetext:
"What is even worse -- the bear is still costing them money, to this day..." The lieutenant points at the red snaky cable running from the fridge.


title: Kim Kitsuragi: ""Of course. Just a giant, ice bear..."
sequence: 0
dialoguetext:
"Of course. Just a giant, ice bear shaped fridge..." He relaxes his hand, his face bathed in the harsh light of the open fridge door.


title: Ice Bear Fridge: "You see the looming shadow of an ic..."
sequence: 0
dialoguetext:
You see the looming shadow of an ice bear with a strange compartment in its belly. The door is slightly open...


title: Kim Kitsuragi: "The lieutenant doesn't answer, his..."
sequence: 0
dialoguetext:
The lieutenant doesn't answer, his eyes glued to the animal. It's dark inside its mysterious belly-compartment...


title: Ice Bear Fridge: "Your words echo in the empty chambe..."
sequence: 0
dialoguetext:
Your words echo in the empty chamber, ringing against the wet floor tiles... It's dark inside the bear's mysterious belly-compartment...


title: Ice Bear Fridge: "A faint waft of cool air rolls out...."
sequence: 0
dialoguetext:
A faint waft of cool air rolls out. You hear the sound of dripping water. This is the inside of a defrosting refrigerator.


title: Ice Bear Fridge: "The bear's eyes are dead and empty,..."
sequence: SetTriggerAnimation(Fridge_Door, open);AudioPlay(doomed/ice_bear_fridge/freezer-open-01,1)@0.2;
dialoguetext:
The bear's eyes are dead and empty, ice inside the fridge slowly melting... The power has been cut off.


title: Ice Bear Fridge: "The bear's eyes are still glowing r..."
sequence: SetTriggerAnimation(Fridge_Door, open);AudioPlay(doomed/ice_bear_fridge/freezer-open-01,1)@0.2;
dialoguetext:
The bear's eyes are still glowing red, watching over all the ice cream wrappers hidden inside its belly.


title: Kim Kitsuragi: ""Shall we go and get the body, then..."
sequence: 0
dialoguetext:
"Shall we go and get the body, then? I'll take the head, you take the feet. The stairs won't be easy, but we'll manage."


title: The Hanged Man: "The body is heavier than you expect..."
userscript: SetVariableValue("doomed.fridge_corpse_in_fridge", true) ; PassTime()--[[ Variable[ ]]
dialoguetext:
The body is heavier than you expected -- and stinkier. It takes half an hour to get it down to the basement, then ten more minutes to stuff it into the fridge. The lieutenant takes a step back to admire your handiwork.

sequence:
FadeToBlack();AudioPlay(Yard/hanged_man/dragging-dead-body-01)@1.5;HideOverlay()@13;LuaRun(SetAreaState("HANGED_MAN", "frozen"));


title: Ice Bear Fridge: "The shelves are empty. All you see..."
sequence: 0
dialoguetext:
The shelves are empty. All you see are crumpled ice cream wrappers with the brand name *Revachol Ice City*. A handwritten note has been attached to the door. The fridge is huge.


title: Kim Kitsuragi: ""At least it's not running them a l..."
sequence: 0
userscript: SetVariableValue("doomed.icebear_noticed_red_wire", true) --[[ Variable[ ]]
dialoguetext:
"At least it's not running them a loss anymore, now that you've un-plugged the cable." He points at the red snaky cable running from the fridge.


title: Ice Bear Fridge: "A friendly cartoon bear smiles back..."
sequence: 0
dialoguetext:
A friendly cartoon bear smiles back at you from a glossy cellophane wrapper. It looks nothing like the fridge.


title: Kim Kitsuragi: ""Good question. It looks like an ic..."
sequence: 0
dialoguetext:
"Good question. It looks like an ice cream fridge." The lieutenant reaches for one of the wrappers. He studies it in the light.


title: Kim Kitsuragi: ""Good question. It looks like an ic..."
sequence: 0
dialoguetext:
"Good question. It looks like an ice cream fridge." The lieutenant reaches for one of the wrappers. He tries to study it in the darkness.


title: Shivers: "Somewhere in the past it's summer...."
sequence: 0
userscript: SetVariableValue("doomed.icebear_shivers_kid_crying", true) --[[ Variable[ ]]
dialoguetext:
Somewhere in the past it's summer. Five-year-old Fifette lets go of her mother's hand, change jingling in her pockets, as she hops towards the ice cream stand right across the plaza.


title: Shivers: "As she makes her way to the market..."
sequence: 0
dialoguetext:
As she makes her way to the market stall the girl starts crying: a ferocious ice bear is guarding the fridge! Its paws raised to ward off any potential customers.


title: Shivers: "Her mother rushes to soothe her, bu..."
sequence: 0
dialoguetext:
Her mother rushes to soothe her, but Fifette doesn't want ice cream anymore, she just wants to go home. The ice bear stares at them as they leave the plaza. A gust of wind flies one of the wrappers right past the sobbing girl...


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false)

conditionstring:
(Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false) == false


title: Ice Bear Fridge: "The bear's eyes are dead and empty,..."
sequence: SetTriggerAnimation(Fridge_Door, open);AudioPlay(doomed/ice_bear_fridge/freezer-open-01,1)@0.2;
dialoguetext:
The bear's eyes are dead and empty, the corpse inside the fridge slowly rotting... The power has been cut off.


title: Ice Bear Fridge: "The bear's eyes are still glowing r..."
sequence: SetTriggerAnimation(Fridge_Door, open);AudioPlay(doomed/ice_bear_fridge/freezer-open-01,1)@0.2;
dialoguetext:
The bear's eyes are still glowing red -- it's guarding over the freezing corpse hidden inside its belly.


title: You: ""This is clearly *the* fridge. It l..."
dialoguetext: "This is clearly *the* fridge. It looks big enough for *two* corpses."
sequence: 0
conditionstring:
IsTaskActive("TASK.go_see_the_fridge")  and  IsKimHere()  and  Variable["yard.hanged_came_up_with_ice_bear_fridge_idea_yourself"] == false


title: You: "This must be the fridge I was told..."
dialoguetext: This must be the fridge I was told about. But is it big enough for the corpse?
sequence: 0
conditionstring:
IsTaskActive("TASK.go_see_the_fridge")  and  IsKimHere() == false  and  Variable["yard.hanged_came_up_with_ice_bear_fridge_idea_yourself"] == false


title: You: ""The fridge is plugged in now. Will..."
dialoguetext: "The fridge is plugged in now. Will you help me with the body, Kim?"
sequence: 0
conditionstring:
IsTaskActive("TASK.get_kim_to_help_you_with_the_fridge")  and  Variable["TASK.plug_in_the_fridge_done"]  and  IsKimHere()


title: Kim Kitsuragi: "He studies the fridge. "It's certai..."
sequence: 0
userscript: FinishTask("TASK.locate_a_fridge_done")--[[ Variable[ ]]
dialoguetext:
He studies the fridge. "It's certainly an eccentric choice, but it *is* big enough. And cold enough, too..."


title: Kim Kitsuragi: "The lieutenant studies the fridge...."
sequence: 0
dialoguetext:
The lieutenant studies the fridge. "It's an eccentric choice... but it definitely fits the body. Now the only thing left to do is plug the fridge back in."

userscript:
FinishTask("TASK.locate_a_fridge_done"); GainTask("TASK.plug_in_the_fridge"); GainTask("TASK.get_kim_to_help_you_with_the_fridge")--[[ Variable[ ]]


title: Ice Bear Fridge: "It's perfect -- big, with a powerfu..."
sequence: 0
dialoguetext:
It's perfect -- big, with a powerful cooling system. Now if you could just plug in the fridge and get the lieutenant to help you...

userscript:
FinishTask("TASK.locate_a_fridge_done"); GainTask("TASK.plug_in_the_fridge"); GainTask("TASK.get_kim_to_help_you_with_the_fridge"); SetVariableValue("doomed.fridge_found_need_kim", true) --[[ Variable[ ]]


title: Ice Bear Fridge: "It's perfect -- big, with a powerfu..."
sequence: 0
dialoguetext:
It's perfect -- big, with a powerful cooling system. Now if you could just get the lieutenant to help you with the body...

userscript:
FinishTask("TASK.locate_a_fridge_done"); GainTask("TASK.get_kim_to_help_you_with_the_fridge"); SetVariableValue("doomed.fridge_found_need_kim", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""It's certainly an... eccentric cho..."
sequence: 0
dialoguetext:
"It's certainly an... eccentric choice. But it's more than big enough -- and cold enough. Honestly, it's perfect. All we have to do is plug the fridge back in."

userscript:
FinishTask("TASK.go_see_the_fridge_done"); GainTask("TASK.plug_in_the_fridge"); GainTask("TASK.get_kim_to_help_you_with_the_fridge")--[[ Variable[ ]]


title: Ice Bear Fridge: "It's perfect -- big, with a powerfu..."
sequence: 0
dialoguetext:
It's perfect -- big, with a powerful cooling system. Now if you could just get the lieutenant to help you with the body...

userscript:
FinishTask("TASK.go_see_the_fridge_done"); GainTask("TASK.get_kim_to_help_you_with_the_fridge"); SetVariableValue("doomed.fridge_found_need_kim", true) --[[ Variable[ ]]


title: Ice Bear Fridge: "It's perfect -- big, with a powerfu..."
sequence: 0
dialoguetext:
It's perfect -- big, with a powerful cooling system. Now if you could just plug in the fridge and get the lieutenant to help you...

userscript:
FinishTask("TASK.go_see_the_fridge_done"); GainTask("TASK.plug_in_the_fridge"); GainTask("TASK.get_kim_to_help_you_with_the_fridge"); SetVariableValue("doomed.fridge_found_need_kim", true) --[[ Variable[ ]]


title: You: ""Alright, time to freeze the body!""
dialoguetext: "Alright, time to freeze the body!"
sequence: 0
conditionstring:
IsTaskActive("TASK.get_kim_to_help_you_with_the_fridge")  and  Variable["TASK.plug_in_the_fridge"] == false  and  IsKimHere()


title: Kim Kitsuragi: ""Hold on..." The lieutenant inspect..."
sequence: 0
userscript: GainTask("TASK.plug_in_the_fridge")--[[ Variable[ ]]
dialoguetext:
"Hold on..." The lieutenant inspects the dark interior of the refrigerator. "There's no use if the fridge isn't working. Let's plug it in first and then return here to move the body."


title: You: "Try to remove the dead man's boots..."
dialoguetext: Try to remove the dead man's boots again.
sequence: 0
conditionstring:
Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  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: ""So what do you think of this fridg..."
dialoguetext: "So what do you think of this fridge, Kim? It looks big enough for *two* corpses."
sequence: 0
conditionstring:
IsTaskActive("TASK.go_see_the_fridge")  and  IsKimHere()  and  Variable["yard.hanged_came_up_with_ice_bear_fridge_idea_yourself"]


title: You: "Hm, the fridge looks big enough for..."
dialoguetext: Hm, the fridge looks big enough for the corpse...
sequence: 0
conditionstring:
IsTaskActive("TASK.go_see_the_fridge")  and  IsKimHere() == false  and  Variable["yard.hanged_came_up_with_ice_bear_fridge_idea_yourself"]


title: Kim Kitsuragi: ""Beautiful," he says, wiping his ha..."
sequence: 0
userscript: FinishTask("TASK.fridge_victims_body_done")--[[ Variable[ ]]
dialoguetext:
"Beautiful," he says, wiping his hands in his handkerchief. "A dead body in an ice bear fridge -- this is some of the best police work I've ever done."


title: Kim Kitsuragi: ""No. Not really. Look at that! What..."
sequence: 0
dialoguetext:
"No. Not really. Look at that! What have we done? We stuffed a *dead body in an ice bear fridge*. This story does not leave this room."


title: Kim Kitsuragi: ""Of course you don't. Look at that!..."
sequence: 0
dialoguetext:
"Of course you don't. Look at that! What have we *done?* We stuffed a dead body in an ice bear fridge. This does *not* leave this room."


title: Kim Kitsuragi: ""At least we've stopped the body fr..."
sequence: 0
dialoguetext:
"At least we've stopped the body from decomposing further. Now you can conduct another inspection. Under controlled *circumstances*."


title: Kim Kitsuragi: ""If I were an artist, this would ce..."
sequence: 0
dialoguetext:
"If I were an artist, this would certainly *not* be my vision. I would be much, much more conservative in my work..."


title: Kim Kitsuragi: ""At least we've stopped the body fr..."
sequence: 0
userscript: SetVariableValue("doomed.kim_body_in_fridge_plug_in", true) --[[ Variable[ ]]
dialoguetext:
"At least we've stopped the body from decomposing further -- or will have, once you plug the fridge back in. Then you can conduct one more inspection."


title: Kim Kitsuragi: ""No. They do *not* -- they *need* t..."
sequence: 0
dialoguetext:
"No. They do *not* -- they *need* to hear about our uneventful, boring, downright *conservative* murder investigation."


title: You: ""Bag him. Take him away, Kim." (Let..."
dialoguetext: "Bag him. Take him away, Kim." (Let the lieutenant take the body away without further examination.)
sequence: 0
conditionstring:
Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  Variable["TASK.perform_field_autopsy_done"] == true  and  IsKimHere()  and  Variable["yard.corpse_special_stalled_exit"] == false


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


title: You: "Try to remove the dead man's boots."
dialoguetext: Try to remove the dead man's boots.
sequence: 0
conditionstring:
Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  Variable["yard.hanged_tried_to_remove_boots_once"] == false  and  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


title: You: "Tell me something, dead man."
dialoguetext: Tell me something, dead man.
sequence: 0
conditionstring:
Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  Variable["yard.hanged_corpse_questions_unlocked"]


title: You: ""Tell me, who are you, dead man?""
dialoguetext: "Tell me, who are you, dead man?"
sequence: 0
conditionstring:
Variable["doomed.fridge_corpse_in_fridge"]  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  Variable["yard.hanged_inland_white_check_seen"] == true


title: Kim Kitsuragi: ""Of course. A giant, ice bear shape..."
sequence: 0
dialoguetext:
"Of course. A giant, ice bear shaped fridge..." He relaxes his hand, his face bathed in the harsh light of the open fridge door.


title: Kim Kitsuragi: ""I *knew* you would say that! I *kn..."
sequence: 0
dialoguetext:
"I *knew* you would say that! I *knew* this would lead to drinking..." He shakes his head vigorously. "No. No more. This is *paganistic* enough -- and it does *not* leave this room."


title: Ice Bear Fridge: "A friendly cartoon bear smiles back..."
sequence: 0
dialoguetext:
A friendly cartoon bear smiles back at you from a glossy cellophane wrapper. It looks nothing like the fridge -- or the decomposing body in it.


title: Kim Kitsuragi: ""The electricity bill must be *cata..."
sequence: 0
dialoguetext:
"The electricity bill must be *catastrophic*. On the other hand, it did help us with a certain corpse situation..."


title: Ice Bear Fridge: "The fridge sits empty before you, a..."
sequence: 0
dialoguetext:
The fridge sits empty before you, an overindulgent wardrobe now that the cooling systems aren't active.


title: Kim Kitsuragi: ""Seems like an old bunker from the..."
sequence: 0
userscript: SetVariableValue("doomed.weapons_cache", true) --[[ Variable[ ]]
dialoguetext:
"Seems like an old bunker from the Revolutionary period. Look at all those rifles..." He points up, at the rifles under the ceiling. "Must be an old weapons cache."


title: Kim Kitsuragi: ""There is, yes. And there also appe..."
sequence: 0
dialoguetext:
"There is, yes. And there also appears to be something *inside* the hole... Interesting. Do you want to take a look?"


title: A Hole in the Wall: "Your hand reaches deep into darknes..."
sequence: 0
userscript: SetVariableValue("doomed.weapons_cache", true) --[[ Variable[ ]]
dialoguetext:
Your hand reaches deep into darkness and spider webs, rummaging around. You find rusty rifles, hidden away...


title: Kim Kitsuragi: ""Sure," he nods and steps closer. "..."
sequence: 0
userscript: SetVariableValue("doomed.weapons_cache", true) --[[ Variable[ ]]
dialoguetext:
"Sure," he nods and steps closer. "Okay, here's some more rifles... None of these seem to be working. And oh..." His hand reaches in, rummaging in the dark...


title: Kim Kitsuragi: ""An old Belle-Magrave rifle -- that..."
sequence: 0
dialoguetext:
"An old Belle-Magrave rifle -- that's *rare* to find in such good order. Seems to no longer be functional, but still -- rare. Here..."

userscript:
SetVariableValue("tc.belle_magrave", true) ; SetVariableValue("doomed.cache_rifle_talked_about", true) --[[ Variable[ ]]


title: A Hole in the Wall: "Most of them are rusty and inoperab..."
sequence: 0
dialoguetext:
Most of them are rusty and inoperable like the rest, but one catches your eye -- a bolt action model with a fine wood stock. In better cosmetic order than the others.


title: Kim Kitsuragi: ""An old Belle-Magrave, from the Rev..."
sequence: 0
dialoguetext:
"An old Belle-Magrave, from the Revolution," the lieutenant notes with approval. His eyes are gleaming. "Seems to no longer be functional, but still -- a beautiful thing, in its own way."

userscript:
GainItem("antique_rifle"); SetVariableValue("tc.belle_magrave", true) ; SetVariableValue("doomed.cache_rifle_talked_about", true) --[[ Variable[ ]]


title: A Hole in the Wall: "Your hand reaches deep into darknes..."
sequence: 0
userscript: SetVariableValue("doomed.weapons_cache", true) ;--[[ Variable[ ]]
dialoguetext:
Your hand reaches deep into darkness and spider webs, rummaging around. You find a number of rusty rifles, hidden away... Most of them are ugly and inoperable, but a single rifle catches your eye. It's a bolt-action with a fine wood stock.


title: Hand/Eye Coordination: "An old Belle-Magrave rifle, Revolut..."
sequence: 0
userscript: SetVariableValue("tc.belle_magrave", true) --[[ Variable[ ]]
dialoguetext:
An old Belle-Magrave rifle, Revolutionary-era. Prized for its reliability more than it's accuracy. The rest are probably Belle-Magraves too, just too damaged to be identified.


title: You: "Take the rifle."
dialoguetext: Take the rifle.
sequence: 0
userscript:
SetVariableValue("doomed.took_the_old_rifle", true) ; SetVariableValue("doomed.cache_rifle_talked_about", true) --[[ Variable[ ]]


title: A Hole in the Wall: "A fit service weapon for a fit offi..."
sequence: 0
userscript: GainItem("antique_rifle");
dialoguetext:
A fit service weapon for a fit officer. Too bad it doesn't work -- it looks like it's been out of order for years.


title: A Hole in the Wall: "Wait, what, really? You're not goin..."
sequence: 0
dialoguetext:
Wait, what, really? You're not going to look inside a secret compartment behind the wall? Okay, officer... *Okay*.


title: Hand/Eye Coordination: "An old Belle-Magrave rifle, Revolut..."
sequence: 0
userscript: SetVariableValue("tc.belle_magrave", true) --[[ Variable[ ]]
dialoguetext:
An old Belle-Magrave rifle, Revolutionary-era. Prized for its reliability more than it's accuracy. The rest are probably Belle-Magraves too, just too damaged to be sure.


title: Kim Kitsuragi: ""It means there are firearms -- alb..."
sequence: 0
userscript: XPTinySetBool("XP.kim_rifle_here")--[[ Variable[ ]]
dialoguetext:
"It means there are firearms -- albeit inoperable -- still lying around in Martinaise. It's an interesting coincidence, I would say. Might come in useful in the future."


title: Kim Kitsuragi: ""It means there are firearms -- bre..."
sequence: 0
userscript: XPTinySetBool("XP.kim_rifle_here")--[[ Variable[ ]]
dialoguetext:
"It means there are firearms -- breechloaders -- still lying around in Martinaise. This would have been good in our case against Ruby for Titus. Too late for that now, but still -- might be useful down the road..."


title: Kim Kitsuragi: ""It means there are firearms -- bre..."
sequence: 0
userscript: XPTinySetBool("XP.kim_rifle_here")--[[ Variable[ ]]
dialoguetext:
"It means there are firearms -- breechloaders -- still lying around in Martinaise. This could prove useful in our case against Ruby for Titus. Men are easily swayed by the sight of a rifle."


title: A Hole in the Wall: "It means there are firearms -- albe..."
sequence: 0
userscript: XPTinySetBool("XP.kim_rifle_here")--[[ Variable[ ]]
dialoguetext:
It means there are firearms -- albeit inoperable -- still lying around Martinaise. This is an interesting coincidence. Could prove useful in some way. You don't know *how* yet, but it might be useful down the road…


title: A Hole in the Wall: "It means there are firearms -- fron..."
sequence: 0
userscript: XPTinySetBool("XP.kim_rifle_here")--[[ Variable[ ]]
dialoguetext:
It means there are firearms -- front loaders -- still lying around Martinaise. This would have been good in our case against Ruby for Titus. Too late for that now, but still -- might be useful down the road...


title: A Hole in the Wall: "It means there are firearms -- fron..."
sequence: 0
userscript: XPTinySetBool("XP.kim_rifle_here")--[[ Variable[ ]]
dialoguetext:
It means there are firearms -- front loaders -- still lying around Martinaise. This could prove useful in our case against Ruby for Titus. Men are easily swayed by the sight of a rifle...


title: Kim Kitsuragi: ""It's the same *type* of weapon, ye..."
sequence: 0
dialoguetext:
"It's the same *type* of weapon, yes -- a breechloader. But it's not the same gun. This one's been out of order for *years...* I'm afraid our search for the real murder weapon must continue."


title: Reaction Speed: "This is definitely the same make of..."
sequence: 0
dialoguetext:
This is definitely the same make of gun as the one that fired the fatal bullet in the murder case. It's not the murder weapon itself, but still... you should have it, just in case.


title: Kim Kitsuragi: ""It's the same *type* of weapon, ye..."
sequence: 0
dialoguetext:
"It's the same *type* of weapon, yes. A breechloader. An interesting coincidence that we should find something so similar. But I'm afraid our search for the real murder weapon must continue."


title: Kim Kitsuragi: ""For that we would have to take a c..."
sequence: 0
dialoguetext:
"For that we would have to take a closer look at the bullet you found, officer. I wouldn't read too much into this, yet -- what we have discovered here is an *inoperable antique*."


title: barbell hub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("doomed.seen_gym", true) ; SetVariableValue("doomed.barbell_main_hub_reached", true) --[[ Variable[ ]]


title: Physical Instrument: "You manage to hoist it off the grou..."
dialoguetext:
You manage to hoist it off the ground, but the barbell feels wobbly and dangerous, your hands slick with sweat. Turns out you're no beast, just an old man with bad form.

sequence:
HideActualHeld(); BanishInterface(true)@1; FocusCamera(barbell_focus_cam)@1; PlayAnimation(Tequila Sunset, BarbellF)@3; ResetCamera(2)@10.5; BanishInterface(false)@12; ShowActualHeld()@10; LuaRun(DamageEndurance(1))@8;Release()


title: Physical Instrument: "A warm wave of accomplishment washe..."
dialoguetext:
A warm wave of accomplishment washes over your head, as you drop the barbell to the floor. For a moment it feels like you're strong enough to succeed at anything you ever set your mind to.

sequence:
BanishInterface(true)@0.5;FocusCamera(barbell_focus_cam)@1;StartTime()@2; SetTriggerAnimation(Barbell, end)@2; PlayAnimation(Tequila Sunset, end)@2->Message(ended);ShowActualHeld()@Message(ended);BanishInterface(false)@9;ResetCamera(2)@Message(ended);LuaRun(HealVolition(1))@3.8;


title: Physical Instrument: "Conjuring up an inhuman amount of s..."
userscript: SetVariableValue("doomed.gym_barbell_wcheck_success", true) --[[ Variable[ ]]
dialoguetext:
Conjuring up an inhuman amount of strength, you raise the barbell up in the air. Your biceps tremble, but you're a savage. This is a children's game!

sequence:
HideActualHeld(); BanishInterface(true)@1;FocusCamera(barbell_focus_cam)@1;SetTriggerAnimation(Barbell, BarbellS)@3;SetTriggerAnimation(Tequila Sunset, BarbellS)@3->Message(barbellUp);StopTime()@9.5; BanishInterface(false)@12.5;ResetCamera(2)@10.5;Release()


title: Inland Empire: "Hey, but you're still in a ghost ho..."
sequence: 0
dialoguetext:
Hey, but you're still in a ghost house... What if someone heard this? What if they know you're here?!


title: Kim Kitsuragi: ""At the station gym, I mean. I pref..."
sequence: 0
dialoguetext:
"At the station gym, I mean. I prefer running. It clears your head..." The lieutenant steps away from the barbell, letting your recover in peace.


title: Physical Instrument: "It's 60 kg. Your triceps hum at the..."
sequence: 0
dialoguetext:
It's 60 kg. Your triceps hum at the sight of these weights. Show the world what kind of beast it's dealing with. Lift them.


title: Kim Kitsuragi: ""It would be a violation of EPIS sa..."
sequence: 0
dialoguetext:
"It would be a violation of EPIS safety regulations if the gym was still operating. But it isn't. No one's supposed to come here anymore."


title: Inland Empire: "No, it's not that... It's the stale..."
sequence: 0
dialoguetext:
No, it's not that... It's the stale smell of rubber, the squeaky sound of sneakers, your bruised knee against the mat. And a whistle... then the feeling is gone.


title: Physical Instrument: "A warm wave of accomplishment washe..."
dialoguetext:
A warm wave of accomplishment washes over your head, as you drop the barbell to the floor. For a moment it feels like you're strong enough to succeed at anything you ever set your mind to.

sequence:
BanishInterface(true)@0.5;StartTime()@2; SetTriggerAnimation(Barbell, end)@2; PlayAnimation(Tequila Sunset, end)@1;ShowActualHeld()@10;BanishInterface(false)@9;


title: Project Dread Board: "This old green chalkboard is covere..."
sequence: 0
dialoguetext:
This old green chalkboard is covered in scribbles, sketches and schemes like some ancient cave mural.


title: Project Dread Board: "This is a monthly calendar from the..."
sequence: 0
userscript: SetVariableValue("doomed.moodboard_read_calendar", true) --[[ Variable[ ]]
dialoguetext:
This is a monthly calendar from the year '50. Cryptic words like 'sprint', 'daily minime', and 'GPI' span the marker-drawn grid -- the grand scheme of production and money.


title: Project Dread Board: "As time goes on, the numbers in the..."
sequence: 0
dialoguetext:
As time goes on, the numbers in the boxes grow rarer and rarer. The board becomes an empty snowfield in the final days... Only failure and regret dwell in this region.


title: Project Dread Board: "A note in the bottom left corner of..."
sequence: 0
dialoguetext:
A note in the bottom left corner of the chalkboard says: "SEE THE PROD. SCHEDULE FILAMENT FOR DETAILS."


title: Project Dread Board: "The handwriting is only partly legi..."
sequence: 0
userscript: SetVariableValue("doomed.moodboard_read_slogans", true) --[[ Variable[ ]]
dialoguetext:
The handwriting is only partly legible, but you can still make out three slogans: 'Call in, tune out!', 'WIRRÂL UNTETHERED', and 'Heat death of the Universe'...


title: Empathy: "Everyone is constantly teetering on..."
sequence: 0
dialoguetext:
Everyone is constantly teetering on the edge of the abyss. An abyss of *production*. These squares look orderly but beneath them is chaos, worry, pain...


title: Encyclopedia: "'Minime' stands for a 'mini-meeting..."
sequence: 0
dialoguetext:
'Minime' stands for a 'mini-meeting'. It's part of a bigger framework for managing work called R.U.N. Station 41 tried to implement it a few years ago, but failed.


title: Project Dread Board: "These lithe, pointy-eared creatures..."
sequence: 0
dialoguetext:
These lithe, pointy-eared creatures appear to be different types of *welkins*. You make out autumnal *candle-welkins* casting wax-based magic...


title: Project Dread Board: "Your flashlight slides over an old..."
sequence: 0
dialoguetext:
Your flashlight slides over an old green chalkboard covered in scribbles, sketches and schemes like some ancient cave mural.


title: Project Dread Board: "The photo collage depicts barren, i..."
sequence: 0
dialoguetext:
The photo collage depicts barren, icy landscapes wrapped in perpetual night. You see permafrost and glacial landforms, dead trees groaning under the snow.


title: Conceptualization: "This looks like an *enormous improv..."
sequence: 0
dialoguetext:
This looks like an *enormous improvement* on the classic Wirrâl setting. Much more *advanced*. Light years ahead.


title: Kim Kitsuragi: "The lieutenant can't help but comme..."
sequence: 0
dialoguetext:
The lieutenant can't help but comment: "An inordinate amount of time has gone into drawing these little welkin creatures..."


title: Kim Kitsuragi: ""Mhm... political commentary. That..."
sequence: 0
dialoguetext:
"Mhm... political commentary. That one has a great beard too..." The lieutenant nods at the welkin's facial hair.


title: Conceptualization: "If they put this much effort into m..."
sequence: 0
userscript: SetVariableValue("doomed.moodboard_concept_dweorgr", true) --[[ Variable[ ]]
dialoguetext:
If they put this much effort into making welkin cooler, imagine what they did with the dweorg and the humans?


title: Project Dread Board: "Entire oceans have been frozen from..."
sequence: 0
dialoguetext:
Entire oceans have been frozen from shore to shore. There are pictures of settlements on dried up riverbeds, abandoned in a storm. Animal corpses in the dark, carcasses and bones.


title: Project Dread Board: "A pinned postcard reads: 'The heat..."
sequence: 0
dialoguetext:
A pinned postcard reads: 'The heat death scenario -- a desperate fight for geothermal energy engulfs the world as Wirrâl becomes untethered from its sun, drifting through the Universe.'


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.moodboard_read_slogans"] == true  and  Variable["doomed.moodboard_read_calendar"] == true  and  Variable["doomed.moodboard_viewed_drawings"] == true  and  Variable["doomed.moodboard_viewed_photos"] == true  and  Variable["doomed.fireplace_have_read_it"] == true  and  Variable["doomed.doomed_radiocomputer_turned_on"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.moodboard_read_slogans"] == true  and  Variable["doomed.moodboard_read_calendar"] == true  and  Variable["doomed.moodboard_viewed_drawings"] == true  and  Variable["doomed.moodboard_viewed_photos"] == true  and  Variable["doomed.fireplace_have_read_it"] == true  and  Variable["doomed.doomed_radiocomputer_turned_on"] == true)

conditionstring:
(Variable["doomed.moodboard_read_slogans"] == true  and  Variable["doomed.moodboard_read_calendar"] == true  and  Variable["doomed.moodboard_viewed_drawings"] == true  and  Variable["doomed.moodboard_viewed_photos"] == true  and  Variable["doomed.fireplace_have_read_it"] == true  and  Variable["doomed.doomed_radiocomputer_turned_on"] == true) == false


title: Project Dread Board: "Some of the writing has faded with..."
sequence: 0
dialoguetext:
Some of the writing has faded with age, but you can still make out sections here and there; photos and drawings have been pinned to the board.


title: Project Dread Board: "The huldur, the dweorg, the humans,..."
sequence: 0
userscript: SetVariableValue("tc.welkin", true) --[[ Variable[ ]]
dialoguetext:
The huldur, the dweorg, the humans, and even headless men... all of them. Purged. Imagine a world filled *only* with welkin! Green welkin, dread welkin... and the high welkin to rule them all.


title: Project Dread Board: "*Translucent welkins* with organs s..."
sequence: 0
dialoguetext:
*Translucent welkins* with organs shining under their skin, and even aether welkins -- hailing from the vast emptiness of sidereal space.


title: Project Dread Board: "It's Vaarahamira, a *high welkin* -..."
sequence: 0
dialoguetext:
It's Vaarahamira, a *high welkin* -- his face white and scarred like cracked marble. This is clearly a welkin supremacist. The note says: 'All non-welkin races will be purged.'


title: Encyclopedia: "You see primitive oil rigs built in..."
sequence: 0
dialoguetext:
You see primitive oil rigs built into glaciers -- by *boreal dweorg* -- yurts under the snow, great mammoth-like beasts of burden...


title: Electrochemistry: "Albeit dark and cold, this vision a..."
sequence: 0
dialoguetext:
Albeit dark and cold, this vision also feels cosy in its own way. Like eggnog, or morphine! A much needed respite from our own world.


title: Pain Threshold: "So much pain. Back pain, neck pain,..."
sequence: 0
dialoguetext:
So much pain. Back pain, neck pain, headaches, carpal tunnel, chest pain... no gym membership can make up for working in this manner.


title: Perception (Sight): "The full text reads: 'Heat death of..."
sequence: 0
dialoguetext:
The full text reads: 'Heat death of the Universe is the new black'. Another note says: 'The biggest advancement in role-playing systems since the Thirties'.


title: Shivers: "Outside, a cold wind wraps the buil..."
sequence: 0
dialoguetext:
Outside, a cold wind wraps the building in its bosom. Snowflakes in the wind. An old woman passes what the locals call the Doomed Commercial Area. She tries hard not to look at the bookstore windows. It's *unwise*.


title: Mainframe: "This appears to be some kind of mac..."
sequence: 0
dialoguetext:
This appears to be some kind of machine with a cube-shaped heart and a wired framework. The keyboard has a rectangular ON/OFF button; a piece of paper still hangs from the printer.


title: You: "Read the printout."
dialoguetext: Read the printout.
sequence: AudioPlay(doomed/central_furnace/read-report-01,1);
conditionstring:
Variable["doomed.radiocomputer_printed_dev_schedule"]  or  Variable["doomed.radiocomputer_printed_offsite_copy"]


title: Mainframe: "Behind the hatch sits a cube-like c..."
sequence: 0
dialoguetext:
Behind the hatch sits a cube-like crisscross of filaments, smouldering in the dark like fireflies. Silver tape on the side says in a black marker: "THE OFF-SITE COPY".


title: Mainframe: "Behind the hatch sits a cube-like c..."
sequence: 0
dialoguetext:
Behind the hatch sits a cube-like crisscross of filaments, smouldering in the dark like fireflies. Silver tape on the side says in a black marker: "THE PRODUCTION SCHEDULE".


title: Mainframe: "It sounds like something cracks, be..."
dialoguetext: It sounds like something cracks, before the piece of paper starts filling up with pure black ink.
sequence: AudioPlay(doomed/central_furnace/printer-02,1)@1;
userscript:
SetVariableValue("doomed.radiocomputer_printed_offsite_copy", true) ; SetVariableValue("doomed.radiocomputer_printed_dev_schedule", false) --[[ Variable[ ]]


title: Mainframe: "With a quiet determination the prin..."
sequence: AudioPlay(doomed/central_furnace/printer-01,1)@1.5;
dialoguetext:
With a quiet determination the printer starts printing, a piece of paper unfolding like a hand-held fan. A black criss-cross of letters covers its surface.

userscript:
SetVariableValue("doomed.radiocomputer_printed_dev_schedule", true) ; SetVariableValue("doomed.radiocomputer_printed_offsite_copy", false) --[[ Variable[ ]]


title: Mainframe: "The paper is soaked with ink, its m..."
sequence: 0
dialoguetext:
The paper is soaked with ink, its monochrome darkness spanning from margin to margin... It's not possible to make out any information.


title: Mainframe: "Fortress Accident employed 18 peopl..."
sequence: 0
dialoguetext:
Fortress Accident employed 18 people, the bulk of the team composed of writers and concept artists. There were also radio programmers, sound engineers, a CEO, two marketing experts...


title: Mainframe: "No, definitely not. A few more prod..."
sequence: 0
dialoguetext:
No, definitely not. A few more producers could have come handy though -- especially when dealing with writers, some of whom routinely skipped work because of 'mental health issues' and extremely unprofessional sleep schedules...


title: Mainframe: "The machine lights up like some pre..."
sequence: LuaRun(SetAreaState("DOOMED_RADIOCOMPUTER", "on"));AudioPlay(church/mainframe/radiocomputer-01,1);
dialoguetext:
The machine lights up like some prehistoric animal stirring from its slumber, revealing virescent PLAY and PRINT keys on the keyboard. The hatch on the machine's central compartment is wide open.


title: Electrochemistry: "But on the other hand, their obliga..."
sequence: 0
dialoguetext:
But on the other hand, their obligations *were* piling up at an inhuman rate -- a rate that could only be amended by Pyrholidon.


title: You: "Insert THE OFF-SITE COPY."
dialoguetext: Insert THE OFF-SITE COPY.
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_inserted_dev_schedule"] == false  and  CheckItem("filament_memory_off_site_copy") == true  and  Variable["doomed.radiocomputer_know_how_to_insert_fil_memory"] == true

userscript:
SetVariableValue("doomed.radiocomputer_inserted_offsite_copy", true) ; LoseItem("filament_memory_off_site_copy")--[[ Variable[ ]]


title: You: "Insert THE PRODUCTION SCHEDULE."
dialoguetext: Insert THE PRODUCTION SCHEDULE.
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_inserted_offsite_copy"] == false  and  CheckItem("filament_memory_production_schedule") == true  and  Variable["doomed.radiocomputer_know_how_to_insert_fil_memory"] == true

userscript:
SetVariableValue("doomed.radiocomputer_inserted_dev_schedule", true) ; LoseItem("filament_memory_production_schedule")--[[ Variable[ ]]


title: You: "Remove THE OFF-SITE COPY."
dialoguetext: Remove THE OFF-SITE COPY.
sequence: 0
conditionstring: Variable["doomed.radiocomputer_inserted_offsite_copy"] == true
userscript:
SetVariableValue("doomed.radiocomputer_inserted_offsite_copy", false) ; GainItem("filament_memory_off_site_copy"); SetVariableValue("doomed.radiocomputer_guessed_parole_right_offsite", false) --[[ Variable[ ]]


title: You: "Remove THE PRODUCTION SCHEDULE."
dialoguetext: Remove THE PRODUCTION SCHEDULE.
sequence: 0
conditionstring: Variable["doomed.radiocomputer_inserted_dev_schedule"] == true
userscript:
SetVariableValue("doomed.radiocomputer_inserted_dev_schedule", false) ; GainItem("filament_memory_production_schedule"); SetVariableValue("doomed.radiocomputer_guessed_parole_right_schedule", false) --[[ Variable[ ]]


title: Mainframe: "Like a smooth drawer, the filament..."
sequence: 0
userscript: XPMinorSetBool("XP.slide_the_offsitecopy_into_radiocomputer_in_doomed")--[[ Variable[ ]]
dialoguetext:
Like a smooth drawer, the filament slides into place. On the keyboard, the PLAY key starts blinking.


