# dentries

title: Annette: ""It happens. But usually the guy ge..."
sequence: 0
dialoguetext:
"It happens. But usually the guy gets rich in the process, or should actually be rich himself, but has lost his family property unjustly, like during the Revolution or something."


title: You: ""Shouldn't you be at school or some..."
dialoguetext: "Shouldn't you be at school or something?"
sequence: 0
conditionstring:
Variable["plaza.annette_school_dialogue_trigger"] == true  and  Variable["XP.help_annette"] == false


title: Annette: ""Mum says it's peachy. She was a li..."
sequence: 0
userscript: SetVariableValue("plaza.annette_heard_of_doomed", true) --[[ Variable[ ]]
dialoguetext:
"Mum says it's peachy. She was a little afraid at first, there's talk about this house being..." She looks over her shoulder. "Cursed."


title: Annette: ""Cursed in a way that makes them sa..."
sequence: 0
dialoguetext:
"Cursed in a way that makes them say that no business has ever really thrived here, sir. That they all go..." She's looking for the right word...


title: Annette: ""They shouldn't be, but they seem r..."
sequence: 0
dialoguetext:
"They shouldn't be, but they seem real. Anyhow, they say that these grounds are doomed for businesses."


title: Annette: "Dismay flickers in her eyes. "Maybe..."
sequence: 0
dialoguetext:
Dismay flickers in her eyes. "Maybe so, sir." She sighs. "Okay, I know, it's a bad habit and I shouldn't."


title: Annette: ""That is a book." She points at the..."
dialoguetext:
"That is a book." She points at the stands. "They have stories inside them -- it's like someone told you a story in a really long letter."


title: Annette: ""I'm signalling that the store is o..."
sequence: 0
dialoguetext:
"I'm signalling that the store is open." She nods eagerly. "Otherwise people might not know... they'd miss out on the *Crime, Romance, and Biographies of Famous People*."

userscript:
SetVariableValue("plaza.annette_kimjanus_cold", true) ;
SetVariableValue("plaza.annette_talked_about_books", true) ;
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""Oh, kings and queens and generals..."
sequence: 0
dialoguetext:
"Oh, kings and queens and generals of old, or artists and writers, or musicians, those kinds of people. There's usually something extraordinary about them." She scratches her cold-reddened cheek, then continues:

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


title: Annette: ""You're not that old... maybe you'l..."
sequence: 0
dialoguetext:
"You're not that old... maybe you'll do something really important. Something that *wows the world*!"


title: You: ""That sounds like a nice story to t..."
sequence: 0
dialoguetext:
"That sounds like a nice story to tell yourself at night. Maybe fame isn't that important after all."


title: You: ""It's an intense dedication to the..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"It's an intense dedication to the Way of Business. There are no riches without personal sacrifice."


title: Conceptualization: "When she grows up, and if she grows..."
sequence: 0
userscript: SetVariableValue("plaza.annette_no_grownups", true) --[[ Variable[ ]]
dialoguetext:
When she grows up, and if she grows up to be clever, she'll discover there's no such thing as a 'grown-up.'


title: Inland Empire: "Yeah, you're certainly the type who..."
sequence: 0
userscript: SetVariableValue("plaza.annette_blackcheck_inland_fame", true) --[[ Variable[ ]]
dialoguetext:
Yeah, you're certainly the type who might find fame *posthumously*. Who knows, you might even get famous for the *manner* of your death!


title: Annette: ""No, sir, I can't. It would be too..."
sequence: 0
dialoguetext:
"No, sir, I can't. It would be too tiring to refrain from it. It's already tiring enough to remember to say it all the time. It's nice of you to say I could stop, though."


title: Annette: ""Oh. Okay." She blinks at you, not..."
sequence: 0
dialoguetext:
"Oh. Okay." She blinks at you, not knowing how to reply. "I shouldn't have said that thing about Dick Mullen..."


title: You: ""You know, nobody actually looks li..."
sequence: 0
dialoguetext:
"You know, nobody actually looks like the guy in the picture. That's just a stupid fantasy of a man."


title: Annette: ""A postcard," she observes you for..."
userscript: SetVariableValue("plaza.annette_post_cards_explained", true) --[[ Variable[ ]]
dialoguetext:
"A postcard," she observes you for a moment, "is a small cardboard picture. You can write a few words on the other side and send it to your friend or your *beloved*."


title: Annette: ""Board games are like little games..."
userscript: SetVariableValue("plaza.annette_board_games_explanation", true) --[[ Variable[ ]]
dialoguetext:
"Board games are like little games on a table, made to pass the time... There are several different ones." She pauses to ponder. "But sailors here mostly buy cards."


title: Empathy: "She is unfazed by your questions. S..."
sequence: 0
dialoguetext:
She is unfazed by your questions. She would consider it impolite to point out any perceived weirdness.


title: Annette: ""Or there could be a story about a..."
sequence: 0
dialoguetext:
"Or there could be a story about a poor lady getting a rich man. It's about man and lady business, sir."


title: You: ""You know, the economy, it's like....."
sequence: 0
dialoguetext:
"You know, the economy, it's like... the network of everyone buying and selling and producing and consuming and stuff."


title: Empathy: "A sudden gush of wind turns the pag..."
sequence: 0
userscript: SetVariableValue("plaza.annette_blackcheck_emp_help", true) --[[ Variable[ ]]
dialoguetext:
A sudden gush of wind turns the pages of the books on the counters. She covers her face, smiling, but she's cold.


title: Annette: ""Oh, no-no, sir! I'm happy to help..."
sequence: 0
dialoguetext:
"Oh, no-no, sir! I'm happy to help Mum by luring in customers!" She stands upright and smiles like a little soldier. "Besides, I have some hot juice in my vacuum bottle to keep warm."


title: You: ""Who is that?" (Point to the woman..."
dialoguetext: "Who is that?" (Point to the woman browsing books.)
sequence: 0
conditionstring:
DayCount() >= 2  and  IsHourBetween(8,21)  and  Variable["boardwalk.corpse_hub_reached"] == false  and  Variable["plaza.working_greeting_done"] == true  and  Variable["XP.help_annette"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""Such a good trooper you are, alrea..."
dialoguetext: "Such a good trooper you are, already learning the value of hard work." (Pat her head.)
sequence: 0
userscript:
ReputationGrows("ultraliberal"); SetVariableValue("plaza.annette_good_trooper", true) --[[ Variable[ ]]


title: Annette: ""Thank you, sir! I'm happy to help..."
sequence: 0
dialoguetext:
"Thank you, sir! I'm happy to help Mum out with the store." She smiles and stands upright like a little soldier.


title: Annette: ""Don't be sad, sir." She seems genu..."
sequence: 0
dialoguetext:
"Don't be sad, sir." She seems genuinely concerned. "I'm sorry I said that thing about Dick Mullen."


title: Annette: ""Those are unhappy books, for most..."
sequence: 0
dialoguetext:
"Those are unhappy books, for most of the pages. People sad about what they have lost. But then it all turns out just fine in the end!"


title: Annette: ""These are not very common. You can..."
sequence: 0
dialoguetext:
"These are not very common. You can't have a choice between bad and bad, nobody wants to read a story like that."


title: Annette: ""Well... maybe then it's fine. Mayb..."
sequence: 0
dialoguetext:
"Well... maybe then it's fine. Maybe if the lady then decides not to pick either, because she doesn't need a bad man. Yes, that would be interesting!"


title: Annette: ""Not in romance books, sir. These a..."
sequence: 0
dialoguetext:
"Not in romance books, sir. These are about nice and pretty people, and everyone is happy in the end."


title: Annette: ""I know, sir." She stomps her feet..."
dialoguetext: "I know, sir." She stomps her feet to feel warmer.
userscript:
SetVariableValue("plaza.annette_said_thelaw", true) ;
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""That's so cool! Maybe they'll make..."
sequence: 0
userscript: SetVariableValue("plaza.annette_modifier_whc_book", true) --[[ Variable[ ]]
dialoguetext:
"That's so cool! Maybe they'll make you a book cover picture and everything! Standing over a dead body, holding a gun..."


title: Annette: ""I don't think you should live life..."
sequence: 0
dialoguetext:
"I don't think you should live life with that fear." She stamps on her feet. "Just try to be the best you can!"


title: Annette: ""Maybe not! No one *needs* a book w..."
sequence: 0
dialoguetext:
"Maybe not! No one *needs* a book written about them anyway." She grins. "It's always better to read books!"


title: Annette: ""I think you just have to live a ha..."
sequence: 0
dialoguetext:
"I think you just have to live a happy life!" She rubs her nose. "No need to worry about fame or think bad thoughts!"


title: Annette: ""Mum says it's necessary to do both..."
sequence: 0
dialoguetext:
"Mum says it's necessary to do both, because it builds character. Mum says a proper worker is dutiful -- that's how you get ahead in life, you succeed."


title: Annette: ""Nothing really, sir. Mum doesn't a..."
sequence: 0
dialoguetext:
"Nothing really, sir. Mum doesn't allow me to sneak around in the back rooms or the cellar." She looks a bit disappointed. "I don't really know what's there."


title: Empathy: "She doesn't really understand, but..."
sequence: 0
dialoguetext:
She doesn't really understand, but says so to make you feel better about yourself. Your explanation was garbage anyway.


title: Savoir Faire: "Check out the pose -- rigid as a st..."
sequence: 0
userscript: SetVariableValue("plaza.annette_mullen_savoir", true) --[[ Variable[ ]]
dialoguetext:
Check out the pose -- rigid as a stick. He couldn't even wipe his own ass. You don't want to be like that.


title: You: ""I could help -- by brutally disman..."
dialoguetext: "I could help -- by brutally dismantling the free market."
sequence: 0
userscript:
SetVariableValue("plaza.annette_said_dismantle_free_market", true) ; ReputationGrows("communist")--[[ Variable[ ]]


title: Annette: ""Thank you, sir! I'm glad to help M..."
sequence: 0
dialoguetext:
"Thank you, sir! I'm glad to help Mum out with the store." She doesn't seem to understand what you said.


title: Annette: ""School?" She rubs her red, chilled..."
sequence: 0
dialoguetext:
"School?" She rubs her red, chilled nose. "Well, mine is a big yellow building on Boogie Street. And the people there run it. They say it's a *charity*."


title: Shivers: "The gale wind blows in from the coa..."
sequence: 0
userscript: SetVariableValue("plaza.annette_shivers_schoolmemory", true) --[[ Variable[ ]]
dialoguetext:
The gale wind blows in from the coast, a wind of needles. It wraps itself around a building of brick and mortar. Somewhere, a clamor rings through the honeycomb of classrooms.


title: Inland Empire: "Behind her the window has been boar..."
sequence: 0
userscript: SetVariableValue("plaza.annette_inland_janus_window", true) --[[ Variable[ ]]
dialoguetext:
Behind her the window has been boarded up. You sense the boards creaking, twisting for a second... and some kind of *doubt* in her tense shoulders.


title: Kim Kitsuragi: ""We can go into the bookstore and a..."
sequence: 0
dialoguetext:
"We can go into the bookstore and ask about the case, but I don't see much more to look *into* here." The lieutenant makes a note in his notebook.


title: Annette: ""Yes!" She chirps. "Please do also..."
sequence: 0
dialoguetext:
"Yes!" She chirps. "Please do also look at our wares inside -- the postcards and board games are there, sir."


title: Annette: "Annette looks at your shaved, prick..."
sequence: 0
dialoguetext:
Annette looks at your shaved, prickly chin. It distinctly contrasts with the oily mutton chops that surround it. "Maybe I can tell you about some of our books instead?"


title: Annette: ""Mhm-mhm," she replies. "And it's k..."
sequence: 0
dialoguetext:
"Mhm-mhm," she replies. "And it's kinda like a puzzle, too. You can guess who the criminal is or how the good guys are going to catch him."


title: Kim Kitsuragi: ""Crime is a deviation from the law..."
sequence: 0
dialoguetext:
"Crime is a deviation from the law punishable by either a civil or criminal sentencing. It's what *The Law* prevents."


title: You: ""Muscle training is flower arrangin..."
sequence: 0
conditionstring: Variable["plaza.annette_mullen_endurance"] == true
dialoguetext:
"Muscle training is flower arranging for men. I bet he thinks he's real manly like that. He isn't. It's just unhealthy."


title: You: ""Bet he can't even bend over to pic..."
sequence: 0
conditionstring: Variable["plaza.annette_mullen_savoir"] == true
dialoguetext:
"Bet he can't even bend over to pick the gun his rigid fingers dropped. Real detectives are sinewy and snake-hipped. Like me."


title: You: ""No, I meant your *mind*.""
dialoguetext: "No, I meant your *mind*."
sequence: 0
conditionstring:
Variable["plaza.annette_mullen_authority"] == false  and  Variable["plaza.annette_mullen_drama"] == false  and  Variable["plaza.annette_mullen_painthreshold"] == false  and  Variable["plaza.annette_mullen_reaction"] == false


title: You: ""Soul. That Mullen guy looks like a..."
sequence: 0
conditionstring: Variable["plaza.annette_mullen_authority"] == true
dialoguetext:
"Soul. That Mullen guy looks like a *Hampelmann* -- who could respect that face? It's not even drawn correctly! He lacks *soul*."


title: You: ""Flexibility. There are millions of..."
sequence: 0
conditionstring: Variable["plaza.annette_mullen_drama"] == true
dialoguetext:
"Flexibility. There are millions of different people out there and you have to get into their heads -- sometimes you gotta be the killer to catch the killer."


title: You: ""Grit. A total disregard for person..."
sequence: 0
conditionstring: Variable["plaza.annette_mullen_painthreshold"] == true
dialoguetext:
"Grit. A total disregard for personal safety. You gotta take the pain. This Mullen guy looks like he'd run to his mom. Ain't got no balls."


title: You: ""A quicksilver mind. This Mullen gu..."
sequence: 0
conditionstring: Variable["plaza.annette_mullen_reaction"] == true
dialoguetext:
"A quicksilver mind. This Mullen guy looks like he needs four hours just to come up with a single idea."


title: You: ""No-no, think about it! One where t..."
sequence: 0
dialoguetext:
"No-no, think about it! One where they plunge into a torrid spiral of pain and recrimination. Only it's *really long* and drawn out. Scarred for life. Phantom limb!"


title: You: ""... each of you tearing at the oth..."
sequence: 0
dialoguetext:
"... each of you tearing at the other's innards, leaving a gaping emptiness, a vacuum heart that still hurts ceaselessly!"


title: Shivers: "Remorse. The parquet of assembly ha..."
sequence: 0
dialoguetext:
Remorse. The parquet of assembly halls, the rows of stall bars are growing cold. The corridors stand empty. A girl's voice somehow finds its way through this strange feeling...


title: Kim Kitsuragi: ""It does not *manifest* itself in a..."
sequence: 0
dialoguetext:
"It does not *manifest* itself in any way. It does not exist. I liked it better when we were talking about whether it's appropriate to stand out in the freezing weather."


title: Annette: "Her eye lands on the sign on the wi..."
sequence: 0
dialoguetext:
Her eye lands on the sign on the window that says *Crime, Romance, and Biographies of Famous People*. She brightens up and points to it: "But I do know books! We can talk about books."


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.annette_kimjanus_cold"]  or  Variable["plaza.annette_kimjanus_famous"]  or  Variable["plaza.annette_kimjanus_romance"]  or  Variable["plaza.annette_kimjanus_mullen"]  or  Variable["plaza.annette_kimjanus_books"] < 3


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.annette_kimjanus_cold"]  or  Variable["plaza.annette_kimjanus_famous"]  or  Variable["plaza.annette_kimjanus_romance"]  or  Variable["plaza.annette_kimjanus_mullen"]  or  Variable["plaza.annette_kimjanus_books"] < 3)

conditionstring:
(Variable["plaza.annette_kimjanus_cold"]  or  Variable["plaza.annette_kimjanus_famous"]  or  Variable["plaza.annette_kimjanus_romance"]  or  Variable["plaza.annette_kimjanus_mullen"]  or  Variable["plaza.annette_kimjanus_books"] < 3) == false


title: Annette: ""Uh..." The girl looks back and for..."
sequence: 0
dialoguetext:
"Uh..." The girl looks back and forth between you two. "Anything else you wanted to talk about, sir?"


title: Annette: "She examines the picture closely. T..."
sequence: 0
dialoguetext:
She examines the picture closely. The Vespertine detective exhibits few signs of health or unhealth.


title: Annette: ""If you say so, sir." She smiles mi..."
sequence: 0
dialoguetext:
"If you say so, sir." She smiles mischievously. "He's just a fictional character, he's no match for you."

userscript:
XPTinySetBool("XP.school_of_mullen");
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""Obviously, sir." She smiles mischi..."
sequence: 0
dialoguetext:
"Obviously, sir." She smiles mischievously. "He's just a fictional character, he's no match for you."

userscript:
XPTinySetBool("XP.school_of_mullen");
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""Yes... yes, sir!" She blinks her e..."
dialoguetext: "Yes... yes, sir!" She blinks her eyes rapidly, in confusion and relief.
sequence: 0
userscript:
XPTinySetBool("XP.baddest_romance");
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: You: ""Little girl, I'm sorry I got agita..."
sequence: 0
dialoguetext:
"Little girl, I'm sorry I got agitated. I just can't handle things sometimes. Let's get back to books."


title: Annette: ""I wonder how I'll be when I get ol..."
sequence: 0
dialoguetext:
"I wonder how I'll be when I get old..." She mumbles. "Maybe I'll also get all wrinkly..." She giggles to herself.


title: Annette: ""Well... that proves nothing! Anyon..."
sequence: 0
dialoguetext:
"Well... that proves nothing! Anyone could do an easy deduction like that!" Her eyes flash with defiance. She's not impressed.


title: Annette: ""If you say so, sir." She grins vic..."
dialoguetext: "If you say so, sir." She grins victoriously.
sequence: 0
userscript:
XPPicoSetBool("XP.annette_master_class");
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""You've been running around for sev..."
sequence: 0
dialoguetext:
"You've been running around for several days, talking about small churches and how everyone betrayed you, sir."


title: Annette: ""Uhm... Frittte, maybe?" She shrugs..."
sequence: 0
dialoguetext:
"Uhm... Frittte, maybe?" She shrugs, a compassionate look in her eyes. "Alcohol is not good for you, sir."


title: Annette: ""Of course. You stopped by a few ti..."
sequence: 0
dialoguetext:
"Of course. You stopped by a few times." She looks at you intently. "You certainly look better than the last time I saw you!"


title: Annette: ""You know... like a cat in the dark..."
sequence: 0
userscript: SetVariableValue("tc.party_eyes", true) --[[ Variable[ ]]
dialoguetext:
"You know... like a cat in the dark! All big-and-wide-eyed." She giggles at the thought. "It certainly looks odd on a man."


title: Electrochemistry: "Don't leave us hanging like that, m..."
sequence: 0
dialoguetext:
Don't leave us hanging like that, man. Open yourself to the experiences of the world, expand your consciousness. With amphetamines.


title: Annette: "She gives you a rather concerned lo..."
sequence: 0
userscript: XPTinySetBool("XP.annette_learned_about_self")--[[ Variable[ ]]
dialoguetext:
She gives you a rather concerned look. "I guess we can change the subject, sir. I didn't mean to bring you down."


title: Annette: "She examines the illustration of Di..."
sequence: 0
dialoguetext:
She examines the illustration of Dick Mullen, attempting to find his soul. "I'm not sure I understand..."


title: Annette: ""Sure you can, sir." She smiles mis..."
sequence: 0
dialoguetext:
"Sure you can, sir." She smiles mischievously. "He's just a fictional character, he'll be no match for you."

userscript:
XPTinySetBool("XP.school_of_mullen");
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""Sure you could, sir." She smiles m..."
sequence: 0
dialoguetext:
"Sure you could, sir." She smiles mischievously. "He's just a fictional character, he's no match for your strength."


title: Annette: ""Sure he can't, sir." She smiles mi..."
sequence: 0
dialoguetext:
"Sure he can't, sir." She smiles mischievously. "He's just a fictional character, he's no match for you."


title: Annette: ""Of course not, sir." She smiles mi..."
sequence: 0
dialoguetext:
"Of course not, sir." She smiles mischievously. "He's just a fictional character, he'll be no match for you."


title: You: ""Sure, when the author does all the..."
sequence: 0
dialoguetext:
"Sure, when the author does all the thinking for him. Real policemen have to think and act on their own."


title: You: ""A policeman's gotta have *the righ..."
sequence: 0
dialoguetext:
"A policeman's gotta have *the right stuff*. An ingrained sense of The Law. No one would follow a weakling like Mullen."


title: Annette: ""Unlike you, sir." She smiles misch..."
sequence: 0
dialoguetext:
"Unlike you, sir." She smiles mischievously. "He's just a fictional character, he's no match for you."


title: Annette: ""If you say so, sir." She smiles mi..."
sequence: 0
dialoguetext:
"If you say so, sir." She smiles mischievously. "He's just a fictional character, he's no match for your... *soul*."


title: Annette: ""Like you, sir, of course." She smi..."
sequence: 0
userscript: XPTinySetBool("XP.school_of_mullen")--[[ Variable[ ]]
dialoguetext:
"Like you, sir, of course." She smiles mischievously. "He's just a fictional character, he's no match for you."


title: Annette: "Her eyes shine with sympathy. "Chee..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
Her eyes shine with sympathy. "Cheer up, sir. No need to compare yourself to a fictional character."


title: Annette: "She looks at you with sympathy. "Ch..."
sequence: 0
dialoguetext:
She looks at you with sympathy. "Cheer up, sir. It's much easier being a fictional character, he doesn't have to deal with... real things."


title: Annette: ""Maybe you can show me some *real*..."
sequence: 0
userscript: SetVariableValue("plaza.annette_opens_up_whitecheck", true) --[[ Variable[ ]]
dialoguetext:
"Maybe you can show me some *real* deductive police work, sir? Like in the books!" Her smile is warm and consoling, unlike the imperial image of Dick Mullen.


title: You: ""See, that's what reading those fak..."
sequence: 0
dialoguetext:
"See, that's what reading those fakey-fake Mullen books gets you. Now you're dealing with a real cop."


title: Annette: ""Yes, sir." She smiles mischievousl..."
sequence: 0
dialoguetext:
"Yes, sir." She smiles mischievously. "He's just a fictional character, I understand. He's no match for you."


title: Kim Kitsuragi: "The lieutenant slowly -- ever so sl..."
sequence: 0
dialoguetext:
The lieutenant slowly -- ever so slowly -- realizes something. "Party eyes. Yes, of course. That makes sense."