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.radiocomputer_repeater_station_called_once"] == true  or  Variable["church.mainframe_repeater_station_called_once"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.radiocomputer_repeater_station_called_once"] == true  or  Variable["church.mainframe_repeater_station_called_once"] == true)

conditionstring:
(Variable["doomed.radiocomputer_repeater_station_called_once"] == true  or  Variable["church.mainframe_repeater_station_called_once"] == true) == false


title: Inland Empire: "Have you stirred the ghost of the D..."
sequence: 0
dialoguetext:
Have you stirred the ghost of the Doomed Commercial Area from its rest? Could this be its dismembered heart, beginning to flutter?


title: Mainframe: "...and a single overburdened produc..."
sequence: 0
dialoguetext:
...and a single overburdened producer who developed a habit of popping Pyrholidon in the basement to escape his obligations.


title: Mainframe: "The first few pages give an overvie..."
sequence: 0
dialoguetext:
The first few pages give an overview of the capital and workforce, while the rest of it seems to be a production schedule.


title: Mainframe: "It was impossible not to fail. The..."
sequence: 0
dialoguetext:
It was impossible not to fail. The project was too large and no amount of money could satiate the ever-expanding ambitions of the development team.


title: Mainframe: "Tiles on the cube are still smoulde..."
sequence: 0
dialoguetext:
Tiles on the cube are still smouldering, casting the framework in a soft glow. Virescent PLAY and PRINT keys shine on the keyboard.


title: Mainframe: "It's a project report written by th..."
sequence: 0
dialoguetext:
It's a project report written by the lead producer Andrew 'Andy' Schott about 'Wirrâl Untethered', a radio game developed by studio Fortress Accident.


title: Perception: "A single speck of white shines out..."
sequence: 0
userscript: SetVariableValue("doomed.radiocomputer_perc_redcheck_success", true) --[[ Variable[ ]]
dialoguetext:
A single speck of white shines out from the shade -- for some reason the printer decided to spare this one tiny dot of paper.


title: Kim Kitsuragi: ""Odd." The lieutenant runs his hand..."
sequence: 0
dialoguetext:
"Odd." The lieutenant runs his hand over the ink-soaked paper, staining his fingertips. "Something is obviously broken here."


title: Mainframe: "A dusty radiocomputer sleeps on its..."
sequence: 0
dialoguetext:
A dusty radiocomputer sleeps on its wired frame, forgotten and unused. Its keyboard has a rectangular ON/OFF button; a piece of paper still hangs from the printer.


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.radiocomputer_inserted_dev_schedule"] == true  or  Variable["doomed.radiocomputer_inserted_offsite_copy"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.radiocomputer_inserted_dev_schedule"] == true  or  Variable["doomed.radiocomputer_inserted_offsite_copy"] == true)

conditionstring:
(Variable["doomed.radiocomputer_inserted_dev_schedule"] == true  or  Variable["doomed.radiocomputer_inserted_offsite_copy"] == true) == false


title: Mainframe: "No. Even then success remained with..."
sequence: 0
dialoguetext:
No. Even then success remained within an ever-narrowing margin of possibility that, despite everything, never entirely disappeared...


title: Mainframe: "At the eleventh hour, the lead desi..."
sequence: 0
dialoguetext:
At the eleventh hour, the lead designer, Zsiemsk-born Sulisław Zawisza, decided that what 'Wirrâl Untethered' needed was a secret mystical location at the extreme edge of the map...


title: Mainframe: "On the nature of the data loss, the..."
sequence: 0
dialoguetext:
On the nature of the data loss, there's ominously little information in the production log. It comes at the very end, where things get fuzzy and dark, where tables and numbers seem to vanish into an eerie nothingness, before their Igaunijan investor pulled the plug...


title: Mainframe: "The team spent weeks on the phone w..."
sequence: 0
dialoguetext:
The team spent weeks on the phone with Lintel, the service provider, but despite their diagnostics they could never produce a satisfactory explanation or pay for the loss.


title: Mainframe: "Mysteriously enough, it seems that..."
sequence: 0
dialoguetext:
Mysteriously enough, it seems that the off-site copy happened to be *on-site* when the catastrophic data loss occurred...


title: Mainframe: "S. Luukanen-Kilde, the lead program..."
sequence: 0
dialoguetext:
S. Luukanen-Kilde, the lead programmer of Fortress Accident: "The off-site copy was on-site because there was no *off-site* anymore, not for me, not after eight months of crunch."


title: Mainframe: ""Still haven't gotten an answer fro..."
sequence: 0
dialoguetext:
"Still haven't gotten an answer from Lintel about what happened. All I could get were the physical coordinates of the error on the East-Insulindian front on that day. Since the computation happened on-air, I reckoned it had to coincide with an actually existing location..."


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

conditionstring:
(Variable["TASK.doomed_investigation"] == true  and  Variable["TASK.doomed_investigation_done"] == false) == false


title: Mainframe: "So many. At last count there were a..."
sequence: 0
dialoguetext:
So many. At last count there were approximately 10,000 heads for 10,000 headless men, all of which could be endlessly recombined.


title: Mainframe: ""I have compared the coordinates to..."
sequence: 0
userscript: SetVariableValue("doomed.radiocomputer_address", true) --[[ Variable[ ]]
dialoguetext:
"I have compared the coordinates to a map of Revachol West. Turns out it's only 800 metres from here. The address is Saint-Brune 1147. I am going there to look this thing in the eye..."


title: Mainframe: "This place was to be the *Valley of..."
sequence: 0
dialoguetext:
This place was to be the *Valley of the Heads* -- where the heads of all the *headless* constructs could be found. The player would have been able to choose a head for their headless party member, and each head would been voiced on-air by a professional actor.


title: Mainframe: "What is clear is that one day an un..."
sequence: 0
dialoguetext:
What is clear is that one day an unidentified numeric anomaly occurred on the East-Insulindian Lintel front, just as the 'Wirrâl Untethered' project was being compiled that day.


title: Mainframe: "It was the lead programmer's respon..."
sequence: 0
dialoguetext:
It was the lead programmer's responsibility to oversee weekly maintenance of the off-site copy and, well, keep it off-site. An explanatory note from the lead programmer has been attached.


title: Mainframe: "No, not the concept artists. It was..."
sequence: 0
dialoguetext:
No, not the concept artists. It wasn't even the writers, with their panic attacks and three-hour lunches...


title: Mainframe: "Even then, success remained within..."
sequence: 0
dialoguetext:
Even then, success remained within an ever-narrowing margin of possibility that, despite everything, never entirely disappeared...


title: Mainframe: "28462596809170545189064132121198688..."
sequence: 0
dialoguetext:


title: Mainframe: "81712034168186328968865048287367933..."
sequence: 0
dialoguetext:


title: Mainframe: "54267700577148994335147162504252365..."
sequence: 0
dialoguetext:


title: Mainframe: "96775404450779494836371756062326925..."
sequence: 0
dialoguetext:


title: Mainframe: "77813039057462082449171921311864129..."
sequence: 0
dialoguetext:


title: Mainframe: "76258658941236728171145526423894512..."
sequence: 0
dialoguetext:


title: Mainframe: "02081087738121624539858769697371425..."
sequence: 0
dialoguetext:


title: Mainframe: "32667332379617716965698582785832300..."
sequence: 0
dialoguetext:


dialoguetext: 0
sequence: Continue()
title:
!(IsTaskActive("TASK.locate_a_fridge")  or  IsTaskActive("TASK.go_see_the_fridge")--[[ Variable[ ]])

conditionstring:
(IsTaskActive("TASK.locate_a_fridge")  or  IsTaskActive("TASK.go_see_the_fridge")--[[ Variable[ ]]) == false


title: Kim Kitsuragi: ""A radiocomputer..." says the lieut..."
sequence: 0
dialoguetext:
"A radiocomputer..." says the lieutenant, watching you circle around the machine. "Just sitting here without anyone in sight." He sounds surprised and a bit cautious.

userscript:
SetVariableValue("doomed.radiocomputer_kim_has_seen_it", true) ; SetVariableValue("tc.radiocomputer", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Another radiocomputer..." says the..."
sequence: 0
dialoguetext:
"Another radiocomputer..." says the lieutenant, watching you circle around the machine. "Just sitting here without anyone in sight."

userscript:
SetVariableValue("doomed.radiocomputer_kim_has_seen_it", true) ; SetVariableValue("tc.radiocomputer", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Maybe the body has *stopped* decom..."
sequence: 0
dialoguetext:
"Maybe the body has *stopped* decomposing somehow..." He looks over his shoulder. "I don't know. You're in charge of this expedition, officer."


title: Kim Kitsuragi: ""It's your call." He looks over his..."
sequence: 0
dialoguetext:
"It's your call." He looks over his shoulder, then back at the machine. "You're in charge of this expedition, officer."


title: Interfacing: "This is the Rehm Civic radiocompute..."
sequence: 0
userscript: SetVariableValue("tc.radiocomputer", true) --[[ Variable[ ]]
dialoguetext:
This is the Rehm Civic radiocomputer, model RC5120, equipped with a Feld mainframe and a Rehm-compatible printer.


title: East-Insulindian Repeater Station: ""Good evening, Fortress Accident on..."
sequence: 0
conditionstring: IsEvening() or IsNight()
dialoguetext:
"Good evening, Fortress Accident on Rue de Saint-Ghislaine, this is East-Insulindian Repeater Station 1."


title: East-Insulindian Repeater Station: ""Good morning, Fortress Accident on..."
sequence: 0
conditionstring: IsMorning()
dialoguetext:
"Good morning, Fortress Accident on Rue de Saint-Ghislaine, this is East-Insulindian Repeater Station 1."


title: East-Insulindian Repeater Station: ""Good afternoon, Fortress Accident..."
sequence: 0
conditionstring: IsAfternoon()
dialoguetext:
"Good afternoon, Fortress Accident on Rue de Saint-Ghislaine, this is East-Insulindian Repeater Station 1."


title: You: ""What are you, a *machine*? Or are..."
dialoguetext: "What are you, a *machine*? Or are you *alive*?"
sequence: 0
userscript: SetVariableValue("doomed.radiocomputer_asked_what_are_you", true) --[[ Variable[ ]]
conditionstring:
Variable["church.mainframe_asked_what_are_you"] == false  and  Variable["doomed.radiocomputer_interfacing_humaninterface"] == false


title: East-Insulindian Repeater Station: ""Yes, I am alive. I am 74 years old..."
sequence: 0
dialoguetext:
"Yes, I am alive. I am 74 years old and my name is Yvonne. Now please repeat, is this the production schedule?"


title: East-Insulindian Repeater Station: ""Lonely?" For the first time you he..."
sequence: 0
dialoguetext:
"Lonely?" For the first time you hear her chuckle through the rustle of static. "Why would it get lonely, I get to talk to people all day."


title: You: ""What's the production schedule?""
dialoguetext: "What's the production schedule?"
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_inserted_dev_schedule"] == true  and  Variable["doomed.radiocomputer_asked_whats_filament"] == false  and  Variable["church.mainframe_asked_whats_personal_log"] == false


title: East-Insulindian Repeater Station: ""Received. I will *register* this l..."
dialoguetext: "Received. I will *register* this log-in attempt."
sequence: 0
userscript:
SetVariableValue("doomed.radiocomputer_guessed_parole_wrong_and_got_reported_offsite_copy", true) --[[ Variable[ ]]


title: East-Insulindian Repeater Station: "The voice recites: "I am contractua..."
sequence: 0
dialoguetext:
The voice recites: "I am contractually obliged to protect the privacy of the filament holder Fortress Accident. Without filing a warrant with Lintel, I cannot give you access to this filament."


title: Kim Kitsuragi: ""What, you're just going to guess?"..."
sequence: 0
dialoguetext:
"What, you're just going to guess?" The lieutenant shakes his head, staring at the glowing radiocomputer. Seems like the repeater station hasn't heard his words however, for the line is still silent.


title: East-Insulindian Repeater Station: ""Fortress Accident is the company o..."
sequence: 0
dialoguetext:
"Fortress Accident is the company on whose name the terminal you're currently using has been registered to."


title: You: ""What's the off-site copy?""
dialoguetext: "What's the off-site copy?"
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_inserted_offsite_copy"] == true  and  Variable["doomed.radiocomputer_asked_whats_filament"] == false  and  Variable["church.mainframe_asked_whats_personal_log"] == false


title: East-Insulindian Repeater Station: ""Good, I've unlocked the off-site c..."
sequence: 0
userscript: SetVariableValue("doomed.radiocomputer_guessed_parole_right_offsite", true) --[[ Variable[ ]]
dialoguetext:
"Good, I've unlocked the off-site copy. After ending the call, please press PRINT to access the filament."


title: Kim Kitsuragi: ""Really? She just used the same pas..."
sequence: 0
dialoguetext:
"Really? She just used the same password?" The lieutenant seems almost disappointed to discover that, as he murmurs:  "Maybe those radiocomputer guys aren't that paranoid after all..."


title: East-Insulindian Repeater Station: ""Good, I've unlocked the production..."
sequence: 0
userscript: SetVariableValue("doomed.radiocomputer_guessed_parole_right_schedule", true) --[[ Variable[ ]]
dialoguetext:
"Good, I've unlocked the production schedule. After ending the call, please press PRINT to access the filament."


title: East-Insulindian Repeater Station: ""Received. I will *register* this l..."
dialoguetext: "Received. I will *register* this log-in attempt."
sequence: 0
userscript:
SetVariableValue("doomed.radiocomputer_guessed_parole_wrong_and_got_reported_dev_schedule", true) --[[ Variable[ ]]


title: You: ""Let's try the password for the pro..."
dialoguetext: "Let's try the password for the production schedule."
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_inserted_dev_schedule"] == true  and  (Variable["doomed.radiocomputer_asked_whats_filament"] == true  or  Variable["church.mainframe_asked_whats_personal_log"] == true)


title: You: ""I might have a password for the of..."
dialoguetext: "I might have a password for the off-site copy."
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_inserted_offsite_copy"]  and  (Variable["doomed.radiocomputer_asked_whats_filament"] == true  or  Variable["church.mainframe_asked_whats_personal_log"] == true)


title: East-Insulindian Repeater Station: ""Yes, I am alive. I am 74 years old..."
sequence: 0
dialoguetext:
"Yes, I am alive. I am 74 years old and my name is Yvonne. Now please repeat, is this the off-site copy?"


title: East-Insulindian Repeater Station: ""Good, thank you." It's not clear w..."
sequence: 0
dialoguetext:
"Good, thank you." It's not clear whether she recognizes your voice. "Please repeat, is this the production schedule?"


title: East-Insulindian Repeater Station: ""Good, thank you." It's not clear w..."
sequence: 0
dialoguetext:
"Good, thank you." It's not clear whether she recognizes your voice. "Please repeat, how can I help you?"


title: East-Insulindian Repeater Station: ""Good, thank you." It's not clear w..."
sequence: 0
dialoguetext:
"Good, thank you." It's not clear whether she recognizes your voice. "Please repeat, is this the off-site copy?"


title: You: "Skim through the production schedul..."
dialoguetext: Skim through the production schedule, whatever it is.
sequence: AudioPlay(doomed/central_furnace/read-report-01,1);
userscript:
SetVariableValue("doomed.radiocomputer_fortress_accident_why_failed_clicked", true) --[[ Variable[ ]]


title: Mainframe: "In its short time of existence, For..."
sequence: 0
dialoguetext:
In its short time of existence, Fortress Accident SCA managed to burn through truly *insane* amounts of money.


title: Mainframe: "Four months later by an unknown aut..."
sequence: 0
dialoguetext:
Four months later by an unknown author: "I am the only one left and it's gotten rather damp here. A few other businesses have gone under too. Slipstream switched to making skis and the hairdressers just left, cursing Martinaise. They're right, though, something's seriously wrong with this place. Martinaise, all of it."


title: Mainframe: ""I didn't have a home anymore, so I..."
sequence: 0
dialoguetext:
"I didn't have a home anymore, so I started keeping it in the basement, in the ice bear refrigerator (near where I went to sleep). It was perfectly safe there, the temperature conditions were *optimal*."


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.radiocomputer_asked_what_are_you"]  or Variable["church.mainframe_asked_what_are_you"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.radiocomputer_asked_what_are_you"]  or Variable["church.mainframe_asked_what_are_you"])

conditionstring:
(Variable["doomed.radiocomputer_asked_what_are_you"]  or Variable["church.mainframe_asked_what_are_you"]) == false


title: Kim Kitsuragi: ""Really? She just used the same pas..."
sequence: 0
dialoguetext:
"Really? She just used the same password?" The lieutenant seems almost disappointed to discover that.


title: Mainframe: "The dusty radiocomputer sleeps on i..."
sequence: 0
dialoguetext:
The dusty radiocomputer sleeps on its wired frame, forgotten and unused. Its keyboard has a rectangular ON/OFF button; a piece of paper still hangs from the printer.


dialoguetext: 0
sequence: Continue()
title:
Variable["church.mainframe_log_password"]  or  Variable["doomed.radiocomputer_concept_password_after_death"]  or  Variable["doomed.radiocomputer_reached_password_hub"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.mainframe_log_password"]  or  Variable["doomed.radiocomputer_concept_password_after_death"]  or  Variable["doomed.radiocomputer_reached_password_hub"])

conditionstring:
(Variable["church.mainframe_log_password"]  or  Variable["doomed.radiocomputer_concept_password_after_death"]  or  Variable["doomed.radiocomputer_reached_password_hub"]) == false


dialoguetext: 0
sequence: Continue()
title:
(CheckItem("filament_memory_production_schedule")  or  CheckItem("filament_memory_off_site_copy"))  and  Variable["church.mainframe_log_password"]


dialoguetext: 0
sequence: Continue()
title:
!((CheckItem("filament_memory_production_schedule")  or  CheckItem("filament_memory_off_site_copy"))  and  Variable["church.mainframe_log_password"])

conditionstring:
((CheckItem("filament_memory_production_schedule")  or  CheckItem("filament_memory_off_site_copy"))  and  Variable["church.mainframe_log_password"]) == false


title: Encyclopedia: "Igaunija -- a god-forsaken (and tin..."
sequence: 0
dialoguetext:
Igaunija -- a god-forsaken (and tiny) territory in Graad that has not once, but twice wasted its independence on microfascism. The less said about Igaunija the better. Matter of fact, let's stop saying things about it right now and continue what we were doing.


title: Safety Curtains: "An iron safety curtain curves befor..."
sequence: 0
dialoguetext:
An iron safety curtain curves before your eyes, folded like a bellows. It covers half the room -- blocking the way into a colossal industrial chimney.


title: You: "Knock on it."
dialoguetext: Knock on it.
sequence: 0
userscript: SetVariableValue("doomed.curtains_knocked", true) --[[ Variable[ ]]
conditionstring:
Variable["doomed.curtains_knocked"] == false  and  Variable["doomed.furnace_yelling_failed_once"] == false


title: You: "Knock on it harder."
dialoguetext: Knock on it harder.
sequence: 0
userscript: SetVariableValue("doomed.curtains_knocked_twice", true) --[[ Variable[ ]]
conditionstring:
Variable["doomed.curtains_knocked"] == true  and  Variable["doomed.curtains_knocked_twice"] == false  and  Variable["doomed.furnace_yelling_failed_once"] == false


title: You: "Knock *even* harder!"
dialoguetext: Knock *even* harder!
sequence:
SetTriggerAnimation(Tequila Sunset, GenericPunch); AudioPlay(doomed/curtains/iron-door-punching-01,0.4)@0.7;

conditionstring:
Variable["doomed.curtains_knocked_twice"] == true  and  Variable["doomed.furnace_yelling_failed_once"] == false


title: Kim Kitsuragi: ""Why do you think there's something..."
sequence: 0
dialoguetext:
"Why do you think there's something on the other side necessarily?" the lieutenant asks, but you can see a spark of curiosity in his eyes.


title: Kim Kitsuragi: "The lieutenant sighs. "Ghosts aren'..."
sequence: 0
dialoguetext:
The lieutenant sighs. "Ghosts aren't real, didn't your parents tell you that? In any case, there's no way we can get in right now. Let's investigate further."


title: Logic: "If this is really an entrance to th..."
sequence: 0
dialoguetext:
If this is really an entrance to the chimney then there must be a furnace somewhere as well. Maybe there's another way to get in?


title: Physical Instrument: "There must be another way to wake u..."
sequence: 0
dialoguetext:
There must be another way to wake up whoever is in there... Maybe you should try yelling into the furnace downstairs?


title: Kim Kitsuragi: ""There must be another way to wake..."
sequence: 0
dialoguetext:
"There must be another way to wake up whoever is in there... Maybe we can try yelling into the furnace downstairs?"


title: You: ""Hello? I yelled, but it didn't wor..."
dialoguetext: "Hello? I yelled, but it didn't work..."
sequence: 0
conditionstring:
Variable["doomed.furnace_yelling_failed_once"]  and  Variable["doomed.furnace_whitecheck_success"] == false


title: Safety Curtains: "Again your voice becomes a raspy cr..."
sequence: 0
dialoguetext:
Again your voice becomes a raspy croak, mid-sentence. It's silent in the abandoned office building -- no one answers you.


title: Drama: "Sire, may we suggest something? Thi..."
sequence: 0
userscript: SetVariableValue("doomed.curtains_drama_performance", true) --[[ Variable[ ]]
dialoguetext:
Sire, may we suggest something? Think of the yelling-into-the-furnace as a *grand performance*. Use your chest voice, not your head voice. Sing from the diaphragm.


title: Safety Curtains: "As before, an iron safety curtain c..."
sequence: 0
dialoguetext:
As before, an iron safety curtain curves before your eyes. It covers half the room -- blocking the way into a colossal industrial chimney.


title: Kim Kitsuragi: ""There must be another way to wake..."
sequence: 0
dialoguetext:
"There must be another way to wake up whoever is in there... Maybe we should ask the lady in the bookstore what's going on here?"


title: Logic: "There must be another way to wake u..."
sequence: 0
dialoguetext:
There must be another way to wake up whoever is in there... Maybe you should talk to the lady in the bookstore, ask what's going on?


title: Frequency Fireplace: "This old fireplace is covered in li..."
sequence: 0
dialoguetext:
This old fireplace is covered in lines drawn in blue and red marker, the mesh spreading over the stone like blood vessels on alabaster skin. It looks ghostly and strangely ancient.


title: Conceptualization: "History classes. Students with thei..."
sequence: 0
dialoguetext:
History classes. Students with their textbooks open, studying the roots of our civilization. Those aquarelle-blue tiles looked beautiful in the sun.


title: Frequency Fireplace: "Radio frequencies, it seems. UKV123..."
sequence: 0
dialoguetext:
Radio frequencies, it seems. UKV123.6, UKV123.7, UKV123.9... some written notes too. Sparse and cryptic.


title: Frequency Fireplace: "You think so? The web is comprised..."
sequence: 0
dialoguetext:
You think so? The web is comprised of radio stations. All lead back to one red heart, titled: The Game Master Frequency. A note says: 'This one can listen in on any station it wants?!'


title: Kim Kitsuragi: ""My god..." The lieutenant leans cl..."
sequence: 0
dialoguetext:
"My god..." The lieutenant leans closer, his finger tracking the maddening rhizome. "It's as if the *less money* they had, the more ambitious their project became."


title: Perception (Sight): "A list of names under the stations..."
sequence: 0
dialoguetext:
A list of names under the stations suggests people across *six isolas* would be playing: Mundi, Insulinde, Katla, Graad, Samara, and even Iilmaraa.


title: Frequency Fireplace: "Nothing. It's just lines on marble,..."
sequence: 0
userscript: SetVariableValue("doomed.fireplace_have_read_it", true) --[[ Variable[ ]]
dialoguetext:
Nothing. It's just lines on marble, an echo from times long gone. No one has used the fireplace in ages.


title: Kim Kitsuragi: ""The schedule." He nods at the cale..."
sequence: 0
userscript: XPPicoSetBool("XP.kim_doom_spotted")--[[ Variable[ ]]
dialoguetext:
"The schedule." He nods at the calendar on the chalkboard, wiping his marker-stained fingers clean. "I know *doom* when I see it -- the company was running out of funding."


title: Kim Kitsuragi: ""Exactly." He nods at the calendar..."
sequence: 0
userscript: XPPicoSetBool("XP.kim_doom_spotted")--[[ Variable[ ]]
dialoguetext:
"Exactly." He nods at the calendar on the chalkboard, wiping his marker-stained fingers clean against his jacket. "This schedule -- I know *doom* when I see it. The company was running out of funding."


title: Frequency Fireplace: "Perhaps... The web is comprised of..."
sequence: 0
dialoguetext:
Perhaps... The web is comprised of radio stations. All lead back to one red heart, titled: The Game Master Frequency. A note says: 'This one can listen in on any station it wants?!'


title: Conceptualization: "Look: The skis and rotor blades bot..."
sequence: 0
dialoguetext:
Look: The skis and rotor blades both bear the same "Slipstream" logo. It seems likely that they started out making one, failed to turn a profit, and then pivoted to producing the other.


title: Perception (Sight): "Some specks of dust shimmer in a fa..."
sequence: 0
dialoguetext:
Some specks of dust shimmer in a faint beam of daylight falling from the window. Other than that, the room is dark.


title: Kim Kitsuragi: ""I doubt the electricity still work..."
sequence: 0
dialoguetext:
"I doubt the electricity still works... We should find a flashlight if we want to go on. There should be one in my Kineema."


title: Perception (Sight): "Some specks of dust shimmer in a ra..."
sequence: 0
dialoguetext:
Some specks of dust shimmer in a ray of streetlight falling from the window. Other than that, the room is dark.


title: Kim Kitsuragi: ""I doubt the electricity still work..."
sequence: 0
dialoguetext:
"I doubt the electricity still works... Good thing we have a flashlight on us. Don't forget to take it out of your bag before we move on."


title: Kim Kitsuragi: ""No need to look for *supra-natural..."
sequence: 0
dialoguetext:
"No need to look for *supra-natural* explanations where a banal one will do. Now, let's move on, shall we?"


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.doomed_investigation"]  or  Variable["tc.doomed_commercial_area"]  or  Variable["plaza.annette_heard_of_doomed"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.doomed_investigation"]  or  Variable["tc.doomed_commercial_area"]  or  Variable["plaza.annette_heard_of_doomed"])

conditionstring:
(Variable["TASK.doomed_investigation"]  or  Variable["tc.doomed_commercial_area"]  or  Variable["plaza.annette_heard_of_doomed"]) == false


title: Kim Kitsuragi: ""No need to look for *supra-natural..."
sequence: 0
dialoguetext:
"No need to look for *supra-natural* explanations where a banal one will do. Now, let's go get the flashlight, shall we?"


title: Kim Kitsuragi: ""You didn't *have* to ram the door..."
sequence: 0
dialoguetext:
"You didn't *have* to ram the door down, you know..." He looks around. "No one's been here for ages."


title: Kim Kitsuragi: ""Yes, I got that." The lieutenant s..."
sequence: 0
dialoguetext:
"Yes, I got that." The lieutenant shifts on his feet. "What I meant was -- what were they trying to achieve with this damn game..."


title: Kim Kitsuragi: ""It looks like one of those popular..."
sequence: 0
dialoguetext:
"It looks like one of those popular pen-and-paper role-playing games -- only these people were trying to *automate* it. Make it work on *radiocomputers*."


title: Kim Kitsuragi: ""Not to my knowledge. They make aut..."
sequence: 0
dialoguetext:
"Not to my knowledge. They make automated games in Graad, Messina, Königstein... You know, places with industry."


title: Kim Kitsuragi: ""Through call-in stations." He nods..."
sequence: 0
userscript: SetVariableValue("doomed.fireplace_kim_call_in_station", true) --[[ Variable[ ]]
dialoguetext:
"Through call-in stations." He nods at the fireplace. "None of the players have to be physically present... Anyone in the world can participate in the game, as long as they have a two-way radio."


title: Kim Kitsuragi: ""Indeed. Those *welkins* are a dead..."
sequence: 0
dialoguetext:
"Indeed. Those *welkins* are a dead giveaway." He points to the chalkboard. "Role-playing people love that stuff. The world looks like a modified version of the Wirrâl boardgame... with heat death thrown in."


title: Conceptualization: "Super cool! Someone should give the..."
sequence: 0
userscript: SetVariableValue("doomed.fireplace_rhetoric_give_them_money", true) --[[ Variable[ ]]
dialoguetext:
Super cool! Someone should give them millions of reál *immediately*. This game is too good to be left unfinished.


title: Kim Kitsuragi: ""Indeed. It's ambitious. And *untet..."
sequence: 0
dialoguetext:
"Indeed. It's ambitious. And *untethered* from reality, but..." The lieutenant tilts his head, thinking.


title: Kim Kitsuragi: ""Then there's the Game Master Frequ..."
sequence: 0
dialoguetext:
"Then there's the Game Master Frequency that listens in on the smaller call-in stations. I think that was supposed to coordinate the stories. Functioning as a master of ceremonies of sorts."


title: Kim Kitsuragi: "A half-smile breaks out on his face..."
sequence: 0
dialoguetext:
A half-smile breaks out on his face. "It's too late for that, I'm afraid," he says, looking around the derelict room. The pipes howl and a rat crosses the floor.


title: Kim Kitsuragi: ""Okay," he concludes. "Let's keep m..."
dialoguetext: "Okay," he concludes. "Let's keep moving."
sequence: 0
userscript:
SetVariableValue("doomed.fortress_accident_kim_switch_done", true) ; XPTinySetBool("XP.kim_keep_moving")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Yes -- especially in here." The li..."
sequence: 0
dialoguetext:
"Yes -- especially in here." The lieutenant looks around the derelict room. The pipes howl and a rat crosses the floor in front of your feet.


title: Kim Kitsuragi: ""Ah yes, the *doom* of bad business..."
sequence: 0
dialoguetext:
"Ah yes, the *doom* of bad business practices..." The lieutenant looks around the derelict room. The pipes howl and a rat crosses the floor.


title: You: ""You're right, this isn't just a pe..."
sequence: 0
dialoguetext:
"You're right, this isn't just a pen-and-paper role-playing game. They were trying to make it on *radiocomputers*."


title: Interfacing: "Coordinating so many games would ta..."
sequence: 0
dialoguetext:
Coordinating so many games would take a whole switchboard of people, possibly divided into sub-frequencies.


title: Kim Kitsuragi: ""But I don't think *anyone* has att..."
sequence: 0
dialoguetext:
"But I don't think *anyone* has attempted to create an *interisolary* game before. We just don't have the technology."


title: Kim Kitsuragi: ""I don't think so. I think they gen..."
sequence: 0
dialoguetext:
"I don't think so. I think they genuinely believed..." The lieutenant looks around the derelict room. The pipes howl and a rat crosses the floor.


title: Kim Kitsuragi: ""Does it say anything interesting?"..."
sequence: 0
dialoguetext:
"Does it say anything interesting?" The lieutenant leans closer to read the crumpled note over your shoulder.


title: You: "What's a filament memory?"
dialoguetext: What's a filament memory?
sequence: 0
conditionstring: Variable["doomed.icebear_read_the_note"] == true and Variable["tc.filament_memory"] == false
userscript:
SetVariableValue("doomed.icebear_what_is_filament_clicked", true) ; SetVariableValue("tc.filament_memory", true) --[[ Variable[ ]]


title: A Note from the Fridge: "The note is written with a blue pen..."
sequence: 0
dialoguetext:
The note is written with a blue pencil on a piece of lined office paper. The kitchen magnets have left spots on its surface.


title: A Note from the Fridge: "Someone has scribbled: "S, I can't..."
sequence: 0
dialoguetext:
Someone has scribbled: "S, I can't believe the off-site copy is still here! The illiterate ginger kid keeps stealing stuff from the studio, so I had to hide it somewhere safe."


title: A Note from the Fridge: ""You'll find the filament memory wi..."
sequence: 0
dialoguetext:
"You'll find the filament memory with the off-site copy in the frozen ice cream maker. Please take it home ASAP, it's important. I'd do it myself if I lived in a civilized place with a freezer. Take care, Sulisław."

userscript:
FinishTask("TASK.get_filament_from_fridge_done"); GainTask("TASK.find_the_filament_memory_soona")--[[ Variable[ ]]


title: Kim Kitsuragi: ""It belongs inside a radiocomputer,..."
sequence: 0
userscript: SetVariableValue("tc.filament_memory", true) --[[ Variable[ ]]
dialoguetext:
"It belongs inside a radiocomputer, storing its memory. It's like a tape -- you listen to disco tapes, right? It's like one of your disco tapes, only for a computer."


title: Kim Kitsuragi: ""Some local miscreant probably. The..."
sequence: 0
dialoguetext:
"Some local miscreant probably. There are tons of them running around in Martinaise, ready to stir up trouble. We usually dispatch our junior officers to deal with them."


title: Kim Kitsuragi: ""Really?" The lieutenant looks at y..."
sequence: 0
dialoguetext:
"Really?" The lieutenant looks at you, the corner of his mouth curved into a smug grin. "You don't have a single guess?"


title: Kim Kitsuragi: ""I'm placing my bets on a certain r..."
sequence: 0
userscript: XPPicoSetBool("XP.kim_ginger_kid")--[[ Variable[ ]]
dialoguetext:
"I'm placing my bets on a certain red-haired miscreant we met before. He'd probably try to pawn it for speed, based on our encounter."


title: Kim Kitsuragi: ""Oh, I'm sure that child would *lov..."
sequence: 0
userscript: XPPicoSetBool("XP.kim_ginger_kid")--[[ Variable[ ]]
dialoguetext:
"Oh, I'm sure that child would *love* to get his hands on a filament memory -- even if he doesn't know what to do with it. He'd probably try to pawn it for speed, based on our encounter."


title: Volition: "Really? You sure it isn't a certain..."
sequence: 0
dialoguetext:
Really? You sure it isn't a certain redhaired little gremlin who refers to himself in the third person?


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.fortress_accident_kim_switch_done"]  or Variable["doomed.dicemaker_fortress_explained"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.fortress_accident_kim_switch_done"]  or Variable["doomed.dicemaker_fortress_explained"])

conditionstring:
(Variable["doomed.fortress_accident_kim_switch_done"]  or Variable["doomed.dicemaker_fortress_explained"]) == false


title: Kim Kitsuragi: ""Looks like someone from that radio..."
sequence: 0
dialoguetext:
"Looks like someone from that radiogame company upstairs. I'm a little surprised they just left their property lying here."


title: You: "Where's the frozen ice cream maker?"
dialoguetext: Where's the frozen ice cream maker?
sequence: 0
conditionstring:
Variable["doomed.icebear_read_the_note"] == true  and  Variable["doomed.icecreammaker_greeting_hub_done"] == false


title: Kim Kitsuragi: ""Sulisław... wasn't he one of Miss..."
sequence: 0
dialoguetext:
"Sulisław... wasn't he one of Miss Luukanen-Kilde's coworkers?" He tilts his head. "I remember coming across this name when we were reading her personal log."


title: You: ""What happened to the gym?""
dialoguetext: "What happened to the gym?"
sequence: 0
conditionstring: Variable["doomed.seen_gym"] == true
userscript:
SetVariableValue("doomed.dicemaker_businesses_talked_counter", Variable["doomed.dicemaker_businesses_talked_counter"] + once(1)) 


title: You: ""There used to be a hair salon here..."
dialoguetext: "There used to be a hair salon here, right?"
sequence: 0
conditionstring: Variable["doomed.seen_orlandos"] == true
userscript:
SetVariableValue("doomed.dicemaker_businesses_talked_counter", Variable["doomed.dicemaker_businesses_talked_counter"] + once(1)) ; SetVariableValue("doomed.dicemaker_salon_explained", true) 


title: Novelty Dicemaker: ""Hello, I'm Neha." A bird-like woma..."
dialoguetext:
"Hello, I'm Neha." A bird-like woman sits on a throne of tools, with emerald light shining through her hair.


title: Novelty Dicemaker: ""Did you try knocking on my window?..."
dialoguetext:
"Did you try knocking on my window? I must have missed you, I've been listening to my *milieus*." She taps on her headphones.


title: Novelty Dicemaker: ""I'm a novelty dicemaker," she says..."
dialoguetext:
"I'm a novelty dicemaker," she says. "Tell me the name of your role-playing system and I'll make the die you need. That's why you're here, yes?"


title: Conceptualization: "It almost looks as if the stones an..."
sequence: 0
dialoguetext:
It almost looks as if the stones and dice are a natural part of the room, growing out of the shelves like stalagmites.


title: Novelty Dicemaker: ""Polyhedral dice. Dice that have mo..."
sequence: 0
dialoguetext:
"Polyhedral dice. Dice that have more than four sides. Octahedrons, trapezohedrons, dodecahedrons... But also barrel dice and teetotum balls."


title: You: ""Do you know the *Wirrâl Untethered..."
dialoguetext: "Do you know the *Wirrâl Untethered* setting? I want a die for that."
sequence: 0
conditionstring:
Variable["doomed.moodboard_read_slogans"] == true  or  Variable["doomed.moodboard_dev_schedule_hub_reached"] == true


title: Novelty Dicemaker: ""Ah, yes, Fortress Accident." She s..."
sequence: 0
dialoguetext:
"Ah, yes, Fortress Accident." She shakes her head lightly. "It's too bad they never finished their game..."


title: Novelty Dicemaker: ""That's a classic, yes. A standard..."
sequence: 0
dialoguetext:
"That's a classic, yes. A standard role-playing die with plant motifs. Now for the material: Most of my customers opt for an exotic wood -- for this I would suggest East-Semenese Snakewood."


title: Novelty Dicemaker: ""No need to rush. Take a look aroun..."
sequence: 0
dialoguetext:
"No need to rush. Take a look around, see if anything inspires you." She nods towards the shelves full of precious stones.


title: Novelty Dicemaker: ""I'm thinking something made from a..."
sequence: 0
dialoguetext:
"I'm thinking something made from alligator jawbone, cast in black resin. The reptile bone is as white as ice and dead as... well... death," she smiles. "For seven reál I could have it ready in eight hours."


title: Novelty Dicemaker: ""I think I have just the right one..."
sequence: 0
dialoguetext:
"I think I have just the right one for you." She opens the top drawer of her work desk and takes something out -- two polyhedrons, red and blue, are cradled in her palm.


title: Novelty Dicemaker: "Two tiny pieces of carved stone dro..."
sequence: AudioPlay(doomed/dicemaker/dice-falling-01,1)
dialoguetext:
Two tiny pieces of carved stone drop to the floor and scatter in opposite directions, like pearls from a broken string. The blue one disappears down the pit in the centre of the room...


title: Novelty Dicemaker: ""That one is made of bloodstone wit..."
sequence: 0
dialoguetext:
"That one is made of bloodstone with a lapis lazuli inlay. The other one was the inverse. They were a set, you see. But now the set is broken."


title: Novelty Dicemaker: ""It's a shame. They might've have b..."
sequence: 0
dialoguetext:
"It's a shame. They might've have brought you luck, and you'll definitely need luck in Martinaise." She closes her desk drawer.


title: Novelty Dicemaker: ""Ah, down the drain, like your care..."
sequence: 0
dialoguetext:
"Ah, down the drain, like your career," jokes the dicemaker, her eyes tracking the remaining polyhedron. Then she catches your eye. "I apologize, officer. That comment was unnecessary."


title: Novelty Dicemaker: ""What are the odds?" The dicemaker..."
sequence: 0
dialoguetext:
"What are the odds?" The dicemaker gives you a warm smile. "The red one is made of bloodstone with a lapis lazuli inlay and the blue one is the inverse. Think of them as your lucky charm, officer..."


title: Novelty Dicemaker: "Her knuckles pop audibly from her n..."
sequence: 0
dialoguetext:
Her knuckles pop audibly from her nervous habit of playing with her hands. The soft chatter from the headphones continues unabated.


title: Novelty Dicemaker: ""Not the most original, I know," sh..."
sequence: 0
dialoguetext:
"Not the most original, I know," she smiles, almost apologizing, "but sometimes the obvious choice is obvious because it's best."


title: Hand/Eye Coordination: "You overthink it. Your hands can't..."
sequence: AudioPlay(doomed/dicemaker/dice-falling-01,1)
dialoguetext:
You overthink it. Your hands can't agree what to do and the two dice drop to the floor and scatter in opposite directions, like pearls from a broken string. The blue one disappears down the pit in the centre of the room...


title: Novelty Dicemaker: ""Then how did you get inside? By th..."
dialoguetext:
"Then how did you get inside? By the south entrance?" She blinks. "You know what, it doesn't even matter. What matters is that you're finally here. Let's talk dice -- did you have something specific in mind?"


title: You: ""I'm not interested in buying dice..."
sequence: 0
dialoguetext:
"I'm not interested in buying dice right now. I'm a police officer and I need to ask some questions."


title: Novelty Dicemaker: ""Of course, I can see that. I just..."
dialoguetext:
"Of course, I can see that. I just thought you were a police officer looking for dice..." She tilts her bird-like head. "How else can I help you then?"


title: Novelty Dicemaker: ""Yes, you definitely have the prope..."
sequence: 0
dialoguetext:
"Yes, you definitely have the proper attitude. How about a pair of 100-sided dice? Made of ivory and inlaid with lodestone, a naturally occurring magnet, to complement your magnetic personality."


title: Novelty Dicemaker: ""Alright, how about I surprise you?..."
sequence: 0
dialoguetext:
"Alright, how about I surprise you? Come back in eight hours with seven reál and I'll give you your *cursed die*."


title: Novelty Dicemaker: ""Great! See you in eight hours then..."
sequence: 0
dialoguetext:
"Great! See you in eight hours then." She takes a small notebook from her table and writes something down. "Was there anything else?"

userscript:
SetVariableValue("doomed.dicemaker_ordered_apocalypse_die", true) ; GainTask("TASK.pick_up_your_die"); SetVariableValue("doomed.dicemaker_order_deadline", TotalHourCount() + 8) --[[ Variable[ ]]


title: Novelty Dicemaker: ""Great! See you in eight hours then..."
sequence: 0
dialoguetext:
"Great! See you in eight hours then." She takes a small notebook from her table and writes something down, her expression pleased. "Was there anything else?"

userscript:
SetVariableValue("doomed.dicemaker_ordered_superstar_die", true) ; GainTask("TASK.pick_up_your_die"); SetVariableValue("doomed.dicemaker_order_deadline", TotalHourCount() + 8) --[[ Variable[ ]]


title: Novelty Dicemaker: ""It's true, magnetic dice are defin..."
sequence: 0
dialoguetext:
"It's true, magnetic dice are definitely different. When rolled together, the magnetic fields of the pips interact with each other to push and pull on each other as they are rolled. Just like all magnetic personalities do."


title: Encyclopedia: "Pieces of lodestone were used as th..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_encyclo_lodestone", true) --[[ Variable[ ]]
dialoguetext:
Pieces of lodestone were used as the first magnetic compasses, from which they derive their other name: *course stones*.


title: Novelty Dicemaker: "The dicemaker laughs. "Who told you..."
sequence: 0
dialoguetext:
The dicemaker laughs. "Who told you that amber was cheap? It's beautiful, really, and has been treasured since the ancient times."


title: Novelty Dicemaker: ""For seven reál I'll craft you a 13..."
sequence: 0
dialoguetext:
"For seven reál I'll craft you a 13-sided die from a piece of amber with a fossilised insect. It's perfect for those who can't seem to let go of their past."


title: Novelty Dicemaker: ""Great! See you in eight hours then..."
sequence: 0
dialoguetext:
"Great! See you in eight hours then." She takes a small notebook from her table and writes something down. "Was there anything else?"

userscript:
SetVariableValue("doomed.dicemaker_ordered_sorry_die", true) ; GainTask("TASK.pick_up_your_die"); SetVariableValue("doomed.dicemaker_order_deadline", TotalHourCount() + 8) --[[ Variable[ ]]


title: Novelty Dicemaker: ""Great! See you in eight hours then..."
sequence: 0
dialoguetext:
"Great! See you in eight hours then." She takes a small notebook from her table and writes something down. "Was there anything else?"

userscript:
SetVariableValue("doomed.dicemaker_ordered_wirral_die", true) ; GainTask("TASK.pick_up_your_die"); SetVariableValue("doomed.dicemaker_order_deadline", TotalHourCount() + 8) --[[ Variable[ ]]


title: Novelty Dicemaker: ""It's an *icositetrahedron* -- a 24..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_knows_rpg_die", true) --[[ Variable[ ]]
dialoguetext:
"It's an *icositetrahedron* -- a 24-sided die that can produce results for a 2-sided, 3-sided, 4-sided, 6-sided, and 12-sided die with a single roll. Technically you can also use it for many other sizes, but you may need to re-roll results."


title: Novelty Dicemaker: ""Great! See you in eight hours then..."
sequence: 0
userscript:
SetVariableValue("doomed.dicemaker_ordered_anti_wirral_die", true) ; GainTask("TASK.pick_up_your_die"); SetVariableValue("doomed.dicemaker_order_deadline", TotalHourCount() + 8) --[[ Variable[ ]]


title: Novelty Dicemaker: ""Untreated bone is porous and prone..."
sequence: 0
dialoguetext:
"Untreated bone is porous and prone to chipping. Cast it in something hard like resin, though, and *voila*, it's perfect."


title: Novelty Dicemaker: ""You're back," the bird-like woman..."
dialoguetext:
"You're back," the bird-like woman says, looking up from her table. "Did you decide what kind of die you want?"


title: You: ""I came back to pick up my die.""
dialoguetext: "I came back to pick up my die."
sequence: 0
conditionstring:
Variable["doomed.dicemaker_order_deadline"] < TotalHourCount()  and  Variable["TASK.pick_up_your_die"] == true  and  Variable["TASK.pick_up_your_die_done"] == false


title: Novelty Dicemaker: ""This was an especially fun set to..."
sequence: 0
userscript: GainItem("superstar_dice"); FinishTask("TASK.pick_up_your_die_done");--[[ Variable[ ]]
dialoguetext:
"This was an especially fun set to make," she says as she opens her drawer and hands you a sparkling pair of dice.


title: Novelty Dicemaker: ""One universal die for *Wirrâl Unte..."
sequence: 0
userscript: GainItem("anti_wirral_die"); FinishTask("TASK.pick_up_your_die_done");--[[ Variable[ ]]
dialoguetext:
"One universal die for *Wirrâl Untethered*," the dicemaker opens her desk drawer and hands you a die.


title: Novelty Dicemaker: ""Here's the *cursed* die you ordere..."
sequence: 0
userscript: GainItem("apocalypse_die"); FinishTask("TASK.pick_up_your_die_done");--[[ Variable[ ]]
dialoguetext:
"Here's the *cursed* die you ordered," the dicemaker opens her desk drawer and hands you a tiny black sphere with six phrases written on it.


title: Novelty Dicemaker: ""Here's your amber die," the dicema..."
sequence: 0
userscript: GainItem("sorry_die"); FinishTask("TASK.pick_up_your_die_done");--[[ Variable[ ]]
dialoguetext:
"Here's your amber die," the dicemaker opens her desk drawer and hands you a die the colour of dark syrup.


title: Shivers: "A gust of cold air sweeps through t..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_whitecheck_success", true) --[[ Variable[ ]]
dialoguetext:
A gust of cold air sweeps through the chimney. The stones and minerals on the shelves rattle as though agitated. For a moment it almost feels as though you're *outside* the building, exposed to the atmosphere...


title: Novelty Dicemaker: ""Wait, you're not scared, are you?"..."
sequence: 0
dialoguetext:
"Wait, you're not scared, are you?" The dicemaker starts laughing. "Officer, you don't actually think I put a spell on it, do you?"


title: Novelty Dicemaker: "You throw the ball on the floor and..."
sequence: 0
dialoguetext:
You throw the ball on the floor and it ends with one of the phrases facing upwards: 'god is indifferent'.


title: Novelty Dicemaker: ""You're right," she simmers down. "..."
sequence: 0
dialoguetext:
"You're right," she simmers down. "The pale is terrible indeed. But I didn't curse the die. I don't believe in curses."


title: Novelty Dicemaker: ""It's a sphere *pretending* to be a..."
sequence: 0
dialoguetext:
"It's a sphere *pretending* to be a six-sided die -- each roll will end with one of the phrases facing up. The die originates in Iilmaraa, where it was used for cleromancy..."


title: Novelty Dicemaker: "The phrases read: 'God is indiffere..."
sequence: 0
dialoguetext:
The phrases read: 'God is indifferent', 'Take all', 'Lose all', '50/50', 'Nothing happens', and 'pale'.


title: Novelty Dicemaker: ""I'm not a witch, mister, and neith..."
sequence: 0
dialoguetext:
"I'm not a witch, mister, and neither is this die cursed," she assures you. "We live in a rational world -- there is no *black magic*."


title: Novelty Dicemaker: ""Fortress Accident, the radio game..."
sequence: 0
dialoguetext:
"Fortress Accident, the radio game studio..." She closes her eyes as some remnant of a memory lights up her face.


title: Novelty Dicemaker: ""Oh boy, the fabled Revachol Ice Ci..."
sequence: 0
dialoguetext:
"Oh boy, the fabled Revachol Ice City -- you're in for a treat here!" She smiles and leans closer, hands on her knees, like a stand-up comedian ready to tell a story.


title: Novelty Dicemaker: ""There used to be a fashion atelier..."
sequence: 0
dialoguetext:
"There used to be a fashion atelier here, but I have forgotten the head designer's name... They were doing well for a couple of years, until the insect rights activists came."


title: Novelty Dicemaker: ""They were made by a company called..."
sequence: 0
dialoguetext:
"They were made by a company called Slipstream. After they 'pivoted' from making rotor blades to skis, their chief executive took off on a 'vacation'... with all their money." She rests her chin on her hand with an impish smile.


title: You: ""I saw a name 'East Delta Pinball'..."
dialoguetext: "I saw a name 'East Delta Pinball' on the doorbell."
sequence: 0
conditionstring:
Variable["doomed.doorbell_clicked_pinball"] == true  and  Variable["auto.visited_pinball_room"] == false  and  Variable["auto.visited_pinball_workshop"] == false


title: Novelty Dicemaker: ""Right, it used to be a gaming arca..."
sequence: 0
dialoguetext:
"Right, it used to be a gaming arcade. This is an *ancient* failure -- before my time. I'm not surprised, however."


title: Novelty Dicemaker: ""It's a sub rosa radio station that..."
sequence: 0
dialoguetext:
"It's a sub rosa radio station that broadcasts real murders, with real victims. Some people pay good money to get off on it."

userscript:
SetVariableValue("doomed.dicemaker_24h_explained", true) ; XPPicoSetBool("XP.dicemaker_snuff_milieu")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Don't worry, the ICP has a separat..."
sequence: 0
dialoguetext:
"Don't worry, the ICP has a separate division that deals exclusively with unlicensed sub rosas," the lieutenant turns to you. "This isn't our problem."


title: Novelty Dicemaker: ""He got high on some weird taxiderm..."
sequence: 0
userscript: XPPicoSetBool("XP.dicemaker_drugs_asked")--[[ Variable[ ]]
dialoguetext:
"He got high on some weird taxidermy chemicals... I wouldn't recommend it to anyone. Eventually they caused him to lose control of his bladder. The smell was awful."


title: Empathy: "You can almost see it -- a small, s..."
sequence: 0
dialoguetext:
You can almost see it -- a small, sickly old man hunched behind his work desk, his pants stained with old piss, stuffing a sad stiff-legged raccoon dog. The entire scene looks tragic.


title: Novelty Dicemaker: ""Yeah, the atelier didn't know it e..."
sequence: 0
dialoguetext:
"Yeah, the atelier didn't know it either. They produced a certain collection that used chitin among the materials. Apparently chitin is made in the Occident, where it's extracted from beetle wings."


title: Novelty Dicemaker: ""Mhmh -- the atelier produced a cer..."
sequence: 0
dialoguetext:
"Mhmh -- the atelier produced a certain collection that used chitin among the materials. Apparently chitin is made in the Occident, where it's extracted from beetle wings."


title: Novelty Dicemaker: ""Actually, insects *do* have brains..."
sequence: 0
dialoguetext:
"Actually, insects *do* have brains," she corrects you. "But yes, I understand what you're saying. I think the protesters took it a little too far."


title: Novelty Dicemaker: ""Hm. Really?" She looks at the wind..."
sequence: 0
dialoguetext:
"Hm. Really?" She looks at the windowsill, where a dead fly is lying on its back, legs curled up in a bowtie. "Anyway..."


title: Novelty Dicemaker: ""And -- naturally -- all the most f..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_atelier_explained", true) --[[ Variable[ ]]
dialoguetext:
"And -- naturally -- all the most fashionable tastemakers refused to be seen in chitin from then on. The atelier went bankrupt before they could finish the collection."


title: Novelty Dicemaker: ""At least it had some spark to it...."
sequence: 0
dialoguetext:
"At least it had some spark to it. Most young designers just combine lace with leather and call it original." She shifts in her simple workwear shirt.


title: You: ""The bear was scary. Every time I s..."
sequence: 0
dialoguetext:
"The bear was scary. Every time I saw that bear I felt *scared*, like it could become alive any moment now."


title: Novelty Dicemaker: ""The taxidermist who made it said i..."
sequence: 0
dialoguetext:
"The taxidermist who made it said it was his *vision beast*. He said he met his *vision beast* while high on desiccants. He called it 'Megatherion'."


title: Novelty Dicemaker: ""You did *what*?" She rolls her swi..."
sequence: 0
dialoguetext:
"You did *what*?" She rolls her swivel chair an inch closer to you, unsure whether she heard you right.


title: Novelty Dicemaker: ""But Slipstream is history now. All..."
sequence: 0
dialoguetext:
"But Slipstream is history now. All their remaining assets got seized by the bailiffs in '47. I have no idea why those skis and blades are still lying around in the house..."


title: Horrific Necktie: "The horrific necktie tightens aroun..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_horrific_necktie_vision_beast", true) --[[ Variable[ ]]
dialoguetext:
The horrific necktie tightens around your neck, strangely excited... But it doesn't feel particularly *fun* this time around.


title: Novelty Dicemaker: ""Understandable. You shouldn't do t..."
sequence: 0
dialoguetext:
"Understandable. You shouldn't do them," nods the dicemaker. "You're a police officer, after all..."


title: Novelty Dicemaker: ""The usual, I imagine -- that he's..."
sequence: 0
dialoguetext:
"The usual, I imagine -- that he's been thinking up all kinds of new business plans and can't *wait* to get *started* on them just as soon as he returns..." Her smile widens, before she sees the lieutenant's face behind you.


title: Novelty Dicemaker: ""Of course not. The bear was terrif..."
sequence: 0
dialoguetext:
"Of course not. The bear was terrifying. No one wants ice-cream *guarded* by a hostile apex predator. To make matters worse, the fridge didn't work too well either, and half the ice cream came out malformed and partially melted."


title: Novelty Dicemaker: ""There was really just one, and it..."
sequence: 0
dialoguetext:
"There was really just one, and it involved picking out the prettiest girls in the neighbourhood and paying them 20 cents per hour to man the booth."


title: Novelty Dicemaker: ""And by 'man the booth' I mean 'slu..."
sequence: 0
dialoguetext:
"And by 'man the booth' I mean 'slump behind the counter with a face that could maim you if you ever dared to disturb their bored magazine-browsing.'" She leans back, disapproving.


title: You: ""I don't have an opinion on employi..."
sequence: 0
dialoguetext:
"I don't have an opinion on employing teens, I just want to know -- did it work out for the business?"


title: You: ""What did they expect? Twenty cents..."
sequence: 0
userscript: ReputationGrows("communist")
dialoguetext:
"What did they expect? Twenty cents per hour is dog's pay. I'm surprised they showed up to work at all."


title: You: ""I know a girl just like that. She..."
sequence: 0
conditionstring: Variable["gates.fritte_main_hub_reached"] == true
dialoguetext:
"I know a girl just like that. She works in Frittte as a cashier and she's not particularly friendly."


title: Novelty Dicemaker: ""Employing sulky teenage girls is a..."
sequence: 0
dialoguetext:
"Employing sulky teenage girls is a widespread practice, yes. Unfortunately they always come in packs -- I'm talking about acne-ridden *girlfriends* and gorilla-like *boyfriends* loitering near the shop. At least that's what happened with Revachol Ice City."


title: Novelty Dicemaker: ""It didn't. Occasionally the girls..."
sequence: 0
dialoguetext:
"It didn't. Occasionally the girls had their friends over, which doubled the amount of hairspray, skin problems, and mood swings behind the counter."


title: Novelty Dicemaker: ""Yes, some people spend their whole..."
sequence: 0
dialoguetext:
"Yes, some people spend their whole lives chasing the 'hot one'." She makes quotation marks with her fingers. "You should have joined the gorilla-like boyfriends loitering near the stand, ready to scare off customers and hit on the girls."


title: Novelty Dicemaker: ""Oh, but they did -- they did show..."
sequence: 0
dialoguetext:
"Oh, but they did -- they did show up to work, and not alone. There were also acne-ridden *girlfriends* and gorilla-like *boyfriends* loitering near the ice cream stand."


title: Novelty Dicemaker: ""Eventually Revachol Ice City lost..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_ice_explained", true) --[[ Variable[ ]]
dialoguetext:
"Eventually Revachol Ice City lost a price war to its rival, Glacé 5000. Glacé 5000 sold caramel sundaes for only five cents a piece. Out of regular fridges."


title: Novelty Dicemaker: ""He said that the bear was his *vis..."
sequence: 0
dialoguetext:
"He said that the bear was his *vision beast*. He said he met his *vision beast* while high on desiccants. He called it 'Megatherion.'"


title: Novelty Dicemaker: ""Anyway, now you know the story of..."
sequence: 0
userscript: XPTinySetBool("XP.asked_about_revachol_ice_city")--[[ Variable[ ]]
dialoguetext:
"Anyway, now you know the story of the fallen ice cream empire." She seems almost sad, finishing the story. Some dust beams swirl in the afternoon air. Her eyes follow it idly.


title: Novelty Dicemaker: ""Neckties?" Her eyes move to the pi..."
sequence: 0
dialoguetext:
"Neckties?" Her eyes move to the piss-coloured cloth tied around your neck. "I guess they do sometimes, officer... But I don't understand how it's relevant to our discussion."


title: Novelty Dicemaker: ""The taxidermist who made it said i..."
sequence: 0
dialoguetext:
"The taxidermist who made it said it was his *vision beast*. He said he met his *vision beast* while high on desiccants. He called it 'Megatherion.'"


title: Novelty Dicemaker: ""That bear was one mighty mammal. T..."
sequence: 0
dialoguetext:
"That bear was one mighty mammal. The taxidermist who made it said it was his *vision beast*. He said he met his *vision beast* while high on desiccants. He called it 'Megatherion.'"


title: Novelty Dicemaker: ""Honestly, I think it's quite funny..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_slipstream_explained", true) --[[ Variable[ ]]
dialoguetext:
"Honestly, I think it's quite funny. I think he's still sending out holiday transmissions from Touloula or Tioumoutiri or Khasht-Kor, or wherever he is."


title: Novelty Dicemaker: ""Sure, it's illegal, but it's not e..."
sequence: 0
dialoguetext:
"Sure, it's illegal, but it's not exactly anything *extraordinary* in business. Besides, Slipstream is history now. All their remaining assets got seized by the bailiffs in '47. I have no idea why those skis and blades are still lying around."


title: Novelty Dicemaker: ""And you know how all kinds of poli..."
sequence: 0
dialoguetext:
"And you know how all kinds of political movements are *big* in the Occident. The activists shut down the biggest chitin suppliers, which of course caused the price to skyrocket."


title: Novelty Dicemaker: ""An accident? I wouldn't know anyth..."
sequence: 0
dialoguetext:
"An accident? I wouldn't know anything about that. I just heard they ran out of money and couldn't get the project done on time."


title: Novelty Dicemaker: ""Well, I did hear them talking at t..."
sequence: 0
dialoguetext:
"Well, I did hear them talking at times..." She looks at the hallway, as if she can still hear them chit-chat behind her curtains on a cigarette break.


title: Novelty Dicemaker: ""In the end they just didn't get it..."
sequence: 0
dialoguetext:
"In the end they just didn't get it done. They didn't have enough willpower to produce something *truly historic* -- and to show up to work on time."


title: Novelty Dicemaker: ""Not the wisest decision: You would..."
sequence: 0
dialoguetext:
"Not the wisest decision: You would have lost all your savings." She tosses a pair of dice on the table; one of them stops near the edge of the metallic desk.

userscript:
SetVariableValue("doomed.dicemaker_fortress_explained", true) ; XPTinySetBool("XP.asked_dicemaker_about_fortress_accident")--[[ Variable[ ]]


title: Novelty Dicemaker: ""Still, not everyone is going to ma..."
sequence: 0
dialoguetext:
"Still, not everyone is going to make it." She tosses a pair of dice on the table; one of them stops near the edge of the metallic desk. "That's the nature of the game."

userscript:
SetVariableValue("doomed.dicemaker_fortress_explained", true) ; XPTinySetBool("XP.asked_dicemaker_about_fortress_accident")--[[ Variable[ ]]


title: Novelty Dicemaker: ""Why would Slipstream SCA have a hu..."
sequence: 0
dialoguetext:
"Why would Slipstream SCA have a hundred-years-old recording as their doorbell message? It doesn't make any sense."


title: Novelty Dicemaker: ""Excuse me, what are you doing?" Th..."
sequence: 0
dialoguetext:
"Excuse me, what are you doing?" The dicemaker stares at you while you start to fuss with your pants.


title: Novelty Dicemaker: "She has begun to idly clean one of..."
sequence: 0
dialoguetext:
She has begun to idly clean one of her carving tools with a dirty kerchief, the tool's sharp edge shining in the light of her desk lamp.


title: Novelty Dicemaker: ""Didn't we already talk about this?..."
sequence: 0
dialoguetext:
"Didn't we already talk about this?" she asks, as the wind continues to seep in through the cracks in the old chimney.


title: You: ""It's because you're not *in* the s..."
sequence: 0
dialoguetext:
"It's because you're not *in* the same building as the others. This isn't *technically* the Doomed Commercial Area."


title: Novelty Dicemaker: ""What are you talking about?" she s..."
sequence: 0
dialoguetext:
"What are you talking about?" she says, shaking her head. "My address is exactly the same -- Rue de Saint-Ghislaine 10."


title: Novelty Dicemaker: ""This doesn't make any sense." She..."
sequence: 0
dialoguetext:
"This doesn't make any sense." She looks around the makeshift nest that she has carved out for herself, bewildered.


title: Novelty Dicemaker: ""Can you please employ this special..."
sequence: 0
dialoguetext:
"Can you please employ this special *technique* somewhere else? I work here and my work requires concentration. Half-naked people don't help with that." She turns away, so that you can zip up your pants again.


title: Novelty Dicemaker: ""Undressing in a stranger's place o..."
sequence: 0
dialoguetext:
"Undressing in a stranger's place of business? Yes, it was -- an unbelievably bad idea." She trembles, as if trying to shake it off.


title: You: ""I'm just using logic -- it's windy..."
sequence: 0
dialoguetext:
"I'm just using logic -- it's windy in here. You probably haven't properly sealed the chimney crown." (Point above.)


title: Novelty Dicemaker: ""Hmm," she says, looking up. "You'r..."
sequence: 0
dialoguetext:
"Hmm," she says, looking up. "You're right, I should take a trip to the roof once the snow is gone."


title: Novelty Dicemaker: ""Except I've weighted the die. When..."
sequence: 0
dialoguetext:
"Except I've weighted the die. When you try rolling it, you realize that each time it gets you exactly the same result -- *God is indifferent*. This is our curse."


title: Novelty Dicemaker: ""It is, isn't it? There's something..."
sequence: 0
dialoguetext:
"It is, isn't it? There's something liberating about knowing it's just we humans, no all powerful forces guiding us, watching us, *judging* us."


title: Novelty Dicemaker: ""Don't answer that, actually. Meani..."
sequence: 0
dialoguetext:
"Don't answer that, actually. Meaning is whatever you want to make of it. That's the nature of meaning."


title: Novelty Dicemaker: ""Mostly they just teach you to swea..."
dialoguetext:
"Mostly they just teach you to swear in different languages, but some of the stations can be quite interesting. I was so absorbed, I must have missed you knocking."


title: Novelty Dicemaker: ""How strange," she says. "Well, if..."
dialoguetext:
"How strange," she says. "Well, if you're interested, my rate is 10 reál per set, unless you want something really unusual..."


title: Novelty Dicemaker: ""Take a look around and see if ther..."
dialoguetext:
"Take a look around and see if there's any particular stone you want to use." The walls around her are covered with rows of precious stones and minerals.


title: Novelty Dicemaker: ""I'm not sure how helpful I'll be,..."
dialoguetext:
"I'm not sure how helpful I'll be, but go ahead and ask." The walls around her are covered with rows of precious stones and minerals.


title: Novelty Dicemaker: ""Oh, it's you." She turns around. "..."
sequence: 0
dialoguetext:
"Oh, it's you." She turns around. "I'm surprised to see you here this late. What can I help you with?"


title: Novelty Dicemaker: ""Hello again." She turns around. "Y..."
sequence: 0
dialoguetext:
"Hello again." She turns around. "You must really like walking through the dark. What can I help you with?"


title: Novelty Dicemaker: ""Yes, a milieu is like a call-in st..."
dialoguetext:
"Yes, a milieu is like a call-in station. You need a two-way radio to access one. That's why I have these." She pats the headphones on the table.


title: Novelty Dicemaker: ""We're inside the chimney of an old..."
sequence: 0
dialoguetext:
"We're inside the chimney of an old central furnace. It's strange, I know." She looks at the ruddy bricks that make up the walls -- even though they've been repainted there are still signs of coal-black soot here and there.

userscript:
FinishTask("TASK.find_the_witch_done"); GainTask("TASK.ask_about_the_curse_subtask");  SetVariableValue("doomed.dicemaker_asked_about_chimney", true) --[[ Variable[ ]]


title: Novelty Dicemaker: ""But when I arrived here, all the o..."
sequence: 0
dialoguetext:
"But when I arrived here, all the other rooms were taken, so I had to build myself a makeshift home. Besides, I don't really have to pay any rent here, so that's a plus."


title: You: ""Do you know what happened to other..."
dialoguetext: "Do you know what happened to other tenants? Everyone else is gone."
sequence: 0
conditionstring:
Variable["doomed.dicemaker_asked_about_chimney"] == true  and  Variable["doomed.dicemaker_business_hub_reached"] == false


title: Novelty Dicemaker: ""More or less." She adjusts the yel..."
sequence: 0
dialoguetext:
"More or less." She adjusts the yellow scarf that covers her hair. "Are you interested in anyone specific?"


title: You: ""I've heard this place is cursed. D..."
dialoguetext: "I've heard this place is cursed. Did you know that people call it the Doomed Commercial Area?"
sequence: 0
conditionstring:
Variable["doomed.dicemaker_asked_about_chimney"] == true  and  Variable["TASK.ask_about_the_curse_subtask"] == true  and  Variable["TASK.ask_about_the_curse_subtask_done"] == false


title: Novelty Dicemaker: ""It didn't. If anything, it made th..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_gym_explained", true) --[[ Variable[ ]]
dialoguetext:
"It didn't. If anything, it made the youth situation in Martinaise even worse. At some point, someone started a rumour that the punching bag downstairs was full of *amphetamines*."


title: Novelty Dicemaker: ""Eventually the Coalition took away..."
sequence: 0
dialoguetext:
"Eventually the Coalition took away the funding and the club went bankrupt. This was a few years ago. It's gotten much more peaceful around the plaza ever since."


title: Novelty Dicemaker: ""The one with an empty name card, i..."
sequence: 0
dialoguetext:
"The one with an empty name card, it's the last one in the list. As I said, it's quite useless right now, it doesn't work yet."


title: Novelty Dicemaker: ""That's right, I haven't even writt..."
sequence: 0
dialoguetext:
"That's right, I haven't even written my name there -- as I said, it's quite useless right now, it doesn't work yet."


title: Novelty Dicemaker: "She looks like she doesn't really b..."
sequence: 0
dialoguetext:
She looks like she doesn't really believe you. "It can't be true. They don't work here anymore, they've been gone for *years*."


title: Novelty Dicemaker: ""Are you sure it was Slipstream SCA..."
sequence: 0
dialoguetext:
"Are you sure it was Slipstream SCA? Was it a *woman*? Maybe it was Plaisance from the bookstore..."


title: Novelty Dicemaker: ""It used to be a major electric com..."
sequence: 0
dialoguetext:
"It used to be a major electric company one hundred years ago. Are you sure it wasn't just some kids playing a prank on you?"


title: You: ""No, this used to be a coal plant."..."
sequence: 0
dialoguetext:
"No, this used to be a coal plant." (Touch the safety curtains.) "You're in a chimney of *another* building."


title: You: ""Actually, it's only your workshop..."
sequence: 0
conditionstring: Variable["doomed.dicemaker_inland_protection_against_the_curse"] == true
dialoguetext:
"Actually, it's only your workshop that's protected. You should still do something to defend your person."


title: Novelty Dicemaker: ""I've heard the stories," she nods,..."
sequence: 0
dialoguetext:
"I've heard the stories," she nods, as the wind howls in from the furnace shaft above. "But I don't think those stories are true."