title: Esprit de Corps: "I'm not surprised children have see..."
sequence: 0
dialoguetext:
I'm not surprised children have seen you running around with *party eyes* on, he thinks. Not at all.


title: Annette: ""I'm sorry, sir. I hope things get..."
sequence: 0
dialoguetext:
"I'm sorry, sir. I hope things get better soon." She looks you in the eye, a gleam of sympathy on her face.


title: Kim Kitsuragi: "The lieutenant does not flinch at t..."
sequence: 0
dialoguetext:
The lieutenant does not flinch at the comment. He does not flinch even a single bit. He is intensely not flinching. It takes effort.


title: Annette: "There she stands, swaying on her fe..."
sequence: 0
dialoguetext:
There she stands, swaying on her feet, assaulted by the early spring breeze. She smiles at you. The whole situation suddenly feels familiar, somehow.

userscript:
SetVariableValue("plaza.annette_second_whitecheck_trigger", true) ;
XPTinySetBool("XP.annette_called_you_sober");
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Annette: ""You don't have to be, sir." She sm..."
sequence: 0
dialoguetext:
"You don't have to be, sir." She smiles mischievously. "He's just a fictional character, he's no match for you."


title: Annette: ""Of course, sir." She smiles mischi..."
sequence: 0
dialoguetext:
"Of course, sir." She smiles mischievously. "He's just a fictional character, he's no match for you."


title: You: ""I can't get into the Doomed Commer..."
dialoguetext: "I can't get into the Doomed Commercial Area. Your mother won't let me through the back door."
sequence: 0
userscript: SetVariableValue("plaza.annette_told_you_cant_get_into_doomed", true) --[[ Variable[ ]]
conditionstring:
Variable["XP.got_into_doomed_commercial_area"] == false  and   Variable["doomed.plais_whitecheck_failure"] == true  and  Variable["doomed.plais_whitecheck_succeeded"] == false


title: You: ""Hey, guess what. I found a way int..."
dialoguetext: "Hey, guess what. I found a way into the Doomed Commercial Area."
sequence: 0
conditionstring:
Variable["XP.got_into_doomed_commercial_area"] == true  and  Variable["plaza.annette_told_you_cant_get_into_doomed"] == true


title: Annette: ""Mhm. Mum can get really agitated a..."
sequence: 0
dialoguetext:
"Mhm. Mum can get really agitated about that." She sways on her feet. "I guess you can try making her less afraid somehow... then she might trust you."


title: Annette: ""Oh, that's great!" Her smile is wa..."
sequence: 0
dialoguetext:
"Oh, that's great!" Her smile is warm. "I hope exciting adventures lie ahead! And maybe you can help mother become... less afraid."


title: Annette: ""I'm sorry, sir, I can't talk right..."
userscript: SetVariableValue("doomed.annette_altgreet_passives_shown", true) --[[ Variable[ ]]
dialoguetext:
"I'm sorry, sir, I can't talk right now. I'm very busy with my homework... I have so much homework now."


title: Annette: ""Hello again, sir! Are you interest..."
dialoguetext:
"Hello again, sir! Are you interested in a new and exciting book this time?" She sways slowly on her feet.


title: Kim Kitsuragi: ""Everyone understands you're *the l..."
userscript: SetVariableValue("tc.insignia", true) --[[ Variable[ ]]
dialoguetext:
"Everyone understands you're *the law*. That's why you have that insignia on your arm. So you don't have to keep saying it."


title: Annette: ""Sir? Are you okay?" Her voice sudd..."
dialoguetext:
"Sir? Are you okay?" Her voice suddenly reaches your mind. "You've been standing here silently for a while now..."


title: You: ""I also know what a postcard is......"
sequence: 0
dialoguetext:
"I also know what a postcard is... it's a small cardboard picture that you can send to a friend or a loved one."


title: Annette: ""That's very good to hear." She fli..."
sequence: 0
dialoguetext:
"That's very good to hear." She flicks you a thumbs up. "You'll get to the bottom of this in no time! Just like a detective in the stories."


title: Annette: ""Oh, that's very sad to hear." She..."
sequence: 0
dialoguetext:
"Oh, that's very sad to hear." She frowns. "But it'll pick up soon, don't worry. There's always a... bad spot in the stories, right before the detective figures things out."


title: You: ""Yeah, I found a way into the Doome..."
dialoguetext: "Yeah, I found a way into the Doomed Commercial Area."
sequence: 0
conditionstring:
Variable["doomed.plais_whitecheck_succeeded"] == true  or  Variable["doomed.doorbell_door_open"] == true  or  Variable["XP.got_into_doomed_commercial_area"] == true


title: Annette: ""The lights are so pretty when it g..."
dialoguetext:
"The lights are so pretty when it gets dark." She scans the surrounding buildings, a happy look on her face.


title: You: ""Little girl, help. My Dick Mullen..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_conclusion_asked_annette", true) --[[ Variable[ ]]
dialoguetext:
"Little girl, help. My Dick Mullen book ripped before I could get to the end. Do you know what happens?"

conditionstring:
Variable["inventory.mullen_ripped"]  and  Variable["plaza.annette_kimjanus_mullen"]  and  Variable["inventory.mullen_orb_afterthought_no_avail_done"] == false


title: You: ""I'm currently investigating the cu..."
dialoguetext: "I'm currently investigating the curse on your mother's behalf."
sequence: 0
conditionstring:
Variable["TASK.doomed_investigation"] == true  and  Variable["TASK.doomed_investigation_done"] == false


title: Annette: ""Yes, she can be quite strict about..."
sequence: 0
dialoguetext:
"Yes, she can be quite strict about it." Annette nods. "My mum doesn't let anyone sneak around in the back rooms or the cellar."


title: Annette: "Annette's eyes go wide: "She let yo..."
sequence: 0
dialoguetext:
Annette's eyes go wide: "She let you in there? Usually she doesn't let anyone sneak around in the back rooms or the cellar."


title: Annette: ""I hope you can help her. Help her..."
sequence: 0
dialoguetext:
"I hope you can help her. Help her become less afraid or something..." She looks at her freezing hands, before hiding them in her coat sleeves.


title: Annette: ""You've been there?" Her eyes go wi..."
sequence: 0
dialoguetext:
"You've been there?" Her eyes go wide. "My mum never lets me sneak around in the back room or the cellar!"


title: Annette: ""This must have been really scary....."
sequence: 0
dialoguetext:
"This must have been really scary..." She looks at her freezing hands, before hiding them in her coat sleeves.


title: You: ""What are you doing now?""
dialoguetext: "What are you doing now?"
sequence: 0
conditionstring:
Variable["XP.help_annette"] == true  and  Variable["plaza.annette_kimjanus_mullen"] == true  and  CheckItem("hat_mullen") == false


title: Annette: ""Math..." She looks into her notebo..."
sequence: 0
dialoguetext:
"Math..." She looks into her notebook with trepidation. "It's really difficult. Like -- really. They say you need it to get rich. Better than standing outside in the cold, I guess."


title: Annette: ""Maybe? It's the hat Dick Mullen we..."
sequence: 0
dialoguetext:
"Maybe? It's the hat Dick Mullen wears all the time..." She grins with joy. "You'll look way more serious with that."


title: Annette: ""Yes! Just like the one Dick Mullen..."
sequence: 0
dialoguetext:
"Yes! Just like the one Dick Mullen wears all the time..." She grins. "You'll look way more serious with that."


title: Annette: ""I thought this would fit you... Li..."
sequence: 0
userscript: GainItem("hat_mullen")
dialoguetext:
"I thought this would fit you... Like thanks for helping out! Not me -- the city I mean. Like a detective does." She gives you a hat -- almost exactly like the one Dick Mullen wears on the covers.


title: Annette: ""Right. I have to get back to my ho..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"Right. I have to get back to my homework now, before Mum notices. Man, this is *hard*..." She looks back at the infernal scribblings under her nose.


title: Annette: ""Yes. Like a bear, but white. There..."
sequence: 0
dialoguetext:
"Yes. Like a bear, but white. There's a fridge below the building, in the basement." She points underground. "With red glowing eyes. I went back there once. Behind the bookstore..."


title: Annette: "She lowers her voice. "Mum doesn't..."
sequence: 0
dialoguetext:
She lowers her voice. "Mum doesn't want me to go there anymore. Not that I want to. It was pretty scary.


title: You: ""One more thing. How do I get insid..."
dialoguetext: "One more thing. How do I get inside the building?"
sequence: 0
conditionstring:
Variable["doomed.bookstore_backdoor_smash_failure"] == false  and  Variable["doomed.plais_drama_failure_once"] == false  and  Variable["doomed.plais_mentioned_fridge_in_main"] == false  and  Variable["XP.got_into_doomed_commercial_area"] == false


title: You: ""One more thing. How do I get insid..."
sequence: 0
dialoguetext:
"One more thing. How do I get inside the building? I already talked to your mom, but she's not letting anyone in."

conditionstring:
(Variable["doomed.bookstore_backdoor_smash_failure"]  or  Variable["doomed.plais_drama_failure_once"]  or  Variable["doomed.plais_mentioned_fridge_in_main"])  and  Variable["XP.got_into_doomed_commercial_area"] == false


title: Annette: ""Um... that's a problem. The only w..."
sequence: 0
dialoguetext:
"Um... that's a problem. The only way in is through the bookstore, but my mum is pretty strict about not letting anyone in."


title: Annette: ""But, I don't know, you're a *polic..."
sequence: 0
dialoguetext:
"But, I don't know, you're a *police man*..." She says it with admiration, eyeing you up and down. "Maybe you can convince her somehow?"


title: Annette: ""Um... she can be pretty strict, yo..."
sequence: 0
dialoguetext:
"Um... she can be pretty strict, you're right about that. I don't really know what to say. You could try sneaking in?" She smiles shyly, like she's not sure it's the right answer.


title: Electrochemistry: "Later when you get the chance, you..."
sequence: 0
dialoguetext:
Later when you get the chance, you should address these issues -- by getting *drunk*. That'll show them!


title: Annette: ""Just what Dick Mullen would ask!"..."
sequence: 0
dialoguetext:
"Just what Dick Mullen would ask!" She lowers her voice. "I got it from behind the curtains. I'm not really supposed to go there..."


title: You: ""And can you describe me their appe..."
sequence: 0
dialoguetext:
"And can you describe me their appearance? Any features that stand out, something to make identifying a little easier?"


title: Working Class Woman: ""Why do you need to know this? Have..."
sequence: 0
dialoguetext:
"Why do you need to know this? Haven't I repeatedly told you that they are not missing? That they're in Jamrock, safe and well, at some stupid party."


title: Working Class Woman: ""A 'killer' party? What is it with..."
sequence: 0
dialoguetext:
"A 'killer' party? What is it with you and *pulp* staples? My god. Please, no more talk about my daughters. They are fine!" She picks up a book and tries to concentrate. A flock of seabirds passes by.


title: Working Class Woman: ""Report what? He's just out, drinki..."
sequence: 0
dialoguetext:
"Report what? He's just out, drinking with his friends... I'm sure the police has better things to do than to chase down local goofballs."


title: Working Class Woman: ""There is no *investigation* here,..."
sequence: 0
dialoguetext:
"There is no *investigation* here, I can tell you that!" She picks up a book and tries to concentrate. A flock of seabirds passes by.


title: You: ""Protect and serve, madam! I found..."
dialoguetext: "Protect and serve, madam! I found your husband."
sequence: 0
conditionstring:
Variable["plaza.working_authority_found_husband_false"] == true  and  Variable["plaza.working_reached_real_husband_hub"] == false


title: Working Class Woman: ""Very well, then. Where is he?" She..."
sequence: 0
dialoguetext:
"Very well, then. Where is he?" She's getting impatient, her hands now picking on a random book cover.


title: Working Class Woman: ""Yes, but..." She looks around and..."
sequence: 0
dialoguetext:
"Yes, but..." She looks around and takes a deep breath, a little annoyed. "I don't really need to know where my husband is. Not all the time."


title: Working Class Woman: ""Not all the time. Right now I'm br..."
dialoguetext:
"Not all the time. Right now I'm browsing books." She pauses. "Even a working class woman needs something to read."


title: Working Class Woman: ""It's okay. We all feel out of sort..."
sequence: 0
dialoguetext:
"It's okay. We all feel out of sorts at times." She starts patting your back. "There you go, officer."


title: Working Class Woman: ""No, no!" Her eyes widen at your mi..."
sequence: 0
userscript: SetVariableValue("plaza.working_husband_is_chubby_known", true) --[[ Variable[ ]]
dialoguetext:
"No, no!" Her eyes widen at your misunderstanding. "He is definitely not a cop. I meant that he's a little chubby, that's all."


title: Rhetoric: "Technically speaking, your trousers..."
sequence: 0
userscript: SetVariableValue("plaza.working_rhetoric_disco_pants", true) --[[ Variable[ ]]
dialoguetext:
Technically speaking, your trousers could be considered part of your work gear. This means she has insulted *the police*.


title: You: ""I'm not *chubby* and neither is yo..."
sequence: 0
conditionstring: Variable["plaza.working_composure_franconigerian_hardbody"] == true
dialoguetext:
"I'm not *chubby* and neither is your husband. What you meant to say is that we both share a *Franconigerian hard-body*."


title: You: "Keep your eyes closed for a brief l..."
dialoguetext: Keep your eyes closed for a brief longer.
sequence: 0
userscript: SetVariableValue("plaza.working_feeling_conversation", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.working_inland_told_feel_it"] == true  and  Variable["plaza.working_feeling_conversation"] == false


title: Inland Empire: "Less talk, more feeling. Keep your..."
sequence: 0
userscript: SetVariableValue("plaza.working_inland_told_feel_it", true) --[[ Variable[ ]]
dialoguetext:
Less talk, more feeling. Keep your eyes closed, soak in the closeness. See what the feeling entails.


title: Working Class Woman: "She seems to be confused. Your hand..."
sequence: 0
dialoguetext:
She seems to be confused. Your hands are wrapped around her polyester coat. The fabric feels cold, moist from the sea nearby.


title: Working Class Woman: "The woman looks baffled by your per..."
sequence: 0
dialoguetext:
The woman looks baffled by your personal revelation. "You truly are one *strange* cop, aren't you?" she says, slowly shaking her head.


title: Working Class Woman: "Her hands move over the book covers..."
sequence: 0
dialoguetext:
Her hands move over the book covers. The tips of her fingers look rough, stained with yellow. It seems like she has spent a lot of time at work, smoking.


title: Working Class Woman: ""Who said anything about shame? Sto..."
sequence: 0
dialoguetext:
"Who said anything about shame? Stop talking down to me." She puts her foot down. "My husband is not missing."


title: Working Class Woman: ""Yesterday morning. He went to the..."
sequence: 0
userscript: SetVariableValue("apt.wcw_know_that_husband_went_to_the_library", true) --[[ Variable[ ]]
dialoguetext:
"Yesterday morning. He went to the library." Her eyes become cold with recollection. "He went to retrieve my book and he promised, he *promised* he'd walk straight back home."


title: Kim Kitsuragi: ""Because people either show up on t..."
sequence: 0
dialoguetext:
"Because people either show up on their own or you'll never find them," he says with a flash of teeth.


title: Working Class Woman: ""I'm not sure about the rest, but s..."
sequence: 0
dialoguetext:
"I'm not sure about the rest, but softly round sounds about right. He's not in great shape." She stops to think.


title: Working Class Woman: ""Hmm-hmm-hmm..." She's still search..."
dialoguetext:
"Hmm-hmm-hmm..." She's still searching for a book, her eyes wandering over the colourful grid of softcovers.


title: Rhetoric: "Another comrade! Years of labour ar..."
sequence: 0
userscript: SetVariableValue("plaza.working_rhetoric_told_to_hug", true) --[[ Variable[ ]]
dialoguetext:
Another comrade! Years of labour are pressing down on her shoulders. She deserves a hug -- for all the work she's done for mankind.


title: You: ""Do you smoke?""
dialoguetext: "Do you smoke?"
sequence: 0
userscript: SetVariableValue("plaza.working_asked_for_a_cigarette", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.working_electrochem_said_ask_cigarettes"] == true  and  Variable["plaza.working_got_cigarettes"] == false


title: You: ""Well, you're not actually entitled..."
sequence: 0
dialoguetext:
"Well, you're not actually entitled to another person's body. Hugging can be considered a rather monstrous thing to do."


title: Working Class Woman: ""No, he's not. Or maybe he is, I do..."
sequence: 0
dialoguetext:
"No, he's not. Or maybe he is, I don't know. He's probably in the park, or in Jamrock somewhere. Drinking with his *friends*." She looks away.


title: Working Class Woman: ""What else... He was wearing a dark..."
sequence: 0
userscript: SetVariableValue("plaza.working_husband_leather_jacket_known", true) --[[ Variable[ ]]
dialoguetext:
"What else... He was wearing a dark brown leather jacket with a bright blue inner lining. The lining is hand-sewn, I made it myself." She sighs, her voice slightly quivering when she adds:


title: Working Class Woman: ""I guess it's better than nothing...."
sequence: HideOverlay();
dialoguetext:
"I guess it's better than nothing. Keep fighting on, my fellow comrade." Then she breaks up the hug, her cheeks flushed.


title: You: ""I went and read up on them, just l..."
sequence: 0
dialoguetext:
"I went and read up on them, just like you said. And I even decided on what kind of a cockatoo I am. Want to know?"


title: Perception (Hearing): ""The ship takes off like a silvery..."
sequence: VoiceoverPlay(plaza/working_class_woman/wcw-mb02,1)
dialoguetext:
"The ship takes off like a silvery  mosquito... unfolding its rotor blade arms..." She mumbles reading. Then puts down the softcover.


title: Working Class Woman: ""Annette's a sweet sprout, but she..."
sequence: 0
dialoguetext:
"Annette's a sweet sprout, but she doesn't know anything about marriage. Why am I even talking about this..."


title: Working Class Woman: ""What? That's just -- my daughters..."
sequence: 0
dialoguetext:
"What? That's just -- my daughters are perfectly *fine*. They're with their friends down in Jamrock! There's *nothing* to worry about."


title: Working Class Woman: ""They're almost grown up now anyway..."
sequence: 0
dialoguetext:
"They're almost grown up now anyway. They're past the age they need me protecting them from everything now."


title: Working Class Woman: ""My youngest girl, Jolie, is just s..."
sequence: 0
userscript: SetVariableValue("apt.wcw_know_about_daughters", true) --[[ Variable[ ]]
dialoguetext:
"My youngest girl, Jolie, is just shy of sixteen. Jennie, she is turning eighteen next month. But we shouldn't even be talking about them!"


title: Working Class Woman: "The situation is oddly intimate --..."
sequence: 0
dialoguetext:
The situation is oddly intimate -- your cheek is pressed against her shoulder, her hand is trapped between your chest. Five seconds pass and their passing seems so unimaginably long. Then she coughs and says again:


title: Inland Empire: "The feeling continues. Warm and com..."
sequence: 0
dialoguetext:
The feeling continues. Warm and comfy on the cold shoreline. You hear a question rising to the surface, trying to break the sensation.


title: Working Class Woman: ""Khm, officer." A coarse female voi..."
sequence: 0
dialoguetext:
"Khm, officer." A coarse female voice pulls you out of your reverie. "What are you doing?" A swash of water hits the coast behind her figure.


title: You: ""Let's talk about your husband agai..."
dialoguetext: "Let's talk about your husband again."
sequence: 0
conditionstring:
Variable["plaza.working_reached_real_husband_hub"] == true  and  Variable["plaza.working_authority_found_husband_false"] == true  and  Variable["TASK.find_working_class_husband_done"] == false


title: Physical Instrument: "Wait! Did she just imply that you'r..."
sequence: 0
userscript: SetVariableValue("plaza.working_composure_franconigerian_hardbody", true) --[[ Variable[ ]]
dialoguetext:
Wait! Did she just imply that you're *fat*? You're not fat! The body type she's referring to is called a *Franconigerian hard-body*.


title: Working Class Woman: ""I even tried throwing it away once..."
sequence: 0
dialoguetext:
"I even tried throwing it away once, but he just dug it out of the bin. Can you believe it?" She looks back at you, shaking her head.


title: Perception (Sight): "She is right -- your hands look eve..."
sequence: 0
dialoguetext:
She is right -- your hands look even worse than hers, with tiny cuts and gushes covering your skin like a spiderweb. Your fingertips have become an ugly shade of brown.


title: Inland Empire: "You focus on the hug and for a mome..."
sequence: 0
dialoguetext:
You focus on the hug and for a moment everything feels serene. You hear her heart beating -- or perhaps it's your own.


title: Inland Empire: "I DON'T WANT TO SEE YOU. I DON'T WA..."
sequence: 0
dialoguetext:
I DON'T WANT TO SEE YOU. I DON'T WANT TO SEE YOU EVER AGAIN! STOP CALLING ME! GET LOST FROM MY LIFE, YOU RUINED IT!


title: Kim Kitsuragi: "The lieutenant looks worried. "We c..."
sequence: 0
dialoguetext:
The lieutenant looks worried. "We can take a break if you're feeling unwell," he says to you under his breath.


title: Half Light: "You'd lie too, wouldn't you? You'd..."
sequence: 0
userscript: SetVariableValue("plaza.working_half_light_cigarette_3", true) --[[ Variable[ ]]
dialoguetext:
You'd lie too, wouldn't you? You'd lie and steal and cheat! Ask her again, squeeze the truth out of her. Keep pressing. Ask, ask, *ask*!


title: Working Class Woman: "You step in and close your arms aro..."
sequence: FadeToBlack()
dialoguetext:
You step in and close your arms around this foreign body, wandering astray in touch. There's a small movement beneath your hands, as you shut your eyes. Then a tiny voice breaks out and asks:


title: Conceptualization: "Today the makeshift consolations: t..."
sequence: 0
userscript: SetVariableValue("plaza.working_concept_delirium_talk", true) --[[ Variable[ ]]
dialoguetext:
Today the makeshift consolations: the shared cigarette, the masculine jokes. Today the embrace before hurting.


title: Empathy: "She's getting upset. Her voice has..."
sequence: 0
dialoguetext:
She's getting upset. Her voice has risen, as she tries to convince herself that her daughters are safe.


title: Visual Calculus: "These are the hands on someone who'..."
sequence: 0
dialoguetext:
These are the hands on someone who's smoked for at least twenty years, as evidenced by the discolouration of fingers. Marks on your skin may point to past quarrels.


title: Working Class Woman: ""Right, 'cause working class women..."
sequence: 0
dialoguetext:
"Right, 'cause working class women come with alcoholic husbands." She glances over your shoulder towards the drunk. "You know what?"