title: You: ""Plaisance is the one who sent me...."
sequence: 0
dialoguetext:
"Plaisance is the one who sent me. She's convinced that the place is swarming with malicious energies."


title: Novelty Dicemaker: ""Plaisance, the bookshop lady?" She..."
sequence: 0
dialoguetext:
"Plaisance, the bookshop lady?" She raises her brows. "I've heard that her business is doing rather well. Have the *energies* spared her somehow?"


title: Novelty Dicemaker: ""Alright. But it's not just the boo..."
sequence: 0
dialoguetext:
"Alright. But it's not just the bookstore that's still up and running. What about the Whirling-in-Rags? Some people say it's part of the building complex."


title: You: ""Actually, the bookstore isn't doin..."
sequence: 0
dialoguetext:
"Actually, the bookstore isn't doing that well. There are hardly any customers and she has to exploit her own daughter to keep the company going."

conditionstring:
Variable["doomed.plais_annettehub_reached"] == true  and  Variable["doomed.plais_greeting_done"] == true


title: You: ""The curse is just biding its time..."
sequence: 0
dialoguetext:
"The curse is just biding its time before it strikes again. Sooner or later everyone will fail -- even her."


title: Novelty Dicemaker: ""And then there's me..." She sighs,..."
sequence: 0
dialoguetext:
"And then there's me..." She sighs, looking at her messy work table. All kinds of tools lie there scattered, from knives to carving files to wire cutters.


title: You: ""No, the Whirling isn't doing well..."
sequence: 0
dialoguetext:
"No, the Whirling isn't doing well either: its waitress just took off and customers have trouble paying bills."


title: Novelty Dicemaker: ""I've been here for 14 years, selli..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_reveal_whitecheck", true) --[[ Variable[ ]]
dialoguetext:
"I've been here for 14 years, selling novelty dice to role-playing enthusiasts. Not exactly a million reál business idea, yet somehow I've survived despite the talk of malicious energies. Strange, isn't it?"


title: You: ""I yelled to summon the ghost of th..."
dialoguetext: "I yelled to summon the ghost of the Doomed Commercial Area and you were the one who answered."
sequence: 0
userscript:
SetVariableValue("doomed.dicemaker_is_the_curse_ghost", true) ; ReputationGrows("remote_viewer")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.moodboard_read_slogans"]  and  Variable["doomed.fortress_accident_kim_switch_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.moodboard_read_slogans"]  and  Variable["doomed.fortress_accident_kim_switch_done"])

conditionstring:
(Variable["doomed.moodboard_read_slogans"]  and  Variable["doomed.fortress_accident_kim_switch_done"]) == false


title: You: ""Judging from the kids I've met so..."
dialoguetext: "Judging from the kids I've met so far, it didn't really work, did it?" (Conclude.)
sequence: 0
conditionstring:
Variable["yard.cunoesse_backyard_greeting_done"]  or  Variable["yard.cuno_greeting_done"]  or  Variable["yard.hanged_seen"]


title: Novelty Dicemaker: ""A kind man... from Zsiemsk. I hear..."
sequence: 0
dialoguetext:
"A kind man... from Zsiemsk. I heard he had some trouble with the law when he was younger, and that's why he wanted to start the gym, as his way of giving back."


title: Novelty Dicemaker: ""Oh, you mean the kid with the sail..."
sequence: 0
dialoguetext:
"Oh, you mean the kid with the sailor's mouth. Yes, I've heard him yelling profanities in the backyard..." She looks out of the window, her face reflecting back in the dark.


title: Novelty Dicemaker: ""They certainly took their work ver..."
sequence: 0
dialoguetext:
"They certainly took their work very seriously. Even if they seemed to be... chronically *liberal* with their schedules."


title: Novelty Dicemaker: ""What are the odds?" The dicemaker..."
sequence: 0
dialoguetext:
"What are the odds?" The dicemaker winks back at you. "The red one is made of bloodstone with a lapis lazuli inlay and the blue one is the inverse. I believe these dice are your lucky charm, officer..."


title: Novelty Dicemaker: ""Ha, the salty investors..." Someth..."
sequence: 0
dialoguetext:
"Ha, the salty investors..." Something green sparkles in her eyes. "Well yes, they couldn't get the project done on time and thus lost the funding."


title: Novelty Dicemaker: ""And what technique is that?!" She..."
sequence: 0
dialoguetext:
"And what technique is that?!" She squints at you, a little astonished at what she's hearing. You still haven't gotten your zipper open.


title: You: ""No, not like that. It's like I can..."
sequence: 0
dialoguetext:
"No, not like that. It's like I can feel the *wind* or, I don't know, the *air pressure*, and then the air *tells* me things."


title: Kim Kitsuragi: ""Miss, I apologize for my colleague..."
sequence: 0
dialoguetext:
"Miss, I apologize for my colleague's behaviour. He's still recovering from an *unusual* medical episode..."


title: Novelty Dicemaker: ""Oh, yes -- you mean the kid with t..."
sequence: 0
dialoguetext:
"Oh, yes -- you mean the kid with the sailor's mouth? Yes, I've heard him yelling profanities in the backyard..." She looks out of the window; it's oddly quiet there at the moment.


title: Novelty Dicemaker: ""They were an interesting bunch. We..."
sequence: 0
dialoguetext:
"They were an interesting bunch. We talked about role-playing systems every now and then. Once I even saw two of them get into fisticuffs over Wirrâl..."


title: Novelty Dicemaker: ""And so is producing something extr..."
sequence: 0
dialoguetext:
"And so is producing something extraordinary." Her eyes wander to the shelves full of die prototypes and discarded models.

userscript:
SetVariableValue("doomed.dicemaker_fortress_explained", true) ; XPTinySetBool("XP.asked_dicemaker_about_fortress_accident")--[[ Variable[ ]]


title: You: ""I think I found the *actual* sourc..."
dialoguetext: "I think I found the *actual* source of the curse."
sequence: 0
conditionstring:
IsTaskActive("TASK.tell_dicemaker_of_actual_source")  and  Variable["TASK.doomed_investigation_done"]  and  Variable["TASK.help_soona_with_her_project_done"]


title: You: ""I have more questions about this b..."
dialoguetext: "I have more questions about this building."
sequence: 0
conditionstring:
Variable["doomed.dicemaker_asked_about_chimney"] == true  and   Variable["doomed.dicemaker_business_hub_reached"] == true


title: Novelty Dicemaker: ""It wasn't merely a gym, it was *Ar..."
sequence: 0
dialoguetext:
"It wasn't merely a gym, it was *Artemitep's Boxing Club* -- a community project created to steer at-risk youths away from drugs and crime."


title: Novelty Dicemaker: ""Yes, I think it was called Androgy..."
sequence: 0
dialoguetext:
"Yes, I think it was called Androgynous Orlando or something similar. They weren't a big hit around here -- turns out that working class men don't like genderless haircuts. They're scared of that word."


title: You: ""I found the building's intercom, b..."
dialoguetext: "I found the building's intercom, but it's not working."
sequence: 0
conditionstring:
Variable["doomed.doorbell_main_hub_reached"] == true  and  Variable["doomed.dicemaker_doorbell_minihub_reached"] == false


title: Novelty Dicemaker: ""You're right, it looks like you ha..."
sequence: 0
dialoguetext:
"You're right, it looks like you haven't let anyone near your hair in a long time." She tilts her head, looking at your shaggy mane.


title: Novelty Dicemaker: ""Do you know what this is?" She rai..."
sequence: 0
dialoguetext:
"Do you know what this is?" She raises her hand to reveal a piece of metal shining on her index finger.


title: Novelty Dicemaker: ""It's a mourning ring," she replies..."
sequence: 0
dialoguetext:
"It's a mourning ring," she replies. "I made this when my first company failed. It was a small jewellery shop right here in the East Delta Commerce Centre, built with the little I inherited from my parents..."


title: Novelty Dicemaker: ""I drove it into the ground within..."
sequence: 0
dialoguetext:
"I drove it into the ground within a year. I didn't have what you would call a *viable* business plan."


title: You: ""See? The curse is real! I bet you..."
sequence: 0
dialoguetext:
"See? The curse is real! I bet you didn't run this little jewellery shop from the protective depths of the chimney?"


title: Novelty Dicemaker: ""It wasn't just the jewellery shop..."
sequence: 0
dialoguetext:
"It wasn't just the jewellery shop either. I always thought that it was just the world, that you were supposed to try again and again until you finally succeed."


title: Novelty Dicemaker: ""It's a mourning ring," she replies..."
sequence: 0
dialoguetext:
"It's a mourning ring," she replies, talking over your voice. "I made this when my first company failed. It was a small jewellery shop right here in the East Delta Commerce Centre, built with the little I inherited from my parents..."


title: Novelty Dicemaker: ""And now you're telling me, what?"..."
sequence: 0
dialoguetext:
"And now you're telling me, what?" She closes her eyes. "That it was all because I didn't run my little shops and ventures from a dump inside an abandoned chimney?"


title: Novelty Dicemaker: ""Yeah." She stares out of the windo..."
sequence: 0
dialoguetext:
"Yeah." She stares out of the window, not really hearing your words. "Or maybe it's the entire world that's cursed? It's such a precarious place. Nothing ever works out the way you wanted."


title: You: "(Just say it.) "There's a two-milli..."
sequence: 0
dialoguetext:
(Just say it.) "There's a two-millimetre hole in reality located in a church on the other side of the canal. I think it may be related to pale."


title: Kim Kitsuragi: ""I'm afraid it is, ma'am. Soona Luu..."
sequence: 0
dialoguetext:
"I'm afraid it is, ma'am. Soona Luukanen-Kilde, the former lead programmer of Fortress Accident, made the discovery."


title: You: ""I'm afraid it is. Soona Luukanen-K..."
sequence: 0
dialoguetext:
"I'm afraid it is. Soona Luukanen-Kilde, the former lead programmer of Fortress Accident, made the discovery."


title: Novelty Dicemaker: ""Soona is involved in this?" She ap..."
sequence: 0
dialoguetext:
"Soona is involved in this?" She appears to take this in while the chatter from her headphones continues unabated...


title: Novelty Dicemaker: ""What? You came all the way up here..."
sequence: 0
dialoguetext:
"What? You came all the way up here to tell me that you *can't* tell me because I won't like the answer?"


title: Novelty Dicemaker: ""So it's even worse than I thought...."
sequence: 0
dialoguetext:
"So it's even worse than I thought. It's not just the commercial area that's cursed, it's *the entire world*."


title: Novelty Dicemaker: ""You mean considering the fact that..."
sequence: 0
dialoguetext:
"You mean considering the fact that the world is collapsing on my porch?" She gives you a rueful smile and takes a look around...


title: Novelty Dicemaker: ""In any case, thank you for stoppin..."
sequence: 0
userscript: FinishTask("TASK.tell_dicemaker_of_actual_source_done")--[[ Variable[ ]]
dialoguetext:
"In any case, thank you for stopping by. It's good to have an answer, even if I can't claim to understand it fully."


title: Novelty Dicemaker: ""A 'curse' is something superstitio..."
sequence: 0
dialoguetext:
"A 'curse' is something superstitious, but a two-millimetre hole in reality?" She gives you a rueful smile. "We all know what it means -- it's pale."


title: Novelty Dicemaker: ""It's just capitalism." She shrugs...."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_told_all_about_the_source", true) --[[ Variable[ ]]
dialoguetext:
"It's just capitalism." She shrugs. "We only hear about tales of success, so it's often surprising to realize how many ventures actually fail."


title: Novelty Dicemaker: ""You could say so. Both houses were..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_whirling_part_of_complex", true) --[[ Variable[ ]]
dialoguetext:
"You could say so. Both houses were built at the same time and under the East Delta Commerce Centre project."


title: You: ""It's because you're competent, and..."
sequence: 0
dialoguetext:
"It's because you're competent, and dedicated to your craft. The curse doesn't affect people like you."


title: You: ""The curse will get to you, have no..."
sequence: 0
dialoguetext:
"The curse will get to you, have no doubt about it. It just doesn't care about earthly time frames."


title: Novelty Dicemaker: ""Malignant *entity*, what does that..."
sequence: 0
dialoguetext:
"Malignant *entity*, what does that even mean?" The dicemaker laughs. "Some kind of sorceress? What about you, officer? Do you think I'm the *malignant entity*?"


title: Novelty Dicemaker: "The dicemaker erupts in laughter. "..."
sequence: 0
dialoguetext:
The dicemaker erupts in laughter. "What, so the curse only affects people with poor work ethics? What you're describing isn't a *curse*, it's *capitalism*."


title: Novelty Dicemaker: ""I was just about to ask..." She le..."
sequence: 0
dialoguetext:
"I was just about to ask..." She leans forward in her chair to study your face. "What do *you* think? Do you think the curse is real?"


title: You: ""I'm starting to see that there is..."
sequence: 0
dialoguetext:
"I'm starting to see that there is no curse, only business decisions and natural market fluctuations."


title: Novelty Dicemaker: ""Exactly." She pinches the root of..."
sequence: 0
dialoguetext:
"Exactly." She pinches the root of her nose. "Truth is always so disappointingly mundane and boring."


title: Novelty Dicemaker: ""But I'm glad we got this sorted ou..."
dialoguetext: "But I'm glad we got this sorted out. Anything else I can help you with today?"
sequence: 0
userscript:
FinishTask("TASK.ask_about_the_curse_subtask_done"); GainTask("TASK.report_back_to_plaisance_subtask")--[[ Variable[ ]]


title: Novelty Dicemaker: ""Is it now?" She squints at you fro..."
sequence: 0
dialoguetext:
"Is it now?" She squints at you from her desk. "I've always thought it's a rather mundane and boring place with no supra-natural surprises in sight."


title: Novelty Dicemaker: ""Well, if you ever find a way to ex..."
sequence: 0
dialoguetext:
"Well, if you ever find a way to explain all those *inconsistencies* in the curse, let me know." She turns back to her work.

userscript:
FinishTask("TASK.ask_about_the_curse_subtask_done"); GainTask("TASK.report_back_to_plaisance_subtask")--[[ Variable[ ]]


title: Novelty Dicemaker: ""Mm, so I'm the grand dragon in the..."
sequence: 0
dialoguetext:
"Mm, so I'm the grand dragon in the cave..." She seems mildly entertained by this suggestion. "Might I ask what supports this claim?"


title: Novelty Dicemaker: ""Of course you do." She listens to..."
sequence: 0
dialoguetext:
"Of course you do." She listens to your antics with a forbearing smile on her face. "Show me a person in Martinaise who *doesn't* have any tragedies in their past and then we'll talk."


title: Novelty Dicemaker: ""I *am* responsible for making soun..."
sequence: 0
dialoguetext:
"I *am* responsible for making sound business decisions, yes, but not for my fellow tenants' misfortune."


title: Novelty Dicemaker: ""Well, if you ever find a way to ex..."
sequence: 0
dialoguetext:
"Well, if you ever find a way to explain all those *inconsistencies* in the curse then let me know." She turns back to her work.

userscript:
FinishTask("TASK.ask_about_the_curse_subtask_done"); GainTask("TASK.report_back_to_plaisance_subtask")--[[ Variable[ ]]


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


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

conditionstring:
(Variable["TASK.ask_about_the_curse_subtask"] == true  and  Variable["TASK.ask_about_the_curse_subtask_done"] == false) == false


title: !(Variable["TASK.find_the_witch"] == true and Variable["TASK.find_the_witch_done"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.find_the_witch"] == true  and  Variable["TASK.find_the_witch_done"] == false) == false


title: Kim Kitsuragi: ""Your window looks directly onto th..."
sequence: 0
dialoguetext:
"Your window looks directly onto the courtyard. You're saying you didn't see or hear *anything* unusual last Sunday evening?"


title: Novelty Dicemaker: ""I'm sorry, detective, but -- as yo..."
sequence: 0
dialoguetext:
"I'm sorry, detective, but -- as you know -- I usually have my headphones on when I'm working. It shuts out most of the daily ruckus behind my window."


title: You: ""Seriously? You've got a great view..."
sequence: 0
dialoguetext:
"Seriously? You've got a great view of the courtyard and you didn't see or hear *anything* Sunday night?"


title: Novelty Dicemaker: ""I might have," she admits, "but in..."
sequence: 0
dialoguetext:
"I might have," she admits, "but in this case all I would have seen is my own reflection staring back from the darkness."


title: Novelty Dicemaker: ""It's really hard to make anything..."
sequence: 0
dialoguetext:
"It's really hard to make anything out in the yard when it's dark outside. Besides... I rarely get up to look out the window when I'm in the zone."


title: Novelty Dicemaker: ""Well, there's always something goi..."
sequence: 0
dialoguetext:
"Well, there's always something going on in the Whirling's backyard..." She stops to try and come up with an example.


title: Novelty Dicemaker: ""During daytime there are usually t..."
sequence: 0
dialoguetext:
"During daytime there are usually those kids... And lately I've been seeing a lot of drunk workers hanging about. Must be because of the strike."


title: Novelty Dicemaker: "She looks up at the window... Pale..."
sequence: 0
dialoguetext:
She looks up at the window... Pale light comes in. "But I never saw anyone during that fateful Sunday night, I'm afraid."


title: Novelty Dicemaker: ""Yes, but when the money started to..."
sequence: 0
dialoguetext:
"Yes, but when the money started to run out they just began to complain a lot about capitalism. You know, how the markets are *rigged* to keep out new businesses, and so on."


title: Novelty Dicemaker: ""Oh, right!" She rubs her forehead;..."
sequence: 0
dialoguetext:
"Oh, right!" She rubs her forehead; her scarf has left a faint line on her dusky skin. "I hope you didn't try to ring me."


title: Novelty Dicemaker: ""My advice..." She raises her finge..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_pinball_arcade", true) --[[ Variable[ ]]
dialoguetext:
"My advice..." She raises her finger. "Don't base your business on a fad -- hypnotism, floriography, triktrak, especially *pinball*."


title: Novelty Dicemaker: ""You could say so. Both houses were..."
sequence: 0
userscript: SetVariableValue("doomed.dicemaker_whirling_part_of_complex", true) --[[ Variable[ ]]
dialoguetext:
"You could say so. Both houses were built at the same time and under the East Delta Commerce Centre project. That explains why you can call the Whirling from the intercom, albeit I doubt that anyone responds."


title: You: ""Actually... the Slipstream SCA mys..."
sequence: 0
dialoguetext:
"Actually... the Slipstream SCA mystery might be a *recording*. I called again later and got exactly the same message."

conditionstring:
Variable["doomed.doorbell_whitecheck_success"] == true  and  Variable["doomed.dicemaker_told_her_about_slipstream_anomaly"] == true


title: Novelty Dicemaker: ""The kids these days..." She shakes..."
sequence: 0
dialoguetext:
"The kids these days..." She shakes her head. "We were just one of them and now they're terrorizing us. No solidarity."

userscript:
SetVariableValue("doomed.dicemaker_told_her_about_slipstream_anomaly", true) ; XPTinySetBool("XP.asked_dicemaker_about_doorbell_anomaly")--[[ Variable[ ]]


title: Novelty Dicemaker: ""A prank is more likely, no? The ki..."
sequence: 0
userscript: XPTinySetBool("XP.asked_dicemaker_about_doorbell_anomaly")--[[ Variable[ ]]
dialoguetext:
"A prank is more likely, no? The kids these days..." She shakes her head. "We were just one of them and now they're terrorizing us. No solidarity."


title: Novelty Dicemaker: ""Oh, this one's a mess." She sighs...."
sequence: 0
dialoguetext:
"Oh, this one's a mess." She sighs. "There used to be a company that promised to repair windows 24 hours a day. What could go wrong with this one, right?"


title: Inland Empire: "Time has come to face the Source. F..."
sequence: 0
dialoguetext:
Time has come to face the Source. Fear not, for the forces of the universe are supporting you in this psychic quest.


title: Novelty Dicemaker: ""I think none of those doorbells wo..."
sequence: 0
dialoguetext:
"I think none of those doorbells work, including mine. I'm still in the middle of connecting the wires -- sorry about the confusion."


title: Novelty Dicemaker: ""If you ever find a way to explain..."
sequence: 0
dialoguetext:
"If you ever find a way to explain all those *inconsistencies* in the curse then let me know." She turns back to her work.


title: You: ""East Delta Pinball -- is that now..."
dialoguetext: "East Delta Pinball -- is that now the Whirling?"
sequence: 0
conditionstring:
Variable["doomed.doorbell_clicked_pinball"] == true  and  Variable["auto.visited_pinball_room"] == true  or  Variable["auto.visited_pinball_workshop"] == true


title: Novelty Dicemaker: ""Yes. I've heard it used to be a ga..."
sequence: 0
dialoguetext:
"Yes. I've heard it used to be a gaming arcade. This is an *ancient* failure -- before my time. I'm not surprised, however."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.find_out_if_whirling_part_of_doomed"]  or  Variable["TASK.find_out_if_whirling_part_of_doomed_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.find_out_if_whirling_part_of_doomed"]  or  Variable["TASK.find_out_if_whirling_part_of_doomed_done"])

conditionstring:
(Variable["TASK.find_out_if_whirling_part_of_doomed"]  or  Variable["TASK.find_out_if_whirling_part_of_doomed_done"]) == false


title: Novelty Dicemaker: ""Yes. I guess so. The arcade is an..."
sequence: 0
dialoguetext:
"Yes. I guess so. The arcade is an *ancient* failure -- before my time. I'm not surprised, however."


title: !(Variable["TASK.doomed_investigation"] and Variable["TASK.doomed_investigation_done"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.doomed_investigation"]  and   Variable["TASK.doomed_investigation_done"] == false) == false


title: Novelty Dicemaker: ""Turns out the business was actuall..."
sequence: 0
dialoguetext:
"Turns out the business was actually set up as a front for an illicit group that was producing *snuff milieus* -- who would have guessed..."


title: Novelty Dicemaker: ""And they never cleaned up the debr..."
sequence: 0
dialoguetext:
"And they never cleaned up the debris either. Now it's just littering the hallway and I have no idea how to get rid of it on my own."


title: Drama: "Nothing changes in her tone as she..."
sequence: 0
dialoguetext:
Nothing changes in her tone as she says that -- as if it's just another piece of information to lay out for the world.


title: Novelty Dicemaker: ""People do that," she nods. "I beli..."
sequence: 0
dialoguetext:
"People do that," she nods. "I believe the ICP got them. They have a special division that deals exclusively with sub rosas."


title: Novelty Dicemaker: ""In any case, I don't think it's yo..."
sequence: 0
dialoguetext:
"In any case, I don't think it's your job to worry about what happens on milieus. I probably shouldn't have even mentioned it -- things like that are better forgotten."


title: Novelty Dicemaker: ""Sure. But Slipstream is history no..."
sequence: 0
dialoguetext:
"Sure. But Slipstream is history now. All their remaining assets got seized by the bailiffs in '47."


title: Novelty Dicemaker: ""I have no idea why those skis and..."
sequence: 0
dialoguetext:
"I have no idea why those skis and blades are still lying around in the house... Not much use now, I guess."


title: Novelty Dicemaker: ""The usual, I imagine -- that he's..."
sequence: 0
dialoguetext:
"The usual, I imagine -- that he's been thinking up all kinds of new business plans and can't *wait* to get *started* on them just as soon as he returns..." She laughs and turns around in her chair.


title: Novelty Dicemaker: ""Maybe." She doesn't really seem to..."
sequence: 0
dialoguetext:
"Maybe." She doesn't really seem to care that much about honour. "But Slipsteam's history now. All their remaining assets got seized by the bailiffs in '47."


title: Novelty Dicemaker: ""That's what I thought. Because whe..."
sequence: 0
dialoguetext:
"That's what I thought. Because when the money started to run out they just began to complain a lot about capitalism. You know, how the markets are rigged to keep out new businesses, and so on."


title: Electrochemistry: "Showing up to work on time is *hard..."
sequence: 0
dialoguetext:
Showing up to work on time is *hard* -- no, scratch that, showing up to work *at all* is difficult (especially if you've been drinking).


title: Novelty Dicemaker: ""The place was owned by two guys wh..."
sequence: 0
dialoguetext:
"The place was owned by two guys who had some rather *innovative* ideas about marketing. The bear was one of them. Now, ask me about their *other* ideas."


title: Novelty Dicemaker: ""I'm not talking just about *women*..."
sequence: 0
dialoguetext:
"I'm not talking just about *women*. There were also *men* -- miniature gorilla-like *boyfriends* loitering near the ice cream stand."


title: Novelty Dicemaker: ""As if they didn't already have *th..."
sequence: 0
dialoguetext:
"As if they didn't already have *the bear*..." She closes her eyes as if remembering something painful.


title: Novelty Dicemaker: ""Anyway, now you know the story of..."
sequence: 0
userscript: XPTinySetBool("XP.asked_about_revachol_ice_city")--[[ Variable[ ]]
dialoguetext:
"Anyway, now you know the story of the fallen ice cream empire." She seems almost sad, finishing the story.


title: Novelty Dicemaker: ""Anyway, now you know the story of..."
sequence: 0
userscript: XPTinySetBool("XP.asked_about_revachol_ice_city")--[[ Variable[ ]]
dialoguetext:
"Anyway, now you know the story of the fallen ice cream empire." She seems almost sad, finishing the story. Some dust beams swirl in the morning light. Her eyes follow it idly.


title: Novelty Dicemaker: ""Oh no, not the *zipper*." She roll..."
sequence: 0
dialoguetext:
"Oh no, not the *zipper*." She rolls over to the other end of her table with her chair, looking for something to grab from the tool box.


title: Kim Kitsuragi: ""My money's on *electrical anomaly*..."
sequence: 0
dialoguetext:
"My money's on *electrical anomaly*. I've heard of these. Especially in an old building like this..." He looks around.


title: Novelty Dicemaker: ""The Wirrâl Untethered die is a var..."
sequence: 0
dialoguetext:
"The Wirrâl Untethered die is a variation of a standard role-playing die, only instead of plants it uses motifs of ice and death. And loss, of course."


title: Novelty Dicemaker: ""My advice..." She raises her finge..."
sequence: 0
dialoguetext:
"My advice..." She raises her finger. "Don't base your business on a fad -- hypnotism, floriography, triktrak, especially *pinball*..."

userscript:
SetVariableValue("doomed.dicemaker_pinball_arcade", true) ; GainTask("TASK.find_out_if_whirling_part_of_doomed")--[[ Variable[ ]]


title: Drama: "No falsehoods are present. She's a..."
sequence: 0
dialoguetext:
No falsehoods are present. She's a novelty dicemaker and doesn't have anything to hide. Ask what you need.


title: Empathy: "She's not sorry to disappoint you...."
sequence: 0
dialoguetext:
She's not sorry to disappoint you. Informing on someone in a murder investigation would intrude upon her focused existence.


title: Novelty Dicemaker: ""It's an odd profession -- making d..."
sequence: 0
dialoguetext:
"It's an odd profession -- making dice for people -- but I like it. And I *prefer* doing this to sitting at home."


title: Shivers: "Rats scuttle in the dark rooms, und..."
sequence: 0
dialoguetext:
Rats scuttle in the dark rooms, under the abandoned blow driers and dusty mannequins, cobwebs cover rotors and radiocomputers alike... so much failure.


title: Empathy: "Poor guy... suddenly you get a feel..."
sequence: 0
dialoguetext:
Poor guy... suddenly you get a feeling that insects are important to the case somehow. It's hard to say why.


title: Perception (Sight): "As she shifts around, you notice se..."
sequence: 0
dialoguetext:
As she shifts around, you notice several dead flies on the windowsill in front of her. Legs up, they're not moving.


title: Shivers: "Outside it's light. Light scatters..."
sequence: 0
dialoguetext:
Outside it's light. Light scatters from the low hanging cloud cover. There's always the threat of snow.


title: Inland Empire: "If the Whirling is part of the same..."
sequence: 0
dialoguetext:
If the Whirling is part of the same building then it's part of the Doomed Commercial Area. The darkness of this place is there too...


title: Drama: "That's all she has to say on the su..."
sequence: 0
dialoguetext:
That's all she has to say on the subject. She *has* been thorough -- and truthful -- as far as we can see.


title: Inland Empire: "Plaisance needs to hear about this...."
sequence: 0
dialoguetext:
Plaisance needs to hear about this. Perhaps if you combine your *psychic energies* you'll make sense of the situation.


title: Shivers: "Aside from getting naked, you're no..."
sequence: 0
dialoguetext:
Aside from getting naked, you're not sure what else to do. The building holds no more answers for you.


title: Shivers: "No. The old coal plant that used to..."
sequence: 0
dialoguetext:
No. The old coal plant that used to be here was subsumed into the new venture, its ruins swallowed up -- yet it has a different address in the heart of the city.


title: Novelty Dicemaker: ""How did I *become* one? It was a b..."
sequence: 0
dialoguetext:
"How did I *become* one? It was a business decision. I was a regular jeweller at first, but that's an unfocused field -- with too much competition."


title: Novelty Dicemaker: ""Some of my friends were role-playe..."
sequence: 0
dialoguetext:
"Some of my friends were role-players. They asked me to make some polyhedral dice out of cobalt. That was my first order. I grew it from there."


title: Novelty Dicemaker: ""Not especially. I like working wit..."
sequence: 0
dialoguetext:
"Not especially. I like working with rare materials and a steady pay. And role-players as customers -- they're nice people."


title: Half Light: "She doesn't let it show, but there'..."
sequence: 0
dialoguetext:
She doesn't let it show, but there's anger in there -- she doesn't like jewellers. Thinks they're a mob.


title: Novelty Dicemaker: "It feels icy. Just holding this die..."
sequence: 0
userscript: GainItem("anti_wirral_die"); FinishTask("TASK.pick_up_your_die_done");--[[ Variable[ ]]
dialoguetext:
It feels icy. Just holding this die in your hand sends a jolt of cold down your spine. Through the dark resin, you can make out a nugget of bone hewn from an alligator's jaw.


title: Novelty Dicemaker: ""That's why people like role-playin..."
sequence: 0
dialoguetext:
"That's why people like role-playing games. You can be whoever you want to be. You can try again. Still, there's something inherently violent even about dice rolls."


title: Novelty Dicemaker: ""It's like every time you cast a di..."
sequence: 0
dialoguetext:
"It's like every time you cast a die, something disappears. Some alternative ending, or an entirely different world..." She picks up a pair of dice from the table and examines them under the light.


title: Kim Kitsuragi: ""I've got one in the Kineema's tool..."
sequence: 0
dialoguetext:
"I've got one in the Kineema's toolbox. We should go back for it before we continue. No sense in tripping around in the darkness."


title: Kim Kitsuragi: ""Yes," the lieutenant says. "You mi..."
sequence: 0
dialoguetext:
"Yes," the lieutenant says. "You might even call it a *feature* of the universe, that you need to *hold* tools to *use* them."


title: Kim Kitsuragi: ""I'm sorry the fundamental laws of..."
sequence: 0
dialoguetext:
"I'm sorry the fundamental laws of the universe don't seem to agree with you, detective, but the fact remains that it's too dark to see in here without the flashlight..."


title: Tutorial Agent: "Some areas are inaccessible without..."
sequence: 0
dialoguetext:
Some areas are inaccessible without your FLASHLIGHT. After you’ve acquired it, go to your INVENTORY and equip it in a HELD slot to continue exploring.


title: Man with Sunglasses: ""Well, he's not." The man interject..."
sequence: 0
dialoguetext:
"Well, he's not." The man interjects -- his voice is stern. "He's a sack of shit barely kept together by crazy glue -- but at least he tries. Unlike you."


title: Horse-Faced Woman: ""Please," she looks at you, then hi..."
sequence: 0
userscript: SetVariableValue("village.horseface_something_reminicient_banter_with_vic", true) --[[ Variable[ ]]
dialoguetext:
"Please," she looks at you, then him, then you again. "Let's not turn this into another *exchange*, okay?"


title: Horse-Faced Woman: ""Actually never mind. Don't tell me..."
sequence: 0
dialoguetext:
"Actually never mind. Don't tell me about it. It will just turn into another..." She stops mid-sentence.


title: Horse-Faced Woman: ""God, everybody knows your name..."..."
sequence: 0
dialoguetext:
"God, everybody knows your name..." She waves at you in a discarding motion. "Please go finish your investigation, so everyone can go home."


title: Horse-Faced Woman: ""Honestly..." Her sad eyes scan you..."
sequence: 0
dialoguetext:
"Honestly..." Her sad eyes scan your face, looking for signs of deceit. "I don't care. I don't think anyone does anymore."


title: Man with Sunglasses: ""Goddamnit, you leave her alone!" T..."
sequence: 0
dialoguetext:
"Goddamnit, you leave her alone!" The man with sunglasses snaps at you. "Keep your weird bullshit to yourself and be professional for once, for fucks sake..."


title: Horse-Faced Woman: ""Yes..." Her voice is quiet. "A pol..."
sequence: 0
dialoguetext:
"Yes..." Her voice is quiet. "A police woman who just wants to do her job, that's all," she says quietly and looks away.


title: Composure: "Something about the man with sungla..."
sequence: 0
dialoguetext:
Something about the man with sunglasses and you, the energy between you two, is making her uncomfortable.


title: Man with Sunglasses: ""Cut the shit." The words are addre..."
sequence: 0
dialoguetext:
"Cut the shit." The words are addressed to you. "Every second you stand here running your mouth the case grows colder."


title: Man with Sunglasses: ""Uh, that was..." He stares at you...."
sequence: 0
dialoguetext:
"Uh, that was..." He stares at you. "Yeah, that was absolute shit -- if you want my opinion. Drunken shit. Haven't wanted anything to end this badly since I had cluster headaches."


title: Man with Sunglasses: ""Horrible, truly horrible," he cont..."
sequence: 0
dialoguetext:
"Horrible, truly horrible," he continues. "I beg of you, don't ever subject anyone to this torture again. I mean seriously, you need to..."


title: Horse-Faced Woman: ""Jean..." she quietly interjects, g..."
sequence: 0
userscript: XPPicoSetBool("XP.horse_compassion")--[[ Variable[ ]]
dialoguetext:
"Jean..." she quietly interjects, giving you a compassionate side glance. "He's not right, don't make it worse and... and *I* really liked it."


title: Man with Sunglasses: ""Cut the crazy act," the man with s..."
sequence: 0
dialoguetext:
"Cut the crazy act," the man with sunglasses interjects angrily. "She's being polite enough by not telling you to fuck off."


title: Horse-Faced Woman: ""No, it's okay." She raises her eye..."
sequence: 0
dialoguetext:
"No, it's okay." She raises her eyes to meet your gaze. "I am not. Polite. I'm just tired... was there something else you wanted?"


title: Horse-Faced Woman: ""No, no I don't." It doesn't look l..."
sequence: 0
dialoguetext:
"No, no I don't." It doesn't look like she does -- the *police* uniform she's wearing is a dead giveaway.


title: Horse-Faced Woman: ""Well... raising two children and h..."
sequence: 0
dialoguetext:
"Well... raising two children and half a husband on a patrol officer's wage. Yes, I guess I am working class."


title: Horse-Faced Woman: ""No." She sighs. "Okay. Sort of. Bu..."
sequence: 0
dialoguetext:
"No." She sighs. "Okay. Sort of. But not with you. Like you are now. Don't take this the wrong way..."


title: Man with Sunglasses: ""What? No. Nonononono!" The man wit..."
sequence: 0
dialoguetext:
"What? No. Nonononono!" The man with sunglasses shakes his head stubbornly. "There are *universal* standards of good out there and that... that was just complete shit."


title: Horse-Faced Woman: ""Jean," she quietly interjects, giv..."
sequence: 0
dialoguetext:
"Jean," she quietly interjects, giving you a compassionate side glance. "He's not right... treat him like you'd treat McCoy's little brother."


title: Encyclopedia: "Lieutenant Double-Yefreitor John "A..."
sequence: 0
userscript: SetVariableValue("whirling.minot_encyclo_lance_mccoy", true) --[[ Variable[ ]]
dialoguetext:
Lieutenant Double-Yefreitor John "Archetype" McCoy's younger brother Lance McCoy, although a man of 32 years, will mentally never surpass a six year old.