title: Working Class Woman: ""Because we talked about this. We t..."
sequence: 0
userscript: SetVariableValue("plaza.working_why_are_you_living_with_alcoholic", true) --[[ Variable[ ]]
dialoguetext:
"Because we talked about this. We talked about not wandering off again!" She scoffs. "I don't know what to do! I honestly don't know what to do with his addiction... It just makes me feel weak."


title: Working Class Woman: ""What does anything I said have to..."
sequence: 0
dialoguetext:
"What does anything I said have to do with police? Or is *Police* some kind of disco phenomenon as well?"


title: Working Class Woman: ""I haven't seen him for... Well, to..."
sequence: 0
dialoguetext:
"I haven't seen him for... Well, to hell with him!" She has completely forgotten about her books, staring blank into the distance instead.


title: Working Class Woman: ""Yes. Right." A wave of despair swe..."
sequence: 0
dialoguetext:
"Yes. Right." A wave of despair sweeps over her face. "He wasn't missing anyway," she tries to say while struggling to maintain a courageous front, "I'm sure he'll be home."


title: Kim Kitsuragi: ""I'm sure he will too. When he does..."
sequence: 0
dialoguetext:
"I'm sure he will too. When he does, would you let Precinct 57 -- Kim Kitsuragi -- know." He gives her a slip of paper.


title: Working Class Woman: ""Thank you!" You sense gratitude in..."
sequence: 0
userscript: GainTask("TASK.find_working_class_husband")--[[ Variable[ ]]
dialoguetext:
"Thank you!" You sense gratitude in her voice. "Please, do... Even though I'm sure he will return home by himself. I'm still sure of that."


title: You: ""Do you have any money?""
dialoguetext: "Do you have any money?"
sequence: 0
userscript: SetVariableValue("reputation.ask_for_money", Variable["reputation.ask_for_money"] +once(1))
conditionstring:
Variable["TASK.pay_for_the_damages"] == true  and  Variable["TASK.pay_for_the_damages_done"] == false


title: Working Class Woman: ""Money?" She looks up to you, a con..."
sequence: 0
dialoguetext:
"Money?" She looks up to you, a confused smile crossing her lips. "Does the working class ever have any money?"


title: Working Class Woman: ""No, sorry," she puts her hands int..."
sequence: 0
dialoguetext:
"No, sorry," she puts her hands into her coat pockets, as if cold from wind. "I don't have anything to spare."


title: Working Class Woman: ""No! No-no-no. I'm not missing my m..."
sequence: 0
dialoguetext:
"No! No-no-no. I'm not missing my money. End of story." She returns her attention back to the book stand.


title: Working Class Woman: ""Mhmh. Exactly. Go ask for an inves..."
sequence: 0
dialoguetext:
"Mhmh. Exactly. Go ask for an investment." Her words are clipped, but not unamused. Her eyes turn back to the book stand.


title: Inland Empire: "No thoughts to come back to, no sce..."
sequence: 0
dialoguetext:
No thoughts to come back to, no scenes to replay.. It feels calm the way deep sleep is supposed to be.


title: You: ""Well, if he's with his *friends*,..."
sequence: 0
userscript: SetVariableValue("plaza.working_reached_real_husband_hub", true) --[[ Variable[ ]]
dialoguetext:
"Well, if he's with his *friends*, then he's not really missing. No need for the police to get involved." (Don't take the case.)


title: You: ""You're right, unfortunately our fo..."
sequence: 0
dialoguetext:
"You're right, unfortunately our forces are limited. I'm sure he'll return on his own." (Don't take the case.)


title: Logic: "He's right. Missing person cases mo..."
sequence: 0
userscript: SetVariableValue("plaza.working_encyclo_missing_person_case", true) --[[ Variable[ ]]
dialoguetext:
He's right. Missing person cases most often involve runaway teenagers or demented old people. The victims usually turn up by themselves after a day or two spent missing. There's not much searching to do.


title: You: ""Okay, I get it. They're kinda bori..."
sequence: 0
conditionstring: Variable["plaza.working_encyclo_missing_person_case"] == true
dialoguetext:
"Okay, I get it. They're kinda boring, right? Because eventually everyone returns home on their own."


title: Working Class Woman: "The working class woman doesn't say..."
sequence: 0
dialoguetext:
The working class woman doesn't say anything, her eyes still fixed on something invisible in the distance. Some seagulls fly over her head.


title: Working Class Woman: ""What I was trying to say before is..."
sequence: 0
dialoguetext:
"What I was trying to say before is that he's a little bit chubby, that's all. I didn't mean anything offensive!"


title: Working Class Woman: ""Well, what can you do... I hope th..."
sequence: 0
dialoguetext:
"Well, what can you do... I hope that at least that extra lining helps him keep warm at night. I wouldn't like him to catch cold."


title: Physical Instrument: "Help her by... carrying things? Uhm..."
sequence: 0
dialoguetext:
Help her by... carrying things? Uhm... maybe she needs a weightlifter? Maybe she needs you to *fight* her husband? No, that's not it...


title: Logic: "Okay. It must be asked then -- what..."
sequence: 0
dialoguetext:
Okay. It must be asked then -- what *are* you doing here? Why are you pursuing this? Is it a *hunch*?


title: Kim Kitsuragi: ""For what it's worth -- I agree. Bu..."
sequence: 0
dialoguetext:
"For what it's worth -- I agree. But cockatoos can't be stopped when they get like this. It's better to indulge him at this point."


title: Empathy: "She's thinking about him out in the..."
sequence: 0
dialoguetext:
She's thinking about him out in the cold -- in some park or on the coast -- and it's making her more and more worried.


title: Working Class Woman: ""I will. Of course, officer. As I s..."
sequence: 0
dialoguetext:
"I will. Of course, officer. As I said, it's probably nothing." The woman takes the slip of paper. It's a phone number.


title: Working Class Woman: ""No, you're not. Don't think that....."
sequence: 0
dialoguetext:
"No, you're not. Don't think that..." she says, slowly shaking her head. The wind brings a strand of hair to her rough face. "You're the cockatoo who offered to find my stupid husband. Let's leave it at that."


title: Working Class Woman: ""No, you're not. Don't think that w..."
sequence: 0
dialoguetext:
"No, you're not. Don't think that way..." she says, slowly shaking her head. The wind brings a strand of hair to her rough face. "You're just a regular talkative cockatoo and let's leave it at that, okay?"


title: Working Class Woman: "The wind brings a strand of hair to..."
sequence: 0
dialoguetext:
The wind brings a strand of hair to her rough face. "I have a strange cop offering to find my stupid husband. What a day..."


title: Electrochemistry: "Look at that lucky boozer there, th..."
sequence: 0
dialoguetext:
Look at that lucky boozer there, the heaviest drinker on the planet! Look at his liquor-abusing excuse of a face -- those swollen bug-eyes, that muttering mouth.


title: Electrochemistry: "Then you should run for it, rascal...."
sequence: 0
dialoguetext:
Then you should run for it, rascal. Become a modern hunter, tame that nasty urge inside of your guts. Reward your electrochemistry!


title: You: "Fuck, I don't know... maybe I shoul..."
sequence: 0
dialoguetext:
Fuck, I don't know... maybe I shouldn't rush head-first into bad habits? I'll leave that alcohol be for now.


title: Electrochemistry: "Yeah, wildo, time to get a drinking..."
sequence: 0
userscript: GainTask("TASK.get_a_drink"); SetVariableValue("plaza.orb_taredrunk_done", true) --[[ Variable[ ]]
dialoguetext:
Yeah, wildo, time to get a drinking problem so massive that even stars collapse around it. Become an alcoholic!


title: Electrochemistry: "I wonder how many litres of sheer a..."
sequence: 0
dialoguetext:
I wonder how many litres of sheer alcohol has he consumed today? I bet you'd like a sip of that. Give it a real taste of your manly mouth.


title: Electrochemistry: "That old rummy here brings back som..."
sequence: 0
dialoguetext:
That old rummy here brings back some good memories. Remember how great that piss in your pants used to feel? Warm and cosy, just the way you like it. Time to get yourself another drink and soak those pants for *good*!


title: Authority: "Do marriages make any sense? Does h..."
sequence: 0
dialoguetext:
Do marriages make any sense? Does honour? You're not a filthy philosopher, you're an officer of law. It's time to *ace this case* and not brood over your reputation. We can deal with the perception management later.


title: Authority: "There's no need for champagne when..."
sequence: 0
userscript: SetVariableValue("plaza.orb_wchusband_done", true) --[[ Variable[ ]]
dialoguetext:
There's no need for champagne when there's honour, recruit. Go and tell the working class woman what you found *right now*.


title: Coin-Operated Viewer: "This coin-operated viewer is facing..."
sequence: 0
dialoguetext:
This coin-operated viewer is facing South. The instruction manual says to insert twenty five *centims* and pull the handle while looking inside, then use the focus knob to zoom in if necessary.


title: Coin-Operated Viewer: "The curtains on the display open. Y..."
sequence: 0
dialoguetext:
The curtains on the display open. You lean in to catch the view -- it's blurry, different blues and greens. In the middle of the shimmer stands a drab grey shape, like a ghost.


title: Coin-Operated Viewer: "The lenses shift, the ghost sharpen..."
sequence: 0
userscript: XPTinySetBool("XP.coin_operated_bay")--[[ Variable[ ]]
dialoguetext:
The lenses shift, the ghost sharpens into an islet in the bay. In the ruins a man-made structure is visible: a half-sunken sea-fort, its concrete almost reconquered by nature.


title: Coin-Operated Viewer: "It looks as if it was abandoned qui..."
sequence: 0
dialoguetext:
It looks as if it was abandoned quite some time ago, nothing but a rotten tooth remains of the anti-aircraft tower. A lonely birch tree grows out of it.


title: Kim Kitsuragi: ""There was a revitalization project..."
sequence: 0
dialoguetext:
"There was a revitalization project in '49. A design studio tried restoring Martinaise to its pre-war glory." The lieutenant looks around and concludes: "It didn't stick."


title: Kim Kitsuragi: ""They got as far as the street lamp..."
sequence: 0
dialoguetext:
"They got as far as the street lamps and the statue on that intersection. Then something went sour." He lowers his voice. "I suspect that *something* was Evrart Claire -- the Union leader. He muscled them out. It's how it usually goes around here."


title: Kim Kitsuragi: ""Really? I don't have the eyesight..."
sequence: 0
dialoguetext:
"Really? I don't have the eyesight to make it out..." The lieutenant takes off his glasses and cleans them.


title: Coin-Operated Viewer: "It's not possible to know from this..."
sequence: 0
dialoguetext:
It's not possible to know from this distance. The details are blurry, there's water vapour in the way and waves cut into the islet...


title: Coin-Operated Viewer: "This coin-operated viewer is facing..."
sequence: 0
dialoguetext:
This coin-operated viewer is facing southwest. Its coin-slot is full of fossilized bubblegum, rendering the machine permanently inaccessible.


title: Coin-Operated Viewer: "A thick layer of graffito covers th..."
sequence: 0
dialoguetext:
A thick layer of graffito covers the lenses -- you spell out the word "ONUC" written on the other side -- with N and C scribbled backwards.


title: Coin-Operated Viewer: "Under the graffito a sea of blues a..."
sequence: 0
dialoguetext:
Under the graffito a sea of blues and greys appears -- behind the water lies a coast studded with concrete and reeds. On it -- a church on stilts, lanky weather-worn wooden planks, an x-shaped cross topping its tower.


title: Encyclopedia: "You know this to be the Star of Per..."
sequence: 0
dialoguetext:
You know this to be the Star of Perikarnassis, or the Chi-Rho. The central symbol of the Perikarnassian church -- a star, a great moral height to be strived towards.


title: Perception (Sight): "Around the large wooden building yo..."
sequence: 0
dialoguetext:
Around the large wooden building you see chunks of sea ice, gathered on the beach. And a small tent set up on the ice.


title: Logic: "Give up. You'll never find the answ..."
sequence: 0
dialoguetext:
Give up. You'll never find the answer. There's no other copy of "Dick Mullen and the Mistaken Identity" here.


title: Conceptualization: "Hang on, you can do this. *Use your..."
sequence: 0
userscript: SetVariableValue("plaza.orb_mullen_conclusion_concept_ending", true) --[[ Variable[ ]]
dialoguetext:
Hang on, you can do this. *Use your imagination*. You know who the suspects are, just... make it up.


title: Logic: "Because that's how the world works...."
sequence: 0
dialoguetext:
Because that's how the world works. Some stories never get finished. You shouldn't expect there to be a tidy, satisfying ending.


title: Logic: "There isn't. If only you had more t..."
sequence: 0
dialoguetext:
There isn't. If only you had more time... more resources... who knows what you could have come up with?


title: Logic: "It still doesn't make sense, but wh..."
sequence: 0
dialoguetext:
It still doesn't make sense, but who cares? Yes, Dick Mullen, the famous detective, killed his best friend and a dame he just nailed in cold blood. But why'd he do it? Unclear!


title: Logic: "Sure, why not? Everyone knows polit..."
sequence: 0
dialoguetext:
Sure, why not? Everyone knows politicians are corrupt, and what's more corrupt than letting your entitled spawn run around offing people?


title: Logic: "It makes sense: Junkies and art col..."
sequence: 0
dialoguetext:
It makes sense: Junkies and art collectors both need a steady stream of income, and what better way to generate income than... murdering a couple of people.


title: Logic: "Sounds good. You can't trust the fu..."
sequence: 0
dialoguetext:
Sounds good. You can't trust the fuzz, after all. They *say* they've got your back, but do they *really?* More like they've got a *knife* in your back.


title: Logic: "Sure, yes. They died of an over-abu..."
sequence: 0
dialoguetext:
Sure, yes. They died of an over-abundance of love. Just loved each other to death. Couldn't get enough love. And now they're dead.


title: Logic: "Okay, sure. A defunct political ide..."
sequence: 0
dialoguetext:
Okay, sure. A defunct political ideology came and murdered a couple of people. History repeats itself, and the whole cycle starts again...


title: Conceptualization: "Doesn't matter. The choice has been..."
sequence: 0
dialoguetext:
Doesn't matter. The choice has been made. You caught the criminal -- It was Dick Mullen all along. Who's the real detective now? That's right, it's you. Rest easy tonight, *real detective*.

userscript:
SetVariableValue("inventory.mullen_orb_afterthought_no_avail_done", true) ; XPMinorSetBool("XP.mullen_novel_solution")--[[ Variable[ ]]


title: Conceptualization: "Way to go, public corruption cop. Y..."
sequence: 0
dialoguetext:
Way to go, public corruption cop. You've seen first-hand how the powerful tip the scales of justice in their favour, but today you tipped them back *just a little*. You can rest easy tonight.

userscript:
SetVariableValue("inventory.mullen_orb_afterthought_no_avail_done", true) ; XPMinorSetBool("XP.mullen_novel_solution")--[[ Variable[ ]]


title: Conceptualization: "Well done, ace detective. You put a..."
sequence: 0
dialoguetext:
Well done, ace detective. You put a dangerous junkie *and* art collector behind bars -- two birds with one stone! Now put your feet up and take a breather.

userscript:
SetVariableValue("inventory.mullen_orb_afterthought_no_avail_done", true) ; XPMinorSetBool("XP.mullen_novel_solution")--[[ Variable[ ]]


title: Conceptualization: "You've seen it yourself, haven't yo..."
sequence: 0
dialoguetext:
You've seen it yourself, haven't you? Maybe that cuts a little close to the bone, *jaded cop*. Take it easy -- Don't let the memory of old betrayals haunt you tonight.


title: Conceptualization: "Why not? Love gets a lot of people..."
sequence: 0
dialoguetext:
Why not? Love gets a lot of people killed... Speaking of, aren't you a little close to the edge, yourself, lover-cop? Better lay off that love stuff, if you can.


title: Conceptualization: "Case closed, and with no time to sp..."
sequence: 0
dialoguetext:
Case closed, and with no time to spare. Ideologies are dangerous, but communism won't be troubling the people anymore -- all thanks to you, politico-detective.


title: Shivers: "I am so glad… I have no time... The..."
sequence: 0
userscript: GainTask("TASK.track_down_the_voice"); GainTask("TASK.find_voice_in_bookshop")--[[ Variable[ ]]
dialoguetext:
I am so glad… I have no time... The place of many words, before the one so much like yourself... Try to hear me there...


title: Shivers: "I am what has always been here for..."
sequence: 0
userscript: GainTask("TASK.track_down_the_voice"); GainTask("TASK.find_voice_in_bookshop")--[[ Variable[ ]]
dialoguetext:
I am what has always been here for you… Please... The place of many words, before the one so much like yourself... Try to hear me there...


title: Shivers: "Forgive me... I have no other way t..."
sequence: 0
userscript: GainTask("TASK.track_down_the_voice"); GainTask("TASK.find_voice_in_bookshop")--[[ Variable[ ]]
dialoguetext:
Forgive me... I have no other way to reach you... Please -- the place of many words, before the one so much like yourself... Try to hear me there...


title: "Smallest Church in Saint-Saëns": "The porta-reel is just what you nee..."
sequence: 0
dialoguetext:
The porta-reel is just what you needed -- the reels attach to the apparatus with a satisfying click. The tape is routed behind the magnetic reader.


title: "Smallest Church in Saint-Saëns": "You press the large button marked *..."
sequence: AudioPlay(inventory/smallest_church/tape-01,1)@1;
dialoguetext:
You press the large button marked *Commencer* and the tape starts spinning. There's a small delay before the song starts playing...


title: "Smallest Church in Saint-Saëns": "It sounds like someone's moving in..."
sequence: 0
dialoguetext:
It sounds like someone's moving in the room, getting comfortable. Then the organ starts playing a simple melancholic tune, echoing in the hallway. A lone singing voice joins in...


title: "Smallest Church in Saint-Saëns": "Then the organ starts playing a sim..."
sequence: 0
dialoguetext:
Then the organ starts playing a simple melancholic tune, echoing in the hallway. A lone singing voice joins in...


title: "Smallest Church in Saint-Saëns": "Telling you about the tiniest churc..."
sequence: 0
dialoguetext:
Telling you about the tiniest church in Saint-Saëns, surrounded by even tinier yard. You almost feel the seaside mist on your skin. It's *mega* sad.


title: Inland Empire: "Crying is good, it gives your perfo..."
sequence: 0
dialoguetext:
Crying is good, it gives your performance authenticity. Besides, you already know the lyrics since you've listened to it, like, a million times!


title: Inland Empire: "Of course you could sing this! You..."
sequence: 0
dialoguetext:
Of course you could sing this! You could take sad to a whole new level with this. And you already know the lyrics since you've listened to it, like, a million times!


title: Inland Empire: "Within seconds you know -- this is..."
sequence: 0
dialoguetext:
Within seconds you know -- this is the one. The *real shit* you've been looking for. The one you trashed your room to. This one tells it like it is. This is your tune.


title: Inland Empire: "*And* the B-side of the tape contai..."
sequence: 0
dialoguetext:
*And* the B-side of the tape contains the instrumental version. It's like the world itself is telling you to do it. Only one obstacle stands on your way...


title: Inland Empire: "Garte. You have to convince Garte t..."
sequence: 0
dialoguetext:
Garte. You have to convince Garte to let you sing karaoke in the Whirling. After you've won him over, you can *express* yourself. Let the pain out. Make everyone understand.

userscript:
GainTask("TASK.convince_garte_to_let_you_sing_karaoke"); FinishTask("TASK.find_song_done")--[[ Variable[ ]]


title: Volition: "You're a little more moralist now,..."
dialoguetext: You're a little more moralist now, buddy. A little more *normal*. Even if you didn't want to be.
sequence: 0
userscript:
ReputationGrows("moralist"); SetVariableValue("coast.orb_interisolary_pants_equippage_done", true) --[[ Variable[ ]]


title: Volition: "Mhm, I know you do. These interisol..."
sequence: 0
dialoguetext:
Mhm, I know you do. These interisolary pants are like wearing a perfect *compromise* in your nether regions. No one will call the Moralintern on you like this, that's for sure.


title: Volition: "Mm, these are some wonderfully regu..."
sequence: 0
dialoguetext:
Mm, these are some wonderfully regular pants. Not too tight, not too loose -- moderate in every sense. You'll blend right in at some pleasant dinner party.


title: Volition: "Let's hope no one saw you wearing t..."
dialoguetext: Let's hope no one saw you wearing those outrageously regular -- almost moralist! -- pants.
sequence: 0
userscript:
LoseItem("pants_interisolar"); SetVariableValue("coast.orb_interisolary_pants_equippage_done", true) --[[ Variable[ ]]


title: Inland Empire: "One of the flyers has gotten stuck..."
sequence: 0
dialoguetext:
One of the flyers has gotten stuck to the branches of a small brush. The sound of it flapping in the wind is an echo of Van Eyck.


title: Inland Empire: "And so all our lives become but a f..."
sequence: 0
dialoguetext:
And so all our lives become but a faded memory, an ephemeral vision of a Van Eyck concert flyer... blink or you'll miss it.


title: Kim Kitsuragi: ""Okay. Well. I'm not going to ask w..."
sequence: 0
dialoguetext:
"Okay. Well. I'm not going to ask who Van Eyck is. I'm just going to assume it's your business and move on, okay?" He raises his collar.


title: Kim Kitsuragi: ""Please tell me we're not here to l..."
sequence: 0
dialoguetext:
"Please tell me we're not here to look for a headless man in a tracksuit riding a horse... because there's no such thing."


title: Kim Kitsuragi: ""No one's actually *seen* the Headl..."
sequence: 0
dialoguetext:
"No one's actually *seen* the Headless FALN Rider because he doesn't exist. He's an urban legend. A *legend*, meaning a story that's not real."


title: Kim Kitsuragi: ""We've been running around together..."
sequence: 0
dialoguetext:
"We've been running around together doing *odd things* for days. I've seen how your mind operates... this is just the sort of thing it would latch on to."


title: Kim Kitsuragi: "The lieutenant has his arms crossed..."
sequence: 0
dialoguetext:
The lieutenant has his arms crossed, fingers tapping against his bicep. "There, we waited. Nothing happened. Happy now?"


title: Kim Kitsuragi: ""I know myths and legends are entic..."
sequence: 0
dialoguetext:
"I know myths and legends are enticing, but in the end they're just stories for children... to teach them lessons, or to frighten them." He gestures toward the waves.


title: Kim Kitsuragi: ""...a foolish hope. But it's okay...."
sequence: 0
userscript: SetVariableValue("coast.orb_faln_rider_at_night_done", true) --[[ Variable[ ]]
dialoguetext:
"...a foolish hope. But it's okay. I get it. It would have been *cool*." The lieutenant nods. "Now let's get some rest."


title: Shivers: "The spring thaw will come in earnes..."
dialoguetext: The spring thaw will come in earnest. Just not yet.
sequence:
MoveCamera(0,0.9,0,4,6,Tequila Sunset,false)->Message(CameraDone); SetFovVisible(true)@Message(CameraDone);

userscript:
SetVariableValue("plaza.shivers_turn_off_scab_barks_for_the_duration_of_shivers", false) --[[ Variable[ ]]


title: Shivers: "Winter, slow to let go of Revachol,..."
dialoguetext: Winter, slow to let go of Revachol, flecks some more wet snow from above...
sequence: FocusCamera(SnowShiversCam);
userscript:
SetVariableValue("plaza.shivers_turn_off_scab_barks_for_the_duration_of_shivers", true) --[[ Variable[ ]]


title: Shivers: "You're warm in your hat and your co..."
sequence: 0
dialoguetext:
You're warm in your hat and your coat. Like a well-equipped explorer, you comfortably survey the white landscape.


title: Shivers: "The sky is full of great battleship..."
sequence: 0
dialoguetext:
The sky is full of great battleships. White clouds collide with one another, and the world is drenched with their debris.


title: Shivers: "The melting snow seeps through your..."
sequence: 0
dialoguetext:
The melting snow seeps through your thin clothes. Grandmothers don't let their grandchildren out dressed so lightly in this weather. At least your hair is protected from getting wet and sticking together. You look around...


title: Shivers: "Your teeth chatter as the snow melt..."
sequence: 0
dialoguetext:
Your teeth chatter as the snow melts on your exposed skin, running down your chest and your back in icy rivulets. Your hat is of little help. To distract yourself, you look around...


title: Shivers: "You're warm in your coat, though yo..."
sequence: 0
dialoguetext:
You're warm in your coat, though your cold, damp hair sticks to your head unpleasantly -- you should have a hat. You survey the landscape around you.


title: Shivers: "The melting snow seeps through your..."
sequence: 0
dialoguetext:
The melting snow seeps through your thin clothes. Grandmothers don't let their grandchildren out dressed so lightly in this weather. You look around...


title: Shivers: "Your teeth chatter as the snow melt..."
sequence: 0
dialoguetext:
Your teeth chatter as the snow melts on your exposed skin, running down your chest and your back in icy rivulets. To distract yourself, you look around...


title: Shivers: "The canal you crossed to get here,..."
sequence: 0
dialoguetext:
The canal you crossed to get here, and beyond it -- Martinaise proper, the district the police forgot to police. There is laughter, lights, attempts at entrepreneurial activity, cynicism.


title: Shivers: "Someone is scraping snow off their..."
sequence: 0
dialoguetext:
Someone is scraping snow off their windshield. At the roundabout, in the midst of which a statue of Filippe the III serves as a destination for grade-school field trips and a fine perch for winter birds.


title: Shivers: "Like all monuments, it's also a war..."
sequence: 0
dialoguetext:
Like all monuments, it's also a warning. Six-story ruins on the south side of the roundabout cast a long shadow over the profligate king.


title: Shivers: "More winding coastline lined with a..."
sequence: 0
dialoguetext:
More winding coastline lined with abandoned buildings. Crumbling piers, salt water lapping at their dark piles. Grey and red, forgotten city blocks. What remains of the pre-revolutionary effort to gentrify the coast.


title: Shivers: "The waters turn black. Coal City in..."
sequence: 0
dialoguetext:
The waters turn black. Coal City in the shadow of Saint-Martin, a boom town, back when coal extracted from countless shafts near the city was needed to power Revachol.


title: Shivers: "No more. The coal was supplanted by..."
sequence: 0
dialoguetext:
No more. The coal was supplanted by petroleum from the ocean floor and hydropower from the Esperance. Everything crumbled. These days, only the weakest remain in Coal City. Their hopes of getting rich linger in the defunct shafts under their feet.


title: Shivers: "Layer upon layer of sand poisoned w..."
sequence: 0
userscript: SetVariableValue("coast.snow_shivers_below", true) --[[ Variable[ ]]
dialoguetext:
Layer upon layer of sand poisoned with industrial run-off. The storm drainage. Hidden bunkers. Rats scuttle...


title: Shivers: "Coalition aerostatics hang like app..."
sequence: 0
userscript: SetVariableValue("coast.snow_shivers_above", true) --[[ Variable[ ]]
dialoguetext:
Coalition aerostatics hang like apparitions under the cloud cover. Occasionally, lights flash as they manoeuvre through the falling snow.


title: Shivers: "More coalition aerostatics. Occasio..."
sequence: 0
userscript: SetVariableValue("coast.snow_shivers_above", true) --[[ Variable[ ]]
dialoguetext:
More coalition aerostatics. Occasionally, lights flash as they manoeuvre through the falling snow. One large airship carries crates in its belly.


title: Shivers: "...where the Filippian kings were i..."
sequence: 0
userscript: SetVariableValue("coast.shivers_la_royaume_explained", true) --[[ Variable[ ]]
dialoguetext:
...where the Filippian kings were interred, with their doctors and their admirals. Mausoleums, burial chambers, leaf gold still remains on the Double Door of the Morning.


title: Shivers: "Children under 14. They go undergro..."
sequence: 0
dialoguetext:
Children under 14. They go underground, looking for artefacts to sell to foreign museums -- and for fabled relics. Their parents let them. They go deeper...


title: Shivers: "...after rubies, melchiorite, lapis..."
sequence: 0
userscript: SetVariableValue("coast.shivers_cocaine_treasure", true) --[[ Variable[ ]]
dialoguetext:
...after rubies, melchiorite, lapis lazuli plundered from Safre and Seol during the time of the Suzerain. In the burial chambers of the kings: Grand Old Filippe, Guillaume II, and even in the mausoleum of Filippe the Opulent.


title: Shivers: "Two kilometres underground, in a wi..."
sequence: 0
dialoguetext:
Two kilometres underground, in a winding shaft along whose walls mirrors have been placed so that daylight may eternally fall upon the richest of all the kings.


title: Shivers: "The mausoleum contains untold quant..."
sequence: 0
dialoguetext:
The mausoleum contains untold quantities of gold -- and that special, purest-of-the-pure magenta cocaine favoured by Revacholian royalty.


title: Electrochemistry: "Did someone say *untold quantities..."
sequence: 0
userscript: SetVariableValue("coast.snow_shivers_electro_cocaine", true) --[[ Variable[ ]]
dialoguetext:
Did someone say *untold quantities of cocaine*? Drop everything immediately and go looking for this hoard!


title: Shivers: "Few *petits rats* return from the s..."
sequence: 0
dialoguetext:
Few *petits rats* return from the shafts -- and even fewer find what they're looking for. A small child steps out of a black tunnel, with silver trinkets in her pockets.


title: Shivers: "All around her, white snow on the e..."
sequence: 0
dialoguetext:
All around her, white snow on the extinguished coke furnaces, and on the weather-worn shacks, where fathers beat their sons after drinking. The snow melts on your fingers, turning to water.


title: Shivers: "A fenced-off yard. There's a truck..."
sequence: 0
userscript: SetVariableValue("coast.snowshivers_dlc_truck", true) --[[ Variable[ ]]
dialoguetext:
A fenced-off yard. There's a truck belonging to a logistics company parked next to the gate. Bright light from a building behind the fence reflects off its hood.


title: Conceptualization: "Clean white light, coming from the..."
sequence: 0
dialoguetext:
Clean white light, coming from the windows of a clean cube-shaped office building hidden amidst ruins. A secret...


title: Shivers: "The raised motorway, 8/81, with veh..."
sequence: 0
dialoguetext:
The raised motorway, 8/81, with vehicles whooshing past one another day and night, while those who reside beneath the motorway attempt to carry on with their lives in the snow and the slush. And south of the 8/81 is the Pox.


title: Shivers: "...was once a park, a place for ref..."
sequence: 0
dialoguetext:
...was once a park, a place for reflection and recuperation for the patients of the Old Military Hospital. In the Twenties, it was used as a quarantine centre during a measles outbreak that killed many children. Most everyone has avoided the hospital and surrounding park ever since.


title: Shivers: "The Pox is completely wild now. Eve..."
sequence: 0
dialoguetext:
The Pox is completely wild now. Evergreen thickets covered in snow and industrial dust. Feral dogs and even wolves roaming in packs. The police try to keep the deepest corners cordoned off.


title: Shivers: "...heavy drug users do slip through..."
sequence: 0
userscript: SetVariableValue("tc.the_pox", true) --[[ Variable[ ]]
dialoguetext:
...heavy drug users do slip through and hole up in the Old Military Hospital, hoping to find something to get high on among the hastily abandoned supplies. Or just to overdose in peace.


title: Shivers: "A line of motor garages with armour..."
sequence: 0
dialoguetext:
A line of motor garages with armoured carapaces, hunched in the cold. A mechanic is hard at work, patching up bullet holes in the side of a Coupris 40. These are the garages of Precinct 41. Snow settles on the roof of the re-purposed silk mill that serves as your station. Shivering RCM personnel hurry in and out of the main entrance.


title: Esprit de Corps: "Patrol Officer Judit Minot stands i..."
sequence: 0
userscript: SetVariableValue("coast.snowshivers_esprit_2", true) --[[ Variable[ ]]
dialoguetext:
Patrol Officer Judit Minot stands in the corner, beneath the narrow awning that hangs over the main entrance. She is watching the snow absent-mindedly as she searches for her gloves in her briefcase.


title: Chester McLaine: ""It's not like that. They're what i..."
sequence: 0
dialoguetext:
"It's not like that. They're what is called *hetero-sexual life partners*. They have a battle-tested relationship. A 'bröderbund', if you will."


title: Jean Vicquemare: ""No, nothing. It's just... Judit we..."
sequence: 0
dialoguetext:
"No, nothing. It's just... Judit went to his place and found the Monday mail unopened. I think he's still there. You didn't, like, drink with him over the weekend did you?"


title: Mack Torson: ""With that animal? Never again, man..."
sequence: 0
dialoguetext:
"With that animal? Never again, man. What, is he still down there, in... you know, south of the interchange? The... what was it?"


title: Esprit de Corps: "Satellite-Officer Jean Vicquemare r..."
sequence: 0
userscript: SetVariableValue("coast.snowshivers_esprit", true) --[[ Variable[ ]]
dialoguetext:
Satellite-Officer Jean Vicquemare rushes down the station stairs, angrily hunched over in the falling slush.


title: Jean Vicquemare: ""Funny apery." Vicquemare finally m..."
sequence: 0
dialoguetext:
"Funny apery." Vicquemare finally manages to pull his gloves on. There's a small tear along the inside seam of the left glove. "Male-centric workplace humour. Have you seen him?"


title: Esprit de Corps: "On the bridge, Officers Torson and..."
sequence: 0
dialoguetext:
On the bridge, Officers Torson and McLaine are standing guard. The muscular Torson wears jeans and a leather jacket. When Vicquemare passes him, the young man remarks...


title: Shivers: "The raised motorway, 8/81, separati..."
sequence: 0
userscript: SetVariableValue("tc.motorway_881", true) --[[ Variable[ ]]
dialoguetext:
The raised motorway, 8/81, separating Martinaise from Jamrock. Vehicles whoosh past one another day and night, while those who reside in the labyrinthine alleyways beneath the motorway attempt to carry on with their lives in the snow and the slush. And south of the 8/81 is the Pox.


title: Shivers: "The stairs descend -- to Central Ja..."
sequence: 0
dialoguetext:
The stairs descend -- to Central Jamrock. A man named Kuklov has a snow-covered stall there, in the market across the bridge. He sells kebab infested with fly larvae to your colleagues who believe eating it will make them immune to food poisoning.


title: Nix Gottlieb: "The surgeon watches her for a momen..."
sequence: 0
dialoguetext:
The surgeon watches her for a moment, pulling on his cigarette. "You know, it's not so cold that you're going to get frostbite without your gloves."


title: Judit Minot: "She nods, then looks down at her ha..."
sequence: 0
dialoguetext:
She nods, then looks down at her hands. No frostbite, sure, but a web of thin red cracks around the wrists. She is visibly embarrassed by the delicacy of her skin.


title: Judit Minot: "Suddenly, she smiles at some though..."
sequence: 0
dialoguetext:
Suddenly, she smiles at some thought that had just come to her, nods to the surgeon again, and sprints down the stairs, gloveless, into the falling snow.


title: Shivers: "Snow falls on the utility district:..."
sequence: 0
dialoguetext:
Snow falls on the utility district: the library, the florist, the Saramirizian restaurant that offers homemade wine. And also on the brothels and drug dens, and the chop shops of the zemlyaki.


title: Shivers: "All of this built around a lake tha..."
sequence: 0
dialoguetext:
All of this built around a lake that formed in a meteorite strike. At the centre of this lake, there is a little ship. There are lights at the bottom of its hull. They are lights directed toward the sea floor, looking for something, like whiskers...


title: Mack Torson: ""Wonder if Vic's found his hetero-s..."
sequence: 0
dialoguetext:
"Wonder if Vic's found his hetero-sexual life partner yet." The man in the fishnet wifebeater looks over at Chester McLaine.


title: Shivers: "The abandoned church. One of two re..."
sequence: 0
conditionstring: Variable["tc.sept_soeurs"] == false
dialoguetext:
The abandoned church. One of two remaining stave churches which were collectively called les Sept Soeurs. The other six sisters were destroyed during the Revolution.


title: Shivers: "The abandoned church, its walls cov..."
sequence: 0
conditionstring: Variable["tc.sept_soeurs"]
dialoguetext:
The abandoned church, its walls covered with hoarfrost now. One of les Sept Soeurs. The other six sisters were destroyed during the Revolution.


title: Shivers: "An abandoned church that's being tu..."
sequence: 0
dialoguetext:
An abandoned church that's being turned into a dance club. Four youths are hard at work there, making it ever harder core.


title: Shivers: "A serpentine strip of land weaving..."
sequence: 0
dialoguetext:
A serpentine strip of land weaving its way into the Martinaise inlet. Unfortunates on the run -- from the law, from themselves -- sometimes hide out on nearby islets. Little dots in the ocean that are occasionally submerged when the tide is high and the weather foul.


title: Shivers: "The remains of a camp on a jagged p..."
sequence: 0
dialoguetext:
The remains of a camp on a jagged piece of rock -- a tent, old dishes and cutlery. Long since abandoned. A hermit crab scuttles among the debris, looking for a new shell.


title: Shivers: "Further out, the lights burn bright..."
sequence: 0
dialoguetext:
Further out, the lights burn bright on Résurrection; way beyond Martinaise -- a popular spa destination for ample-bodied Ozonne kids with equally ample pockets.


title: Shivers: "The Bay of Revachol, vastness, grea..."
sequence: 0
dialoguetext:
The Bay of Revachol, vastness, great depth -- over 1200 m at its deepest. Water, air brinier than here. It is crisscrossed by huge cargo ships bearing company logos: Wild Pines, ZAMM, Moriyn.


title: Shivers: "And, at the farthest reaches of the..."
sequence: 0
userscript: SetVariableValue("tc.archer", true) --[[ Variable[ ]]
dialoguetext:
And, at the farthest reaches of the Bay of Revachol -- the shadow of Coalition Warship Archer, on perpetual patrol duty, ready to unleash artillery fire if you were to rise up against the market. You shudder.


title: You: "That's where Cuno said he's gonna g..."
dialoguetext: That's where Cuno said he's gonna go...
sequence: 0
conditionstring:
Variable["yard.cuno_mentioned_la_royaume"] == true  and  Variable["coast.shivers_la_royaume_explained"] == true


title: Shivers: "The snow falls lazily, making the b..."
sequence: 0
dialoguetext:
The snow falls lazily, making the beach sand paler still, mixing with the rust-coloured sewage run-off.


title: Shivers: "Below the old mines -- L'Ossuaire M..."
sequence: 0
dialoguetext:
Below the old mines -- L'Ossuaire Municipal, Revachol's underground cemetery. *Les petits rats* brave the underground passageways, trying to get to Le Royaume...


title: Shivers: "A chill comes over you, crawling do..."
sequence: 0
dialoguetext:
A chill comes over you, crawling down your back. The sand under your feet is wet. Somewhere in the south, tarpaulin flap in the wind.


title: Shivers: "Someone's stuffed a big old polar a..."
sequence: 0
userscript: SetVariableValue("coast.snow_shivers_polar_unlock", true) --[[ Variable[ ]]
dialoguetext:
Someone's stuffed a big old polar anorak into a concrete pipe under the boardwalk. It would keep you warm. You will probably never happen across it, but who knows.


title: Shivers: "A drop in temperature. An easy flow..."
sequence: 0
dialoguetext:
A drop in temperature. An easy flow of air: an empty street. Before you, a thoroughfare unjammed with lorries. No more drivers smoking on hitch steps. Just... silence.


title: Shivers: "Chemically sweetened. Across the ro..."
sequence: 0
dialoguetext:
Chemically sweetened. Across the road, a forgotten bus stop; corrosion has opened a hole in its roof. An elm tree watches over the building. Its branches are dripping with rain and snow.


title: Shivers: "The road is smooth and motley. Crat..."
sequence: 0
dialoguetext:
The road is smooth and motley. Craters filled with a black asphalt. The asphalt first laid is grey already. A row of tenements are under construction in the distance.


title: Shivers: "A tub warm with water, white with s..."
sequence: 0
dialoguetext:
A tub warm with water, white with soap. A man bathes while radio waves transmit the lottery numbers: 4, 18, 21, 4, 1... A modern washing machine rattles a drawer full of silverware.


title: Shivers: "#312D. Young girls used to come her..."
sequence: 0
dialoguetext:
#312D. Young girls used to come here, huddled up, hoping for more warmth than their thin coats give them. The bus took them to school. It has not run for eight years; there were not enough girls to sustain its cost.


title: Shivers: "Craters pocked the surface. Childre..."
sequence: 0
dialoguetext:
Craters pocked the surface. Children played in them, until heavy trucks full of black pitch rolled in. The landowners have filled the craters with money. It is a vital artery of flow of trade.


title: Shivers: "Tragedy came from the wheels of a f..."
sequence: 0
dialoguetext:
Tragedy came from the wheels of a fast RCM vehicle, hurrying to work. The cold washes over you. The sound of the sea has grown distant.


title: Shivers: "The wind moves the aerosol. A detec..."
sequence: 0
userscript: XPTinySetBool("XP.roadside_squirrel")--[[ Variable[ ]]
dialoguetext:
The wind moves the aerosol. A detective stands behind the boom barrier; a breeze moves a curl of his hair.


title: Suggestion: "His boyfriend is on his way home. H..."
sequence: 0
dialoguetext:
His boyfriend is on his way home. He brings tins of meat and vegetables with him. Their pockets are heavier with money; but only slightly.


title: Rhetoric: "Wait -- take a longer look at yours..."
sequence: 0
userscript: SetVariableValue("coast.orb_reflection_done", true) --[[ Variable[ ]]
dialoguetext:
Wait -- take a longer look at yourself and how you're reflected in that slick chemical rainbow. What do you *see*?


title: Rhetoric: "The engines of fortune once roared..."
sequence: 0
dialoguetext:
The engines of fortune once roared here. Great wealth poured into Revachol, the Delta. As did smoke, waste, sickness, life...


title: Rhetoric: "The engines stopped. The West Revac..."
sequence: 0
dialoguetext:
The engines stopped. The West Revacholian industrial base was dismantled after the war. Now, extinguished coke furnaces dot the landscape. A landscape despoiled by industry.


title: Rhetoric: "Right. Here's some advice that's go..."
sequence: 0
userscript: SetVariableValue("coast.orb_reflection_done", true) --[[ Variable[ ]]
dialoguetext:
Right. Here's some advice that's good for business and life: never fight a losing battle. I'm not even going to argue with you.


title: Rhetoric: "Perhaps you could dedicate your lif..."
sequence: 0
userscript: SetVariableValue("coast.orb_reflection_done", true) --[[ Variable[ ]]
dialoguetext:
Perhaps you could dedicate your life to cleaning it up. But you're a cop. You must concern yourself with different messes. Even so: it's pretty to think.


title: Rhetoric: "This is more important than you. Th..."
sequence: 0
dialoguetext:
This is more important than you. That's the blood of industry you see before you. The run off from Coal City, further down the coast.


title: Rhetoric: "No! For a second, think about somet..."
sequence: 0
dialoguetext:
No! For a second, think about something other than yourself -- think about *the blood of industry* here before you. The run off from Coal City, further down the coast.


title: Kim Kitsuragi: ""No idea." He takes his glasses off..."
sequence: 0
dialoguetext:
"No idea." He takes his glasses off to polish. "Could be connected to one of the buildings around here..."


title: Kim Kitsuragi: ""We might find her down *somewhere*..."
sequence: 0
dialoguetext:
"We might find her down *somewhere* -- there's an old storm drain system beneath Martinaise that's mostly collapsed. Revachol's sewage system has been built and rebuilt four or five times now."


title: Perception (Hearing): "The remaining windows rattle from a..."
sequence: 0
userscript: SetVariableValue("coast.orb_feldwindows_done", true) --[[ Variable[ ]]
dialoguetext:
The remaining windows rattle from a strong gust of wind. They're covered in a thick layer of grime. They must have been like this for forty years.


title: Kim Kitsuragi: ""No." He shakes his head. The windo..."
sequence: 0
dialoguetext:
"No." He shakes his head. The windows rattle in their frames. "I won't even try. You know..." He takes his glasses off.


title: Visual Calculus: "There's rust and corrosion on the b..."
sequence: 0
dialoguetext:
There's rust and corrosion on the bars, they're foaming with it. And a small layer of white salt from the sea.


title: Empathy: "This partner of his, Eyes -- things..."
sequence: 0
dialoguetext:
This partner of his, Eyes -- things didn't end well. It saddens him to say his name. Don't even ask. He wouldn't answer. Maybe some other small talk?


title: Kim Kitsuragi: ""Well enough, actually. It's odd ho..."
sequence: 0
dialoguetext:
"Well enough, actually. It's odd how that works. I'm no sharpshooter, but I pass my shooting courses 7 out of 10."


title: Physical Instrument: "There's no way the perp is in here,..."
sequence: 0
userscript: SetVariableValue("coast.orb_bluedoor_done", true) --[[ Variable[ ]]
dialoguetext:
There's no way the perp is in here, officer. Look how scarred the boards are -- all attempts to pry them off have failed.


title: Physical Instrument: "Not this time. The opposition is in..."
sequence: 0
userscript: XPTinySetBool("XP.orb_blocked_door_phys_int")--[[ Variable[ ]]
dialoguetext:
Not this time. The opposition is insurmountable. But I like the spirit -- have some *points*! It's lonely and cold without points.