title: Man with Sunglasses: "From within your mind-haze you hear..."
sequence: 0
dialoguetext:
From within your mind-haze you hear the end of a sentence: "...and I'm not going to pretend like he's got a *learning disability*!"


title: Reaction Speed: "Whoa, how does she know your name?..."
sequence: 0
userscript: SetVariableValue("whirling.minot_whirling_reaction_speed_name_harry", true) --[[ Variable[ ]]
dialoguetext:
Whoa, how does she know your name? She probably heard it from somewhere. You have to be more careful. Names are *dangerous*.


title: Authority: "As Lieutenant Kitsuragi explained,..."
sequence: 0
userscript: SetVariableValue("whirling.minot_auth_ranks", true) --[[ Variable[ ]]
dialoguetext:
As Lieutenant Kitsuragi explained, a patrol officer is the lowest rank in the RCM, below lieutenant and sergeant.


title: Rhetoric: "It's hard to tell whether he's sarc..."
sequence: 0
dialoguetext:
It's hard to tell whether he's sarcastic or sincere, but if you had to guess you would say the lieutenant is being sarcastic.


title: Esprit de Corps: "Yes, of course -- preposterous. I m..."
sequence: 0
dialoguetext:
Yes, of course -- preposterous. I mean, you would *remember* if they were, right? Who forgets their squadmates? That's not possible.


title: Reaction Speed: "Whoa, how does she know your name?..."
sequence: 0
userscript: SetVariableValue("whirling.minot_whirling_reaction_speed_name_harry", true) --[[ Variable[ ]]
dialoguetext:
Whoa, how does she know your name? She probably heard it from somewhere. You have to be more careful, karaoke-star. Names are dangerous.


title: Man with Sunglasses: ""No, Harry... it's *not* your name,..."
sequence: 0
dialoguetext:
"No, Harry... it's *not* your name," the man scoffs. "Your name is Baron Von Kikkenberg -- cool guy."


title: Man with Sunglasses: ""Me? No. I'm just a man with sungla..."
sequence: 0
dialoguetext:
"Me? No. I'm just a man with sunglasses. I like wearing sunglasses inside. Sunglasses -- and a *fucking wig*."


title: Conceptualization: "You're getting an intellectually *u..."
sequence: 0
dialoguetext:
You're getting an intellectually *unsatisfying* vibe from this conversation. Maybe you're doing something wrong?


title: Visual Calculus: "There's something about this guy th..."
sequence: 0
userscript: SetVariableValue("whirling.viquemare_viscal_familiar", true) --[[ Variable[ ]]
dialoguetext:
There's something about this guy that *matches* with a face in your head. A similar, but different face.


title: Man with Sunglasses: ""Oh yes, big time." He nods enthusi..."
sequence: 0
dialoguetext:
"Oh yes, big time." He nods enthusiastically. "Who hasn't heard of the Far Out Son of Liver Failure?!"


title: You: ""*Now* will you answer some questio..."
dialoguetext: "*Now* will you answer some questions for me?"
sequence: 0
conditionstring:
Variable["whirling.viquemare_look_like_a_thing"] == true  and  Variable["village.sunglasses_made_it_to_vic_qa_hub"] == false


title: Man with Sunglasses: ""If I wasn't clinically depressed,..."
sequence: 0
userscript: SetVariableValue("whirling.vicquemare_said_hes_depressed", true) --[[ Variable[ ]]
dialoguetext:
"If I wasn't clinically depressed, I'd burst out laughing." He doesn't look amused. "But I'm gonna go with *no* right now."


title: Man with Sunglasses: ""Oh..." He seems taken aback for a..."
sequence: 0
dialoguetext:
"Oh..." He seems taken aback for a moment. "Well, go solve your case then. That would count as *trying hard*."


title: Man with Sunglasses: ""NO!" The man in the sunglasses rai..."
sequence: 0
dialoguetext:
"NO!" The man in the sunglasses raises his fist. "You will not start blabbering about that asshole."


title: Man with Sunglasses: ""Yeaaah..." He's rubbing his chin a..."
sequence: 0
dialoguetext:
"Yeaaah..." He's rubbing his chin as he drags out the *yeah*. "Sort of. Okay. I get the reference. Like after he got run over or something."


title: Man with Sunglasses: ""Oh, the Hypothetical Four-One. Yea..."
sequence: 0
dialoguetext:
"Oh, the Hypothetical Four-One. Yeah, let's *fantasize* about that." He blinks aggressively. "I'm not busy, you're not busy, let's just play around!"


title: Man with Sunglasses: ""No!" he exclaims excitedly. "'Caus..."
sequence: 0
dialoguetext:
"No!" he exclaims excitedly. "'Cause in this thought experiment we are police officers. In a police station. We don't do crimes -- we're not crime bros."


title: Man with Sunglasses: ""None taken, my friend -- none take..."
sequence: 0
dialoguetext:
"None taken, my friend -- none taken." He waves his hands. "Let's be honest, there's been some purely fictional talk in our imaginary station in regards of who'd even *be* worthy of your partnership..."


title: Man with Sunglasses: ""... and the conclusion is that a m..."
sequence: 0
dialoguetext:
"... and the conclusion is that a man with your calibre should form his own one-man-policing-unit." He nods eagerly along. "Anyone else would just slow you down."


title: Man with Sunglasses: ""Neither can I, partner. Neither ca..."
sequence: 0
dialoguetext:
"Neither can I, partner. Neither can I..." His grey eyes suddenly flash above the glass frames. They feel sad.


title: Man with Sunglasses: ""Would you now?! Or would I be *cra..."
sequence: 0
dialoguetext:
"Would you now?! Or would I be *cramping your style?*" The man bites his lip, then waves his hand. "Never mind... *partner*."


title: Man with Sunglasses: ""Oh no, NO, NO! You see, I enjoy wa..."
sequence: 0
dialoguetext:
"Oh no, NO, NO! You see, I enjoy watching other, better cops solve crimes -- and let me tell you, it's been quite a privilege seeing you work..."


title: Horse-Faced Woman: ""This isn't helping," she says, sha..."
sequence: 0
dialoguetext:
"This isn't helping," she says, shaking her head and looking at the man with sunglasses disapprovingly.


title: Man with Sunglasses: ""You're not going to believe this,..."
sequence: 0
dialoguetext:
"You're not going to believe this, but..." The man pauses for dramatic effect. "... police officers!"


title: Man with Sunglasses: ""Yes sir, solving crimes, locking u..."
sequence: 0
dialoguetext:
"Yes sir, solving crimes, locking up bad guys and... *AND* get this... and *not* getting their drink on at two o'clock."


title: Man with Sunglasses: ""Just some regular boring motherfuc..."
sequence: 0
userscript: SetVariableValue("whirling.vicquermare_mentioned_faroutsonoflang", true) --[[ Variable[ ]]
dialoguetext:
"Just some regular boring motherfuckers in suits and uniforms. Nothing spectacularly extravagant like you -- the Far Out Son Of Lung."


title: Man with Sunglasses: ""Again?! I can't believe this shit...."
dialoguetext:
"Again?! I can't believe this shit..." He shakes his head, looking like he really is having trouble believing this *shit*.


title: Man with Sunglasses: ""Oh, it's you, you eccentric genius..."
sequence: 0
dialoguetext:
"Oh, it's you, you eccentric genius." He winks at you sarcastically. "I mean with your unorthodox approach to police work it *has to* be you."


title: Kim Kitsuragi: ""It's an urban myth," the lieutenan..."
sequence: 0
userscript: SetVariableValue("whirling.viquemare_kim_present", true) --[[ Variable[ ]]
dialoguetext:
"It's an urban myth," the lieutenant says quietly. "About an officer who is so far undercover he can't remember who he is. As I said -- just an urban myth. *You're* not the Son of Lung."


title: Man with Sunglasses: ""*Far Out* Son of Liver Failure --..."
sequence: 0
dialoguetext:
"*Far Out* Son of Liver Failure -- the supercop who voluntarily enters an alcohol induced delirium to solve crimes."


title: Man with Sunglasses: ""Wow... You seem stable. And in con..."
dialoguetext:
"Wow... You seem stable. And in control. Allow me to say, alcohol really seems to have had a positive effect on you."


title: Man with Sunglasses: ""Well, as far as disguises go, this..."
dialoguetext:
"Well, as far as disguises go, this is one of the best I've seen... I mean, I could swear you're an actual bum!"


title: Man with Sunglasses: ""Oh don't be so modest, we're looki..."
dialoguetext:
"Oh don't be so modest, we're looking at several months' worth of damage here. Kind of a miracle you're still up and at it, to be honest..."


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


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

conditionstring:
(Variable["whirling.viquemare_logic_antipassive_he_is_famous"]  or  Variable["whirling.vicquemare_disguise_asked"] == true) == false


title: Man with Sunglasses: "The man with sunglasses looks at he..."
sequence: 0
dialoguetext:
The man with sunglasses looks at her -- then back at you: "Okay, superstar. Talk to me, what do you want? You want a pat on the back?"


title: Man with Sunglasses: ""Perfect, great, I don't give a shi..."
sequence: 0
dialoguetext:
"Perfect, great, I don't give a shit!" He shakes his head. "Now leave us alone and do your thing... and I don't mean get drunk and piss yourself, right? You realize that, don't you?"


title: Man with Sunglasses: ""A little premonition for you, lieu..."
sequence: 0
dialoguetext:
"A little premonition for you, lieutenant. Sooner or later -- probably sooner -- your new friend tells you he doesn't need you. He will then suggest you should *fuck off*."


title: Perception (Hearing): "That voice... so very familiar... D..."
sequence: 0
userscript: SetVariableValue("whirling.vicquemare_voice_recognized", true) --[[ Variable[ ]]
dialoguetext:
That voice... so very familiar... Did you hear it when calling to your station and reporting your badge missing?


title: Man with Sunglasses: ""Or...OR..." The man with sunglasse..."
sequence: 0
dialoguetext:
"Or...OR..." The man with sunglasses raises his index finger. "We could go back to doing our jobs. This was stupid..."


title: You: ""Okay, I'm doing this investigation..."
dialoguetext: "Okay, I'm doing this investigation and it turns out he was shot *and* hanged..."
sequence: 0
conditionstring:
(Variable["XP.discover_the_bullet"]  or Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"])


title: You: ""Okay, this person who was shot and..."
sequence: 0
conditionstring: Variable["TASK.get_hardie_boys_to_tell_you_the_whole_story_done"]
dialoguetext:
"Okay, this person who was shot and then made to look like he was hanged -- he *might* have been shot by the people who hanged him."


title: You: ""Okay, the person who was shot and..."
sequence: 0
conditionstring: Variable["TASK.where_is_ruby"]
dialoguetext:
"Okay, the person who was shot and hanged. He may have been shot by the person who made it look like he was hanged."


title: You: ""The person who we *think* shot him..."
sequence: 0
conditionstring: Variable["TASK.ask_about_ruby_in_village"]
dialoguetext:
"The person who we *think* shot him -- who made it look like he was hanged, that we're looking for -- we can't find her."


title: Inland Empire: "Who knows why we do the things we d..."
sequence: 0
dialoguetext:
Who knows why we do the things we do. Somehow bouncing those ideas off the man with sunglasses felt calming. Like you've done it before.

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


title: Man with Sunglasses: ""Well... where have you looked for..."
dialoguetext: "Well... where have you looked for her?"
sequence: 0
userscript:
SetVariableValue("village.sunglasses_looking_for_the_person_we_think_shot_him_and_orchestrated_hanging", true) --[[ Variable[ ]]


title: Logic: "It's like you felt it would be inte..."
sequence: 0
dialoguetext:
It's like you felt it would be intellectually stimulating -- and would lead somewhere. A custom even? Strange...

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


title: Man with Sunglasses: ""I would love to -- but I'm busy *f..."
sequence: 0
dialoguetext:
"I would love to -- but I'm busy *fucking off and not cramping your style*. And that might cramp it, you see. Helping you."


title: You: ""I have a little problem. The perso..."
sequence: 0
conditionstring: Variable["TASK.get_the_dead_body_down_from_the_tree_done"] == false
dialoguetext:
"I have a little problem. The person who was hanged is still hanging there. I still haven't taken him down."


title: Man with Sunglasses: ""West of here? Though luck. The pla..."
sequence: 0
dialoguetext:
"West of here? Though luck. The place is ruined from the bombardment. A lot of places to hide there..."


title: Man with Sunglasses: ""You don't say?" He turns away from..."
sequence: 0
dialoguetext:
"You don't say?" He turns away from you. "Good bye then. The voice thing was a *coincidence*. Run along, asshole."


title: Esprit de Corps: "It's not my style, he thinks, glanc..."
sequence: 0
dialoguetext:
It's not my style, he thinks, glancing at the man in sunglasses. And the woman beside him. Ooo boy, they're mad at him. No wonder. He just doesn't recognize them.


title: Rhetoric: "As if waiting for some kind of reac..."
sequence: 0
dialoguetext:
As if waiting for some kind of reaction, or response -- something to *click*. It's not happening though. Who is this guy?


title: Esprit de Corps: "Okay. I was clearly wrong. He is a..."
sequence: 0
userscript: XPPicoSetBool("XP.sunglasses_esprit")--[[ Variable[ ]]
dialoguetext:
Okay. I was clearly wrong. He is a firefighter, male nurse, animal control agent -- something of that kind. Not a cop. Go on with your cop work. Don't let me stop you again.


title: Composure: "Okay, so this guy is cool -- he sta..."
sequence: 0
dialoguetext:
Okay, so this guy is cool -- he stands there like a statue. An *angry* statue. And he does *not* like you.


title: Man with Sunglasses: ""I'm sure he's fucking *flattered*,..."
sequence: 0
dialoguetext:
"I'm sure he's fucking *flattered*, but *Kim* is not part of this thought experiment. In this one -- *we're* partners."


title: Physical Instrument: "You know what? It must be because h..."
sequence: 0
dialoguetext:
You know what? It must be because he's *buff*. He looks like he works out like he's got the devil on his back.

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


title: Man with Sunglasses: "Again he provides no reply, instead..."
sequence: 0
userscript: SetVariableValue("village.vicquemare_saw_both_weird_jacket_exits", true) --[[ Variable[ ]]
dialoguetext:
Again he provides no reply, instead seemingly trying to get a better look of your attire through his sunglasses.


title: Smoker on the Balcony: ""Hi, gendarme. Another rendezvous."..."
sequence: 0
userscript: XPMinorSetBool("XP.meet_the_smoker_on_the_balcony_again")--[[ Variable[ ]]
dialoguetext:
"Hi, gendarme. Another rendezvous." There he is again -- the smoker on the balcony! Right here in the Whirling-in-Rags.


title: Smoker on the Balcony: ""*Everything* will be constantly sh..."
sequence: 0
dialoguetext:
"*Everything* will be constantly shifting and moving under our rule, the future will belong to a circus of identities, just spinning around, surreal and unreal... You won't even know who you are anymore."


title: Smoker on the Balcony: ""Oh, it's a *pleasure* group... a s..."
sequence: 0
dialoguetext:
"Oh, it's a *pleasure* group... a sub-rosa pleasure group congregating in cellars under the cover of night... Saturday night, sometimes even *Friday* night!"


title: Smoker on the Balcony: ""Oh we're ambitious, we want to des..."
sequence: 0
dialoguetext:
"Oh we're ambitious, we want to destroy the last vestiges of meaning, the last things people in Revachol have to hold on to, the true symbols of security -- the meaning of man and woman, mother and father, their marriage."


title: Encyclopedia: "Just pointing it out, we're not tal..."
sequence: 0
dialoguetext:
Just pointing it out, we're not talking about some kind of a cult with *members* here, you made it up.


title: Smoker on the Balcony: ""Or Thursday night! Sometimes the c..."
sequence: 0
dialoguetext:
"Or Thursday night! Sometimes the congregating doesn't even end, it carries on into our daily life..." He lowers his voice conspiratorially and looks around.


title: Smoker on the Balcony: ""Oh, yes... let's see. He knocked o..."
sequence: 0
dialoguetext:
"Oh, yes... let's see. He knocked on my door a few days after the lynching. I think he was going through the entire building, asking questions."


title: Smoker on the Balcony: ""The *homo-sexual underground*?" Th..."
sequence: 0
dialoguetext:
"The *homo-sexual underground*?" The smoker sits up immediately, his eyes wide with amused surprise; a honeyed smile lingers on his lips.


title: Smoker on the Balcony: ""Oh, let me think..." He turns his..."
sequence: 0
dialoguetext:
"Oh, let me think..." He turns his eyes upward in recollection. "He had an accent. He sounded like one of those mercenaries."


title: Smoker on the Balcony: ""He sounded vaguely Oranjese." He c..."
sequence: 0
userscript: SetVariableValue("tc.victim_oranjese", true) --[[ Variable[ ]]
dialoguetext:
"He sounded vaguely Oranjese." He closes his eyes. "No, not vaguely, scratch that. He sounded *definitely* Oranjese."


title: Smoker on the Balcony: ""I see you've found yourself a litt..."
sequence: 0
userscript: SetVariableValue("whirling.smoker_commented_on_clothing", true) --[[ Variable[ ]]
dialoguetext:
"I see you've found yourself a little something from my wardrobe." He scans you. "Not bad, not bad at all. What brings you here?"


title: You: ""About this hat I'm wearing...""
dialoguetext: "About this hat I'm wearing..."
sequence: 0
conditionstring:
Variable["whirling.smoker_commented_on_clothing"] == true  and  CheckEquipped("hat_samaran") == true  and  CheckEquipped("jacket_kimono_robe") == false


title: You: ""About this robe I'm wearing...""
dialoguetext: "About this robe I'm wearing..."
sequence: 0
conditionstring:
Variable["whirling.smoker_commented_on_clothing"] == true  and  CheckEquipped("hat_samaran") == false  and  CheckEquipped("jacket_kimono_robe") == true


title: You: ""About the hat and the robe I'm wea..."
dialoguetext: "About the hat and the robe I'm wearing..."
sequence: 0
conditionstring:
Variable["whirling.smoker_commented_on_clothing"] == true  and  CheckEquipped("hat_samaran") == true  and  CheckEquipped("jacket_kimono_robe") == true


title: Composure: "It's the sports, he's a sports guy,..."
sequence: 0
dialoguetext:
It's the sports, he's a sports guy, all about that physical prowess and athletic skill... Nothing else here.


title: Smoker on the Balcony: ""Well, I *am* one of them, one of t..."
sequence: 0
dialoguetext:
"Well, I *am* one of them, one of this *sub-rosa pleasure group* congregating in cellars under the cover of night... Saturday night, sometimes even *Friday* night!"


title: Smoker on the Balcony: ""Why not? Don't you want to hear ab..."
sequence: 0
dialoguetext:
"Why not? Don't you want to hear about how we want to destroy the last vestiges of meaning, the last things people in Revachol have to hold on to, the meaning of man and woman?"


title: Smoker on the Balcony: ""Or the true symbols of security, m..."
sequence: 0
dialoguetext:
"Or the true symbols of security, mother and father and their everlasting marriage... *Everything* will be constantly shifting and moving under our rule, the future will belong to a *circus* of identities, just spinning around, surreal and unreal..."


title: Smoker on the Balcony: "The smoker starts laughing and lean..."
sequence: 0
userscript: GainThought("homosexual_underground")
dialoguetext:
The smoker starts laughing and leans back against the counter: "Sure thing, officer, what do you want to know next?"


title: Smoker on the Balcony: ""Yes, we listen to a lot of disco...."
sequence: 0
dialoguetext:
"Yes, we listen to a lot of disco. Some say we *engineered* disco to spread our vision of a vertiginous, ever-changing society, where all there is a razzle-dazzle of gold!"


title: Smoker on the Balcony: ""We are going to *change* the famil..."
sequence: 0
dialoguetext:
"We are going to *change* the family unit with all this razzamatazz and finger-dancing," he wiggles his hands, "and with mysteries, of course, the mysteries are also of sexual nature, very esoteric."


title: Smoker on the Balcony: ""You can't just get into it, you ha..."
sequence: 0
dialoguetext:
"You can't just get into it, you have to be born into it -- one is either already *in* the homo-sexual movement or forever excluded from it."


title: You: ""What if I can't remember whether I..."
sequence: 0
dialoguetext:
"What if I can't remember whether I'm in or not? What if I can't remember anything about my life -- aside from the fact that I like disco?"


title: Smoker on the Balcony: ""Beautiful!" The smoker crawls up t..."
sequence: 0
dialoguetext:
"Beautiful!" The smoker crawls up to you like an animal preparing to jump. "Beautiful, that's exactly what we're looking for! Who knows, maybe you *were* homo-sexual in the past, maybe all of that has been *repressed*..." He circles his hands around you.


title: Smoker on the Balcony: ""I have to say that you do look lik..."
sequence: 0
dialoguetext:
"I have to say that you do look like someone who might be part of *the underground*. You have that very distinctive 'I-can't-understand-what's-going-on-here' look."


title: Smoker on the Balcony: ""But do you also like the *razzle-d..."
sequence: 0
dialoguetext:
"But do you also like the *razzle-dazzle* of gold? Do you like parties and discos and having fun under the vibrant lights of Saturday night?"


title: Smoker on the Balcony: ""Because instead of the traditional..."
sequence: 0
dialoguetext:
"Because instead of the traditional family unit we're going to have all this *razzamatazz*," he wiggles his hands, "and mysteries, of course, too -- mysteries of *sexual* nature, very esoteric. And disco music and drugs."


title: Smoker on the Balcony: ""Absolutely *wonderful*.""
dialoguetext: "Absolutely *wonderful*."
sequence: 0
userscript:
GainThought("homosexual_underground"); XPPicoSetBool("XP.smoker_underground_investigation")--[[ Variable[ ]]


title: Smoker on the Balcony: ""A visitor from the first world. He..."
sequence: 0
dialoguetext:
"A visitor from the first world. He's not like you and me, gendarme." He smiles and his smile seems melancholic. "He can always return."


title: Smoker on the Balcony: ""He has keys. And he likes the view..."
sequence: 0
dialoguetext:
"He has keys. And he likes the view..." He waves gently with his cigarette-holding hand. "To the sea, I mean."


title: Smoker on the Balcony: ""How cunning." He raises his brows..."
sequence: 0
dialoguetext:
"How cunning." He raises his brows and you're not sure whether he's mocking you or not. "I like men who take what they want."


title: Smoker on the Balcony: ""To his opportunities in Occident,..."
sequence: 0
dialoguetext:
"To his opportunities in Occident, Sur-la-Clef. Still..." He breathes in and keeps his lungs filled for a moment, before letting it out. "His coming and going brings some life to the village."


title: Smoker on the Balcony: ""A bit too dramatic, don't you thin..."
sequence: 0
dialoguetext:
"A bit too dramatic, don't you think?" He says it like it's an aesthetic question. "If you really must do it then I'd go with something else... some other substance."


title: Smoker on the Balcony: ""Well, here's to you!" He raises a..."
sequence: 0
dialoguetext:
"Well, here's to you!" He raises a glass, before taking a sip of his drink, froth grazing his mouth.


title: Smoker on the Balcony: ""But then again -- you're a cop, it..."
sequence: 0
dialoguetext:
"But then again -- you're a cop, it definitely fits the genre." He looks at his hands folded on a table. "*I* fit the genre, we all do... moulded by fiction like we're characters in some bad novella."


title: Conceptualization: "A man like you can figure out his s..."
sequence: 0
dialoguetext:
A man like you can figure out his sexuality in a working day. It won't be twenty hours unless you want to enter the heightened realms of the *fantasme érotique* afterwards. Then it may be twenty hours *or more*! But that would be on your own time.


title: You: ""I need to talk with your Sunday fr..."
dialoguetext: "I need to talk with your Sunday friend again, it's about committee business."
sequence: 0
conditionstring:
Variable["apt.sponsor_greeting_done"] == true  and  IsTaskActive("TASK.ask_smoker_about_sunday_friend")  and  DayCount() > Variable["apt.smoker_second_departure"]  and  Variable["TASK.visit_the_smoker_on_the_balcony_done"]


title: Smoker on the Balcony: ""And if I may ask, gendarme, what i..."
sequence: 0
dialoguetext:
"And if I may ask, gendarme, what is this *committee* about?" He takes a measured drag of his cigarette.


title: Smoker on the Balcony: ""No." He exhales a grey trail of sm..."
sequence: 0
dialoguetext:
"No." He exhales a grey trail of smoke. "I don't think I will. This is between the two of you, you see."


title: Smoker on the Balcony: ""In any case, I would *love* to hel..."
sequence: 0
userscript: SetVariableValue("whirling.smoker_where_he_is", true) --[[ Variable[ ]]
dialoguetext:
"In any case, I would *love* to help, but the thing is, I don't know *where* he is. We don't talk about everything, you see..." He gently taps the end of his cigarette with his forefinger.


title: Smoker on the Balcony: ""He might have mentioned something..."
sequence: 0
dialoguetext:
"He might have mentioned something about making a tour of some historical sites up the coast... in an unofficial capacity, of course."

userscript:
FinishTask("TASK.ask_smoker_about_sunday_friend_done");
GainTask("TASK.talk_moralism_with_sunday_friend")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
Variable["canal.know_water_lock_time"] == true  and  Variable["canal.know_water_lock_fixed"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["canal.know_water_lock_time"] == true  and  Variable["canal.know_water_lock_fixed"] == true)

conditionstring:
(Variable["canal.know_water_lock_time"] == true  and  Variable["canal.know_water_lock_fixed"] == true) == false


title: Smoker on the Balcony: ""Oh, he'll be *devastated* to hear..."
dialoguetext: "Oh, he'll be *devastated* to hear that, I'm sure..." He smiles.
sequence: 0
userscript:
SetVariableValue("whirling.kim_moralism_ask_someone", true) ;
SetVariableValue("whirling.smoker_refused_apologise", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""I'm not sure if you've noticed, bu..."
sequence: 0
dialoguetext:
"I'm not sure if you've noticed, but Martinaise isn't exactly crawling with Coalition representatives. You're going to have to look for someone else now."

userscript:
FinishTask("TASK.ask_smoker_about_sunday_friend_done");
GainTask("TASK.find_some_moralists")--[[ Variable[ ]]


title: Empathy: "What are you doing, Harry? You bett..."
sequence: 0
dialoguetext:
What are you doing, Harry? You better hope there's someone else around who can help you get in touch with the Coalition...


title: Smoker on the Balcony: ""God, of *course* it is. My friend..."
sequence: 0
dialoguetext:
"God, of *course* it is. My friend is always trying to convince me I need a little more responsibility..."


title: Man with Sunglasses: "He seems to be observing you throug..."
sequence: 0
dialoguetext:
He seems to be observing you through the reflective glass of his eye-wear. There's no reply. Perhaps repeat it?


title: Kim Kitsuragi: ""I think even in this *fictional* r..."
sequence: 0
userscript: SetVariableValue("whirling.viquemare_kim_present", true) --[[ Variable[ ]]
dialoguetext:
"I think even in this *fictional* reality, the 57th would still be *my* station." The lieutenant makes a little nod towards the man with sunglasses.


title: Man with Sunglasses: ""Good job, that was very close." He..."
sequence: 0
dialoguetext:
"Good job, that was very close." He now speaks with the tone of a mother helping her kid take first steps. "Maybe try again?"


title: Man with Sunglasses: "Repeating it gets no reaction from..."
sequence: 0
dialoguetext:
Repeating it gets no reaction from the man with sunglasses. Suddenly the world is very quiet. Even the howling wind outside sounds a bit embarrassed.


title: Man with Sunglasses: ""Okay, okay!" The man sounds genuin..."
sequence: 0
userscript: XPTinySetBool("XP.guessed_you_might_be_from_hypo41")--[[ Variable[ ]]
dialoguetext:
"Okay, okay!" The man sounds genuinely excited. "That's plausible. That's entirely plausible. Now we're really getting somewhere..." He gives you a long, meaningful look and adds:


title: Man with Sunglasses: ""How about 41? How does 41st sound?..."
sequence: 0
userscript: SetVariableValue("whirling.viquemare_station41_established", true) --[[ Variable[ ]]
dialoguetext:
"How about 41? How does 41st sound?" He shakes his head. "Never mind, I'm not going along with this..."


title: Man with Sunglasses: ""No, not really," he replies with t..."
sequence: 0
dialoguetext:
"No, not really," he replies with the familiar fake enthusiasm. "Not really at all! Now *please* go sort this hanging out, alright?"


title: Man with Sunglasses: ""Nothing *works* for me, that's the..."
sequence: 0
dialoguetext:
"Nothing *works* for me, that's the problem, buddy." He closes his eyes and rubs his forehead. "Whatever, I don't really care."


title: Man with Sunglasses: ""Well, I *am* interacting with the..."
sequence: 0
dialoguetext:
"Well, I *am* interacting with the most dangerous animal of them all -- you -- I'd say yes. I'm animal control."


title: Horse-Faced Woman: ""Stop it, Jean..." she says quietly..."
sequence: 0
dialoguetext:
"Stop it, Jean..." she says quietly and turns to you. "No, he has never been a firefighter. No one here is a firefighter."


title: Horse-Faced Woman: "She sighs and looks at you with som..."
sequence: 0
dialoguetext:
She sighs and looks at you with something akin to compassion in her eyes. "Can we help you with something?"


title: Man with Sunglasses: ""Oh you know me... always the joker..."
sequence: 0
dialoguetext:
"Oh you know me... always the joker -- just can't but see the bright side." He's doing a weird dance imitation with his elbows. "Guess I'm just pathologically a *glass is half-full* kind of guy."


title: Man with Sunglasses: ""Seven years and going strong!" He..."
sequence: 0
dialoguetext:
"Seven years and going strong!" He nods enthusiastically. "The head doctors are now calling it a medical marvel... no, wait, anomaly was the word they used."


title: Man with Sunglasses: ""But as you're still staring at me..."
sequence: 0
dialoguetext:
"But as you're still staring at me like a calf stares at a freshly made gate... I assume there was something else."


title: Man with Sunglasses: ""You solving the case you're on." H..."
sequence: 0
dialoguetext:
"You solving the case you're on." He takes a quick breath. "I'm passionate about that. So maybe -- get to it?"


title: Man with Sunglasses: ""Oh, you're still here," he says, o..."
sequence: 0
dialoguetext:
"Oh, you're still here," he says, opening his eyes. "Must have had something really important for me?"


title: Man with Sunglasses: ""Oh, you've done a lot more with et..."
sequence: 0
dialoguetext:
"Oh, you've done a lot more with ether than just *look into it*." He leans back and mumbles: "This was stupid, I shouldn't have..."


title: Man with Sunglasses: ""Oh, I wish I could, I wish I could..."
sequence: 0
dialoguetext:
"Oh, I wish I could, I wish I could..." he spreads his arms and shrugs. "Unfortunately I'm a neck and chin nurse. What you need is a head nurse. Sorry I couldn't help you out, buddy."


title: Man with Sunglasses: ""Yes. From another life. A differen..."
sequence: 0
dialoguetext:
"Yes. From another life. A different life. Maybe the life of a police officer belonging to the ranks of the..." He pauses.


title: Horse-Faced Woman: ""You can sometimes be a real asshol..."
sequence: 0
dialoguetext:
"You can sometimes be a real asshole, you know that?" Surprisingly, the words don't seem to be directed at you.


title: Esprit de Corps: "There's something we're missing her..."
sequence: 0
dialoguetext:
There's something we're missing here... something you can't put our finger on. You know what -- just ask him. I know it sounds crazy (and you'll probably get laughed at). But still...


title: You: "Pick up the handset."
dialoguetext: Pick up the handset.
sequence:
PlayAnimation(Tequila Sunset, PhoneboothGrab); PlayAnimation(Phone Booth, PhoneboothGrab); HideActualHeld();


title: You: "[Leave.]"
dialoguetext: [Leave.]
sequence:
PlayAnimation(Tequila Sunset, PhoneboothHangup); PlayAnimation(Phone Booth, PhoneboothHangup); ShowActualHeld()@3;


title: Payphone: "It didn't give you *any* fun for th..."
sequence: 0
userscript: SetVariableValue("coast.payphone_beat_your_hand", true) --[[ Variable[ ]]
dialoguetext:
It didn't give you *any* fun for that money. Nothing. Your hand is turning blue now... blood drips to the ground.


title: Payphone: ""But who are you then? A salesman o..."
sequence: 0
dialoguetext:
"But who are you then? A salesman of some sort? Modern goods are rubbish. And I can't afford them anyhow. It's a shame what you did to our country..." The woman moans and the phone lines howl in unison with her.


title: Payphone: ""This is because we are bred to be..."
sequence: 0
dialoguetext:
"This is because we are bred to be leaders. I can hear the common or mixed background from your voice."


title: Payphone: "And calling -- for who knows how lo..."
sequence: 0
userscript: PassTime()
dialoguetext:
And calling -- for who knows how long. But no one answers. You need to insert more money to call again.


title: Payphone: "You dial the number again -- as you..."
sequence: 0
dialoguetext:
You dial the number again -- as you've done many times. You remember it well now: 001 -- 41 -- 44 -- 47 -- 11 -- 17 -- 361 -- 451 -- 67 -- 451 -- 451.


title: You: "Put 10 cents in and dial the long p..."
dialoguetext: Put 10 cents in and dial the long phone number one more time.
sequence: PlayAnimation(Tequila Sunset, PhoneboothDial); PlayAnimation(Phone Booth, PhoneboothDial);
userscript: SetVariableValue("coast.payphone_dolores_third_call_done", true) --[[ Variable[ ]]
conditionstring:
Variable["coast.payphone_dolores_second_call_done"]  and  Variable["coast.payphone_dolores_third_call_done"] == false


title: Payphone: "Her voice is drowned in white noise..."
sequence: 0
dialoguetext:
Her voice is drowned in white noise. Sounds like waves washing a beach, growing in volume until the call suddenly disconnects.


title: Interfacing: "Yes. 451 -- 67 -- 451 -- you are go..."
sequence: 0
dialoguetext:
Yes. 451 -- 67 -- 451 -- you are going deeper now, into some unknown place. Far away from this island of matter and its telecommunication networks....


title: Perception (Hearing): "It doesn't matter if you react or n..."
sequence: 0
dialoguetext:
It doesn't matter if you react or not. You still think you hear a *man's* voice in the background. It's covered in pain and white noise...


title: Perception (Hearing): "No answer. You're not sure but you..."
sequence: 0
dialoguetext:
No answer. You're not sure but you think you hear a *man's* voice in the background. It's covered in pain and white noise...


title: Inland Empire: "You get a sinking feeling. It makes..."
sequence: 0
dialoguetext:
You get a sinking feeling. It makes you look if Lieutenant Kitsuragi overheard you. To your relief, he did not.


title: Payphone: "A metal payphone under a yellow pla..."
sequence: 0
dialoguetext:
A metal payphone under a yellow plastic dome. You could use it to call someone, unless you're out of change...


title: You: "Put 10 cents in and dial a random n..."
dialoguetext: Put 10 cents in and dial a random number: 005-24-03-155.
conditionstring: Variable["boardwalk.payphone_made_first_prank_call"] == false
userscript: SetVariableValue("boardwalk.payphone_made_first_prank_call", true) --[[ Variable[ ]]
sequence:
AudioPlay(boardwalk/payphone/coin-inserted-01,1); PlayAnimation(Tequila Sunset, PhoneboothDial); PlayAnimation(Phone Booth, PhoneboothDial);


title: You: "Put 10 cents in and dial a random n..."
dialoguetext: Put 10 cents in and dial a random number: 005-51-17-912.
sequence: PlayAnimation(Tequila Sunset, PhoneboothDial); PlayAnimation(Phone Booth, PhoneboothDial);
userscript: SetVariableValue("boardwalk.payphone_made_second_prank_call", true) --[[ Variable[ ]]
conditionstring:
Variable["boardwalk.payphone_made_first_prank_call"] == true  and  Variable["boardwalk.payphone_made_second_prank_call"] == false


title: You: "Put 10 cents in and dial a random n..."
dialoguetext: Put 10 cents in and dial a random number: 005-99-77-313.
sequence: PlayAnimation(Tequila Sunset, PhoneboothDial); PlayAnimation(Phone Booth, PhoneboothDial);
userscript: SetVariableValue("boardwalk.payphone_made_third_prank_call", true) --[[ Variable[ ]]
conditionstring:
Variable["boardwalk.payphone_made_second_prank_call"] == true  and  Variable["boardwalk.payphone_made_third_prank_call"] == false


title: Interfacing: "11 -- 17 -- 361 -- your fingers kee..."
sequence: 0
dialoguetext:
11 -- 17 -- 361 -- your fingers keep moving like a spider, every time the ring rotates back with a little ring of metal, like a bell tolling.