title: Kim Kitsuragi: ""The suspect? God, I hope not -- I..."
sequence: 0
dialoguetext:
"The suspect? God, I hope not -- I can't see a way in..." He inspects the bars. "Though many have tried."


title: Endurance: "Think about the seagull's story. It..."
sequence: 0
dialoguetext:
Think about the seagull's story. It's one of endurance -- and adaptation. The seaside was paradise once. They were birds of that paradise.


title: Endurance: "No time for that sentimental bullsh..."
sequence: 0
dialoguetext:
No time for that sentimental bullshit. They're hustlers, getting shit done. They're one pair of track pants away from gangsters. Just like you.


title: Endurance: "Sure, *inside*. But outside it's a..."
sequence: 0
dialoguetext:
Sure, *inside*. But outside it's a tough world. You've got to do whatever it takes to survive. And you *do*. Question is: will you admit that to yourself?


title: Endurance: "Exactly. The seagull does what it t..."
sequence: 0
userscript: HealEndurance(1); HealVolition(1)
dialoguetext:
Exactly. The seagull does what it takes -- and so do you. You've got that same spirit in you. When the time comes, you'll push yourself.


title: Endurance: "Then their paradise became *shit ci..."
sequence: 0
dialoguetext:
Then their paradise became *shit city*. And what did they do? They became urban survivors! Eating burgers out of trash cans! Killing and eating pigeons!


title: Inland Empire: "It's only a red chair. Just a red c..."
sequence: 0
dialoguetext:
It's only a red chair. Just a red chair in an empty shack -- with what looked like a dusty bow tie on the shelf. Nothing to see here, right?

userscript:
SetVariableValue("coast.empty_room_inland_the_red_chair", true) ; SetVariableValue("coast.orb_red_chair_lock", true) --[[ Variable[ ]]


title: Inland Empire: "Investigate the blood red chair? Yo..."
sequence: 0
dialoguetext:
Investigate the blood red chair? You're going to leave it alone, Harry. That's what you're going to do.


title: Kim Kitsuragi: ""It's just a piece of clothing you'..."
sequence: 0
dialoguetext:
"It's just a piece of clothing you've picked up. You do that, officer -- you collect clothes sometimes."


title: Horrific Necktie: "You better not fucking think about..."
sequence: 0
dialoguetext:
You better not fucking think about ditching me for some shitty cum stained bow tie. You and I are gearing up for the *final showdown* that's gonna be off *all walls*. You wait and see.


title: Horrific Necktie: "You took *me* off for that shit? YO..."
sequence: 0
dialoguetext:
You took *me* off for that shit? YOU FUCKING IDIOT! Put the horrific neck tie back on immediately -- or you will miss out on the FINAL SHOWDOWN. This is your last warning. Put me back on.


title: You: ""Could our suspect be staying here?""
dialoguetext: "Could our suspect be staying here?"
sequence: 0
conditionstring:
Variable["TASK.ask_about_ruby_in_village"]  and  Variable["TASK.ask_about_ruby_in_village_done"] == false


title: Logic: "Looks like they were here a while,..."
sequence: 0
dialoguetext:
Looks like they were here a while, judging from all the bottles. The sunken motor carriage provided them a focal point -- like a goose ice-sculpture or a chocolate fountain.


title: Inland Empire: "Rust peels off the bent iron posts..."
sequence: 0
dialoguetext:
Rust peels off the bent iron posts of the swing. The wind whistles through the skeleton of the small house behind you. There's desolation... everywhere.


title: Kim Kitsuragi: ""In this yard?" The lieutenant look..."
sequence: 0
dialoguetext:
"In this yard?" The lieutenant looks at the small building. A flock of grey swallows takes off in the distance.


title: Kim Kitsuragi: ""Someone thought they could have a..."
sequence: 0
dialoguetext:
"Someone thought they could have a summer house in a *bloc obscur*. For cheap. It didn't work out. They abandoned it about a decade ago."


title: Kim Kitsuragi: ""A black bloc, a part of the city l..."
sequence: 0
dialoguetext:
"A black bloc, a part of the city left unrenovated after the war. Or one that has fallen to gang violence. Or has become inhospitable in some other way."


title: Kim Kitsuragi: ""Practically. It's not an official..."
sequence: 0
dialoguetext:
"Practically. It's not an official term in any way, but..." he spreads his arms, "look around -- no sewage, broken power lines, crime, drunks... Life is tough in the blocs. It's no place to build a summer house."


title: Inland Empire: "In this yard? Someone thought they..."
sequence: 0
dialoguetext:
In this yard? Someone thought they could have a summer house on the beach. For cheap. It didn't work out. Looks like they abandoned it.


title: Kim Kitsuragi: ""We should move. I don't think we w..."
sequence: 0
dialoguetext:
"We should move. I don't think we will solve the murder with forays into the urban hinterland. At least in this phase of the investigation."


title: Kim Kitsuragi: ""We should move. I don't think our..."
sequence: 0
dialoguetext:
"We should move. I don't think our suspect is in this particular yard. No place to hide, and besides, it's too close to Martinaise."


title: Empathy: "A long time ago, someone used to li..."
sequence: 0
dialoguetext:
A long time ago, someone used to live here. Laugh here. Thought it was a good idea to build a *swing* even... an intense loneliness comes over you.


title: Electrochemistry: "This is a good place for a nice *sa..."
sequence: 0
dialoguetext:
This is a good place for a nice *sad* drink. Uncork a velvety bottle of red wine and think about life for a moment. Really *philosophise*.


title: Visual Calculus: "Great news -- the boat is big enoug..."
sequence: 0
dialoguetext:
Great news -- the boat is big enough for a grown man like you to fit underneath it in a supine position.


title: Visual Calculus: "I don't know? Sleeping? What do peo..."
sequence: 0
dialoguetext:
I don't know? Sleeping? What do people do under boats? This is merely a measurement from your visual cortex, do with it what you want.


title: You: ""I said: great news, I found somewh..."
sequence: 0
dialoguetext:
"I said: great news, I found somewhere to sleep." (Point at the boat). "Under this boat here. It'll be free."


title: You: ""I can pretty much finish the case..."
sequence: 0
dialoguetext:
"I can pretty much finish the case from under that boat there. It's dry, weatherproof, and *free of charge*."


title: Visual Calculus: "Sleeping. Was it not decided that y..."
sequence: 0
dialoguetext:
Sleeping. Was it not decided that you're a *hobocop* -- more hobo than cop -- or was that fine irony that your visual cortex somehow misunderstood?


title: Visual Calculus: "No, wait -- sorry. My bad. There's..."
sequence: 0
dialoguetext:
No, wait -- sorry. My bad. There's a rotting dog carcass under there and old fish too. You wouldn't fit next to the mummified canine's mausoleum.


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


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

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


title: Kim Kitsuragi: "The lieutenant sighs. "Why must we..."
sequence: 0
dialoguetext:
The lieutenant sighs. "Why must we stop to look at this wall every time we pass by? We have business to attend to."


title: You: ""First, I know you're tired, Kim, b..."
sequence: 0
conditionstring: Variable["pier.conceptualization_greatest_wall_empathy"]
dialoguetext:
"First, I know you're tired, Kim, but take another look at this wall. Draw *nourishment* from its beauty."


title: Logic: "You already have the heavy fuel oil..."
sequence: 0
userscript: SetVariableValue("backyard.wall_orb_logic_cindy", true) --[[ Variable[ ]]
dialoguetext:
You already have the heavy fuel oil to use as paint, and Cindy the SKULL has a paintbrush. This is completely doable.


title: Conceptualization: "All the other walls on all the othe..."
sequence: 0
dialoguetext:
All the other walls on all the other houses must make a pilgrimage in adoration of this, the uncontested pinnacle of wall-craft. Colour peeled from the very face of god.


title: Conceptualization: "You already have the heavy fuel oil..."
sequence: 0
userscript: SetVariableValue("backyard.wall_orb_logic_cindy", true) --[[ Variable[ ]]
dialoguetext:
You already have the heavy fuel oil to use as paint -- it's red! -- and Cindy the SKULL has a paintbrush. This is on.


title: Conceptualization: "The paintbrush in your hand is like..."
sequence: 0
dialoguetext:
The paintbrush in your hand is like a loaded revolver. What will it be, desperado? Quite a few things come to mind...


title: You: ""MOTHER OF ALL WALLS""
dialoguetext: "MOTHER OF ALL WALLS"
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "mother_of_all_walls"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: You: ""RENE LIVES!""
dialoguetext: "RENE LIVES!"
conditionstring: Variable["plaza.met_rene"] and Variable["plaza.rene_know_dead"]
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "rene_lives"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: You: ""WHAT SHADOW LIES THERE, BENEATH TH..."
dialoguetext: "WHAT SHADOW LIES THERE, BENEATH THE BRIGHT GLEAM"
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "what_shadow"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: You: ""I LOVE YOU CUNO""
dialoguetext: "I LOVE YOU CUNO"
conditionstring: Variable["yard.cuno_wc_empathy_get_cuno_alone"]
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "love_cuno"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: You: "(Draw a 3,500 year old pictogram of..."
dialoguetext: (Draw a 3,500 year old pictogram of a human being.)
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "stickman"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: You: ""SOMETHING BEAUTIFUL IS GOING TO HA..."
dialoguetext: "SOMETHING BEAUTIFUL IS GOING TO HAPPEN"
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "something_beautiful"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: Conceptualization: "You've spoken. The wall will now si..."
sequence: 0
dialoguetext:
You've spoken. The wall will now silently repeat the message. For a decade or so, until the sea air degrades the paint, adding another layer of *detritus* to the city.

userscript:
LoseItem("cindys_brush"); LoseItem("fuel_canister_rcm"); FinishTask("TASK.add_even_more_beauty_to_the_wall_done"); ReputationGrows("art_cop");--[[ Variable[ ]]


title: You: ""NO PARKING""
dialoguetext: "NO PARKING"
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "no_parking"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: You: ""THIS IS REALLY A MIRROR""
dialoguetext: "THIS IS REALLY A MIRROR"
conditionstring: Variable["whirling.mirror_stopped_expression"]
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;LuaRun(SetAreaState("WALL_GRAFFITO", "really_a_mirror"))@7;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: Kim Kitsuragi: "The lieutenant looks at the wall in..."
dialoguetext: The lieutenant looks at the wall in dismay:
userscript: LoseItem("cindys_brush"); LoseItem("fuel_canister_rcm");
sequence:
BanishInterface(true);SetTriggerAnimation(Tequila Sunset, Paintbrush, true);FadeToBlack(false)@3.2;AddGraphito()@7;AudioPlay(backyard_orb/painting_the_wall/painting,1)@4;SetTriggerAnimation(Tequila Sunset, Interrupt, false)@8.9; HideOverlay()@9;Release()@12;BanishInterface(false)@12;


title: Conceptualization: "The wall towers over you with its i..."
dialoguetext: The wall towers over you with its indelible message.
sequence: 0
userscript:
LoseItem("cindys_brush"); FinishTask("TASK.add_even_more_beauty_to_the_wall_done"); ReputationGrows("art_cop");--[[ Variable[ ]]


title: Conceptualization: "You've spoken. The wall will now si..."
sequence: 0
dialoguetext:
You've spoken. The wall will now silently repeat the message -- for a decade or so, until the sea air degrades the paint.

userscript:
FinishTask("TASK.add_even_more_beauty_to_the_wall_done"); ReputationGrows("art_cop");--[[ Variable[ ]]


title: Conceptualization: "Paintbrush -- check, heavy fuel oil..."
dialoguetext: Paintbrush -- check, heavy fuel oil -- check... Now the only thing left to do is paint the wall.
sequence: 0
userscript:
FinishTask("TASK.find_heavy_fuel_oil_done"); GainTask("TASK.use_fuel_oil_to_paint_wall")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Very poetic." The lieutenant nods..."
sequence: 0
dialoguetext:
"Very poetic." The lieutenant nods in appreciation -- it doesn't sound sincere. "Real poetry. Should we return to our murder investigation? I hear there's a really *bad* one we're supposed to solve."


title: Colonial Mug Collection: "A row of mugs sits on the shelf. Ea..."
sequence: 0
userscript: SetVariableValue("backyard.gary_mugs", true) --[[ Variable[ ]]
dialoguetext:
A row of mugs sits on the shelf. Each one depicts a human figure: a dark-skinned woman grinning amidst mysterious symbols, a broad-shouldered man shovelling potatoes, and others.


title: You: "Recall the Yellow Man mug you found..."
dialoguetext: Recall the Yellow Man mug you found in the Whirling trash container.
sequence: 0
conditionstring:
CheckItem("yellow_man_mug") == false  and  Variable["yard.trash_mug"] == true  and  Variable["backyard.mug_tapped"]


title: Colonial Mug Collection: "Yes, your broken mug friend would f..."
sequence: 0
userscript: SetVariableValue("backyard.recongized_other_mugs_in_mug_collection", true) --[[ Variable[ ]]
dialoguetext:
Yes, your broken mug friend would feel very much at home here. The same humour, the same mocking lines...


title: Conceptualization: "It looks like the artist is celebra..."
sequence: 0
dialoguetext:
It looks like the artist is celebrating diversity, but underneath he's just making fun of these people.


title: Kim Kitsuragi: ""There's the missing tin soldier,"..."
sequence: 0
dialoguetext:
"There's the missing tin soldier," the lieutenant looks at the mugs next to each other. "Whoever lives here might have used the Whirling's container to dump his trash..."


title: You: ""Do you really think it's the same..."
dialoguetext: "Do you really think it's the same person who put the dead man's clothes in the trash?"
sequence: 0
conditionstring:
Variable["yard.trash_clothes_found"]  and  Variable["backyard.recongized_other_mugs_in_mug_collection"]


title: Kim Kitsuragi: ""Who knows?" The lieutenant opens h..."
sequence: 0
dialoguetext:
"Who knows?" The lieutenant opens his notebook. "I'm not expecting too much from this *clothes in the trash* lead either way. It might turn out to be some random local matter. But still -- a nice coincidence."

userscript:
XPPicoSetBool("XP.the_mug_owner_dumps_illegal_trash_in_whirling_container_and_is_a_weasel")--[[ Variable[ ]]


title: Logic: "Who knows? Could be, but this 'clot..."
sequence: 0
dialoguetext:
Who knows? Could be, but this 'clothes in the trash' lead doesn't really seem like it's going anywhere. Still, good thing to keep in mind.

userscript:
XPPicoSetBool("XP.the_mug_owner_dumps_illegal_trash_in_whirling_container_and_is_a_weasel")--[[ Variable[ ]]


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


dialoguetext: 0
sequence: Continue()
title:
Variable["plaza.rene_asked_wardamage"] == true  or  Variable["plaza.rene_mentioned_revolution_and_couron"] == true  or  Variable["tc.revolution"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["plaza.rene_asked_wardamage"] == true  or  Variable["plaza.rene_mentioned_revolution_and_couron"] == true  or  Variable["tc.revolution"] == true)

conditionstring:
(Variable["plaza.rene_asked_wardamage"] == true  or  Variable["plaza.rene_mentioned_revolution_and_couron"] == true  or  Variable["tc.revolution"] == true) == false


title: Shivers: "The streets ran red with blood. Dus..."
sequence: 0
dialoguetext:
The streets ran red with blood. Dust swirled above the ruins. The pressure change from artillery fire ripped people apart in the top floors of the building above you...


title: Pain Threshold: "You peer into the faded marks in th..."
sequence: 0
dialoguetext:
You peer into the faded marks in the stone... they peer back like an endless row of tiny black holes. Sweat starts trickling down your brow.


title: Kim Kitsuragi: ""Bullet holes generally look the sa..."
sequence: 0
userscript: XPTinySetBool("XP.more_bullet_holes")--[[ Variable[ ]]
dialoguetext:
"Bullet holes generally look the same, so... probably." He leans in to inspect the wall. "But you are right, more old bullet holes from the Revolution."


title: You: ""What's with all these bullet holes..."
dialoguetext: "What's with all these bullet holes? I've seen a lot of them around."
sequence: 0
conditionstring:
Variable["plaza.orb_bulletholes_discussed"] == false  and  Variable["TASK.ask_kim_about_bulletholes_done"] == false


title: Kim Kitsuragi: "The lieutenant looks at the wall. "..."
sequence: 0
dialoguetext:
The lieutenant looks at the wall. "Remnants from the Revolution. These are over half a century old."


title: Kim Kitsuragi: ""No, we're not constructors and ren..."
sequence: 0
dialoguetext:
"No, we're not constructors and renovators. And these bullet holes do not warrant an investigation."


title: Pain Threshold: "Your chest feels tight, looking at..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
Your chest feels tight, looking at them. It's closing in... caving in, ever tighter. Your breathing grows even heavier.


title: Door, Basement Apartment: "This must be it. The basement door..."
sequence: 0
dialoguetext:
This must be it. The basement door is weather-worn. The copper nails holding the upholstery in place have turned green from sea air and there's a knocker, shaped like a lion's head.


title: Door, Basement Apartment: "Finally, the door unlocks with a sm..."
dialoguetext: Finally, the door unlocks with a small clack. Thoughts race through your head...
sequence: 0
userscript:
FinishTask("TASK.unlock_the_weasle_door_done"); SetVariableValue("backyard.gary_door_unlocked", true) ; GainTask("TASK.report_the_door_back_to_evrart"); CancelTask("TASK.lie_to_evrart_that_you_opened_cancelled")--[[ Variable[ ]]


title: Kim Kitsuragi: ""As I already said," the lieutenant..."
sequence: 0
dialoguetext:
"As I already said," the lieutenant replies, adjusting his glasses. "I understand this can't be avoided."


title: Kim Kitsuragi: ""Let's be honest, this isn't what I..."
sequence: 0
dialoguetext:
"Let's be honest, this isn't what I joined the RCM for. But -- every day tells you something new about yourself..." the lieutenant replies, still inspecting the padded door.


title: Kim Kitsuragi: ""Apparently, working with the local..."
sequence: 0
dialoguetext:
"Apparently, working with the local Union boss to get info on an investigation is not something I'm squeamish about."


title: Kim Kitsuragi: ""If the merc tribunal happens befor..."
sequence: 0
dialoguetext:
"If the merc tribunal happens before we solve this..." His eyes meet yours. "We're looking at casualties. What's one unlocked door compared to that?"


title: Kim Kitsuragi: ""I mind that a local thug is using..."
sequence: 0
dialoguetext:
"I mind that a local thug is using the RCM for his busywork, but if this gets us to the bottom of this hanging then I'm willing to look over it."


title: Kim Kitsuragi: ""On the other hand..." He looks at..."
sequence: 0
dialoguetext:
"On the other hand..." He looks at the surrounding windows uncomfortably. "We *could* just leave and tell Evrart we opened the door. No one seems to be tailing us to see if we actually did it."


title: Interfacing: "There's *nothing* else to do than l..."
sequence: 0
dialoguetext:
There's *nothing* else to do than leave and tell Evrart. No *conceivable* reason for you to intrude on the premises.


title: Kim Kitsuragi: ""Yes, presenting a fabrication is k..."
sequence: 0
userscript: GainTask("TASK.lie_to_evrart_that_you_opened_weasel_door")--[[ Variable[ ]]
dialoguetext:
"Yes, presenting a fabrication is known to get results here and there." He crosses his arms. "You took this task. You make the call."


title: Door, Basement Apartment: "You try to be as silent as you can...."
dialoguetext: You try to be as silent as you can. It takes a bit of rattling of the handle to loosen the bolt.
sequence: 0
userscript:
SetVariableValue("apt.master_investigator_doors_opened", Variable["apt.master_investigator_doors_opened"]+once(1)) 


title: Inland Empire: "Only *curiosity* could account for..."
sequence: 0
dialoguetext:
Only *curiosity* could account for stepping over that threshold. Maybe there's treasure in there? A white alligator? A fountain of quicksilver?


title: Kim Kitsuragi: ""But we do need to get the key from..."
sequence: 0
dialoguetext:
"But we do need to get the key from this 'Mañana' Evrart mentioned." The lieutenant glances at the door. "Cause we are *not* gonna break the lock."


title: Kim Kitsuragi: ""It is," the lieutenant remarks. "H..."
sequence: 0
dialoguetext:
"It is," the lieutenant remarks. "However, we should definitely get the key from this 'Mañana' Evrart mentioned. That would drastically increase our credibility."


title: Door, Basement Apartment: "The door has braved the elements fo..."
sequence: 0
dialoguetext:
The door has braved the elements for decades. The copper nails holding the upholstery in place have turned green from sea air and so is the knocker, shaped like a lion's head.


title: Door, Basement Apartment: "Someone is moving around in the apa..."
sequence: 0
dialoguetext:
Someone is moving around in the apartment. You hear the water being turned off and the sound of dishes clinking together.


title: Logic: "The tenant must be cleaning up. Tha..."
sequence: 0
dialoguetext:
The tenant must be cleaning up. That means you're too late. Nothing more to do here, better report back to Evrart.


title: Door, Basement Apartment: "The key stops mid-way in the lock...."
sequence: 0
dialoguetext:
The key stops mid-way in the lock. Something's blocking its path. You hear a dish smashing and shattering inside the apartment, then everything falls very silent.


title: Door, Basement Apartment: "The key stops mid-way in the lock...."
sequence: 0
dialoguetext:
The key stops mid-way in the lock. Something's blocking its path. Not a sound is coming from the apartment.


title: Kim Kitsuragi: ""That already defeats the point, do..."
sequence: 0
dialoguetext:
"That already defeats the point, doesn't it?" The lieutenant glances at the surrounding windows. "Let's get out of here."


title: Kim Kitsuragi: ""That's probably the door Evrart me..."
sequence: 0
dialoguetext:
"That's probably the door Evrart mentioned. We still need to get the key from this Mañana first though."


title: Kim Kitsuragi: ""We should leave," the lieutenant w..."
sequence: 0
dialoguetext:
"We should leave," the lieutenant whispers, "and go talk with Evrart, tell him what happened -- that we couldn't open the door. Maybe there's a workaround."


title: Logic: "Maybe it's a good thing you didn't..."
sequence: 0
dialoguetext:
Maybe it's a good thing you didn't get to open this stranger's door? Go talk with Evrart, tell him what happened.


title: Kim Kitsuragi: "The lieutenant looks first at the d..."
sequence: 0
dialoguetext:
The lieutenant looks first at the door, then back at you, then signals you to back off from the door.


title: Encyclopedia: "This isn't just one sun, but there..."
sequence: 0
dialoguetext:
This isn't just one sun, but there are little suns dancing around the big sun. This is the Sevenfold Sun Miracle.