title: Payphone: ""No, but I got a feeling Al Kickura..."
sequence: 0
dialoguetext:
"No, but I got a feeling Al Kickurass is gonna make an appearance if you ever call this number again. Have a good one, asshole!"


title: Payphone: ""What are you, like five?" A woman'..."
sequence: 0
dialoguetext:
"What are you, like five?" A woman's voice shouts something in the background and when Girard speaks again his voice is hushed...


title: Payphone: ""Who the fuck do you think you are..."
sequence: 0
dialoguetext:
"Who the fuck do you think you are talking to me like that?" The voice on the phone is suddenly very agitated.


title: You: ""I can't *tell* you who I am. I hav..."
sequence: 0
conditionstring: IsHighestPolitical("moralist")
dialoguetext:
"I can't *tell* you who I am. I have a secret plan to win mankind three thousand years of peace on this planet. I have to be ominously vague..." (Proceed.)


title: You: ""I am an ultra-high-net-worth indiv..."
sequence: 0
conditionstring: IsHighestPolitical("ultraliberal")
dialoguetext:
"I am an ultra-high-net-worth individual. I understand how reality works. I have *seen* into it. My mind is clear." (Proceed.)


title: Payphone: ""Just tell me what's going on here!..."
sequence: 0
userscript: SetVariableValue("coast.payphone_prank_call_break_up", true) --[[ Variable[ ]]
dialoguetext:
"Just tell me what's going on here!" Now you hear fear too. The voice gets further away from the microphone, then yells: "Bian, come here!"


title: You: ""I am the last faithful kingsman. I..."
sequence: 0
conditionstring: IsHighestPolitical("revacholian_nationhood")
dialoguetext:
"I am the last faithful kingsman. I will free the city of Revachol. I will turn back the sea. I will reverse time." (Proceed.)


title: Payphone: "The sounds are muffled. You can mak..."
sequence: 0
dialoguetext:
The sounds are muffled. You can make out two people: a man and a woman called *Bian*. They are talking to each other in agitated voices. There's a shuffle of feet, children maybe?


title: Payphone: "More shouting. You're pretty sure y..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
More shouting. You're pretty sure you hear a man saying *fuck* several times. Then the crackle in the phone line gets violently loud, like the surf breaking.


title: Physical Instrument: "You hear a faint *thuck*. You could..."
dialoguetext: You hear a faint *thuck*. You could swear you're hearing furniture falling over.
sequence: 0
userscript:
SetVariableValue("boardwalk.payphone_second_prank_call_half_light_recognize_slaps", true) --[[ Variable[ ]]


title: Payphone: "You can't make out a single word, j..."
sequence: 0
dialoguetext:
You can't make out a single word, just vague voices. One more, a child, has joined. Something breaks -- or falls over? Footsteps approaching!


title: Volition: "Now walk away. Forget about this. W..."
sequence: 0
dialoguetext:
Now walk away. Forget about this. Walk away and do police work. *BURY* this in yourself and move on.


title: Payphone: "Something hits the phone with a lou..."
sequence: 0
dialoguetext:
Something hits the phone with a loud crack of plastic and microphone hiss -- after that you are left with the disconnect tone.


title: Interfacing: "451 -- you have dialled god knows h..."
sequence: 0
dialoguetext:
451 -- you have dialled god knows how many numbers. The headset has been waiting silently to relay a signal -- surely nothing can come of this, you think. But it does. A connection.


title: You: ""I'm a revolutionary servant of hum..."
sequence: 0
conditionstring: IsHighestPolitical("communist")
dialoguetext:
"I'm a revolutionary servant of humanity. I will free mankind and abolish the classes. I will raise the dead." (Proceed.)


title: Payphone: "You dial the number again -- twenty..."
sequence: 0
dialoguetext:
You dial the number again -- twenty six pulls of the rotary dial. The machine eats the coin and a terrifying ocean of distance rustles in your ear...


title: Payphone: ""My *debt?* I don't fucking owe you..."
sequence: 0
dialoguetext:
"My *debt?* I don't fucking owe you, it's..." The young man realises something. "Who is... ah never mind, I don't have time for this..."


title: Payphone: ""Hello." She sounds sleepy."
dialoguetext: "Hello." She sounds sleepy.
userscript: SetVariableValue("coast.payphone_called_her", true) --[[ Variable[ ]]
sequence:
 PlayAnimation(Tequila Sunset, PhoneboothCallDora)@2; PlayAnimation(Phone Booth, PhoneboothCallDora)@2;


title: Payphone: "The phone gets hanged up fast as li..."
sequence: 0
dialoguetext:
The phone gets hanged up fast as lightning, all you hear is a little shuffle of nylon as the hand moves on the other end.


title: Payphone: ""Tethys, I uh..." The young man rea..."
sequence: 0
dialoguetext:
"Tethys, I uh..." The young man realises something. "Hey, you're not Tethys! Screw you and don't ever call here again, you're fucking with some *serious* people!"


title: Payphone: "There's a moment of silence before..."
sequence: 0
dialoguetext:
There's a moment of silence before the voice speaks again, more calmly: "You got the wrong number, don't call here again."


title: Perception (Hearing): "Amid the howling in the wire you ma..."
sequence: 0
dialoguetext:
Amid the howling in the wire you make out a woman's voice with a thick Samaran accent: "Girard... Girard, this is a joke. Someone is making a joke..."


title: Interfacing: "You close your eyes and put your in..."
sequence: 0
dialoguetext:
You close your eyes and put your index finger on the rotary dial, then pull down on the number, then move one up and repeat the motion, twice...


title: Payphone: "Followed by seven digits at random...."
sequence: 0
dialoguetext:
Followed by seven digits at random. The last one makes the silence turn into a ring. It's calling...


title: Payphone: "And calling -- for two minutes now...."
sequence: 0
dialoguetext:
And calling -- for two minutes now. You're out of luck. No one's home there either. But the payphone still has your ten cents in there...


title: Payphone: "Time keeps passing. In the distance..."
sequence: 0
dialoguetext:
Time keeps passing. In the distance, seagulls squawk -- no one is home at this number. But the coin... it's still in there... you find yourself thinking:


title: Interfacing: "What were you trying to achieve by..."
sequence: 0
dialoguetext:
What were you trying to achieve by closing your eyes? Did you want your muscle memory to take over and call somewhere? Where?


title: Payphone: "An ultra-long-distance call. Your e..."
sequence: 0
dialoguetext:
An ultra-long-distance call. Your ear fills with a crackle, the wash of a strange ocean full of white noise. A little bird starts ringing in there, not like the local calling tone before. No, a small ring in a cage of distortion, far away, a distant network of phones...


title: Interfacing: "Again you close your eyes -- and ag..."
sequence: 0
dialoguetext:
Again you close your eyes -- and again your fingers move on the rotary dial. Ten metallic rings as the dial returns to zero after each number.


title: Encyclopedia: "005 is Revachol ZoC -- 001 is Graad..."
sequence: 0
userscript: SetVariableValue("coast.payphone_cyclo_rheasilvia", true) --[[ Variable[ ]]
dialoguetext:
005 is Revachol ZoC -- 001 is Graad, on the Graadian isola, where the telephone was invented. The next two digits you dial are the area code for the city of Mirova...


title: Interfacing: "You dialled 001. This is not the ar..."
sequence: 0
dialoguetext:
You dialled 001. This is not the area code of Revachol. It is another destination -- on another isola. Some far-off nation state.


title: Pain Threshold: "Ringing by the bedside of a dark bu..."
sequence: 0
userscript: SetVariableValue("coast.payphone_pain_passive", true) --[[ Variable[ ]]
dialoguetext:
Ringing by the bedside of a dark but capacious apartment with long windows... you know this to be true.


title: Payphone: "It didn't give you *any* fun for th..."
sequence: 0
userscript: DamageEndurance(1); SetVariableValue("coast.payphone_beat_your_hand", true) --[[ Variable[ ]]
dialoguetext:
It didn't give you *any* fun for that money. Your hand is turning blue now... blood drips to the ground.


title: Payphone: "The headset lands in the cradle wit..."
sequence: 0
userscript: HealEndurance(2); HealVolition(2)
dialoguetext:
The headset lands in the cradle with a clank. There it sits -- still warm from your hand. You have no idea what just happened.


title: You: "Put 10 cents in and dial the long p..."
dialoguetext: Put 10 cents in and dial the long phone number again.
sequence: PlayAnimation(Tequila Sunset, PhoneboothDial); PlayAnimation(Phone Booth, PhoneboothDial);
userscript: SetVariableValue("coast.payphone_dolores_call_twice", true) --[[ Variable[ ]]
conditionstring:
Variable["coast.payphone_dolores_call_done"]  and  Variable["coast.payphone_dolores_call_twice"] == false


title: Payphone: "A metal payphone under a yellow pla..."
dialoguetext:
A metal payphone under a yellow plastic dome. There's a bitter, caustic taste on the tip of your tongue as you look at the handset.


title: Volition: "You can't. Some strange force is ke..."
sequence: 0
dialoguetext:
You can't. Some strange force is keeping the headset glued to your hand, your ear listening to the ring in the speaker...


title: You: ""You want more money now, huh?! YOU..."
dialoguetext: "You want more money now, huh?! YOU WANT FUCKING MONEY?!!!?" (Punch the phone again.)
conditionstring: Variable["coast.payphone_punched_once"] and Variable["coast.payphone_punched_twice"] == false
sequence:
PlayAnimation(Tequila Sunset, PhoneboothHangup); PlayAnimation(Phone Booth, PhoneboothHangup); PlayAnimation(Tequila Sunset, GenericPunch)@2; PlayAnimation(Tequila Sunset, PhoneboothGrab)@6.25; PlayAnimation(Phone Booth, PhoneboothGrab)@6.25;

userscript:
ReputationGrows("the_destroyer"); SetVariableValue("coast.payphone_punched_twice", true) --[[ Variable[ ]]


title: You: ""I don't know who I am. I am an amn..."
dialoguetext: "I don't know who I am. I am an amnesiac." (Proceed.)
sequence: 0
conditionstring:
IsHighestPolitical("communist") == false  and  IsHighestPolitical("revacholian_nationhood") == false  and  IsHighestPolitical("ultraliberal") == false  and  IsHighestPolitical("moralist") == false


title: You: ""You want my MONEY?!" (Punch the ph..."
dialoguetext: "You want my MONEY?!" (Punch the phone.)
sequence:
PlayAnimation(Tequila Sunset, PhoneboothHangup); PlayAnimation(Phone Booth, PhoneboothHangup); PlayAnimation(Tequila Sunset, GenericPunch)@2; PlayAnimation(Tequila Sunset, PhoneboothGrab)@6.25; PlayAnimation(Phone Booth, PhoneboothGrab)@6.25;

conditionstring:
Variable["coast.payphone_punched_once"] == false  and  Variable["coast.payphone_dolores_third_call_done"] == true

userscript:
SetVariableValue("coast.payphone_punched_once", true) ; ReputationGrows("the_destroyer")--[[ Variable[ ]]


title: Kim Kitsuragi: "The lieutenant shrugs apathetically..."
sequence: 0
userscript: SetVariableValue("coast.payphone_kim_one_time_grump", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant shrugs apathetically, then walks a little distance away to concentrate on his notes. Looks like he'd rather not get into it again.


title: Payphone: "Then the ocean breaks. Out of the d..."
sequence: 0
dialoguetext:
Then the ocean breaks. Out of the depths, a woman's voice emerges. Small. The dearest thing you've ever heard.


title: You: "Put 10 cents in and dial a random n..."
dialoguetext: Put 10 cents in and dial a random number: 005-11-11-313.
sequence: PlayAnimation(Tequila Sunset, PhoneboothDial); PlayAnimation(Phone Booth, PhoneboothDial);
userscript: SetVariableValue("coast.payphone_made_fourth_prank_call", true) --[[ Variable[ ]]
conditionstring:
Variable["boardwalk.payphone_made_third_prank_call"] == true  and  Variable["coast.payphone_made_fourth_prank_call"] == false


title: Payphone: ""I'm tired..." A man answers, fast..."
sequence: 0
dialoguetext:
"I'm tired..." A man answers, fast this time. His voice is hoarse from cigarettes. You hear typing in the background.


title: Payphone: "You do not hear the customary disco..."
sequence: 0
dialoguetext:
You do not hear the customary disconnect tone, just silence in the handset -- the machine is still waiting for you to dial a number.


title: Payphone: ""If I could go just one month witho..."
sequence: 0
dialoguetext:
"If I could go just one month without writing. No, two months... I could regenerate my brain. Fucking liberalism..."


title: Interfacing: "Lucky you. The call went too fast f..."
sequence: 0
dialoguetext:
Lucky you. The call went too fast for the payphone to register. You can still make a new one without paying.


title: Payphone: ""Because it's me... Look, I don't u..."
dialoguetext:
"Because it's me... Look, I don't understand what you're saying or why you're calling me. You seem drunk."


title: Payphone: ""Do you know what time it is? It's..."
dialoguetext:
"Do you know what time it is? It's so late here..." Sounds like she's looking for a clock on the night stand.


title: Payphone: "Disconnect tone -- the machine ran..."
dialoguetext: Disconnect tone -- the machine ran out of money.
userscript: SetVariableValue("coast.payphone_dolores_call_done", true) --[[ Variable[ ]]
sequence:
PlayAnimation(Tequila Sunset, PhoneboothHangupDora); PlayAnimation(Phone Booth, PhoneboothHangupDora);


title: Encyclopedia: "Twenty-two million people live in M..."
sequence: 0
dialoguetext:
Twenty-two million people live in Mirova, the capital city of Graad. It is the capital of the world after Revachol was destroyed.


title: Limbic System: "It's easier, this time, drifting of..."
sequence: BanishHUD(true);MusicPlay(intro-music,90)
dialoguetext:
It's easier, this time, drifting off. Your head has found a comfortable indent in the pillow. Your legs and your torso feel like lead weights sinking to the bottom of the sea, until they're suddenly light...


title: Ancient Reptilian Brain: "This respite -- you've earned it, b..."
userscript: SetVariableValue("whirling.lackout_dream_had", true) --[[ Variable[ ]]
dialoguetext:
This respite -- you've earned it, brother. Bask in the darkness. Let it swallow you up and swivel you around while you forget everything you've managed to remember...


title: Limbic System: "After centuries of darkness, the al..."
dialoguetext:
After centuries of darkness, the alarm rings -- but what's this? You *actually* feel rested. There's no time to cuddle with your pillow, however, or as much as shiver from the cold. The world awaits.


title: Ancient Reptilian Brain: "No. This is the one before that. We..."
dialoguetext:
No. This is the one before that. We'll just keep cycling it for you, if you don't mind. As long as we can. Spin it like black yarn.


title: Ancient Reptilian Brain: "This is greatest hits material. Bla..."
dialoguetext:
This is greatest hits material. Black tape spinning and spinning and spinning... You finally tired yourself. Cornered the flicker of your mind and extinguished it.


title: Ancient Reptilian Brain: "Blackness, blackness, blackness. Th..."
dialoguetext:
Blackness, blackness, blackness. The ultimate disco. The ruins of your life behind you, still smouldering. Ashes rise. But you're not looking.


title: Limbic System: "When the pictograms and the hierogl..."
dialoguetext:
When the pictograms and the hieroglyphs of the world return, they seem silent somehow. The alarm rings quietly too. You're ready.


title: Limbic System: "It's your disgusting *body*. Even t..."
dialoguetext:
It's your disgusting *body*. Even through your sleep, you feel a vague discomfort suffusing it. Your belly and your sides are unpleasantly tender. You wish you could curl up into a foetal ball of safety, but you cannot -- because of the PAIN.


title: Logic: "That pain in your right side is you..."
sequence: 0
userscript: SetVariableValue("whirling.dream_3_logic", true) --[[ Variable[ ]]
dialoguetext:
That pain in your right side is your enlarged liver, by the way. As for your kidneys... you've really been compounding the damage lately.


title: Limbic System: "*Now* you're finally thinking about..."
dialoguetext:
*Now* you're finally thinking about something other than yourself. Let's see how far that'll get you.


title: Ancient Reptilian Brain: "There's no dignity here... only ref..."
dialoguetext:
There's no dignity here... only reflections of your body mass. Flashes of the day. You keep coming back to yourself in the mirror -- but why? To admire all your *accomplishments*?


title: Ancient Reptilian Brain: "You had your chance, Harry-boy, and..."
dialoguetext:
You had your chance, Harry-boy, and you missed it. Started thrashing around, acting all brave -- now the Dark Centre has vanished. You'll never get back to it.


title: Limbic System: "What do you think you're doing righ..."
dialoguetext:
What do you think you're doing right now? Coming to some greater awareness? Look at all these lights! Blinking in and out of existence -- *thoughts*! You're just *pretending* that you're asleep, even to yourself. While the world goes on without you...


title: Limbic System: "...But it never seems to let *you*..."
sequence: MusicPlay(silence,90)
dialoguetext:
...But it never seems to let *you* go, does it? Time to rise and wipe that shining sweat off as best you can. Gather your bearings. Rock and roll.


title: Logic: "That pain in your right side is you..."
sequence: 0
userscript: SetVariableValue("whirling.dream_3_logic", true) --[[ Variable[ ]]
dialoguetext:
That pain in your right side is your enlarged liver, by the way. As for your kidneys... you've really been compounding the damage lately. And, trust me, you don't want me to do the maths.


title: Ancient Reptilian Brain: "You're just stuck here. In the half..."
dialoguetext:
You're just stuck here. In the half-world. Could try looking at other people. *Really* looking. But why would you want to start doing that?


title: Ancient Reptilian Brain: "How many promises have *you* kept l..."
dialoguetext:
How many promises have *you* kept lately, Sir Harry? To the great, see-through world, the tenderness?


title: You: "Wait, wasn't this the express to Fu..."
dialoguetext: Wait, wasn't this the express to Fuck-All-Borough?
sequence: 0
conditionstring:
Variable["whirling.dreamone_borough"]  and  Variable["whirling.dreamone_zero_holm"] == false  and  Variable["whirling.dreamone_the_silence"] == false


title: Ancient Reptilian Brain: "Now, you've gone off the rails, bab..."
dialoguetext:
Now, you've gone off the rails, baby, now you're stuck sitting here by the tracks, admiring the wreck around you. You just can't help it: looking at yourself, the sum total of your *accomplishments*...


title: Conceptualization: "But this suffering -- it must have..."
sequence: 0
dialoguetext:
But this suffering -- it must have *some* kind of meaning... A story that will come out of it. Perhaps even a story that you will write yourself?


title: Limbic System: "Here we are again, my broken bird...."
sequence: BanishHUD(true);MusicPlay(intro-music,90)
dialoguetext:
Here we are again, my broken bird. The waves are coming... carrying you away... but you can't go. No -- you have to stay. Always half-aware of yourself.


title: Pain Threshold: "And there's a lot of it. Ever prese..."
sequence: 0
dialoguetext:
And there's a lot of it. Ever present in your organs. It's like every one of them has their own *nasty* song to sing.


title: Ancient Reptilian Brain: "Oh yeah, baby. Frame your suffering..."
dialoguetext:
Oh yeah, baby. Frame your suffering as a masterpiece. Only one problem -- no one's watching. It's boring, buddy, boring as death.


title: Limbic System: "Don't be stupid Harry, it's not hap..."
dialoguetext:
Don't be stupid Harry, it's not happening. They don't make new *kidneys* and *livers* in hospital. All you've got to do is pray to god it passes -- while you *stare* at the flickering darkness.


title: Limbic System: "Oh, baby boy. You're already *in* t..."
dialoguetext:
Oh, baby boy. You're already *in* the other place. There's no nourishment for you tonight. Maybe tomorrow?


title: Electrochemistry: "Maybe if you... you know... like......"
sequence: 0
dialoguetext:
Maybe if you... you know... like... TOOK A LOT OF DRUGS? Before you go to sleep. That'd do the trick...


title: Rhetoric: "At least they're *interesting*. Eac..."
sequence: 0
dialoguetext:
At least they're *interesting*. Each one has a process just like yours, running in the space between their ears, full of secrets.


title: Logic: "Maybe if you cracked the damn thing..."
sequence: 0
dialoguetext:
Maybe if you cracked the damn thing, then you'd feel satisfied and tired. Holding the picture puzzle in your hands... complete!


title: Perception (Sight): "People are beautiful. Statuesque. P..."
sequence: 0
dialoguetext:
People are beautiful. Statuesque. Parodies and tragedies of themselves. A great democracy of creatures...


title: Ancient Reptilian Brain: "Thoughts, baby. A million little li..."
sequence: BanishHUD(true);MusicPlay(intro-music,90)
dialoguetext:
Thoughts, baby. A million little lights in the dark. You're one fine instrument, brother -- all those faces and all those names, all that laughter and screaming and scheming around... Every corner and every street...


title: Ancient Reptilian Brain: "On and on it goes, for untold hours..."
dialoguetext:
On and on it goes, for untold hours. At the disco where you first asked her to dance. Rising -- rising! -- above the dark curvature. The great wingspan of sleep, studded with stars.


title: Ancient Reptilian Brain: "No. You're spinning tapes at the di..."
dialoguetext:
No. You're spinning tapes at the discotheque. The great, unceasing disco of the mind. The flash! The bang! The endless *learning* experience.


title: Limbic System: "Behold, there are *millions* of the..."
dialoguetext:
Behold, there are *millions* of them down there. The first time. The last time. The smoke in her mouth, the potted flowers, the faces: turning, changing.


title: Ancient Reptilian Brain: "It's the *world*, Harry-boy. And yo..."
dialoguetext:
It's the *world*, Harry-boy. And you're *made* of it. Every day you're out there you make more of yourself from it. I'm afraid you can't be *unmade* now.


title: Ancient Reptilian Brain: "You're the son of the World again...."
dialoguetext:
You're the son of the World again. Harrister -- a ceaseless agent picking up litter and old newspapers, collecting your little bubble gum wrappers and idiotic picture post cards. Meaningless, meaningless keepsakes.


title: Limbic System: "Reading your awful letters and *rec..."
dialoguetext:
Reading your awful letters and *recalling* things, aren't you? The endless names of the world... An address book, you are. The map of a city.


title: Ancient Reptilian Brain: "You'll go insane if you keep going..."
dialoguetext:
You'll go insane if you keep going like this. One more day and you'll be in the loonie bin. I just know you will. And for what, brother-man?


title: Ancient Reptilian Brain: "It's too late. You're not *made* of..."
dialoguetext:
It's too late. You're not *made* of nothing anymore, you're something now, Harry. I tried to drown you in the black water but you re-emerged. Kicking and screaming. Running. And for what?


title: Limbic System: "Solving your little crossword puzzl..."
dialoguetext:
Solving your little crossword puzzles? Doing your tasks, crossing names off your lists? Trying to become some sort of world-detector... It won't make it *okay*. It won't put smoke back in her mouth...


title: Limbic System: "Beep-beep-beep! The alarm is ringin..."
dialoguetext:
Beep-beep-beep! The alarm is ringing, Harry. The disco circus goes on and on! You barely slept three hours last night.


dialoguetext: 0
sequence: Continue()
title:
IsTHCPresent("communist")  or  IsTHCPresent("moralist")  or  IsTHCPresent("ultraliberal")  or  IsTHCPresent("revacholian_nationhood")


dialoguetext: 0
sequence: Continue()
title:
!(IsTHCPresent("communist")  or  IsTHCPresent("moralist")  or  IsTHCPresent("ultraliberal")  or  IsTHCPresent("revacholian_nationhood"))

conditionstring:
(IsTHCPresent("communist")  or  IsTHCPresent("moralist")  or  IsTHCPresent("ultraliberal")  or  IsTHCPresent("revacholian_nationhood")) == false


title: Limbic System: "There he goes again. He's a real po..."
sequence: 0
dialoguetext:
There he goes again. He's a real political animal, our Harry. He still doesn't see that it's the world that's changing *him*...


title: Limbic System: "Like a deftly cast fishing net, sle..."
sequence: BanishHUD(true);MusicPlay(intro-music,90)
dialoguetext:
Like a deftly cast fishing net, sleep pulls you out of the world and into its dark shore. The rough mesh chafes, then, tightening around you, it digs into your brain.


title: Ancient Reptilian Brain: "How've things been going for you ou..."
dialoguetext:
How've things been going for you out there? Helped anyone lately? Saved anyone lately? *Murdered* anyone lately?


title: Ancient Reptilian Brain: "Because, you know, you *are* a murd..."
dialoguetext:
Because, you know, you *are* a murderer. A disco music listening psycho-killer who offs poor people -- and then *forgets* about it.


title: Limbic System: "Hear that? You were *naive* to thin..."
dialoguetext:
Hear that? You were *naive* to think he's afraid of his bloodied hands, soul brother. Oh no, I see inside his amygdala and his hippocampus. The thing he's *really* scared of...


title: Limbic System: "Hear that? He doesn't even flinch...."
dialoguetext:
Hear that? He doesn't even flinch. Ice-man doesn't care about killing people. That's *nothing* to him. Black water under the bridge. The thing he's *really* scared of...


title: Limbic System: "Hear that? Ice-man wants to sleep,..."
dialoguetext:
Hear that? Ice-man wants to sleep, he doesn't care about killing people. That's *nothing* to him. Black water under the bridge. The thing he's *really* scared of...


title: Ancient Reptilian Brain: "We're trying to help you. All these..."
dialoguetext:
We're trying to help you. All these processes -- these tortures, voices and tremors -- are all just *distractions*. Flares and countermeasures. To keep you from the *last dream*. The worst of them all.


title: Limbic System: "The last dream will be total annihi..."
dialoguetext:
The last dream will be total annihilation. Cinders peeling off the fuselage. We won't be there to help you anymore, Harry. We will be dormant. You will be naked and alone.


title: Ancient Reptilian Brain: "Oh, but you *will*. You're already..."
dialoguetext:
Oh, but you *will*. You're already *going* there. Slipping. How long can we keep you from the precipice? *One* more dream? Two max, baby. Then it's...


title: Ancient Reptilian Brain: "...in hell and ancient sadness, bro..."
dialoguetext:
...in hell and ancient sadness, brother. Ten thousand years later -- in front of the video rental. There is a warm breath on your face again. Everything is *okay* again.


title: Limbic System: "Your eyelids flutter open for a mom..."
sequence: MusicPlay(silence,90)
dialoguetext:
Your eyelids flutter open for a moment. When you close them again, you sense the light of the room around you -- you're back. In two seconds the alarm will ring.


title: Ancient Reptilian Brain: "Of hell and ancient sadness, brothe..."
dialoguetext:
Of hell and ancient sadness, brother. Ten thousand years later -- in front of the video rental. There is a warm breath on your face again. Everything is *okay* again.


title: Inland Empire: "The last thought in your head befor..."
sequence: 0
dialoguetext:
The last thought in your head before waking is: maybe you shouldn't have seen that stained glass window? In the church....


title: Jean Vicquemare: ""Fuck it, let's go." The man points..."
sequence: 0
dialoguetext:
"Fuck it, let's go." The man points down the street. "Trant left his motor carriage behind the gates. It's a 20 minute drive to Jamrock."


title: Esprit de Corps: ""Really?" Nix Gottlieb looks up fro..."
sequence: 0
dialoguetext:
"Really?" Nix Gottlieb looks up from the list. "I hear he's quite unstable."
"You say that like it's a *bad* thing," Captain Ptolemy Pryce points his pen at the doctor. It's dim in his office and the curtains are drawn. "Harry's our man, he'll pull through -- and when he does he'll side with Revachol."
"Understood." Gottlieb returns to the list. "Minot?"
"Of course."


title: Shivers: "Under the noonday sky the great dis..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the noonday sky the great district hums: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41, to Boogie Street forking into the snowswept horizon...


title: Shivers: "Under the noonday sky the great dis..."
sequence: 0
userscript: SetVariableValue("village.posse_final_shivers", true) --[[ Variable[ ]]
dialoguetext:
Under the noonday sky the great district hums: A chessboard of wooden houses, 80,000 living souls and chimney stacks. Firetraps as far as the eye can see -- from Main Street to Precinct 41. To Boogie Street forking into the snowswept horizon...


title: Rhetoric: "Despite all the thinking you've bee..."
sequence: 0
dialoguetext:
Despite all the thinking you've been doing, only 0.0001% of communism has been built. It's too great a task to undertake alone. You're going to have to *get organised*.


title: Rhetoric: "Your level of personal upkeep is ir..."
sequence: 0
dialoguetext:
Your level of personal upkeep is irrelevant. All that matters is your commitment to *building the World Republic*.


title: Rhetoric: "You must seek out your revolutionar..."
sequence: 0
dialoguetext:
You must seek out your revolutionary brothers and sisters. Find out how much communism they've built. Then, together, maybe you'll be able to build as much as 0.0002% of communism.


title: Rhetoric: "But it won't be *easy*. Decades of..."
sequence: 0
dialoguetext:
But it won't be *easy*. Decades of persecution by Coalition authorities have driven the remaining communists of Martinaise *underground*.


title: Rhetoric: "They're not 'mole people', they're..."
sequence: 0
dialoguetext:
They're not 'mole people', they're your comrades in the *eternal class struggle*. It's your task to find and join them.


title: Rhetoric: "Possibly? If you have been, it's on..."
sequence: 0
dialoguetext:
Possibly? If you have been, it's only because you're a *double-agent*, acting in furtherance of your *long-term objectives*.


title: Rhetoric: "Just between us, you may want to la..."
sequence: 0
dialoguetext:
Just between us, you may want to lay off this 'grind up the bourgeoisie' stuff. It's a bit off-putting, even to fellow communists.


title: Rhetoric: "No, we meant your nose, as in that..."
sequence: 0
dialoguetext:
No, we meant your nose, as in that swollen muck-detector in the centre of your face. It just happens to be *perfectly* calibrated for sensing communists.


title: Perception (Smell): "We really have no idea what they're..."
sequence: 0
userscript: SetVariableValue("whirling.orb_communist_dream_perc_olfaction", true) --[[ Variable[ ]]
dialoguetext:
We really have no idea what they're talking about. There's no linkage between ideology and olfaction.


title: Rhetoric: "First, you'll have to locate the re..."
sequence: 0
dialoguetext:
First, you'll have to locate the remaining communists in Martinaise. When you get near to someone with revolutionary potential your nose will give you the signal to *establish contact*.


title: Rhetoric: "It's a smell you know all too well...."
sequence: 0
dialoguetext:
It's a smell you know all too well. Simultaneously repulsive and yet darkly appealing. Musty with a sharp tang, but also a remnant of lost sweetness. Like a rotting mango that's been swaddled in a coat from your grandfather's attic...


title: Perception (Smell): "What you're smelling is your own bo..."
sequence: 0
dialoguetext:
What you're smelling is your own body odour, of course. Nothing a shower and change of clothes couldn't fix.


title: Rhetoric: "People sometimes complain there are..."
sequence: 0
dialoguetext:
People sometimes complain there are no real communists left in Martinaise, but you can smell their presence. They're out there, waiting for you to join them!


title: Encyclopedia: "Incidentally, during the waning day..."
sequence: 0
dialoguetext:
Incidentally, during the waning days of the Antecentennial Revolution, a number of Revacholian communards constructed elaborate hideouts in abandoned root cellars, hollowed-out tree trunks, and even residential sewage tanks. This latter phenomenon gave rise to the early anti-communist slogan, 'The Future's Bright When You Flush Out the White!'


title: Logic: "Judging from the bust of Kras Mazov..."
sequence: 0
dialoguetext:
Judging from the bust of Kras Mazov and other revolutionary paraphernalia you discovered, it seems that the Capeside Apartments may be a hotbed of communist activity.


title: Logic: "You could also just look for more t..."
sequence: 0
dialoguetext:
You could also just look for more tangible evidence of communist activity. Images of Kras Mazov and white antlers are usually a dead giveaway.


title: Authority: "You should begin by interrogating t..."
sequence: 0
dialoguetext:
You should begin by interrogating those lawless malcontents at the Dockworkers' Union. They're an obvious place to start.


title: Rhetoric: "You'll discuss the monumental, worl..."
sequence: 0
dialoguetext:
You'll discuss the monumental, world-historical task that lies before you. You'll engage in rigorous and spirited debates about Mazovian theory and practice. But mostly you'll probably complain about other communists.


title: Rhetoric: "Not at all. Complaining about other..."
sequence: 0
dialoguetext:
Not at all. Complaining about other communists is one of the most important parts of being a communist.


title: Rhetoric: "Here we go! 'Wake, brave worker! 'T..."
sequence: 0
userscript: GainTask("TASK.get_yourself_organised"); GainTask("TASK.sniff_out_comrades")--[[ Variable[ ]]
dialoguetext:
Here we go! 'Wake, brave worker! 'Tis no time for bed/ Fight till there's no slaves below, and no masters o'erhead.'


title: Rhetoric: "The condition of your paperwork is..."
sequence: 0
dialoguetext:
The condition of your paperwork is irrelevant. All that matters is your commitment to *building the World Republic*.


title: Endurance: "Have you engaged the shit compresso..."
sequence: 0
dialoguetext:
Have you engaged the shit compressor? This task won't permit any looseness on your part, mentally or physically...


title: Rhetoric: "It's good that your *personal* busi..."
sequence: 0
dialoguetext:
It's good that your *personal* business is in order, but we're talking about political matters of world-historical import here.


title: Rhetoric: "Regardless, what's past is past. Yo..."
sequence: 0
dialoguetext:
Regardless, what's past is past. You need to look forward, to the work of building communism for all.


title: Logic: "Listen to this. Do you really think..."
sequence: 0
userscript: SetVariableValue("whirling.orb_communist_dream_mission", true) --[[ Variable[ ]]
dialoguetext:
Listen to this. Do you really think you're the kind of person an underground communist cell would entrust with a mission that requires such discretion?


title: Empathy: "Every day things seem to spin more..."
sequence: 0
dialoguetext:
Every day things seem to spin more and more wildly out of control. The centre isn't holding. And despite your efforts to *moderate* and *contain* these energies, things only seem to be getting worse.


title: Empathy: "But have you ever seen them? How do..."
sequence: 0
dialoguetext:
But have you ever seen them? How do you know they're even there? More importantly, how do you know they aren't waiting for *your participation*?


title: Empathy: "Open your eyes. Stop getting distra..."
sequence: 0
dialoguetext:
Open your eyes. Stop getting distracted by details. It's time you started focussing on what really matters.


title: Empathy: "It is human nature to crave la resp..."
sequence: 0
dialoguetext:
It is human nature to crave la responsabilité and to deny it. That's why it must be distributed across many different organisations, agencies, offices, and portfolios.


title: Rhetoric: "In other words, it must be diffused..."
sequence: 0
dialoguetext:
In other words, it must be diffused across the entire bureaucracy, so that no one can ever truly say *who is responsible for what*.


title: Empathy: "La responsabilité isn't concerned w..."
sequence: 0
dialoguetext:
La responsabilité isn't concerned with trivial questions like *who killed who*. It's about the real issues: the human welfare index, the price of staple goods, the transition to real democracy...


title: Empathy: "Whoa, whoa, *whoa*. This isn't some..."
sequence: 0
dialoguetext:
Whoa, whoa, *whoa*. This isn't some kind of *dictatorship*. You can't simply seize la responsabilité for yourself. It must be given by a legitimate authority...


title: Empathy: "Come on. You know in your lungs tha..."
sequence: 0
dialoguetext:
Come on. You know in your lungs that true authority flows from institutions, not individuals. That's the single principle that separates civilisation from barbarism.


title: Empathy: "There is always time to follow best..."
sequence: 0
dialoguetext:
There is always time to follow best practices. Once someone's decided to *cut corners* for the sake of expediency, who knows what else they're capable of?


title: Empathy: "Together, you'll be able to discove..."
sequence: 0
dialoguetext:
Together, you'll be able to discover who has la responsabilité in Revachol. And if necessary, you'll have the *wisdom and expertise* to assign it among yourselves.


title: Empathy: "Most likely your findings will be c..."
sequence: 0
dialoguetext:
Most likely your findings will be collected in a report, which will be carefully reviewed by your superiors.


title: Empathy: "Once they've reviewed it, those sam..."
sequence: 0
dialoguetext:
Once they've reviewed it, those same superiors will produce a set of recommendations to be taken up at the next meeting of the *standing committee*.


title: Savoir Faire: "Hey, money-mouth. Eendracht. The im..."
sequence: 0
dialoguetext:
Hey, money-mouth. Eendracht. The impeccable hustler-provider of the seventh generation. It's showtime with Savvy!


title: Savoir Faire: "You will. I'm here to make your lif..."
sequence: 0
dialoguetext:
You will. I'm here to make your life better. They call me the Man-About-Town. Gilded Heart-Throb. Master of Money.


title: Savoir Faire: "What? No, screw that shit-show. You..."
sequence: 0
dialoguetext:
What? No, screw that shit-show. You're at the centre of this one. Come on down, contestant, you're about to make some *money*.


title: Savoir Faire: "Yeah, swindle-father. Papa-preneur...."
sequence: 0
dialoguetext:
Yeah, swindle-father. Papa-preneur. Look, this is serious. No time for distractions. It's time to make *money*. Lots of it.


title: Savoir Faire: "That's right! It's time to stop mut..."
sequence: 0
dialoguetext:
That's right! It's time to stop muttering about your 'economic self-interest' and actually do something about it. Yeah, I heard you back there. What the hell was that?!


title: Savoir Faire: "No, you don't! You just keep mutter..."
sequence: 0
dialoguetext:
No, you don't! You just keep muttering about your 'economic self-interest' and not doing anything about it. Yeah, I heard you back there. What the hell was that?!


title: You: "Superstar talk. Don't try to keep u..."
dialoguetext: Superstar talk. Don't try to keep up with me and my vast dreams.
sequence: 0
conditionstring: IsTHCPresent("superstar_cop")
userscript:
ReputationGrows("superstar_cop");
SetVariableValue("whirling.orb_ultraliberal_blamed_superstar", true) --[[ Variable[ ]]


title: Savoir Faire: "Superstar talk? Good one, hustler,..."
sequence: 0
dialoguetext:
Superstar talk? Good one, hustler, gotta keep the dream alive. But it's not really showing up in your net worth yet, is it? And it's what -- day two, three, four?


title: Savoir Faire: "Good, good, gotta spread the gospel..."
sequence: 0
dialoguetext:
Good, good, gotta spread the gospel. But talk alone doesn't bring in the cash. It's time for step two.


title: Savoir Faire: "Did Ilona Wihuri-Vilakone blame gho..."
sequence: 0
dialoguetext:
Did Ilona Wihuri-Vilakone blame ghosts? How about Admiral Gustav Lestock? Samir Loisir grew up in the coal mines of Gurdi eating dirt, and he still managed to make FIFTY-FIVE BILLION REÁL in his lifetime. So stop with the excuses.


title: Savoir Faire: "Oh, it can. But first you need to *..."
sequence: 0
dialoguetext:
Oh, it can. But first you need to *enter* the market. Right now you're as good as Samir Loisir eating dirt in Gurdi's immense network of mines.


title: Savoir Faire: "Listen, if you really want to make..."
sequence: 0
dialoguetext:
Listen, if you really want to make it in the big leagues, you need to *re-conceptualize* your entire portfolio. Collecting tare and moaning about taxes is not going to cut it.


title: Logic: "Fifty-five billion reál is a gross..."
sequence: 0
dialoguetext:
Fifty-five billion reál is a gross overestimation and we're pretty sure eating dirt is going to send any kid to a hospital, even Samir Loisir.


title: Encyclopedia: "Samir Loisir was a Gurdi businessma..."
sequence: 0
dialoguetext:
Samir Loisir was a Gurdi businessman who made his first millions selling kilograms of the ultra-rare mineral phasium to luxury jeweller Zachaël et Cie. He made the rest of his many millions through wise investments and the invention of pleochroic lights.


title: Savoir Faire: "*One* coin. The first of many. Imag..."
sequence: 0
dialoguetext:
*One* coin. The first of many. Imagine so many coins you're going to need to hire someone to help you manage all your wealth.


title: Savoir Faire: "It should be the other way around...."
sequence: 0
dialoguetext:
It should be the other way around. Old mitred money showing up at your doorstep, begging for a slice of cake.


title: Savoir Faire: "Those guys? They're all financially..."
sequence: 0
dialoguetext:
Those guys? They're all financially illiterate. Only Savvy here knows how to *dazzle* and *embezzle* money out of investors' pockets with the acrobatic prowess of a four-time gold medallist in the Samaran Gymnastic Summer Games.


title: Savoir Faire: "Of course you don't. You've never e..."
sequence: 0
dialoguetext:
Of course you don't. You've never even been *close* to a sum with more than three zeros. Let's face it, you've been on a years-long losing streak...


title: Encyclopedia: "The ancient Samaran tribes used car..."
sequence: 0
dialoguetext:
The ancient Samaran tribes used carved rhodochrosite to represent their wealth. The bigger the boulder, the more money they had. In case you needed to know.


title: Empathy: "Money is only one form of capital,..."
sequence: 0
dialoguetext:
Money is only one form of capital, *human relations* are another. You're focusing on the wrong things.


title: Endurance: "You could force a coin *inside* you..."
sequence: 0
dialoguetext:
You could force a coin *inside* you? Any hole will do. Not many more definitive tests of a man's mettle than the fortune yawn.


title: Savoir Faire: "But Savvy's got your back. Savvy's..."
sequence: 0
dialoguetext:
But Savvy's got your back. Savvy's going to book you a charter flight with eighty birds of prey on board, to a land where the streets are paved with krugerrands and fixed-income securities. You'll try again, but this time with *money*. You'll win her back.


title: Savoir Faire: "Attaboy, welcome to the final grind..."
sequence: 0
dialoguetext:
Attaboy, welcome to the final grind! Here we operate with money on a *much* higher level than the ordinary citizen, we feed it back into the machine. Stop saving, start spending -- become a *patron*...


title: Savoir Faire: "Let's start by getting you into the..."
sequence: 0
dialoguetext:
Let's start by getting you into the lucrative art market to diversify your assets and increase your ROI. Speaking of which, know any artists?


title: Savoir Faire: "Suit yourself and your middle-class..."
sequence: 0
dialoguetext:
Suit yourself and your middle-class ways -- Savvy doesn't need you, Savvy's got his own *entourage*.


title: Suggestion: "Perfect, all you have to do is *pre..."
sequence: 0
dialoguetext:
Perfect, all you have to do is *pretend* to have taste. This will be your weapon when swindling artists for their overpriced 'work'.


title: Shivers: "Somewhere in La Delta, numbers flip..."
sequence: 0
userscript: SetVariableValue("whirling.orb_ultraliberal_shivers_stock_market", true) --[[ Variable[ ]]
dialoguetext:
Somewhere in La Delta, numbers flip and whirl on the giant split-flap boards of the stock exchange, marking gains the size of Kemi SR's entire economy. Radiocomputers hum below to the tune of gambling.


title: You: "What about the speedfreaks' anodic..."
dialoguetext: What about the speedfreaks' anodic dance music?
sequence: 0
conditionstring:
Variable["ice.acele_heard_arno_van_eyck"]  or  IsTHCPresent("arno_van_eyck")  or  Variable["ice.egg_mentions_pumping_van_eyck_jam"]  or  Variable["ice.egg_eyck"]


title: You: "No one comes to mind."
dialoguetext: No one comes to mind.
sequence: 0
conditionstring:
Variable["pier.cindy_first_greeting_pier_done"] == false  and  Variable["pier.cindy_first_greeting_balcony_done"] == false


title: Savoir Faire: "Do you see any stock markets in Mar..."
sequence: 0
dialoguetext:
Do you see any stock markets in Martinaise? No? That's because for those living in the outskirts, the market is *nothing*. Just ghost numbers flicking through time. A spectral sport they're not invited to play.


title: Savoir Faire: "Stop thinking of it that way. It's..."
sequence: 0
dialoguetext:
Stop thinking of it that way. It's not a 'painting', it's a 'highly collectible and irreproducible asset'. So, know any local artists with assets to sell?


title: Savoir Faire: "Don't be silly, the art market isn'..."
sequence: 0
dialoguetext:
Don't be silly, the art market isn't about art, it's about gate-keeping, speculative bidding, and showboating.


title: Savoir Faire: "Once we've brought in the millions..."
sequence: 0
dialoguetext:
Once we've brought in the millions you can be a tree log for all I care, but first we've got to work on increasing your net worth.


title: Savoir Faire: "You're right. She has the poise of..."
sequence: 0
dialoguetext:
You're right. She has the poise of a struggling artist. Very *tangible*. You can *feel* the poverty on her. Plus, she has paint.


title: Savoir Faire: "Music is a pet project, not a viabl..."
sequence: 0
dialoguetext:
Music is a pet project, not a viable business scheme. Let's return to it once you've set up your estate.


title: Savoir Faire: "He's also twelve. We don't want to..."
sequence: 0
dialoguetext:
He's also twelve. We don't want to attract the attention of tax collectors by dabbling in unnecessary child-labour.


title: Savoir Faire: "By all accounts this place should b..."
sequence: 0
dialoguetext:
By all accounts this place should be *swarming* with artist-types. It's just a matter of time until you meet one. Look for squats and cheap rentals, we might even chance upon a *political artivist* here.


title: Savoir Faire: "Go and support them like the state..."
sequence: 0
userscript: GainTask("TASK.become_man_of_plenty"); GainTask("TASK.buy_art_become_patron")--[[ Variable[ ]]
dialoguetext:
Go and support them like the state never could. Everyone must know that you're a big fucking shark around here!


title: Savoir Faire: "Go and support her like the state n..."
sequence: 0
userscript: GainTask("TASK.become_man_of_plenty"); GainTask("TASK.buy_art_become_patron")--[[ Variable[ ]]
dialoguetext:
Go and support her like the state never could. Everyone must know that you're a big fucking shark around here!


title: Conceptualization: "What is this, the turn of the centu..."
sequence: 0
dialoguetext:
What is this, the turn of the century? The world's moved beyond paintings. You want something *experimental* -- intramuscular puppetry, hyperrealistic vapour-porn, meditation opera...


title: Savoir Faire: "Don't listen to this fool. It's not..."
sequence: 0
dialoguetext:
Don't listen to this fool. It's not about the artists, it's about the *buyers*. You can't hang 'vapour-porn' in the foyer of your chalet.


title: You: "It is but a symptom of the rapaciou..."
dialoguetext: It is but a symptom of the rapacious catastrophe that will devour us all.
sequence: 0
conditionstring: IsTHCPresent("apocalypse_cop")
userscript:
ReputationGrows("apocalypse_cop");
SetVariableValue("whirling.orb_ultraliberal_blamed_apoco", true) --[[ Variable[ ]]


title: You: "I was asleep."
dialoguetext: I was asleep.
sequence: 0
conditionstring: IsTHCPresent("boring_cop")
userscript:
ReputationGrows("boring_cop");
SetVariableValue("whirling.orb_ultraliberal_blamed_boring", true) --[[ Variable[ ]]


title: You: "It's pathetic -- I know. Sorry you..."
dialoguetext: It's pathetic -- I know. Sorry you have to hang around with me. I'll do better.
sequence: 0
conditionstring: IsTHCPresent("sorry_cop")
userscript:
ReputationGrows("sorry_cop");
SetVariableValue("whirling.orb_ultraliberal_blamed_sorry", true) --[[ Variable[ ]]


title: Savoir Faire: "Brilliant, catastrophes are *prime..."
sequence: 0
dialoguetext:
Brilliant, catastrophes are *prime time* for money-makers. But you're not really reaping any benefits yet, are you? No shorting, no shameless speculation...


title: Savoir Faire: "Exactly. Not making money when you'..."
sequence: 0
dialoguetext:
Exactly. Not making money when you're asleep, are you? If you wanna be rich you better work until your fingers bleed. You can sleep when you die.


title: Savoir Faire: "No, don't you ever be sorry. You th..."
sequence: 0
dialoguetext:
No, don't you ever be sorry. You think the Salzneben Report's Top 500 has 'sorry' in their vocabulary? Think again. That's a loser's mindset.


title: Authority: "Take heed of these wise words. *You..."
sequence: 0
dialoguetext:
Take heed of these wise words. *You're* in charge. 'Sorry' is a beggar's plea reserved for those beneath you.


title: Endurance: "(Your pecs dance.) No more sleep it..."
sequence: 0
dialoguetext:
(Your pecs dance.) No more sleep it is. A frazzled ride through eternity without pause. Hissing pistons pushed to the extreme.


title: Endurance: "Back there, in your sleep. All the..."
sequence: 0
dialoguetext:
Back there, in your sleep. All the weak-willed delinquents, dilly-dalliers, foreign moneylenders, insane anarchists, and yes -- the wöömen -- they've run this place to ruin.


title: Endurance: "No, bröther, forget about your gut,..."
sequence: 0
dialoguetext:
No, bröther, forget about your gut, we've got much more pressing matters to focus on. It’s time to *turn back time*. (A solemn gurgle emanates from the depths of your stomach.)


title: Endurance: "I will send you back to the time wh..."
sequence: 0
dialoguetext:
I will send you back to the time when the sun had not yet vanished, when it was still setting into the sea. The time of the Suzerain, the time when love was still possible.


title: Endurance: "But just imagine... to go back with..."
sequence: 0
dialoguetext:
But just imagine... to go back with the knowledge and the experience you now have and do it all over. Do it *richtig* this time?


title: Endurance: "To go back with the knowledge and t..."
sequence: 0
dialoguetext:
To go back with the knowledge and the experience you have now and do it all over? Do it *richtig* this time?


title: Endurance: "Protect the Suzerainty, clean up th..."
sequence: 0
dialoguetext:
Protect the Suzerainty, clean up the city, revive disco music, and get her back? You could save Revachol. You could be the *man*, bröther.


title: Endurance: "Second chances are not about questi..."
sequence: 0
dialoguetext:
Second chances are not about questions, they are about actions. Are you ready to start taking action, bröther?


title: Volition: "Ultramarathon here meant Revachol...."
sequence: 0
dialoguetext:
Ultramarathon here meant Revachol. Our streets and all that. It's all there is. Just move on and answer the question.


title: Endurance: "There must be others like you. Men,..."
sequence: 0
dialoguetext:
There must be others like you. Men, who long for the days when words like 'loyalty' and 'love' meant something.


title: Endurance: "People whose yearning for the past..."
sequence: 0
dialoguetext:
People whose yearning for the past is so great they barely live in the present. Those are the men you need to find. Those are the guys who'd know.


title: You: "Wait, couldn't one of them be a gir..."
dialoguetext: Wait, couldn't one of them be a girl?
sequence: 0
conditionstring:
IsTHCFixed("radical_feminist_agenda") == false  and  IsTHCCooking("radical_feminist_agenda") == true


title: You: "No one misses the good old days lik..."
dialoguetext: No one misses the good old days like René.
sequence: 0
conditionstring:
Variable["plaza.rene_know_dead"] == false  and  Variable["plaza.rene_finished_crater_branch"] == true  and  Variable["plaza.fascha_q_initiation_found_rene"] == false


title: You: "René really missed the good old day..."
dialoguetext: René really missed the good old days. Too bad he's dead.
sequence: 0
conditionstring:
Variable["plaza.rene_know_dead"] == true  and  Variable["plaza.rene_finished_crater_branch"] == true  and  Variable["plaza.fascha_q_initiation_endurance_too_bad_rene_dead"] == false


title: You: "Gary would probably appreciate Old..."
dialoguetext: Gary would probably appreciate Old Revachol.
sequence: 0
conditionstring:
Variable["plaza.fascha_q_initiation_found_gary"] == false  and  Variable["coast.fascha_q_kingsman_gary_identified"] == true


title: You: "The fat lorryman was giving off tha..."
dialoguetext: The fat lorryman was giving off that longing vibe.
sequence: 0
conditionstring:
(Variable["jam.truckman_racism_known"] == true  or  Variable["jam.truckman_talked_about_racism"] == true)  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == false


title: You: "I got a feeling Measurehead fits th..."
dialoguetext: I got a feeling Measurehead fits that description.
sequence: 0
conditionstring:
Variable["plaza.fascha_q_initiation_found_measurehead"] == false  and  Variable["gates.mhead_greeting_done"] == true


title: You: "That grey-haired lorry driver might..."
dialoguetext: That grey-haired lorry driver might know something.
sequence: 0
conditionstring:
Variable["jam.paledriver_greeting_done"] == true  and  Variable["plaza.fascha_q_initiation_suggested_paledriver"] == false


title: You: "No one else comes to mind."
dialoguetext: No one else comes to mind.
sequence: 0
conditionstring:
Variable["plaza.fascha_q_initiation_found_gary"] == true  or  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  or  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  or  Variable["plaza.fascha_q_initiation_found_rene"] == true  or Variable["plaza.fascha_q_initiation_suggested_paledriver"] == true


title: You: "No one comes to mind."
dialoguetext: No one comes to mind.
sequence: 0
conditionstring:
Variable["plaza.fascha_q_initiation_found_gary"] == false  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == false  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == false  and  Variable["plaza.fascha_q_initiation_found_rene"] == false  and  Variable["plaza.fascha_q_initiation_suggested_paledriver"] == false


title: Endurance: "Now we're making bank! A man with *..."
sequence: 0
dialoguetext:
Now we're making bank! A man with *guts* and a *memory*. I felt it too. He could be a treasure trove of wisdom. Who else?

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


title: Endurance: "Oh yes. (Your lower intestine rumbl..."
sequence: 0
dialoguetext:
Oh yes. (Your lower intestine rumbles approvingly.) Gary is *exactly* the kind of guy we want. He knows something! Who else?

userscript:
XPMinorSetBool("plaza.fascha_q_initiation_found_gary");
SetVariableValue("coast.fascha_dq_gary_endurance_conmfirms", true) --[[ Variable[ ]]


title: Endurance: "Bullseye! (A reassuring rumble in y..."
sequence: 0
dialoguetext:
Bullseye! (A reassuring rumble in your guts.) And *that's* the vibe we're looking for. *Those* are the people with answers.

userscript:
XPMinorSetBool("plaza.fascha_q_initiation_found_lorryman");
SetVariableValue("jam.fascha_dq_endurance_confirms_lorryman", true) --[[ Variable[ ]]


title: Endurance: "Now *there* is man who values the p..."
sequence: 0
userscript: XPMinorSetBool("plaza.fascha_q_initiation_found_measurehead")--[[ Variable[ ]]
dialoguetext:
Now *there* is man who values the past with passion. And you know how the saying goes: He who clings to the past, shapes the future.


dialoguetext: 0
sequence: Continue()
title:
(Variable["plaza.fascha_q_initiation_found_gary"] == true  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  and  Variable["plaza.fascha_q_initiation_found_rene"] == true)  or  (Variable["plaza.fascha_q_initiation_found_gary"] == true  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  and  Variable["plaza.fascha_q_initiation_endurance_too_bad_rene_dead"] == true)


dialoguetext: 0
sequence: Continue()
title:
!((Variable["plaza.fascha_q_initiation_found_gary"] == true  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  and  Variable["plaza.fascha_q_initiation_found_rene"] == true)  or  (Variable["plaza.fascha_q_initiation_found_gary"] == true  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  and  Variable["plaza.fascha_q_initiation_endurance_too_bad_rene_dead"] == true))

conditionstring:
((Variable["plaza.fascha_q_initiation_found_gary"] == true  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  and  Variable["plaza.fascha_q_initiation_found_rene"] == true)  or  (Variable["plaza.fascha_q_initiation_found_gary"] == true  and  Variable["plaza.fascha_q_initiation_found_measurehead"] == true  and  Variable["plaza.fascha_q_initiation_found_lorryman"] == true  and  Variable["plaza.fascha_q_initiation_endurance_too_bad_rene_dead"] == true)) == false


title: Endurance: "Okay, don't worry -- that's what yo..."
sequence: 0
dialoguetext:
Okay, don't worry -- that's what your gut is for, *feeling* these things out. Let me be your eyes and when I know for sure someone's got that special *something*, I'll tip you off.


title: Endurance: "History will remember us, and this..."
sequence: 0
dialoguetext:
History will remember us, and this time we don't have to worry about her being kind. *Praeterita redire*, kingsman. Charge for Revachol, charge for *love*!

userscript:
GainTask("TASK.find_a_way_to_turn_back_time");
GainTask("TASK.ask_traditionalists_how_to_turn_back_time")--[[ Variable[ ]]


title: Endurance: "The game was rigged from before you..."
sequence: 0
dialoguetext:
The game was rigged from before you even knew how the pieces move, söldier. (The tightness spreads to your gut.)


title: Morell, the Cryptozoologist: "There's a cylinder on the ground in..."
sequence: 0
dialoguetext:
There's a cylinder on the ground in which the man is arranging some netting. It looks like some kind of trap. He notices you.


title: Morell, the Cryptozoologist: ""Ack, so that's what this is." He i..."
dialoguetext:
"Ack, so that's what this is." He ignores your jab. "Lena sent you. Can't say I blame her -- we've been here for days. That damned water lock is broken, and we can't go under the 8/81..."

userscript:
FinishTask("TASK.get_morell_back_to_lena"); FinishTask("TASK.tell_morell_lena_is_worried_done")--[[ Variable[ ]]


title: Morell, the Cryptozoologist: ""'A science person'?" He snarls. "T..."
dialoguetext:
"'A science person'?" He snarls. "The *so-called* science community hasn't accepted me as one of their own quite yet."


title: You: ""Tell me about this *phasmid* you'r..."
dialoguetext: "Tell me about this *phasmid* you're looking for."
sequence: 0
userscript:
SetVariableValue("tc.insulindian_phasmid", true) ; SetVariableValue("coast.morell_know_insulindian_phasmid", true) --[[ Variable[ ]]


title: Encyclopedia: "The 8/81 is a raised motorway that..."
sequence: 0
userscript: SetVariableValue("tc.motorway_881", true) --[[ Variable[ ]]
dialoguetext:
The 8/81 is a raised motorway that separates Martinaise from Jamrock. The labyrinth of streets underneath it makes it difficult to pass. Not like walking over a nice water lock...


title: Morell, the Cryptozoologist: ""Ack! Of course. Thank you for pass..."
dialoguetext:
"Ack! Of course. Thank you for passing along the message. That damned water lock is broken, and we can't go all the way around the 8/81..."

userscript:
FinishTask("TASK.get_morell_back_to_lena"); FinishTask("TASK.tell_morell_lena_is_worried_done")--[[ Variable[ ]]


title: Composure: "His self-conscious enthusiasm rende..."
sequence: 0
dialoguetext:
His self-conscious enthusiasm renders his movements ungainly. He looks like your understanding of a scientist.


title: Morell, the Cryptozoologist: ""Well..." He points at the cage of..."
sequence: 0
dialoguetext:
"Well..." He points at the cage of mesh and wiring on the ground. "They may not *look* impressive, but Lena designed them quite cleverly, so I'm sure they'll do the trick."


title: You: ""So I checked all the traps.""
dialoguetext: "So I checked all the traps."
sequence: 0
conditionstring:
Variable["TASK.report_to_cryptozoologists_1"]  and  Variable["TASK.report_to_cryptozoologists_1_done"] == false  and  Variable["coast.morell_nothing_joke"] == false


title: You: ""I had a chat with this kid, Cuno...."
dialoguetext: "I had a chat with this kid, Cuno. He promised to stop stealing the locusts."
sequence: 0
conditionstring:
Variable["TASK.confront_cuno_about_locusts_done"]  and  Variable["TASK.report_to_cryptozoologists_2_done"] == false


title: Morell, the Cryptozoologist: ""I'm not an *adventurer*, I'm a *sc..."
dialoguetext:
"I'm not an *adventurer*, I'm a *scientist*. I know how to tread lightly and clean up after myself."


title: Morell, the Cryptozoologist: ""Morell, cryptozoologist. I'd shake..."
dialoguetext:
"Morell, cryptozoologist. I'd shake your hand, but..." He displays his gloved hands, which are glistening with sewage and silt.


title: Morell, the Cryptozoologist: ""I'm Morell, a cryptozoologist. I'm..."
dialoguetext:
"I'm Morell, a cryptozoologist. I'm out here looking for a rare insect called the *Insulindian phasmid*. I'd shake your hand, but..." He displays his gloved hands, which are glistening with silt and sewage.


title: Morell, the Cryptozoologist: ""I didn't expect you to take such a..."
sequence: 0
dialoguetext:
"I didn't expect you to take such an interest in our work here, officer." He looks at you with obvious surprise.


title: Morell, the Cryptozoologist: ""Yes, you're right. We just need to..."
sequence: 0
dialoguetext:
"Yes, you're right. We just need to restock the empty trap. Then we'll need to inspect the traps one more time, and then *maybe*... we can..."


title: Morell, the Cryptozoologist: ""Locusts." He gestures toward the t..."
sequence: 0
userscript: SetVariableValue("coast.morell_phasmid_carnivore_traps", true) --[[ Variable[ ]]
dialoguetext:
"Locusts." He gestures toward the trap. "Nearly all *known* phasmids are herbivores, of course, but we've hypothesized that the Insulindian phasmid might occasionally prey on other insects."


title: Morell, the Cryptozoologist: ""Simple -- attracted by the locusts..."
sequence: 0
dialoguetext:
"Simple -- attracted by the locusts, the phasmid crawls down the funnel, and, having eaten its fill, can't get back out."


title: Morell, the Cryptozoologist: ""At least, that's the intention. Th..."
sequence: 0
dialoguetext:
"At least, that's the intention. The net isn't a perfect solution, but we didn't want to use anything that might damage the specimen's delicate exoskeleton."


title: You: ""We're looking for someone hiding o..."
sequence: 0
userscript: SetVariableValue("coast.morell_gave_reason_for_bughunt", true) --[[ Variable[ ]]
dialoguetext:
"We're looking for someone hiding on this very coast. Looking for *another* thing may lead us to her."


title: Morell, the Cryptozoologist: ""Yes, indeed! Both require a great..."
sequence: 0
dialoguetext:
"Yes, indeed! Both require a great deal of research, attention to detail, and, above all, *persistence*."


title: Morell, the Cryptozoologist: ""Sometimes it's helpful to take a b..."
sequence: 0
dialoguetext:
"Sometimes it's helpful to take a break and return to one's *primary pursuit* with fresh eyes." He nods.


title: You: ""What if I encounter the phasmid in..."
dialoguetext: "What if I encounter the phasmid in the wild?"
sequence: 0
userscript: SetVariableValue("coast.morell_pheromone_question_asked", true) --[[ Variable[ ]]
conditionstring:
Variable["coast.morell_refused_ox_spray"] == false  and  (Variable["coast.morells_pheromone_spray"] == false  and  Variable["coast.morell_pheromone_spray_thick"] == false)


title: Morell, the Cryptozoologist: ""Thank you for your help. Gary and..."
sequence: 0
dialoguetext:
"Thank you for your help. Gary and I will start breaking down camp. If you have any more questions, now's the time to ask!"


title: Kim Kitsuragi: ""Why not?" The lieutenant shrugs. "..."
sequence: 0
dialoguetext:
"Why not?" The lieutenant shrugs. "At least it will give us the excuse to look into a *lot* of reeds."


title: Lena, the Cryptozoologist's wife: "The old woman's face lights up. "It..."
sequence: 0
dialoguetext:
The old woman's face lights up. "It just means the Insulindian phasmid is even more clever than we thought!"


title: Morell, the Cryptozoologist: ""Yes! The *phantasmodea* picked off..."
sequence: 0
dialoguetext:
"Yes! The *phantasmodea* picked off the locusts and escaped. This is good news! Though we'll have to reconsider the design of the traps, make them *more* secure..."


title: Endurance: "He takes the dangers and discomfort..."
sequence: 0
userscript: SetVariableValue("coast.morell_pain", true) --[[ Variable[ ]]
dialoguetext:
He takes the dangers and discomforts that come with his work for granted, but just imagine the unforgiving desert heat he's endured, the wetlands filled with venomous reptiles he has crossed...


title: Endurance: "You could get a heat stroke and fai..."
sequence: 0
dialoguetext:
You could get a heat stroke and faint and hurt your head. You could get bitten by a snake. You could get beaten up for trespassing.


title: Conceptualization: "Doesn't sound like he particularly..."
sequence: 0
dialoguetext:
Doesn't sound like he particularly wants to be lumped in with them either. His is a scientific community of one.


title: Empathy: "What would it be like to grasp and..."
sequence: 0
userscript: SetVariableValue("coast.morell_phasmid_shivers", true) --[[ Variable[ ]]
dialoguetext:
What would it be like to grasp and hold onto something you think is next to you -- or just behind you -- like a trace of vapour you exhaled one spring morning as a child? This is what he's searching for. A spectre.


title: Morell, the Cryptozoologist: ""I'm afraid not, officer. I've been..."
sequence: 0
dialoguetext:
"I'm afraid not, officer. I've been busy digging around in the reeds for days, looking for signs of insect activity -- I'm less interested in mammalian concerns, to be perfectly honest."


title: Savoir Faire: "Be careful where you tread in the r..."
sequence: 0
dialoguetext:
Be careful where you tread in the reeds. Some less conscientious researchers may have left their traps out there -- armed, hidden.


title: You: ""I'm ready. Let's get to it." (Conc..."
dialoguetext: "I'm ready. Let's get to it." (Conclude.)
sequence: 0
conditionstring:
Variable["coast.morell_know_trap_locations"]  and  Variable["coast.morell_pheromone_question_asked"]


title: Kim Kitsuragi: "The man surveys the cold coast. "I..."
sequence: 0
dialoguetext:
The man surveys the cold coast. "I have a feeling the only people foolish enough to spend their time skulking among the reeds are these poor fools... and us. But fine. It's not like we're drowning in leads."


title: Kim Kitsuragi: ""Even relative to examining a week-..."
sequence: 0
dialoguetext:
"Even relative to examining a week-old corpse, I'm not sure mucking about in the reeds qualifies as *fun*... but have it your way, detective..."


title: Morell, the Cryptozoologist: ""I have to resist the thought." He..."
sequence: 0
dialoguetext:
"I have to resist the thought." He shakes his head vigorously. "Such an extraordinary creature is doubtlessly *highly resilient*. After all, it's generally thought to be capable of parthenogenesis."


title: Encyclopedia: "He means asexual reproduction. The..."
sequence: 0
userscript: SetVariableValue("coast.morell_encyc_parthenogenesis", true) --[[ Variable[ ]]
dialoguetext:
He means asexual reproduction. The females of the species don't need to mate to produce viable eggs. This makes it easier for a species with a small population to survive.


title: Morell, the Cryptozoologist: ""Yes. The females don't need males..."
sequence: 0
dialoguetext:
"Yes. The females don't need males to reproduce. Makes it easier for a species to survive in adverse conditions."


title: You: ""The male is a deficient life form...."
sequence: 0
conditionstring: IsTHCPresent("radical_feminist_agenda")
dialoguetext:
"The male is a deficient life form. The world would be better off if women didn't need men to reproduce."


title: Morell, the Cryptozoologist: ""Nature does not concern herself wi..."
sequence: 0
dialoguetext:
"Nature does not concern herself with ethical propositions. As a scientist, my interest is *strictly dispassionate*."


title: Morell, the Cryptozoologist: ""*Real*..." He scoffs at the concep..."
sequence: 0
dialoguetext:
"*Real*..." He scoffs at the concept. "I know you think one is a respectable profession while the other is superstition, everyone does!"


title: Morell, the Cryptozoologist: ""My methods are the same as those o..."
sequence: 0
userscript: SetVariableValue("coast.morell_variety_evidence", true) --[[ Variable[ ]]
dialoguetext:
"My methods are the same as those of other scientists, I simply draw upon a wider variety of evidence, and I have more hope that something truly surprising might happen."


title: Morell, the Cryptozoologist: ""Agreed. Yet there is always a chan..."
sequence: 0
dialoguetext:
"Agreed. Yet there is always a chance, albeit a small one, of a truly *good* surprise. One simply needs to look at the history of science -- serendipities abound!"


title: Morell, the Cryptozoologist: ""It's not child's play just because..."
sequence: 0
dialoguetext:
"It's not child's play just because I have to traipse through the mud every so often." His eyes narrow.


title: Morell, the Cryptozoologist: ""Everything from forgotten regional..."
sequence: 0
dialoguetext:
"Everything from forgotten regional lore to newspaper accounts like the one that brought us here to look for the phasmid. I keep a very open mind."


title: Morell, the Cryptozoologist: ""Most *establishment* scientists on..."
sequence: 0
dialoguetext:
"Most *establishment* scientists only care about reputation and remuneration, not *real* research, and certainly not the truth. They're a cowardly lot, and both *the field* and basement archives can be dangerous places."


title: Morell, the Cryptozoologist: ""Yes, the Insulindian phasmid is a..."
sequence: 0
dialoguetext:
"Yes, the Insulindian phasmid is a *very* clever insect -- that's why it's so damn difficult to catch! But as a scientist, I try my best to remain dispassionate."


title: Morell, the Cryptozoologist: ""It's the first credible sighting i..."
sequence: 0
userscript: SetVariableValue("coast.morell_phasmid_last_seen", true) --[[ Variable[ ]]
dialoguetext:
"It's the first credible sighting in several decades. Admittedly, it's an unusual location for this species, but with all the sewage run-off upstream, it probably doesn't matter much anymore."


title: Morell, the Cryptozoologist: ""There was a credible sighting here..."
sequence: 0
dialoguetext:
"There was a credible sighting here recently. A pair of teenagers described a creature that matched the Insulindian phasmid to an *uncanny* degree, *despite* not knowing what it was themselves."


title: You: "Develop an alternative theory about..."
dialoguetext: Develop an alternative theory about the missing locusts.
sequence: 0
conditionstring:
Variable["TASK.inspect_traps_done"] == true  and  Variable["TASK.report_to_cryptozoologists_1_done"] == true  and  Variable["TASK.tell_cryptos_of_city"] == false


title: Rhetoric: "She's engaging in a well-known self..."
sequence: 0
userscript: SetVariableValue("coast.morell_logic_jump", true) --[[ Variable[ ]]
dialoguetext:
She's engaging in a well-known self-deception called "motivated reasoning." You should *correct* them.


title: Morell, the Cryptozoologist: ""Hmph. I appreciate your concern, *..."
sequence: 0
dialoguetext:
"Hmph. I appreciate your concern, *officer*, but please leave this to the *experts*. Unless you have an *alternative* hypothesis you'd like to venture..."


title: Interfacing: "Consider the way the empty trap was..."
sequence: 0
dialoguetext:
Consider the way the empty trap was disturbed, as though *shaken*. Most likely the hands of a young person -- hands small enough to fit inside the trap too.


title: Lena, the Cryptozoologist's wife: "A shadow of worry passes over the w..."
sequence: 0
dialoguetext:
A shadow of worry passes over the woman's face. "Oh, my dear Morell. You've been an old man for too long. Kids love to torment insects, almost as much as they love to torment old folks..."


title: Morell, the Cryptozoologist: ""*Autocannibalistic locusts*? I app..."
sequence: 0
dialoguetext:
"*Autocannibalistic locusts*? I appreciate your *unconventional* thinking, officer, but really, cryptids aren't your area of expertise."