title: Encyclopedia: "It's an optical atmospheric anomaly..."
sequence: 0
dialoguetext:
It's an optical atmospheric anomaly the first settlers saw. Happens in cold weather: six small suns around the big one. This complex halo-phenomena is how old Revachol got its flag.


title: Encyclopedia: "The flag accepts your honourable sa..."
dialoguetext: The flag accepts your honourable salute with quiet dignity.
sequence: 0
userscript:
SetVariableValue("backyard.garyapartment_flag_dialogue_seen", true) ; XPPicoSetBool("XP.garyapartment_flag_bowed")--[[ Variable[ ]]


title: Encyclopedia: "The flag doesn't seem to mind, it's..."
sequence: 0
userscript: SetVariableValue("backyard.garyapartment_flag_dialogue_seen", true) --[[ Variable[ ]]
dialoguetext:
The flag doesn't seem to mind, it's just a colourful fabric with a sun sewn onto it. Like all feudal flags, it looks like a children's drawing.


title: Inland Empire: "It is but one of the many strange *..."
sequence: 0
dialoguetext:
It is but one of the many strange *optic-atmospheric* phenomenon on this wondrous archipelago. You're sure you once saw sundogs -- in your youth. And blue flares....


title: Bed: "It's a little better... Colours, sc..."
sequence: 0
dialoguetext:
It's a little better... Colours, scenes, and half-formed phrases still litter your mind. Part of you is still trying to solve the case, isn't it?


title: Bed: "It barely covers your toes, stretch..."
sequence: 0
dialoguetext:
It barely covers your toes, stretching over your soft belly. This is your body here, intimate and warm, breathing...


title: Bed: "Something to do with... What was it..."
sequence: 0
dialoguetext:
Something to do with... What was it that the lieutenant said? Union? And it's gone again, your thoughts lost between the slowing brain waves.


title: Bed: "Your breathing steadies. A great si..."
sequence: HoldText();
dialoguetext:
Your breathing steadies. A great silence washes over you... until your eyelids *twitch* in your sleep and images... images start forming...


title: Inland Empire: "Under your thrumming eyelids, you s..."
sequence: 0
dialoguetext:
Under your thrumming eyelids, you see a dizzying array of colours. You won't get off this carousel quite so easily.


title: Bloated Corpse of a Drunk: "You know who I am. I am the bad day..."
dialoguetext:
You know who I am. I am the bad day. The one where you ask her, and then later in the streets, wandering... It's the worst day of all time, Harry dear, and it's coming. She will hear about it on the phone.


title: Bloated Corpse of a Drunk: "Reality will turn into a grotesque..."
dialoguetext:
Reality will turn into a grotesque nightmare. This'll be the last thing you did to her. Tell me -- do you remember the love of your life?


title: Limbic System: "Oh yes, party boy. And it's *worse*..."
dialoguetext:
Oh yes, party boy. And it's *worse* than the one before! Just think of the shit you saw! Here it comes too, so soon already! A silent alarm goes off in your head, like clockwork, barely let you sleep at all... Time to get those clothes on, Harry!


title: Bloated Corpse of a Drunk: "You're not coming back from shit! T..."
userscript: SetVariableValue("whirling.dreamtwo_open_case", true) --[[ Variable[ ]]
dialoguetext:
You're not coming back from shit! Thrashing around in that *high-conductivity state* of yours, bumping into things and acting like a *clown*. Who are you kidding?


title: Bloated Corpse of a Drunk: "That's right, funky-baby, and you j..."
dialoguetext:
That's right, funky-baby, and you just stood there. One hand on the bottle and the other on your dick -- watching her go. Let it all be dragged away from you.


title: Ancient Reptilian Brain: "Your mind is what now? I can't hear..."
dialoguetext:
Your mind is what now? I can't hear you, the rest is just a word-dream. Jumbled up garbage. The pictures are gone, the bed rises to meet you. A thin, sleep-like state. More glass than velvet, *grinding* in your head.


title: Bloated Corpse of a Drunk: "Oh no, funky-baby, you *stayed*. It..."
dialoguetext:
Oh no, funky-baby, you *stayed*. It was the rest of it that left. While you just stood there. With one hand on the bottle and the other on your dick -- watching it go.


title: Bloated Corpse of a Drunk: "Everything. The pale and the isolas..."
userscript: SetVariableValue("tc.elysium", true) --[[ Variable[ ]]
dialoguetext:
Everything. The pale and the isolas -- on the surface -- the outer magnetosphere... Burning, furious truth, eight thousand years of written history.


title: Limbic System: "So-something is *wrong*. Sleep shou..."
dialoguetext:
So-something is *wrong*. Sleep shouldn't be this bad. This dry. This un-nourishing. There's something wrong with your thoughts. Some kind of... new type of hangover...


title: Bloated Corpse of a Drunk: "No, Harry. You were just talking to..."
dialoguetext:
No, Harry. You were just talking to yourself. That's all you ever do. Even in your dreams. And the act is wearing thin, the spots of the disco ball fade around you...


title: Ancient Reptilian Brain: "Help you, why? I can't hear you, th..."
dialoguetext:
Help you, why? I can't hear you, the rest is just a word-dream. Jumbled up garbage. The pictures are gone, the bed rises to meet you. A thin, sleep-like state. More glass than velvet, *grinding* in your head.


title: Bloated Corpse of a Drunk: "You really dropped the ball, Harry...."
dialoguetext:
You really dropped the ball, Harry. Four point six billion people -- and you failed every single one of them. You really *fucked up*.


title: Bloated Corpse of a Drunk: "They were only cramping your *desce..."
dialoguetext:
They were only cramping your *descent into the abyss*. Now they're gone. Three times gone and never coming back -- all of it. You failed. You failed me.


title: Ancient Reptilian Brain: "You're trying to what? I can't hear..."
dialoguetext:
You're trying to what? I can't hear you, this is just a word-dream now. Jumbled up garbage. The pictures are gone, the bed rises to meet you. A thin sleep-like state. More glass than velvet, *grinding* in your head.


title: Bloated Corpse of a Drunk: "No, you haven't. You're just sleep-..."
dialoguetext:
No, you haven't. You're just sleep-talking. And the act is wearing thin too, the spots on the disco ball fade around you...


title: Electrochemistry: "You mean why are you so tired? Too..."
sequence: 0
dialoguetext:
You mean why are you so tired? Too tired and *down* to even think? It *is* worrying, isn't it. You can't be a detective like this -- detectives need to be able to think.


title: Electrochemistry: "It's just that your heart has final..."
sequence: 0
dialoguetext:
It's just that your heart has finally pumped all the *speed* out of your system, buster. Time to get some more.


title: Volition: "Don't do that. Stay strong. The han..."
sequence: 0
userscript: SetVariableValue("whirling.speed_volition", true) --[[ Variable[ ]]
dialoguetext:
Don't do that. Stay strong. The hangover will wear off. You don't need to keep doing this to yourself.


title: Electrochemistry: "Are you sure? Ready to live as this..."
sequence: 0
dialoguetext:
Are you sure? Ready to live as this pathetic shell of yourself for days?  Basically a week? Let's be honest -- two weeks, maybe three? You won't make it. Half the town will be dead by then. You will be fired.


title: Electrochemistry: "Suit yourself, slow, sad shell-man...."
dialoguetext: Suit yourself, slow, sad shell-man. See how you do without your spark.
sequence: 0
userscript:
SetVariableValue("whirling.elchem_orb_speed_hangover_done", true) ; XPMinorSetBool("XP.hangover_do_without_speed")--[[ Variable[ ]]


title: Electrochemistry: "Fast recovery, man! Quick turnaroun..."
dialoguetext: Fast recovery, man! Quick turnaround. Superdetective back in action.
sequence: 0
userscript:
GainTask("TASK.get_speed"); SetVariableValue("whirling.elchem_orb_speed_hangover_done", true) --[[ Variable[ ]]


title: Electrochemistry: "Speed is a potent central nervous s..."
sequence: 0
dialoguetext:
Speed is a potent central nervous system stimulant. It kept you propped up all day yesterday despite your debilitating hangover. How else did you think you even got up from this floor?


title: Electrochemistry: "It's power, man. It's professionali..."
sequence: 0
dialoguetext:
It's power, man. It's professionalism. It makes you feel like you're young again and ready to *detect*! Ready to go to war against the world!


title: You: "I think Cuno might have speed. I sh..."
dialoguetext: I think Cuno might have speed. I should ask him and start blasting again. (Opt in.)
sequence: 0
conditionstring:
Variable["yard.cuno_cuno_sent_me"] == false  and  Variable["yard.shack_silverplate_orb_components_of_speedparty_on_mirror"] == false  and  (Variable["yard.cuno_logic_said_amphetamine"] == true  or  Variable["yard.cuno_perc_amphetamine"] == true)


title: Electrochemistry: "Oh, just a dream. You have ones lik..."
sequence: 0
dialoguetext:
Oh, just a dream. You have ones like that all the time. You feel even worse this morning than you did last night.


title: Electrochemistry: "Yes. Wait till you see the one with..."
sequence: 0
userscript: SetVariableValue("whirling.orb_speedhangover_chick", true) --[[ Variable[ ]]
dialoguetext:
Yes. Wait till you see the one with the chick in it, it's gonna be a good one. You feel even worse this morning than you did last night.


title: Electrochemistry: "That's not really true. Your heart..."
sequence: 0
dialoguetext:
That's not really true. Your heart has finally pumped all the *speed* out of your system, buster. Time to get some more.


title: Volition: "You got up from this floor because..."
sequence: 0
dialoguetext:
You got up from this floor because of a holy vow you made sixteen years ago. With *me*. To wake up exactly 07:30 every morning until the day you die.


title: Electrochemistry: "Don't be silly. There was no vow. Y..."
sequence: 0
dialoguetext:
Don't be silly. There was no vow. You were high on speed. That was the only reason you got up. You can't *detect* without it, it's that simple.


title: Volition: "You're too weak to say 'no' now. Wa..."
sequence: 0
dialoguetext:
You're too weak to say 'no' now. Waking up is the worst part. Maybe somewhere down the line you could decline...


title: You: "Crawl in."
dialoguetext: Crawl in.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
userscript: SetVariableValue("whirling.bed_day_1", true) --[[ Variable[ ]]
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"] == false  and  IsKimHere() == false


title: Bed: "The sheets feel at once coarse and..."
sequence: HoldText(); LuaRun(CloseTequilaDoor());
dialoguetext:
The sheets feel at once coarse and clammy against your skin. The bed sags beneath your weight as you stretch out and finally close your eyes...


title: Bed: "The bed is still cold from the brok..."
sequence: 0
userscript: WhirlingBedWasUsed()
dialoguetext:
The bed is still cold from the broken window, and not too inviting. But it's yours. You've earned it.


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() == 2  and  IsKimHere() == false


title: Bed: "The passage of time has not made th..."
sequence: 0
dialoguetext:
The passage of time has not made the sheets any less coarse. The bed sags beneath your weight as you close your eyes and drift off into an uneasy sleep...


title: Bed: "Across the room, the heating system..."
sequence: 0
dialoguetext:
Across the room, the heating system hums its soft lullaby. The mattress feels soft and sheets warm. It only takes you moments for the world to fall away...


title: Bed: "The day has not made the sheets any..."
sequence: TotalBlack(true,3); ReleaseText()@3.1; LuaRun(EndDayWhirling())@3.1;
dialoguetext:
The day has not made the sheets any less coarse. The bed sags beneath your weight as you close your eyes and fall into uneasy sleep...

userscript:
CloseTequilaDoor(); SetVariableValue("character.cheque_payment_counter", Variable["character.cheque_payment_counter"] + once(1)) ;


title: Bed: "Across the room, the heating system..."
sequence: TotalBlack(true,3); ReleaseText()@3.1; LuaRun(EndDayShack())@3.1;
dialoguetext:
Across the room, the heating system hums a soft lullaby. The mattress feels soft and sheets warm. After some time you fall into uneasy sleep...


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() == 3  and  IsKimHere() == false


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() == 4  and  IsKimHere() == false


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() == 5  and  IsKimHere() == false


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() == 6  and  IsKimHere() == false


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() == 7  and  IsKimHere() == false


title: You: "Go to sleep."
dialoguetext: Go to sleep.
sequence: MusicPlay(silence,90); SemiBlack(true,3); BanishHUD(true);
conditionstring:
Variable["auto.daychange_can_sleep"]  and  Variable["whirling.bed_day_1"]  and  DayCount() > 7  and  IsKimHere() == false


title: Don't Call Abigail: "He draws out a disgusting snort, th..."
dialoguetext:
He draws out a disgusting snort, then mumbles, waving a finger in your general direction: "Ugh... Abigail... don't ya... fuckin'... call Abigail."


title: Don't Call Abigail: ""Don't call Abigail," grumbles an u..."
dialoguetext:
"Don't call Abigail," grumbles an unshaven man with a ruddy nose. He narrows his eyes at you as if in recognition, then turns his head away.


title: You: ""Tell me about your friends." (Poin..."
dialoguetext: "Tell me about your friends." (Point to the others.)
sequence: 0
userscript:
SetVariableValue("village.abigail_drunk_counter", Variable["village.abigail_drunk_counter"] +once(1)) 


title: Kim Kitsuragi: ""Right, you might have found the on..."
dialoguetext:
"Right, you might have found the one person who doesn't know you are the law, given how drunk he is."


title: Don't Call Abigail: ""Abigail... oh, Abigail..." He mutt..."
dialoguetext:
"Abigail... oh, Abigail..." He mutters while trying to brush something off his extremely dirty trousers. His movements are slow and awkward.


title: Kim Kitsuragi: ""There's no use in yelling at drunk..."
sequence: 0
dialoguetext:
"There's no use in yelling at drunks," the lieutenant interjects. "He's barely holding it together."


title: Don't Call Abigail: ""Abigail?" His voice perks up, then..."
sequence: 0
dialoguetext:
"Abigail?" His voice perks up, then trails into a string of random babbling. "Abigail, where are you?"


title: Don't Call Abigail: "He glares at you. "Don't ya fuckin'..."
sequence: 0
dialoguetext:
He glares at you. "Don't ya fuckin' call her, hear me." His voice trembles with every word, becoming ever weaker. "Abigail," he whimpers in the end.


title: Don't Call Abigail: "His eyes move around erratically, t..."
sequence: 0
dialoguetext:
His eyes move around erratically, the look in them hazy and unfocused. "Don't call Abigail," he says.


title: Don't Call Abigail: ""Don'... don'..." the man stammers,..."
sequence: 0
dialoguetext:
"Don'... don'..." the man stammers, "don't call..." Slowly, his head nods off to the side and he passes out, tongue dangling from his mouth.

userscript:
SetVariableValue("village.abigail_drunk_alt_greet", true) ; XPPicoSetBool("XP.abigail_drunk_alt_greet")--[[ Variable[ ]]


title: Don't Call Abigail: "His breath smells harsh like a toxi..."
sequence: 0
dialoguetext:
His breath smells harsh like a toxic swamp as he whispers to you: "Don't call Abigail. Don't call Abigail!" He then waves his hand, as if shooing you away.


title: Don't Call Abigail: ""Don't call... don't call her..." T..."
dialoguetext:
"Don't call... don't call her..." The drunk man speaks in his sleep. Drool dribbles from the left side of his mouth and down his jacket lapel.


title: Suggestion: "Abigail is his wife or girlfriend...."
sequence: 0
dialoguetext:
Abigail is his wife or girlfriend. Chances are, she's gone. Calling her wouldn't make it any better or worse.


title: Rosemary: ""Oh..." He gets a proud gleam in hi..."
sequence: 0
dialoguetext:
"Oh..." He gets a proud gleam in his eyes. "The system's been good to old Rosemary here and I'm milkin' 'er like a bitch goat in the backyard."


title: Rosemary: ""In the civilized world, it's a cus..."
sequence: 0
userscript: SetVariableValue("village.rosemary_left_convo_once", true) --[[ Variable[ ]]
dialoguetext:
"In the civilized world, it's a custom to tip the shopkeep, friend. But come back anyway." He waves you off.


title: Rosemary: ""Good to see you, friend! Do I have..."
dialoguetext:
"Good to see you, friend! Do I have *deals* set up for you, buddy-boy!" He spreads his arms as if wanting to embrace you.


title: Rosemary: ""So whadda'ya want?" He tilts his h..."
dialoguetext:
"So whadda'ya want?" He tilts his head. "I got smokes. They're cheap. Very cheap. I got pilsner. Great deal. You won't get a better deal on that piss... Spirits I can let go for 300 reál. I also have speed. And by *speed* I mean amphetamine."


title: Rosemary: ""Here you go, friend." He hands you..."
sequence: 0
userscript: GainItem("drug_speed_bottle")
dialoguetext:
"Here you go, friend." He hands you a tiny bottle with a straw. The powder looks clotted and quite mouldy.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.necktie_personified"]  and  CheckEquipped("neck_tie")  and  Variable["TASK.report_to_the_tribunal_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.necktie_personified"]  and  CheckEquipped("neck_tie")  and  Variable["TASK.report_to_the_tribunal_done"] == false)

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


title: You: ""I thought about it and you know wh..."
dialoguetext: "I thought about it and you know what? I can pay 3 reál for the spirits."
sequence: 0
userscript: SetVariableValue("village.rosemary_spirits_for_three", true) --[[ Variable[ ]]
conditionstring:
Variable["village.rosemary_ignored_story"] == true  and  Variable["village.rosemary_bought_the_spirits"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["village.rosemary_spirits_for_three"] == false


title: Rosemary: ""You know, it's funny, actually..."..."
sequence: 0
dialoguetext:
"You know, it's funny, actually..." He bursts out laughing, then takes three gulps of his pilsner and stares at you intently.


title: Horrific Necktie: "He ain't shitting you. Medicinal sp..."
sequence: 0
dialoguetext:
He ain't shitting you. Medicinal spirits are a blast, *bratan*. The flaming truth of this joke of a world.


title: Rosemary: ""I got one of those scientific ampo..."
sequence: 0
dialoguetext:
"I got one of those scientific ampoules a few months ago. 'Torpedo' they call it. It's supposed to keep a man from takin' a drink." He spits a nasty yellow clot on the ground before you.


title: Rosemary: ""Didn't stop *me* for shit, that's..."
sequence: 0
dialoguetext:
"Didn't stop *me* for shit, that's for sure!" His voice rings with pride. "Five lemons with half a pack of butter and you're good to go."


title: Rosemary: ""It was," he croaks. "In a week the..."
sequence: 0
dialoguetext:
"It was," he croaks. "In a week the goddamned kidneys started giving me all kinds of hell. Finally the missus took me to a private doctor's office -- not a charity, the real thing..."


title: Rosemary: ""Those assholes!" He gets visibly a..."
sequence: 0
dialoguetext:
"Those assholes!" He gets visibly angry. "Those assholes charged me *four reál* to remove the damn thing. But I came out on top after all!"


title: Rosemary: ""But the idiots left me alone in th..."
sequence: 0
dialoguetext:
"But the idiots left me alone in there. Now, I used to teach high school biology. I *know* what doctors use to preserve dead thingies..." He gets an excited gleam in his eyes.


title: Rosemary: ""Swiped three cans of this blue med..."
sequence: 0
dialoguetext:
"Swiped three cans of this blue medicinal stuff from the back room. Threw the snakes out and voilà -- what's left is this beautiful blue stuff." He shakes the bottle. "98.7%, almost pure alcohol."


title: Rosemary: ""Two I already sold to these fine g..."
sequence: 0
dialoguetext:
"Two I already sold to these fine gentlemen here," he nods at his companions. "But this last one is yours for three reál, if you want it?"


title: Rosemary: ""Here..." He uncorks the bottle and..."
sequence: 0
dialoguetext:
"Here..." He uncorks the bottle and holds it under your nose. "Be careful, it's extremely flammable. One spark and the entire city of Revachol is wiped off the map."


title: Pain Threshold: "Feels like someone set a mustard fi..."
sequence: 0
userscript: SetVariableValue("village.rosemary_perc_spirits_antipassive_smell", true) --[[ Variable[ ]]
dialoguetext:
Feels like someone set a mustard field ablaze right inside your nose, then drenched it in tear gas. Your nose is a singular source of pain... but at the same time you don't remember the last time you felt so alive.


title: Rosemary: ""Feels like someone's trying to jam..."
sequence: 0
dialoguetext:
"Feels like someone's trying to jam an angry hedgehog down your nostrils, doesn't it, buddy-boy? Wait for the adrenaline-tsunami, it's *really* great!"


title: Horrific Necktie: "Did I not tell you, *bratan*? This..."
sequence: 0
dialoguetext:
Did I not tell you, *bratan*? This is it -- this is our party drink. This is what we're having, baby! Please get it for me! (The tie vibrates excitedly around your neck again.)


title: You: ""Here's the money for the spirits.""
dialoguetext: "Here's the money for the spirits."
sequence: 0
userscript: SetVariableValue("village.rosemary_bought_the_spirits", true) ;--[[ Variable[ ]]
conditionstring:
Variable["village.rosemary_spirits_for_three"] == true  and  Variable["village.rosemary_bought_the_spirits"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Rosemary: ""You see, friend," he raises his in..."
sequence: 0
dialoguetext:
"You see, friend," he raises his index finger, "man makes his own luck -- and I made mine real good. Got my hands on three bottles of *liqueur exquise*, sold two to the fellows around here and *immediately* invested the profit."


title: Rosemary: ""Bought cigarettes, bought beer, ev..."
sequence: 0
dialoguetext:
"Bought cigarettes, bought beer, even bought a bit of speed. And look at me now... I got everyone on my hook." He spreads his arms and smiles a crooked toothless smile.


title: Rosemary: ""Of course, of course, of course......"
sequence: 0
dialoguetext:
"Of course, of course, of course..." The drunk raises his pilsner and nods. "It is what it is, you know? What it's always been. People, buddy-boy, it's the people."


title: Rosemary: ""The legend returns. You know the d..."
dialoguetext:
"The legend returns. You know the deal, legend-man. Smokes are smokey, pilsner... gets you drunk. You've already cleaned me out of spirits... and speed." He looks sad.


title: Rosemary: ""The legend is here. You know the d..."
dialoguetext:
"The legend is here. You know the drill. Smoke up, pilsner up... buy the beautiful bottle of blue spirits. It's..." he spreads his arms, "*magic*."


title: Rosemary: ""The legend! He's back. And thirsty..."
dialoguetext:
"The legend! He's back. And thirsty." He nods. "I got smokes and piss and a little... speed to spice things up."