title: Empathy: "Whatever he thinks about this detou..."
sequence: 0
dialoguetext:
Whatever he thinks about this detour, it's clear that these men are exhausted and in need of assistance.


title: Morell, the Cryptozoologist: ""Thank you for your help. Gary and..."
sequence: 0
dialoguetext:
"Thank you for your help. Gary and I will start breaking down camp. If you have any more questions, now's the time to ask! We'll be gone once you get to it."

userscript:
GainTask("TASK.inspect_traps"); GainTask("TASK.trap_boathouses"); GainTask("TASK.trap_morell"); GainTask("TASK.trap_landsend"); GainTask("TASK.trap_canal")--[[ Variable[ ]]


title: Drama: "He's not comfortable with the possi..."
sequence: 0
dialoguetext:
He's not comfortable with the possibility that you'll claim the find -- but he's lying about this even to himself.


title: Morell, the Cryptozoologist: ""That's *highly* unlikely, officer...."
sequence: 0
dialoguetext:
"That's *highly* unlikely, officer. But, in the event you do..." He takes out a small white spray can. "I'll spray you with a pheromone mixture I developed."


title: You: ""Yeah. That was me. I broke the wat..."
sequence: 0
conditionstring: Variable["coast.sunken_dialogue_done"]
dialoguetext:
"Yeah. That was me. I broke the water lock with my motor carriage. But it's fixed now. You can go back."


title: Morell, the Cryptozoologist: ""You broke the water lock with a mo..."
dialoguetext:
"You broke the water lock with a motor carriage? But there was a billboard in the canal..." He looks south. "Not a vehicle. It said 'Samaran Butter.'"


title: You: ""No, see, I jumped *over* the canal..."
sequence: 0
conditionstring: Variable["canal.samaran_vis_calc_wc_success"]
dialoguetext:
"No, see, I jumped *over* the canal in my motor carriage, *tearing* through the Samaran Butter Sign, which fell *into* the canal, blocking the gates. I used the pawnshop as a launch ramp."


title: You: ""It was an *experiment* to gauge th..."
sequence: 0
dialoguetext:
"It was an *experiment* to gauge the Coupris 40's aerial performance. I'm something of a gentleman scientist."


title: Morell, the Cryptozoologist: ""Insane. Yes. Okay. Good." He quick..."
dialoguetext:
"Insane. Yes. Okay. Good." He quickly comes to terms with it. "But you said the water lock is fixed now, so we can go back..."


title: Morell, the Cryptozoologist: ""Sure." He quickly comes to terms w..."
dialoguetext:
"Sure." He quickly comes to terms with this. "But you said the water lock is fixed now, so we can go back..."


title: Morell, the Cryptozoologist: ""Scientist. Yes. Okay." He quickly..."
dialoguetext:
"Scientist. Yes. Okay." He quickly comes to terms with it. "But you said the water lock is fixed now, so we can go back..."


title: Morell, the Cryptozoologist: ""I just have to do one more round,..."
dialoguetext:
"I just have to do one more round, see if the phasmid has taken the bait... Then we're going." He refastens a bit of netting that has come loose in the wind.


title: Empathy: "This is a man possessed, always on..."
sequence: 0
dialoguetext:
This is a man possessed, always on the brink of some breakthrough. He won't leave if there's a sliver of hope *the Great Find* might happen today.


title: Morell, the Cryptozoologist: ""Hello, officer! I think I almost h..."
dialoguetext:
"Hello, officer! I think I almost have it! A new trap design, that is! I know you're sceptical, but I have a good feeling about this."


title: Rhetoric: "The way he said the word *phasmid*..."
sequence: 0
dialoguetext:
The way he said the word *phasmid* made it sound full of mystery -- this is a very special word for him indeed.


title: Morell, the Cryptozoologist: ""It's great to see you again, offic..."
userscript: SetVariableValue("coast.morell_whirling_pre_lena_greeting", true) --[[ Variable[ ]]
dialoguetext:
"It's great to see you again, officer!" He grins, bowing awkwardly. "My wife can't wait to thank you. Go on, talk to her."


title: Morell, the Cryptozoologist: ""Ha ha, nothing like the gratitude..."
userscript: SetVariableValue("coast.morell_whirling_greeting", true) --[[ Variable[ ]]
dialoguetext:
"Ha ha, nothing like the gratitude of a good woman. Now, then, what can I do for you?" He gives you a gruff pat on the shoulder.


title: Morell, the Cryptozoologist: ""I couldn't possibly shower thanks..."
userscript: SetVariableValue("coast.morell_whirling_greeting", true) --[[ Variable[ ]]
dialoguetext:
"I couldn't possibly shower thanks on you as enthusiastically as my wife has," he says with a friendly nod. "But I am grateful for your assistance, officer."


title: Lena, the Cryptozoologist's wife: ""There, there, dear." She gently to..."
dialoguetext:
"There, there, dear." She gently touches her husband's arm. "Don't talk too much. And have some more tea."


title: You: ""No, see, I jumped *over* the canal..."
sequence: 0
conditionstring: Variable["canal.samaran_vis_calc_white_check"]
dialoguetext:
"No, see, I jumped *over* the canal in my motor carriage, *tearing* through the Samaran Butter Sign, which fell *into* the canal, blocking the gates, as I landed on the other side. I used the pawnshop as a launch ramp."


title: You: ""It was an *experiment* to gauge th..."
sequence: 0
userscript: SetVariableValue("coast.morell_gentleman_scientist", true) --[[ Variable[ ]]
dialoguetext:
"It was an *experiment* to gauge the Coupris 44's aerial performance. I'm something of a gentleman scientist."


title: Morell, the Cryptozoologist: ""We were supposed to go back to Mar..."
userscript: SetVariableValue("coast.morell_before_lena_day_2", true) --[[ Variable[ ]]
dialoguetext:
"We were supposed to go back to Martinaise a couple of days ago, but that damned water lock is broken." He gives a dismissive wave.


title: Physical Instrument: "He's the kind of robust man who fee..."
sequence: 0
dialoguetext:
He's the kind of robust man who feels most at home outdoors, doing strenuous work in places where most people wouldn't venture.


title: Morell, the Cryptozoologist: ""If you see Lena, tell her I won't..."
dialoguetext:
"If you see Lena, tell her I won't be long," he says, getting up. "I'm so close to being done here..."


title: Authority: "This is a slippery one -- he may re..."
sequence: 0
dialoguetext:
This is a slippery one -- he may respect the law, but mostly wants to pass under the radar. You won't get a chance to talk after you walk out of here.


title: Drama: "He hasn't been particularly forthco..."
sequence: 0
dialoguetext:
He hasn't been particularly forthcoming before. He may well still be hiding something. After he's left it's too late.


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


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

conditionstring:
(Variable["TASK.who_put_the_clothes_in_the_trash"]  and  Variable["TASK.garys_last_secret_done"] == false) == false


title: Gary, the Cryptofascist: ""Well, I see you've got all the hel..."
sequence: 0
dialoguetext:
"Well, I see you've got all the help you need." The man turns to his companions. "I'll see you tonight at my place -- let's play 'Suzerainty' -- but no more field trips for me."


title: Morell, the Cryptozoologist: ""We were supposed to go back to Mar..."
dialoguetext:
"We were supposed to go back to Martinaise a couple of days ago, but that damned water lock is broken." He gives a dismissive wave.

userscript:
SetVariableValue("coast.morell_before_lena_day_2", true) ; SetVariableValue("coast.morell_before_lena_day_2_wokim", true) --[[ Variable[ ]]


title: You: ""I'm looking for a suspect. Have yo..."
dialoguetext: "I'm looking for a suspect. Have you seen anyone who appeared to be on the run?"
sequence: 0
userscript: SetVariableValue("coast.morell_asked_instigator", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.ask_about_ruby_in_village"] == true  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false  and  Variable["TASK.inspect_traps_done"] == false  and  Variable["coast.morell_asked_instigator"] == false


title: Morell, the Cryptozoologist: ""It's made of musk and research che..."
sequence: 0
dialoguetext:
"It's made of musk and research chemicals. The pheromones *should* attract the insect to you, or at least prevent it from bolting at the sight of you. It's quite potent, will last you about a week."


title: !(Variable["TASK.wash_the_death_off"] and Variable["TASK.wash_the_death_off_done"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.wash_the_death_off"]  and  Variable["TASK.wash_the_death_off_done"] == false) == false


title: Morell, the Cryptozoologist: ""Oh, I *doubt* there's any connecti..."
sequence: 0
dialoguetext:
"Oh, I *doubt* there's any connection there. Anyway, these pheromones will attract the insect to you, or at least prevent it from bolting at the sight of you. It's quite potent, should last you about a week."


title: Kim Kitsuragi: "The lieutenant wrinkles his nose. "..."
sequence: 0
dialoguetext:
The lieutenant wrinkles his nose. "I hope you're not buying this. He dispenses it without letting you touch the canister, so it would be precious, like holy water..."


title: Morell, the Cryptozoologist: ""Hmm! Well, first of all it's damn..."
sequence: 0
dialoguetext:
"Hmm! Well, first of all it's damn difficult to find -- which is why we've been knee-deep in the reeds laying traps for it."


title: Morell, the Cryptozoologist: ""Good question. Being a phasmid, of..."
sequence: 0
dialoguetext:
"Good question. Being a phasmid, of the order *phantasmodea* -- a ghost insect -- it disguises itself as plant-matter. In this case the reeds..." He looks around. "Awful lot of reeds around, aren't there?"


title: Morell, the Cryptozoologist: ""*And*, I suspect it may also have..."
sequence: 0
userscript: SetVariableValue("coast.morell_phasmid_specialized_techniques", true) --[[ Variable[ ]]
dialoguetext:
"*And*, I suspect it may also have developed other *specialized techniques* to protect itself from predators... or scientists, in our present case."


title: Morell, the Cryptozoologist: ""Very little, I'm sorry to say. No..."
sequence: 0
dialoguetext:
"Very little, I'm sorry to say. No one's ever captured a specimen, so all our information is based on first- and third-hand accounts."


title: Morell, the Cryptozoologist: ""I *know* it's real," the cryptozoo..."
sequence: 0
dialoguetext:
"I *know* it's real," the cryptozoologist says, brusquely enough that even he seems taken aback by it...


title: Morell, the Cryptozoologist: ""By which I mean," he says, gatheri..."
sequence: 0
dialoguetext:
"By which I mean," he says, gathering himself, "I've heard enough first-hand accounts to believe quite firmly that the Insulindian phasmid is more than mere superstition."


title: Rhetoric: "It's clear that his obsession with..."
sequence: 0
userscript: SetVariableValue("coast.morell_empathy_more_than_science", true) --[[ Variable[ ]]
dialoguetext:
It's clear that his obsession with the phasmid is driven by something more than the pure pursuit of scientific advancement.


title: You: ""Lena seems pretty eager for you to..."
dialoguetext: "Lena seems pretty eager for you to return."
sequence: 0
conditionstring:
Variable["whirling.lena_main_main_hub_reached"] == true  and  Variable["TASK.inspect_traps"] == false


title: Morell, the Cryptozoologist: ""And I'm eager to return to her, I..."
sequence: 0
dialoguetext:
"And I'm eager to return to her, I assure you -- but I can't leave before we've finished with these traps."


title: Gary, the Cryptofascist: ""COME ON, SHE WANTS US BACK. I'M SO..."
sequence: 0
dialoguetext:
"COME ON, SHE WANTS US BACK. I'M SOAKED UP TO MY NUTS OVER HERE. WE'LL BOTH CATCH REED CRABS IF WE DON'T DRY OUT SOON."


title: Morell, the Cryptozoologist: ""They'll *work*, I assure you. The..."
sequence: 0
dialoguetext:
"They'll *work*, I assure you. The predatory hypothesis -- using locusts as bait -- accounts for the failure of previous efforts by other teams, which used plants. We have given this some thought."


title: You: ""Why are you so interested in this..."
sequence: 0
conditionstring: Variable["whirling.lena_white_check_cryptids"]
dialoguetext:
"Why are you so interested in this stick bug? It doesn't seem to be as colourful as some of the other cryptids I've heard about."


title: Morell, the Cryptozoologist: ""Typical rookie assumption." He fla..."
sequence: 0
dialoguetext:
"Typical rookie assumption." He flashes you a sideways smile. "Insects are much more sophisticated creatures than those unversed in zoology give them credit for."


title: Morell, the Cryptozoologist: ""Even simply catching a glimpse of..."
sequence: 0
dialoguetext:
"Even simply catching a glimpse of the Insulindian phasmid would be the apex of my -- of *any* -- cryptozoologist's career. But to study it and its defences, find out how it's stayed hidden so long..." He shakes his head.


title: Interfacing: "The traps do seem to be deftly and..."
sequence: 0
dialoguetext:
The traps do seem to be deftly and thoughtfully constructed. It's clear the cryptozoologist's wife knows what she's doing.


title: Empathy: "Won't *let Lena down*? Sounds like..."
sequence: 0
userscript: SetVariableValue("coast.morell_phasmid_logic_lena_saw", true) --[[ Variable[ ]]
dialoguetext:
Won't *let Lena down*? Sounds like the cryptozoologist's wife shares a *special connection* to the phasmid somehow...


title: Morell, the Cryptozoologist: ""Suffice to say, it's long been our..."
sequence: 0
dialoguetext:
"Suffice to say, it's long been our dream to find proof of the Insulindian phasmid *together*. I can't abandon course now." Another cough, into his fist this time.


dialoguetext: 0
sequence: Continue()
title:
Variable["coast.morell_empathy_more_than_science"]  or  Variable["coast.morell_composure_dispassionate"]  or  Variable["whirling.lena_percept_excited_phasmid"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["coast.morell_empathy_more_than_science"]  or  Variable["coast.morell_composure_dispassionate"]  or  Variable["whirling.lena_percept_excited_phasmid"])

conditionstring:
(Variable["coast.morell_empathy_more_than_science"]  or  Variable["coast.morell_composure_dispassionate"]  or  Variable["whirling.lena_percept_excited_phasmid"]) == false


title: Morell, the Cryptozoologist: ""No, no, no. The traps need to be m..."
sequence: 0
dialoguetext:
"No, no, no. The traps need to be monitored on a regular schedule. What would we do if the phasmid were to *starve* while we were sipping tea at the hostel?"


title: Suggestion: "You're dealing with a subject near..."
sequence: 0
userscript: SetVariableValue("coast.morell_empathy_lightly", true) --[[ Variable[ ]]
dialoguetext:
You're dealing with a subject near and dear to their hearts. It might behove you to tread *lightly*.


title: Lena, the Cryptozoologist's wife: ""Wait, Morell..." the old woman rai..."
sequence: 0
dialoguetext:
"Wait, Morell..." the old woman raises a hand. "He may have a point. We have an obligation to rule out other hypotheses..."


title: Morell, the Cryptozoologist: ""You're right, dear." His face rela..."
sequence: 0
dialoguetext:
"You're right, dear." His face relaxes. "It's a fair point. But what other explanation could there be?" He turns to you.


title: Lena, the Cryptozoologist's wife: ""Oh, you've been such a dear to us...."
sequence: 0
userscript: GainTask("TASK.find_phasmid"); GainTask("TASK.find_out_why_the_trap_was_empty")--[[ Variable[ ]]
dialoguetext:
"Oh, you've been such a dear to us. Please, let us know whatever you turn up. I have a feeling we're getting *so* close!"


title: Interfacing: "There's no mystery here. You've see..."
sequence: 0
dialoguetext:
There's no mystery here. You've seen the Locust City and its spiralling mud towers. All that's left is to confront the city father himself...


title: Lena, the Cryptozoologist's wife: "She looks at him with tender concer..."
sequence: 0
dialoguetext:
She looks at him with tender concern. "Darling, I told you to take it easy. You're getting sick. Maybe it's time to go home?"


title: Morell, the Cryptozoologist: ""You're right, you're right..." He..."
sequence: 0
dialoguetext:
"You're right, you're right..." He breathes carefully, not to start coughing again. "We can come back next season... when it's warmer..."


title: Composure: "The slouch in his shoulders tells y..."
sequence: 0
dialoguetext:
The slouch in his shoulders tells you otherwise. He doesn't know how many more field expeditions he has left in him...


title: Lena, the Cryptozoologist's wife: ""Of course, sweetie. We couldn't as..."
sequence: 0
dialoguetext:
"Of course, sweetie. We couldn't ask you to do more than you already have. Come now, Morell, we've waited so long, what's one more season?"


title: Kim Kitsuragi: ""You *can*?" The lieutenant makes a..."
sequence: 0
dialoguetext:
"You *can*?" The lieutenant makes a show of suppressing a sigh. "Fine. It's better than having these people get pneumonia on the coast, but after *this*..."


title: Morell, the Cryptozoologist: ""Here's a fresh batch of locusts. T..."
sequence: AudioPlay(westcoast/morell/insects-in-the-box-01,1)
userscript: GainItem("box_with_locusts")
dialoguetext:
"Here's a fresh batch of locusts. They should slide right down the funnel. And thank you again. We will definitely mention you, should this lead to a discovery. I'm not talking co-discovery, of course, but..."


title: Morell, the Cryptozoologist: ""It's my hypothesis that it has evo..."
sequence: 0
dialoguetext:
"It's my hypothesis that it has evolved certain electro-chemical defences that allow it to interfere with animal perception -- impeding pattern recognition, confusing the visual cortex."


title: Inland Empire: "Yes, it makes perfect sense. You're..."
sequence: 0
dialoguetext:
Yes, it makes perfect sense. You're beginning to suspect there's something *para-natural* about this phasmid.


title: Morell, the Cryptozoologist: ""I'm expecting it to be quite giant..."
sequence: 0
userscript: SetVariableValue("coast.morell_how_big", true) --[[ Variable[ ]]
dialoguetext:
"I'm expecting it to be quite giant. One known species of phasmid, called the *megaphasmodea zhouensis*, is about the size of a grown man's forearm. So..." He leaves the conclusion up to you.


title: Morell, the Cryptozoologist: ""Yes, the most *recent* sighting wa..."
sequence: 0
dialoguetext:
"Yes, the most *recent* sighting was by a couple of teenagers along the coast here. That's what brought us to Martinaise specifically."


title: Drama: "He wants to see this tale through a..."
sequence: 0
dialoguetext:
He wants to see this tale through as much as *you*. Otherwise he'd have stopped this already. But he *cannot* let it drag out after this.


dialoguetext: 0
sequence: Continue()
title:
FinishTask("TASK.get_morell_back_to_lena"); FinishTask("TASK.tell_morell_lena_is_worried_done")--[[ Variable[ ]]

userscript:
FinishTask("TASK.get_morell_back_to_lena"); FinishTask("TASK.tell_morell_lena_is_worried_done")--[[ Variable[ ]]; 


title: Kim Kitsuragi: ""Khm..." The lieutenant interjects...."
sequence: 0
dialoguetext:
"Khm..." The lieutenant interjects. "Just out of curiosity -- if there's no proof of its existence, how do you know it's real?"


title: Morell, the Cryptozoologist: ""Parthe-no-genesis. Meaning the fem..."
sequence: 0
dialoguetext:
"Parthe-no-genesis. Meaning the females don't need males to reproduce. Makes it easier for a species to survive in adverse conditions."


title: You: ""Lena designed the traps?""
dialoguetext: "Lena designed the traps?"
sequence: 0
conditionstring:
Variable["whirling.lena_main_main_hub_reached"]  or  Variable["whirling.lena_intro_greeting_kim_first"]  or  Variable["whirling.lena_intro_kim_done"]


title: Perception (Sight): "Inside the traps, a number of locus..."
sequence: 0
dialoguetext:
Inside the traps, a number of locusts crawl and tumble over one another in a tiny, chittering swarm.


title: Logic: "A meat-eating stick insect? Does it..."
sequence: 0
userscript: SetVariableValue("coast.morell_logic_meateater_unlikely", true) --[[ Variable[ ]]
dialoguetext:
A meat-eating stick insect? Does it pretend to be the reeds as part of it's ambush behaviour? This seems unlikely.


title: Morell, the Cryptozoologist: ""Thank you for your opinion. We hav..."
sequence: 0
dialoguetext:
"Thank you for your opinion. We have also included plant material in the traps -- to satiate your *scepticism*."


title: Morell, the Cryptozoologist: ""By *wöman* you mean my wife, I ass..."
sequence: 0
dialoguetext:
"By *wöman* you mean my wife, I assume. I will return to her -- but I can't leave before we've finished with these traps."


title: Morell, the Cryptozoologist: ""Of course it's important to her, s..."
sequence: 0
userscript: SetVariableValue("tc.lena_saw_phasmid_morell", true) --[[ Variable[ ]]
dialoguetext:
"Of course it's important to her, she's *seen* it. A verified sighting, on record, one of only four this century and it's hers."


title: Morell, the Cryptozoologist: ""Yes. That's... how we first came t..."
sequence: 0
userscript: SetVariableValue("tc.lena_saw_phasmid_morell", true) --[[ Variable[ ]]
dialoguetext:
"Yes. That's... how we first came to know one another, in fact. But that's *her* story to tell, not mine." He coughs, then continues...


title: Morell, the Cryptozoologist: ""That it will." The man cracks an u..."
sequence: 0
dialoguetext:
"That it will." The man cracks an unwieldy smile. "That it *absolutely* will. I hope you brought your good boots."


title: Morell, the Cryptozoologist: ""Caught the bug, I see." He cracks..."
sequence: 0
dialoguetext:
"Caught the bug, I see." He cracks an unwieldy smile. "It's easier to get caught up in the *search* than you'd imagine."


title: Kim Kitsuragi: ""My partner was joking," he says, u..."
sequence: 0
dialoguetext:
"My partner was joking," he says, unsure of himself. "We're on a search of our own. It wouldn't hurt to check the reeds while we're at it... I assume that's what we'll be doing?"


title: Morell, the Cryptozoologist: ""Oh yes, officer. Very much so. The..."
sequence: 0
dialoguetext:
"Oh yes, officer. Very much so. The traps are all in the reeds -- that is where we expect the phasmid to prowl."


title: Morell, the Cryptozoologist: ""There are four in total. One is to..."
sequence: 0
userscript: SetVariableValue("coast.morell_know_trap_locations", true) --[[ Variable[ ]]
dialoguetext:
"There are four in total. One is to the south, on this little peninsula -- by the boat houses there." He points south. "It's very near."


title: Morell, the Cryptozoologist: ""You should check at least one of t..."
sequence: 0
dialoguetext:
"You should check at least one of those before returning to *this* one, since I just set it. This one's more of a *technicality*, but still... better safe and stupid than sorry."


title: Morell, the Cryptozoologist: ""Another we set in Land's End, to t..."
sequence: 0
dialoguetext:
"Another we set in Land's End, to the northeast. It's behind a small sand dune there, on your way to the old radio tower. After the church."


title: Morell, the Cryptozoologist: ""The third is set near the canal, w..."
sequence: 0
dialoguetext:
"The third is set near the canal, where you crossed. By a concrete slab. A big thicket of reeds going up the slope, and among them..." He gestures to the trap in front of him.


title: Morell, the Cryptozoologist: ""It *is* precious. A single dose co..."
sequence: 0
dialoguetext:
"It *is* precious. A single dose cost me 50 reál to develop. Not that I expect *you* to understand self-financing one's own research." He looks at the lieutenant with disdain, then puts the spray back in his pocket.


title: Morell, the Cryptozoologist: "He douses you with the odd-smelling..."
dialoguetext: He douses you with the odd-smelling spray and then gives you a satisfied nod.
sequence: AudioPlay(westcoast/morell/morells-spray-01,1)
userscript:
SetVariableValue("coast.morells_pheromone_spray", true) ; XPPicoSetBool("XP.morell_sprayed_down")--[[ Variable[ ]]


title: Morell, the Cryptozoologist: "He douses you with the odd-smelling..."
sequence: AudioPlay(westcoast/morell/morells-spray-01,1)
dialoguetext:
He douses you with the odd-smelling spray -- a double helping as you present your other arm pit -- and then gives you a satisfied nod.

userscript:
SetVariableValue("coast.morell_pheromone_spray_thick", true) ; XPPicoSetBool("XP.morell_sprayed_down")--[[ Variable[ ]]


title: Morell, the Cryptozoologist: ""Your choice." He puts the spray ba..."
sequence: 0
dialoguetext:
"Your choice." He puts the spray back in his pocket. "As I said, the chances of you encountering the phasmid are next to zero."


title: Morell, the Cryptozoologist: ""Hmh," a hum and a nod. "My methods..."
sequence: 0
userscript: SetVariableValue("coast.morell_variety_evidence", true) --[[ Variable[ ]]
dialoguetext:
"Hmh," a hum and a nod. "My methods do not differ from other scientists, I simply draw upon a wider variety of evidence, and I have more hope that something truly surprising might happen."


title: Morell, the Cryptozoologist: ""Indeed. My methods do not differ f..."
sequence: 0
userscript: SetVariableValue("coast.morell_variety_evidence", true) --[[ Variable[ ]]
dialoguetext:
"Indeed. My methods do not differ from other scientists, I simply draw upon a wider variety of evidence, and I have more hope that something truly surprising might happen."


title: Morell, the Cryptozoologist: ""No. Very few cryptids are ever dis..."
sequence: 0
dialoguetext:
"No. Very few cryptids are ever discovered -- and not for a lack of trying. To stay hidden is a cryptid's primary quality. It's even in the *name* cryptid."


title: Morell, the Cryptozoologist: ""Of the list of cryptids kept by th..."
sequence: 0
dialoguetext:
"Of the list of cryptids kept by the Cryptozoological Society of Chemnie, which is four thousand and eighty two items long, about two thousand have been confirmed as hoaxes."


title: Morell, the Cryptozoologist: ""Two are categorized as 'confirmed..."
sequence: 0
dialoguetext:
"Two are categorized as 'confirmed discoveries'. The rest are in differing stages of discovery, refutation, and data collection."


title: Morell, the Cryptozoologist: ""Yes -- the Shautauquan forest pygm..."
sequence: 0
dialoguetext:
"Yes -- the Shautauquan forest pygmy who turned out to be an extinct species of primate; and a cave salamander from Yugo-Graad, who is... honestly quite unremarkable. It's in a zoo somewhere..."


title: Morell, the Cryptozoologist: ""We cryptozoologists are brutally h..."
sequence: 0
dialoguetext:
"We cryptozoologists are brutally honest with ourselves, more so even than the public. Most cryptids are hoaxes or they are never found. That does not mean we should stop searching."


title: Morell, the Cryptozoologist: ""In fact -- it is 0.05%. Ever more..."
sequence: 0
dialoguetext:
"In fact -- it is 0.05%. Ever more magnificent, should our search contribute to making that number 0.075%!"


title: Morell, the Cryptozoologist: ""Do you know what the success rate..."
sequence: 0
dialoguetext:
"Do you know what the success rate in pharmacological research is? 0.000003% of bio-reactive agents have reproducibly beneficial effects. Yet science persists in the search for medicine. *As* we persist in our search for new species."


title: Morell, the Cryptozoologist: ""Indeed." He does not smile, just l..."
sequence: 0
dialoguetext:
"Indeed." He does not smile, just looks you in the eye. It's a forceful gaze. "If our expedition is successful, every paper in the world will report on it. From Revachol to Doushantou -- it will be a zoological miracle."


title: Empathy: "He tries to play it cool -- remain..."
sequence: 0
dialoguetext:
He tries to play it cool -- remain professorial -- but inside, this man is itching for some news on those *traps*.


title: Half Light: "Surprise -- tempered with fear and..."
sequence: 0
dialoguetext:
Surprise -- tempered with fear and trepidation. He doesn't know what to think yet. Maybe you're joking?


title: You: ""No but really -- I *did* check all..."
dialoguetext: "No but really -- I *did* check all the traps."
sequence: 0
conditionstring:
Variable["TASK.report_to_cryptozoologists_1"]  and  Variable["TASK.report_to_cryptozoologists_1_done"] == false  and  Variable["coast.morell_nothing_joke"] == true


title: Morell, the Cryptozoologist: ""Of course -- be *sarcastic*." He m..."
sequence: 0
dialoguetext:
"Of course -- be *sarcastic*." He misinterprets your words. "Unless you have an *alternative* hypothesis you'd like to venture, mine stands, okay?"


title: Morell, the Cryptozoologist: ""Actually, no..." His tone changes...."
sequence: 0
dialoguetext:
"Actually, no..." His tone changes. "Excuse me for getting emotional, this is a big deal for us. You've helped us *twice* now -- and brought some great news, too. My gratitude, *and* the gratitude of the Société Cryptozoologique de Revachol, is yours."

userscript:
FinishTask("TASK.inspect_traps_done"); FinishTask("TASK.report_to_cryptozoologists_1_done")--[[ Variable[ ]]


title: Morell, the Cryptozoologist: ""Pardon me. This is... a big deal f..."
sequence: 0
dialoguetext:
"Pardon me. This is... a big deal for us. You've helped us *twice* now -- and brought great news too. My gratitude, *and* the gratitude of the Société Cryptozoologique de Revachol, is yours."

userscript:
FinishTask("TASK.inspect_traps_done"); FinishTask("TASK.report_to_cryptozoologists_1_done")--[[ Variable[ ]]


title: Morell, the Cryptozoologist: ""Thank you for the vote of no-confi..."
sequence: 0
dialoguetext:
"Thank you for the vote of no-confidence, Gary. And *officer*, I appreciate your concern, but please leave this to the *experts*. Unless you have an *alternative* hypothesis you'd like to venture..."


title: Lena, the Cryptozoologist's wife: ""Really, Gary?" The woman's voice i..."
sequence: 0
dialoguetext:
"Really, Gary?" The woman's voice is a little shaky suddenly. "We're *getting* somewhere here. I'd love to play 'Suzerainty', but..."


title: Gary, the Cryptofascist: ""Lena, I'm sorry, but you're not *g..."
sequence: 0
dialoguetext:
"Lena, I'm sorry, but you're not *getting* anywhere, it was some kids. I know the little mutants around here -- leave anything out in the open and they'll steal it. Even if it's bugs." He looks at his tea.


title: Gary, the Cryptofascist: ""Morell, it's been fun, really. But..."
sequence: 0
dialoguetext:
"Morell, it's been fun, really. But I need a bath and I have deliveries to handle. When this tea is done, I gotta run."


title: Morell, the Cryptozoologist: ""No-no. No need to apologize, Gary...."
sequence: 0
dialoguetext:
"No-no. No need to apologize, Gary. You've been more than helpful. We'll have to take a rain check on that game of 'Suzerainty' today though -- we're gonna follow this through."


title: You: ""We've come too far to quit. I'm go..."
sequence: 0
dialoguetext:
"We've come too far to quit. I'm gonna restock the trap. Lets *do* this." (Accept enthusiastically.)


title: Kim Kitsuragi: ""We're getting *really* carried awa..."
sequence: 0
dialoguetext:
"We're getting *really* carried away with this, aren't we?" He makes a show of suppressing a sigh. "Fine, it's better than having these people get pneumonia on the coast. But after this..."


title: Morell, the Cryptozoologist: ""No -- that is precisely what we're..."
sequence: 0
dialoguetext:
"No -- that is precisely what we're *not*. We are zoological specialists, looking for an extant species of phasmid."


title: Morell, the Cryptozoologist: ""And it shouldn't. Nature does not..."
sequence: 0
dialoguetext:
"And it shouldn't. Nature does not concern herself with ethical propositions. As a scientist, my interest is *strictly dispassionate*."


title: You: ""I've changed my mind. Spray me wit..."
dialoguetext: "I've changed my mind. Spray me with lots of pheromone." (Present your arm pit)
sequence: 0
userscript: SetVariableValue("coast.morell_refused_ox_spray", false) --[[ Variable[ ]]
conditionstring:
Variable["coast.morell_refused_ox_spray"]  and  (Variable["coast.morells_pheromone_spray"] == false  and  Variable["coast.morell_pheromone_spray_thick"] == false)


title: Morell, the Cryptozoologist: ""It's truly not that special. What..."
sequence: 0
dialoguetext:
"It's truly not that special. What is *cryptozoology* anyway? A derogative. I just like puzzles, like any scientist."


title: Kim Kitsuragi: ""Thank you, it's an honour," he say..."
sequence: 0
dialoguetext:
"Thank you, it's an honour," he says with a straight face, then turns to you. "We should probably return to our *main* investigation here. This has been refreshing, but..."


title: Esprit de Corps: "...helping cryptozoologists isn't r..."
sequence: 0
dialoguetext:
...helping cryptozoologists isn't really a priority for our organization, is it? The lieutenant looks out the window, impatiently.


title: Lena, the Cryptozoologist's wife: ""Thank you dear." She bows to the l..."
sequence: 0
dialoguetext:
"Thank you dear." She bows to the lieutenant -- then turns to you. "And you, detective Fox..." A sad smile. "You've been great company to an old lady and her stubborn husband."


title: Morell, the Cryptozoologist: ""You're right, Lena. The RCM is wor..."
dialoguetext: "You're right, Lena. The RCM is worth their salt -- more so than they say on the radio."
sequence: 0
userscript:
SetVariableValue("coast.morell_and_lena_despawned_from_whirling_because_refused_quest", true) --[[ Variable[ ]]


title: Lena, the Cryptozoologist's wife: ""Good bye." She smiles and they lea..."
dialoguetext: "Good bye." She smiles and they leave -- two old cryptozoologists and one gas-powered wheelchair.
sequence:
AudioPlay(whirling/lena_main/wheelchair-leaving-01,1)@2; SemiBlack(true,2); LuaRun(ApplyCharacterScheduleConditions("Lena Schedule"))@2.2; LuaRun(ApplyCharacterScheduleConditions("Morell Schedule"))@2.2; SemiBlack(false,2)@7;


title: Lena, the Cryptozoologist's wife: ""You too -- Morell? Let's roll?" Sh..."
dialoguetext:
"You too -- Morell? Let's roll?" She smiles and they leave -- two old cryptozoologists and one gas-powered wheelchair.

sequence:
AudioPlay(whirling/lena_main/wheelchair-leaving-01,1)@2; SemiBlack(true,2); LuaRun(ApplyCharacterScheduleConditions("Lena Schedule"))@2.2; LuaRun(ApplyCharacterScheduleConditions("Morell Schedule"))@2.2; SemiBlack(false,2)@7;


title: Lena, the Cryptozoologist's wife: ""And you, detective." She turns to..."
sequence: 0
dialoguetext:
"And you, detective." She turns to you with a sad smile. "You've been great company to an old lady and her stubborn husband. Thank you, truly."


title: Lena, the Cryptozoologist's wife: ""Thank you for telling us, sweetie...."
sequence: 0
dialoguetext:
"Thank you for telling us, sweetie." She turns to smile gently up at her husband. "This is good news, right? It means we can try *again*."

userscript:
FinishTask("TASK.find_phasmid_done"); FinishTask("TASK.report_to_cryptozoologists_2_done")--[[ Variable[ ]]


title: Lena, the Cryptozoologist's wife: ""Thank you for telling us, sweetie...."
sequence: 0
dialoguetext:
"Thank you for telling us, sweetie." She turns to smile gently up at her husband. "This is good news, right? It means we can try *again*."

userscript:
FinishTask("TASK.find_phasmid_done"); FinishTask("TASK.report_to_cryptozoologists_2_done"); CancelTask("TASK.who_put_the_clothes_in_the_trash_cancelled"); CancelTask("TASK.get_pie_from_gary_cancelled")--[[ Variable[ ]]


title: Volition: "Something is secretly gnawing at he..."
sequence: 0
dialoguetext:
Something is secretly gnawing at her confidence. It's not this Cuno kid, or the missing locusts, it's something else.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.lena_intro_done"]  and  Variable["whirling.lena_main_main_hub_reached"]  and  Variable["coast.morell_greeting_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.lena_intro_done"]  and  Variable["whirling.lena_main_main_hub_reached"]  and  Variable["coast.morell_greeting_done"])

conditionstring:
(Variable["whirling.lena_intro_done"]  and  Variable["whirling.lena_main_main_hub_reached"]  and  Variable["coast.morell_greeting_done"]) == false