title: Rosemary: ""The legend returns! You know the d..."
dialoguetext:
"The legend returns! You know the dance. Smokable smokes. Pissable pilsner -- drink it, then convert it to piss! And there's... spirits and speed too."


title: You: ""Why does the bottle of spirits cos..."
dialoguetext: "Why does the bottle of spirits cost 300 reál?"
sequence: 0
conditionstring:
Variable["village.rosemary_bought_the_spirits"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["village.rosemary_spirits_for_three"] == false  and  Variable["village.rosemary_ignored_story"] == false


title: Rosemary: ""Sure, friend! You know it!" He poi..."
sequence: 0
dialoguetext:
"Sure, friend! You know it!" He points a finger-pistol at you and squeezes the trigger. "*Chck-chck*."


title: Idiot Doom Spiral: ""Don't mind ol' Rosemary here, he's..."
sequence: 0
dialoguetext:
"Don't mind ol' Rosemary here, he's a buffoon." The tracksuited man waves his hand at you. "Let's have a word after your high-concept transactions, I'll give you the lowdown."


title: Rosemary: ""See, friend..." He brings out a on..."
sequence: 0
dialoguetext:
"See, friend..." He brings out a one-litre bottle with blue-ish liquid. The mouth is corked shut. "It's *real* valuable. Worth every reál, if you catch my drift. Got it from a bit of a business venture..."


title: You: ""Here's the money for the spirits.""
dialoguetext: "Here's the money for the spirits."
sequence: 0
userscript: SetVariableValue("village.rosemary_bought_the_spirits", true) ;--[[ Variable[ ]]
conditionstring:
Variable["village.rosemary_bought_the_spirits"] == false  and  Variable["village.rosemary_spirits_for_three"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Rosemary: ""Whoaaa," he gasps as he hands you..."
sequence: 0
userscript: GainItem("blue_medicinal_spirit")
dialoguetext:
"Whoaaa," he gasps as he hands you the bottle. "My investment hit *big bank* this time around... Look, Doom Spiral, look!"


title: Rosemary: ""The fella 'ere just gave me 300 re..."
sequence: 0
dialoguetext:
"The fella 'ere just gave me 300 reál for a bottle of spirits! Rosemary's playin' in the big league now!"


title: Rosemary: ""You know what's crazy, actually......"
sequence: 0
userscript: SetVariableValue("village.rosemary_crazy_janus", true) --[[ Variable[ ]]
dialoguetext:
"You know what's crazy, actually..." He grins, then bursts out laughing, then takes three gulps of his pilsner and stares at you intently.


title: Rosemary: ""Sure-sure, the spirits!" He rubs h..."
sequence: 0
dialoguetext:
"Sure-sure, the spirits!" He rubs his palm against the back of his head. "Now, what did I say the price was again?"


title: Rosemary: ""Oh, aye... exactly! I remember now..."
sequence: 0
userscript: SetVariableValue("village.rosemary_spirits_for_three", true) --[[ Variable[ ]]
dialoguetext:
"Oh, aye... exactly! I remember now... I remember what was so funny." He waggles the blue bottle in his hand. "Three reál, that's a *real steal* for such good stuff!"


title: Rosemary: ""Well, it really isn't," he croaks...."
sequence: 0
dialoguetext:
"Well, it really isn't," he croaks. "In a week the goddamned kidneys started giving me all kinds of hell. Finally the missus took me to a private doctor's office -- not a charity, the real thing..."


title: Rosemary: ""Yeah! You thought right! Don't eve..."
sequence: 0
dialoguetext:
"Yeah! You thought right! Don't even try to sneak anything past old Rosemary here." The man leans forward. "I got all senses locked on you, buddy-boy. So what will it be?"


title: Rosemary: ""Aye, the mind..." He pats his temp..."
sequence: 0
dialoguetext:
"Aye, the mind..." He pats his temple. "...plays tricks sometimes. Always double-check. So you want it or not?"


title: Rosemary: ""Aye, that's what I said just now....."
sequence: 0
dialoguetext:
"Aye, that's what I said just now... 300 reál. Don't you try to trick me, buddy-boy". He points his finger in your general direction. "Now you want it or not?!"


title: Rosemary: ""Finally came to your senses, huh,..."
sequence: 0
dialoguetext:
"Finally came to your senses, huh, buddy-boy? Ain't nobody else gonna give you a price like that." The man starts laughing to himself. "Had to let life squeeze you to get that, huh?"


title: Rosemary: ""Sure, friend. A bottle of high-qua..."
sequence: 0
dialoguetext:
"Sure, friend. A bottle of high-quality spirits comin' right up, that'll be 3 reál and you're practically robbing me at this price."


title: Rosemary: ""Sure-sure, friend. People are just..."
sequence: 0
dialoguetext:
"Sure-sure, friend. People are just so impatient these days. So, that'll be 3 reál from your pocket to mine. And at this price you're practically robbing me."


title: Rosemary: ""Permit?" He's not really listening..."
sequence: 0
dialoguetext:
"Permit?" He's not really listening. "Who gives a shit? You wanna buy something? Grease the wheels, buddy-boy."


title: Horrific Necktie: "*Bratan*, I am so proud. Now -- wha..."
sequence: 0
userscript: FinishTask("TASK.gain_the_spirits_done")--[[ Variable[ ]]
dialoguetext:
*Bratan*, I am so proud. Now -- whatever you do, don't drink it. This deserves so much more than just regular *oral* consumption.


title: Horrific Necktie: "Just wait for my sign. Keep it with..."
sequence: 0
userscript: GainTask("TASK.wait_for_the_signal")--[[ Variable[ ]]
dialoguetext:
Just wait for my sign. Keep it with you. Keep it warm, keep it safe. Soon we will enter the *Other-World*.


title: Horrific Necktie: "Okay! Wow! Bratushka! -- you feel y..."
sequence: 0
userscript: SetVariableValue("village.rosemary_necktie", true) --[[ Variable[ ]]
dialoguetext:
Okay! Wow! Bratushka! -- you feel your necktie *strangle* you with excitement -- the *spirit*! Let's buy the spirit! 300 reál is a lot, but this has to be done.


title: Horrific Necktie: "Bratan, you don't understand. It's..."
sequence: 0
dialoguetext:
Bratan, you don't understand. It's not just another drink. This is what our relationship has been building towards all these years. This is the climax. The mystery. The virginal sigh.


title: Horrific Necktie: "Exactly! This is no ordinary drink...."
sequence: 0
dialoguetext:
Exactly! This is no ordinary drink. It's what our relationship has been building towards all these years. This is the climax. The mystery. The virginal sigh. That drink is *special*.


title: Horrific Necktie: "You *have* to buy it from him. Get..."
sequence: 0
userscript: GainTask("TASK.spirit_is_eternal"); GainTask("TASK.gain_the_spirits")--[[ Variable[ ]]
dialoguetext:
You *have* to buy it from him. Get it off him. Kill him, if you have to. Our ultimate fate depends on it. And the fate of *many worlds*.


title: Horrific Necktie: "See, there it is, bratushka! -- you..."
sequence: 0
userscript: SetVariableValue("village.rosemary_necktie", true) --[[ Variable[ ]]
dialoguetext:
See, there it is, bratushka! -- you feel your necktie *strangle* you with excitement -- the *spirit*! Let's buy the spirit! 300 reál is a lot, but this has to be done.


title: Horrific Necktie: "Who said anything about putting it..."
sequence: 0
userscript: GainTask("TASK.wait_for_the_signal")--[[ Variable[ ]]
dialoguetext:
Who said anything about putting it up there? No, we're gonna put it in a *way* more special place. Soooo special. Just hang on to it, keep it safe. Wait for my sign!


title: You: "I don't know. Sounds like it's gonn..."
sequence: 0
conditionstring: SubstanceUsedOnce("alcohol")
dialoguetext:
I don't know. Sounds like it's gonna turbo-boost my alcohol habit. My regular alcohol habit's gotten me enough trouble already.


title: Horrific Necktie: "No, no, no *bratan*! This is differ..."
sequence: 0
dialoguetext:
No, no, no *bratan*! This is different. This is *SO GOOD* it's going to get you *out of* trouble! We're going to use it in the most *extravagant* manner!


title: Authority: "You acted with great compassion and..."
sequence: 0
userscript: ReputationGrows("honour")
dialoguetext:
You acted with great compassion and dignity, not taking advantage of this man. Praise thine honourable heart!


title: Rosemary: "The fresh entrepreneur has forgotte..."
sequence: 0
dialoguetext:
The fresh entrepreneur has forgotten your presence and is now trying to count a small number of coins in his hand.


title: Rosemary: ""Sure did, buddy-boy," he taps the..."
sequence: 0
dialoguetext:
"Sure did, buddy-boy," he taps the side of his nose. "That's why I said amphetamine. I mean speed. I mean amphetamine. I got both."


title: Conceptualization: "While the *grand bourgeois* in La D..."
sequence: 0
dialoguetext:
While the *grand bourgeois* in La Delta are so rich, they literally float above the law, this merry company crawls so far beneath, they too are rendered virtually untouchable. The beauty of extremities.


title: Idiot Doom Spiral: ""Yeah, Rosie was there too," the tr..."
sequence: 0
dialoguetext:
"Yeah, Rosie was there too," the tracksuited man nods, "for your ocean-based antics. We all were. Unforgettable night."


title: Rosemary: ""The idiots left me alone in there...."
sequence: 0
dialoguetext:
"The idiots left me alone in there. Now, I used to teach high school biology. I *know* what doctors use to preserve dead thingies..." He gets an excited gleam in his eyes.


title: Horrific Necktie: "Just step away from the old man and..."
sequence: 0
userscript: GainTask("TASK.wait_for_the_signal")--[[ Variable[ ]]
dialoguetext:
Just step away from the old man and let's have a little word alone, just you and me. Soon we will enter the *Other-World*.


title: Horrific Necktie: "Who said anything about putting it..."
sequence: 0
userscript: GainTask("TASK.wait_for_the_signal")--[[ Variable[ ]]
dialoguetext:
Who said anything about putting it up there? No, we're gonna put it in a *way* more special place. Soooo special. Now just step away from the old man and let's have a little word alone, just you and me.


title: Kim Kitsuragi: ""That is unhygienic. And dangerous...."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"That is unhygienic. And dangerous. And it does not endear you to me -- just wanted to make that clear, okay?"


title: Physical Instrument: "Son, you will NOT kill yourself wit..."
sequence: 0
userscript: SetVariableValue("village.rosemary_selling_instruction_got", true) --[[ Variable[ ]]
dialoguetext:
Son, you will NOT kill yourself with this. Not today. So we're going to store this as a SELLABLE item. Go sell it at the pawnshop for a profit.


title: Logic: "If you drink this, then you will di..."
sequence: 0
userscript: SetVariableValue("village.rosemary_selling_instruction_got", true) --[[ Variable[ ]]
dialoguetext:
If you drink this, then you will die. That's a fact. And that's why we're going to save you from yourself and store this as a SELLABLE item. Go sell it at the pawnshop for a profit.


title: Volition: "Harry... we're just going to store..."
sequence: 0
userscript: SetVariableValue("village.rosemary_selling_instruction_got", true) --[[ Variable[ ]]
dialoguetext:
Harry... we're just going to store this one as a sellable item, okay? We're not going to let you kill yourself by drinking it. That's just not an option. Sell it at the pawnshop for profit.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.necktie_personified"] == false  or  Variable["TASK.report_to_the_tribunal_done"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.necktie_personified"] == false  or  Variable["TASK.report_to_the_tribunal_done"] == true)

conditionstring:
(Variable["whirling.necktie_personified"] == false  or  Variable["TASK.report_to_the_tribunal_done"] == true) == false


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


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

conditionstring:
(Variable["whirling.necktie_personified"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false) == false


title: Idiot Doom Spiral: ""Hey, Tequila!" A thirty-something..."
dialoguetext:
"Hey, Tequila!" A thirty-something man clad in a two-piece Lickra(TM) tracksuit puts down his pilsner and extends his hand in greeting.


title: You: ""Could you and your pals sign this..."
dialoguetext: "Could you and your pals sign this document?" (Show Evrart's letter.)
sequence: 0
conditionstring:
(CheckItem("white_envelope_lilienne_signed")  or  CheckItem("white_envelope"))  and  IsTaskActive("TASK.find_two_random_people_to_sign_the_papers")--[[ Variable[ ]]


title: Idiot Doom Spiral: ""Thanks, Rosie." He grabs the pen a..."
sequence: 0
userscript: LoseItem("white_envelope")
dialoguetext:
"Thanks, Rosie." He grabs the pen and paper from your hands and, very carefully, scribbles on the dotted line: 'Idiot Doom Spiral'.


title: Idiot Doom Spiral: ""I need you to sign this document r..."
sequence: 0
dialoguetext:
"I need you to sign this document right here." He waves the paper and pen in front of the man's face. "It's important."


title: Don't Call Abigail: ""Don't call her..." His trembling h..."
sequence: 0
userscript: SetVariableValue("village.idiot_signed_by_dont_call", true) --[[ Variable[ ]]
dialoguetext:
"Don't call her..." His trembling hand catches the paperwork. He lays it out on his knee and starts writing, slowly. The handwriting is almost illegible due to his shaky hands.


title: Idiot Doom Spiral: ""*Domwtclall Abheqoeel*?" His frien..."
sequence: 0
userscript: GainItem("white_envelope_signed_wrong")
dialoguetext:
"*Domwtclall Abheqoeel*?" His friend grabs the document and admires it. "Great job, Abbs. Nailed it." He hands it back to you.


title: Idiot Doom Spiral: ""I'll be damned... uh, well, uh......"
sequence: 0
dialoguetext:
"I'll be damned... uh, well, uh... that's what we have Rosemary for!" He points to the third drunkard. "You can help, right?"


title: Rosemary: "The jolly man looks at you, then hi..."
sequence: 0
userscript: SetVariableValue("village.idiot_signed_by_rosemary", true) --[[ Variable[ ]]
dialoguetext:
The jolly man looks at you, then his friend in the tracksuit. "Sure I can fuckin' help. You need a signature -- I *got* you a signature."


title: Rosemary: "Before you can reply he's already f..."
sequence: 0
userscript: GainItem("white_envelope_signed_wrong")
dialoguetext:
Before you can reply he's already furiously scribbling something on the paper. When he hands the document back to you, the signature -- in upper case letters -- reads: "DON'T CALL ABIGAIL."


title: Idiot Doom Spiral: ""Glad to have been of assistance!"..."
sequence: 0
dialoguetext:
"Glad to have been of assistance!" He gives you a thumbs up. "After all this time, I feel like I've made a difference..."


title: Don't Call Abigail: "The incapacitated drunk lays there..."
dialoguetext: The incapacitated drunk lays there snoring like an ancient rusting tractor.
sequence: 0
userscript:
FinishTask("TASK.find_two_random_people_to_sign_the_papers_done");  XPMinorSetBool("XP.ids_got_bum_signatures"); CancelTask("TASK.forge_liliennes_and_isobels_signatures_cancelled")--[[ Variable[ ]]


title: Idiot Doom Spiral: ""I don't *want* it, man." His eyes..."
sequence: 0
dialoguetext:
"I don't *want* it, man." His eyes light up. "I *need* it. Can't tell stories without it -- dry stories are boring, you see."


title: Idiot Doom Spiral: ""Booze. Did you already forget our..."
sequence: 0
dialoguetext:
"Booze. Did you already forget our party?" He taps his finger to his temple. "The thing I relayed to you earlier?"


title: Idiot Doom Spiral: ""The tale I'm about to tell you is..."
sequence: 0
userscript: SetVariableValue("village.idiot_gave_second_alcohol", true) --[[ Variable[ ]]
dialoguetext:
"The tale I'm about to tell you is an urban legend particular to Martinaise." He lifts the bottle to his lips and takes a long, luxuriant sip. "That said, I first heard it from a former bicycle courier in Couron..."


title: You: ""I brought you some booze. Will you..."
dialoguetext: "I brought you some booze. Will you tell me about your name now?"
sequence: 0
conditionstring:
Variable["village.get_alcohol_for_idiot_doom_spiral"] == true  and  Variable["XP.get_alcohol_for_idiot_doom_spiral"] == false  and  CheckItemGroup("alcohol")  and  Variable["village.idiot_declined_to_give_alcohol"] == false


title: You: ""I got you some more booze, can you..."
dialoguetext: "I got you some more booze, can you tell me the next story now?"
sequence: 0
conditionstring:
Variable["village.get_more_alcohol_for_idiot_doom_spiral"] == true  and  Variable["XP.get_more_alcohol_for_idiot_doom_spiral"] == false  and  CheckItemGroup("alcohol")  and  Variable["village.idiot_declined_to_give_alcohol"] == false


title: You: ""Found another batch of alcohol, ca..."
dialoguetext: "Found another batch of alcohol, can you tell me the third story now?"
sequence: 0
conditionstring:
Variable["village.get_most_alcohol_for_idiot_doom_spiral"] == true  and  Variable["XP.get_most_alcohol_for_idiot_doom_spiral"] == false  and  CheckItemGroup("alcohol")  and  Variable["village.idiot_declined_to_give_alcohol"] == false


title: Idiot Doom Spiral: ""No, the reality of the situation r..."
sequence: 0
dialoguetext:
"No, the reality of the situation requires a rather modest contribution -- a little *motivational package*."


title: Idiot Doom Spiral: ""Then I will see you again once you..."
sequence: 0
userscript: SetVariableValue("village.get_alcohol_for_idiot_doom_spiral", true) --[[ Variable[ ]]
dialoguetext:
"Then I will see you again once you've procured some. *Par example*," he lifts his hands and spreads them wide, "my good friend Rosemary here sells all kinds of stuff."


title: Idiot Doom Spiral: ""Hey, Tequila! Welcome to reality...."
dialoguetext:
"Hey, Tequila! Welcome to reality. How's it treating you?" A thirty-something Lickra(TM)-clad man takes a sip from his beer.


title: You: ""Are there any more stories you can..."
dialoguetext: "Are there any more stories you can tell?"
sequence: 0
conditionstring:
Variable["village.idiot_gave_third_alcohol"] == true  and  Variable["village.idiot_declined_to_give_alcohol"] == false


title: Idiot Doom Spiral: ""Maybe you've heard? I used to be a..."
sequence: 0
userscript: SetVariableValue("village.idiot_loss_counter", Variable["village.idiot_loss_counter"] +once(1))
dialoguetext:
"Maybe you've heard? I used to be a very successful businessman. I've signed more than a few lease forms or whatever the fuck they were." He looks around. "Anyone got a pen? The pro's gonna do it."


title: Idiot Doom Spiral: ""Alright!" He grabs the pen and pap..."
sequence: 0
userscript: LoseItem("white_envelope_lilienne_signed")
dialoguetext:
"Alright!" He grabs the pen and paper from your hands and, very carefully, scribbles on the dotted line, next to 'Lilienne Carter': 'Idiot Doom Spiral'.


title: You: ""Uh, can I have the pen back too?""
dialoguetext: "Uh, can I have the pen back too?"
sequence: 0
userscript: SetVariableValue("village.idiot_pen_return_refused", true) --[[ Variable[ ]]
conditionstring:
Variable["village.idiot_gave_pen_away_too"] == true  or  Variable["village.idiot_gave_blue_oblong_away"] == true  and  Variable["village.idiot_pen_return_refused"] == false


title: Idiot Doom Spiral: ""Don't know if I've mentioned it, b..."
sequence: 0
userscript: LoseItem("kind_green_ape_pen")
dialoguetext:
"Don't know if I've mentioned it, but I used to be a businessman and *as* a businessman I am going to keep the pen for my trouble." He nods confidently.


title: Rosemary: ""Fuckin' cops, man, always hasslin'..."
sequence: 0
userscript: LoseItem("kind_green_ape_pen")
dialoguetext:
"Fuckin' cops, man, always hasslin' the poor folk." He shakes his head. "You know what? I'm keepin' the pen and that's the end of it."


title: You: ""What is a... Tequila Sunset? You k..."
dialoguetext: "What is a... Tequila Sunset? You keep saying it."
sequence: 0
conditionstring:
Variable["tc.tequila_sunset"] == false  and  Variable["coast.idiot_teq_story_end_reach"] == false  and  Variable["coast.idiot_reality_responsibility"] == false  and  Variable["village.idiot_left_before_tequila_story"] == false


title: You: ""Tequila Sunset? That's my *nom de..."
dialoguetext: "Tequila Sunset? That's my *nom de guerre*!"
sequence: 0
conditionstring:
Variable["tc.tequila_sunset"] == true  and  Variable["coast.idiot_teq_story_end_reach"] == false  and  Variable["coast.idiot_reality_responsibility"] == false  and  Variable["village.idiot_left_before_tequila_story"] == false


title: Idiot Doom Spiral: ""Yeah, Tequila Sunset!" He takes a..."
dialoguetext:
"Yeah, Tequila Sunset!" He takes a sip, "How are the, uhm, high-concept, reality-based adventures proceeding?"


title: Idiot Doom Spiral: ""Sadly, things aren't going that we..."
userscript: SetVariableValue("village.idiot_loss_counter", Variable["village.idiot_loss_counter"] +once(1))
dialoguetext:
"Sadly, things aren't going that well in Idiot Doom Spiral Land. Haven't found those keys yet; haven't won that great piece of ass back. No word from my business-buddies..." He takes a sip from his beer.


title: Idiot Doom Spiral: ""Things aren't going super well for..."
userscript: SetVariableValue("village.idiot_loss_counter", Variable["village.idiot_loss_counter"] +once(1))
dialoguetext:
"Things aren't going super well for Idiot Doom Spiral either. Haven't found those keys yet; haven't won that great piece of ass back. No word from my business-buddies..." He takes a sip from his beer.


title: You: ""Reality? It's perishing. Soon only..."
sequence: 0
conditionstring: IsTHCPresent("apocalypse_cop") and Variable["village.idiot_greeting_about_reality"] == true
userscript: ReputationGrows("apocalypse_cop")
dialoguetext:
"Reality? It's perishing. Soon only glowing embers will remain of the atoms; of human faces, only echoes."


title: You: ""Nothing special. Like everyone els..."
sequence: 0
conditionstring: IsTHCPresent("boring_cop") and Variable["village.idiot_greeting_about_reality"] == true
userscript: ReputationGrows("boring_cop")
dialoguetext:
"Nothing special. Like everyone else. I have all sorts of wild thoughts running through my head, but then pick the most boring one."


title: Idiot Doom Spiral: ""That's harsh. I'm like three or ma..."
userscript: SetVariableValue("village.idiot_greeting_sad", true) --[[ Variable[ ]]
dialoguetext:
"That's harsh. I'm like three or maybe four years into mine. Wait no, make it five." He looks at his shit-stained Lickra(TM) with a grim expression.


title: Idiot Doom Spiral: ""I know what you mean. Sitting arou..."
userscript: SetVariableValue("village.idiot_greeting_sad", true) --[[ Variable[ ]]
dialoguetext:
"I know what you mean. Sitting around with these bums you really get to know the nitty-gritty of *reality*. And it isn't good." He looks at his buddies with mock appreciation.


title: Idiot Doom Spiral: ""It's good to hear that you're on t..."
dialoguetext:
"It's good to hear that you're on top of things. Talking about used to -- did you know that I *used* to be a real mover and shaker?" He thoughtfully picks at his shit-stained Lickra(TM) jacket.


title: Idiot Doom Spiral: ""That's the spirit! I used to shape..."
dialoguetext:
"That's the spirit! I used to shape reality into my image. A long time ago. Those days are over now." He looks at his shit-stained Lickra(TM) jacket with a grim expression.


title: Idiot Doom Spiral: ""Only echoes remaining of human fac..."
userscript: SetVariableValue("village.idiot_greeting_sad", true) --[[ Variable[ ]]
dialoguetext:
"Only echoes remaining of human faces? That's a pretty good apocalypse. I wouldn't mind if it came down to that." He nods appreciatively and picks at his shit-stained Lickra(TM) jacket.


title: Idiot Doom Spiral: ""Maybe?" He takes a sip from his be..."
sequence: 0
dialoguetext:
"Maybe?" He takes a sip from his beer. "You look like you want to know how Tequila Sunset came to be. You look like you want to hear *the tale*."


title: Idiot Doom Spiral: ""Mhm. Let me take a sip to moisten..."
sequence: 0
dialoguetext:
"Mhm. Let me take a sip to moisten up my cords..." He takes a big sip, then begins: "Tequila Sunset rolled into Martinaise last Friday. And by *Tequila Sunset* I mean *you* -- the man, the myth."


title: Idiot Doom Spiral: ""Hey, let's not jump ahead of ourse..."
sequence: 0
dialoguetext:
"Hey, let's not jump ahead of ourselves, this is *your* story. Stop interrupting." He takes another sip -- then continues.


title: Idiot Doom Spiral: ""You got here on Friday to solve a..."
sequence: 0
dialoguetext:
"You got here on Friday to solve a case, hoping to be the early bird who gets the worm. And by 'the worm' I mean 'the buzz', because as far as I know, all you did was get piss-drunk..."


title: Idiot Doom Spiral: ""Word on the street is you went aro..."
sequence: 0
dialoguetext:
"Word on the street is you went around the local hostel telling people that you're a police officer and that it would be *really* fucked up if you shot yourself in the head right in front of them. That's pretty high concept, if you ask me."


title: Idiot Doom Spiral: ""Well, the *word on the street* may..."
sequence: 0
dialoguetext:
"Well, the *word on the street* may be a rumour, but what happened next is the truth. I was there to witness it, along with these bums here."


title: Idiot Doom Spiral: ""It was a late Saturday night, when..."
sequence: 0
dialoguetext:
"It was a late Saturday night, when we, the Union of Moribund Alcoholics, were getting our drink on. Nothing remarkable about this, we get our drink on 24/7. Makes everything warm and glowy, I trust you know the feeling."


title: Idiot Doom Spiral: ""One moment we hear the sound of a..."
sequence: 0
dialoguetext:
"One moment we hear the sound of a motor carriage revving up somewhere on the plaza, followed by a series of dings and bangs."


title: Idiot Doom Spiral: ""Naturally, loud noises pique the i..."
sequence: 0
dialoguetext:
"Naturally, loud noises pique the interest of anybody owning a pair of ears. That's just the reality we're in."


title: Idiot Doom Spiral: ""Anyway, there was a brief silence..."
sequence: 0
dialoguetext:
"Anyway, there was a brief silence -- a *gasp* of silence, if you will -- followed by a real commotion. We heard the carriage careening towards the coast at top speed."


title: Idiot Doom Spiral: ""Sounded like someone jumped the ca..."
sequence: 0
dialoguetext:
"Sounded like someone jumped the canal. We grabbed our brewskies and rushed to the jetty -- never underestimate the speed of an alcoholic..."


title: Idiot Doom Spiral: ""What we saw was a sight to behold...."
sequence: 0
dialoguetext:
"What we saw was a sight to behold. A beat up police carriage, containing you. Right there on the beach. You revved the engine and screamed at the top of your lungs..."


title: Shivers: "Three men are standing on a wooden..."
sequence: 0
dialoguetext:
Three men are standing on a wooden platform extending out from the shore of a dilapidated fishing village, their cheeks red, spirits high, beers in hand, eyes glazed over.


title: Idiot Doom Spiral: ""After which your reality contracte..."
sequence: 0
dialoguetext:
"After which your reality contracted -- you jammed the pedal, ploughed right off the jetty and through the ice."


title: Idiot Doom Spiral: ""We ran towards the ice, whilst you..."
sequence: 0
dialoguetext:
"We ran towards the ice, whilst you crawled your way out, miraculously unhurt -- covered in seaweed and shit. Like some kind of sea monster."


title: Idiot Doom Spiral: ""Your reality contracted -- you jam..."
sequence: 0
dialoguetext:
"Your reality contracted -- you jammed the pedal, ploughed right off the jetty and through the ice."


title: Idiot Doom Spiral: ""Recognizing a brother in need, we..."
sequence: 0
dialoguetext:
"Recognizing a brother in need, we offered our condolences and invited you to party with us, which you naturally agreed to..."


title: Idiot Doom Spiral: ""We asked about the whole Tequila S..."
sequence: 0
dialoguetext:
"We asked about the whole Tequila Sunset thing, and you told us it was your name now and insisted that we all call you that from then on."


title: Idiot Doom Spiral: ""I'm not sure. I think *you* were t..."
sequence: 0
dialoguetext:
"I'm not sure. I think *you* were the event. Tequila Sunset. You know, as opposed to a Tequila Sunrise, which is *long gone*."


title: Idiot Doom Spiral: ""I think you said that *you* were t..."
sequence: 0
dialoguetext:
"I think you said that *you* were the event, and that you would smash the looms of reality. Yeah... I knew I'd heard that looms line before."


title: Idiot Doom Spiral: ""Hours. It was an all-night drink-a..."
sequence: 0
dialoguetext:
"Hours. It was an all-night drink-a-thon. Then at some point -- I think it was Sunday morning -- you got belligerent and wanted to talk about *Revacholian women*."


title: Idiot Doom Spiral: ""You told us that they were a bunch..."
sequence: 0
userscript: ReputationGrows("superstar_cop")
dialoguetext:
"You told us that they were a bunch of fucking losers whose main interest was 'cramping your style'..."


title: Idiot Doom Spiral: ""How they're beautiful and also who..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"How they're beautiful and also whores and so on. How one of them fucked you real bad. After a short while you crossed the event horizon, looked sullen, got up, and left without saying anything."


title: Idiot Doom Spiral: ""It was the greatest thing this fis..."
sequence: 0
dialoguetext:
"It was the greatest thing this fishing village has seen since Rosemary tried to use a crab to open his beer."


title: Idiot Doom Spiral: ""You were pretty vague about it, bu..."
sequence: 0
dialoguetext:
"You were pretty vague about it, but you kept saying you got fucked *real hard* and that we've all been fucked too..."


title: Idiot Doom Spiral: ""It seemed pretty painful, to be ho..."
sequence: 0
dialoguetext:
"It seemed pretty painful, to be honest with you. If I had to guess, I'd say you're still working through some shit."


title: Idiot Doom Spiral: ""Beside your gun and your badge? Yo..."
sequence: 0
dialoguetext:
"Beside your gun and your badge? You said something about your hope, or heart, or something. To be honest the details are a little hazy..."


title: Idiot Doom Spiral: ""Yeah, you said that it was okay th..."
sequence: 0
dialoguetext:
"Yeah, you said that it was okay that you crashed your carriage because the spectral hand of the market was guiding you..."


title: Idiot Doom Spiral: ""Yeah, you kept talking about how t..."
sequence: 0
dialoguetext:
"Yeah, you kept talking about how the *coal mine owners* were fucking us all over just like that woman fucked you..."


title: Idiot Doom Spiral: ""Yeah, you said that you'd really b..."
sequence: 0
dialoguetext:
"Yeah, you said that you'd really behaved unreasonably and failed to uphold your responsibilities as a representative of the Coalition."


title: Idiot Doom Spiral: ""Yeah, you said it was 'no biggie'..."
sequence: 0
dialoguetext:
"Yeah, you said it was 'no biggie' and that you'd solve it in no time." He takes a strong quaff of his beer. "And that you didn't need *anyone* to do it. You're doin' it *solo* now."


title: Idiot Doom Spiral: ""I didn't agree with you, by the wa..."
sequence: 0
dialoguetext:
"I didn't agree with you, by the way. The spectral hand of the market makes sure everyone gets exactly what they deserve." He takes a long sip of beer.


title: Idiot Doom Spiral: ""You kept apologizing for being suc..."
sequence: 0
dialoguetext:
"You kept apologizing for being such a bad cop and for the damage you've inflicted on everyone around you..."


title: Idiot Doom Spiral: ""You kept telling us that in your w..."
sequence: 0
dialoguetext:
"You kept telling us that in your work you've seen a lot of blood but that it's nothing compared to the 'Great Bloodletting' to come..."


title: Idiot Doom Spiral: ""You also kept pausing to knock the..."
sequence: 0
dialoguetext:
"You also kept pausing to knock the heel of your hand against your temples, saying 'Stupid, stupid, stupid.'"


title: Idiot Doom Spiral: ""I believe you mentioned something..."
sequence: 0
dialoguetext:
"I believe you mentioned something about the ground cracking open to swallow cities and dreams alike. Yeah... I remember that *simile* or whatever the fuck they are."


title: You: ""You seem like you're characterized..."
sequence: 0
dialoguetext:
"You seem like you're characterized by your storytelling ability -- wanna tell me another one some time?"

conditionstring:
Variable["coast.idiot_teq_story_end_reach"] == true  and  Variable["village.idiot_told_about_his_alcohol_tales"] == false


title: Idiot Doom Spiral: ""Whoop-dee-doo. So now I'm a fuckin..."
sequence: 0
dialoguetext:
"Whoop-dee-doo. So now I'm a fucking storyteller..." he says, slapping his knee. "Right. Why not? Better than a beach bum."


title: Idiot Doom Spiral: ""Shut up, guys, I'm telling a story..."
sequence: 0
userscript: SetVariableValue("village.idiot_gave_one_alcohol", true) --[[ Variable[ ]]
dialoguetext:
"Shut up, guys, I'm telling a story here." He turns to you. "Something happened to you. Something happened to me, too -- my actual name is George, but around here... you already know..."


title: Idiot Doom Spiral: ""I was a once a reasonably high-net..."
sequence: 0
dialoguetext:
"I was a once a reasonably high-net-worth individual. A founder slash junior partner at a high-concept creative services agency. When my story begins, I had just landed a major contract with an insurance firm..."


title: Idiot Doom Spiral: ""I used the profits from my agency..."
sequence: 0
userscript: SetVariableValue("village.idiot_told_name_story_already", true) --[[ Variable[ ]]
dialoguetext:
"I used the profits from my agency to finance what I called a 'cultural incubator' -- abstract value generation, value per person, high-concept stuff..."


title: Idiot Doom Spiral: ""I developed the paradigm, worked w..."
sequence: 0
dialoguetext:
"I developed the paradigm, worked within the paradigm. But the burden of leadership weighed heavily on me, so I went jogging every so often to keep myself sane."


title: Idiot Doom Spiral: ""But now dreams are worn thin, much..."
sequence: 0
dialoguetext:
"But now dreams are worn thin, much like my tracksuit," he says thoughtfully, brushing dust off his shit-stained pants.


title: Idiot Doom Spiral: ""Twenty-two full-time employees. An..."
sequence: 0
dialoguetext:
"Twenty-two full-time employees. An all-star team. A potentially historical set of individuals. Worrying about them often kept me up well into the morning hours."


title: Idiot Doom Spiral: ""One day I left on my evening run...."
sequence: 0
userscript: SetVariableValue("village.idiot_loss_counter", Variable["village.idiot_loss_counter"] +once(1))
dialoguetext:
"One day I left on my evening run. As you may know, it's impossible to clear your head when you're distracted by the sound of keys jangling in your pockets." He shakes the bottle and makes a ringing sound.


title: Idiot Doom Spiral: ""So I removed the keyring and put t..."
sequence: 0
dialoguetext:
"So I removed the keyring and put the keys for the front gate and the apartment into different pockets, to stop the jangling, you see. At least that was the plan..."


title: Idiot Doom Spiral: ""I was halfway done with my usual l..."
sequence: 0
dialoguetext:
"I was halfway done with my usual lap when it started to rain. The reality situation became very wet, very quickly."


title: Idiot Doom Spiral: ""I made my way back home and discov..."
sequence: 0
dialoguetext:
"I made my way back home and discovered that I didn't have the key to the front gate -- I'd mixed it up with the key to the letter box. Which was useless."


title: Idiot Doom Spiral: ""Naturally, the situation required..."
sequence: 0
dialoguetext:
"Naturally, the situation required me to climb over the gate, which I did. There was no climbing down, because I slipped and landed on my ass."


title: Idiot Doom Spiral: ""Reality was looking rather grim, j..."
sequence: 0
dialoguetext:
"Reality was looking rather grim, just then -- me lying on my ass in a mud pit in the middle of a heavy shower. But when life knocked me down, I always got up..."


title: Idiot Doom Spiral: ""So I made my way across the yard...."
sequence: 0
dialoguetext:
"So I made my way across the yard. Standing in front of my apartment door, fumbling with my pockets, I realized that I'd *also* forgotten my apartment key!"


title: Idiot Doom Spiral: ""I wish I were, Tequila. I wish I w..."
sequence: 0
dialoguetext:
"I wish I were, Tequila. I wish I were." He turns his head towards the skies. "Instead of my apartment key, I'd taken the key to the office."


title: Idiot Doom Spiral: ""I rang my neighbours' buzzers. It..."
sequence: 0
dialoguetext:
"I rang my neighbours' buzzers. It was late, and most of them didn't even answer. Those who did assumed I was trying to sell them something and hung up before I could even explain the situation..."


title: Idiot Doom Spiral: ""People are naturally wary of ad me..."
sequence: 0
dialoguetext:
"People are naturally wary of ad men, you see. One moment someone chats you up, five minutes later you've bought a box of edible lingerie and a strap-on. I don't begrudge them, especially since I was known to be one of the best..." He pauses meaningfully.


title: Idiot Doom Spiral: ""Just then I experienced a moment o..."
sequence: 0
dialoguetext:
"Just then I experienced a moment of clarity: I still had the key to my office! I could wait out the storm there..."


title: Idiot Doom Spiral: ""But when I reached my office I rem..."
sequence: 0
dialoguetext:
"But when I reached my office I remembered that I'd asked one of my producers to change the locks that day -- and since I hired only the best, he'd already done it, and I couldn't get in..."


title: Idiot Doom Spiral: ""Anyway, long story short, life spi..."
sequence: 0
dialoguetext:
"Anyway, long story short, life spiralled out of control. I haven't gotten into my apartment for years, and my girlfriend left me because she didn't want to date a homeless man. The company, well, you see where I'm going with this..."


title: Idiot Doom Spiral: ""The hobo lifestyle definitely has..."
sequence: 0
dialoguetext:
"The hobo lifestyle definitely has some perks -- not having to pay rent, first and foremost. Not being responsible for twenty other people is nice too."


title: You: ""There's this black point in the wo..."
sequence: 0
conditionstring: Variable["church.soona_two_mm_hole_known"] == true and Variable["tc.doomed_commercial_area"]
dialoguetext:
"There's this black point in the world, a hole. It's already claimed an entire commercial area, maybe you're another one of its victims?"


title: Idiot Doom Spiral: ""This would explain a lot -- I alwa..."
sequence: 0
dialoguetext:
"This would explain a lot -- I always believed it wasn't my fault that I ended up homeless on the beach with these two bums." He looks at his partners with a glint of sadness.


title: Idiot Doom Spiral: ""Yeah. Maybe I've exaggerated certa..."
sequence: 0
dialoguetext:
"Yeah. Maybe I've exaggerated certain parts over the years. When you tell a story too often, it begins to take on a life of its own..."


title: Idiot Doom Spiral: ""But what matters is that it's true..."
sequence: 0
userscript: XPMinorSetBool("XP.get_alcohol_for_idiot_doom_spiral")--[[ Variable[ ]]
dialoguetext:
"But what matters is that it's true to my subjective experience. Anyway, that was all the story one bottle gets you." He looks at it. "Almost empty this one..."


title: Idiot Doom Spiral: ""It's a hard thing for a man to con..."
sequence: 0
userscript: XPPicoSetBool("XP.ids_tequila_story")--[[ Variable[ ]]
dialoguetext:
"It's a hard thing for a man to confront his past." He nods. "That's why I avoid mine at all costs."


title: Idiot Doom Spiral: "He clears his throat: "Summer of '4..."
sequence: 0
dialoguetext:
He clears his throat: "Summer of '44. Seventeen-year-old Gertrude Het is walking home from a late shift at the harbour. It's almost midnight. She stops for a cigarette near the canal..."


title: Idiot Doom Spiral: ""Our heroine finds herself enjoying..."
sequence: 0
dialoguetext:
"Our heroine finds herself enjoying the peace and quiet the canal provides..." He looks up to the skies as if searching for peace himself...


title: Idiot Doom Spiral: ""There are many variations on the b..."
sequence: 0
dialoguetext:
"There are many variations on the basic story, and the details often conflict. What everyone agrees on is that nobody knows the exact nature or identity of... the phenomenon."


title: Idiot Doom Spiral: ""What she doesn't know is that her..."
sequence: 0
userscript: SetVariableValue("village.idiot_told_faln_story_already", true) --[[ Variable[ ]]
dialoguetext:
"What she doesn't know is that her peace is about to be shattered. From behind her comes the clattering of hooves. Startled, she turns around, and what does she see?"


title: Idiot Doom Spiral: ""A headless man, wearing a FALN tra..."
sequence: 0
dialoguetext:
"A headless man, wearing a FALN tracksuit, riding a horse. That's right. It's the *Headless FALN Rider*. "


title: Idiot Doom Spiral: ""... with no head on his shoulders!..."
sequence: 0
dialoguetext:
"... with no head on his shoulders! Wearing a FALN tracksuit. Searching for the legendary FALN cap that went missing -- when he lost his head."


title: Idiot Doom Spiral: ""Yes. According to legend, young Ge..."
sequence: 0
dialoguetext:
"Yes. According to legend, young Gertrude Het had to endure years of psychotherapy before she was able to look at a horse or tracksuit again... And she's one of the *lucky ones*." He takes a sip from his bottle.


title: Idiot Doom Spiral: ""Well, there are many versions of t..."
sequence: 0
dialoguetext:
"Well, there are many versions of this story, the most peculiar of which has the Headless FALN Rider riding on the back of another headless man."


title: Idiot Doom Spiral: ""If I hadn't lost my keys that one..."
sequence: 0
dialoguetext:
"If I hadn't lost my keys that one time, I'd agree with you. But... life is a cruel mistress..." He takes a sip.


title: Idiot Doom Spiral: ""Gertrude Het may have been the fir..."
sequence: 0
dialoguetext:
"Gertrude Het may have been the first to witness the *Headless FALN Rider*, but she wasn't the last, oh no..."


title: Idiot Doom Spiral: ""Some say he was an undercover cop..."
sequence: 0
dialoguetext:
"Some say he was an undercover cop who blew his cover and got beheaded by the vicious gang he had infiltrated -- Now he rides, searching for his lost FALN cap, plotting revenge."


title: Idiot Doom Spiral: ""Others claim he was a professional..."
sequence: 0
dialoguetext:
"Others claim he was a professional jockey who veered off-course during a steeple chase, ended up in somebody's back yard, and got decapitated by an exceptionally taut clothes line..."


title: Idiot Doom Spiral: ""Personally, I think he was just so..."
sequence: 0
dialoguetext:
"Personally, I think he was just some guy who hanged himself from a really tall tree and the fall was so violent that his head came clean off..."


title: Idiot Doom Spiral: ""Coincidentally, at that exact mome..."
sequence: 0
dialoguetext:
"Coincidentally, at that exact moment, a horse happened to pass under him and his beheaded corpse mounted it, where it remains to this day... But then, no one really knows."


title: You: ""Okay. Whatever became of the Headl..."
dialoguetext: "Okay. Whatever became of the Headless FALN Rider?" (Conclude.)
sequence: 0
conditionstring:
Variable["village.idiot_guessed_id_cop"] == true  or  Variable["village.idiot_guessed_id_athlete"] == true  or   Variable["village.idiot_guessed_id_suicidal"] == true  or   Variable["village.idiot_guessed_id_none"] == true


title: Idiot Doom Spiral: ""No one knows. Some say he stalks M..."
sequence: 0
dialoguetext:
"No one knows. Some say he stalks Martinaise to this day, and can be seen near the canal when the clock strikes midnight." He makes a spooky gesture with his free hand.


title: You: ""Have you got any more stories?""
dialoguetext: "Have you got any more stories?"
sequence: 0
conditionstring:
Variable["village.idiot_gave_one_alcohol"] == true  and  Variable["village.idiot_told_faln_story_already"] == false  and  Variable["village.idiot_declined_to_give_alcohol"] == false  and  Variable["village.idiot_asked_first_story_shut"] == false


title: Idiot Doom Spiral: ""I do -- but as you can see my fuel..."
sequence: 0
userscript: SetVariableValue("village.idiot_asked_first_story_shut", true) --[[ Variable[ ]]
dialoguetext:
"I do -- but as you can see my fuel tank is running quite low, if you catch my drift..." He spins the bottle in his hand. Not a single drop of liquid remains.


title: You: ""Have you got any more urban myths?""
dialoguetext: "Have you got any more urban myths?"
sequence: 0
conditionstring:
Variable["village.idiot_gave_second_alcohol"] == true  and  Variable["village.idiot_told_skull_story_already"] == false  and  Variable["village.idiot_declined_to_give_alcohol"] == false  and  Variable["village.idiot_asked_second_story_shut"] == false


title: Idiot Doom Spiral: ""I actually do have one... the stra..."
sequence: 0
userscript: SetVariableValue("village.idiot_asked_second_story_shut", true) --[[ Variable[ ]]
dialoguetext:
"I actually do have one... the strangest of them all. But I'll need to *fortify* myself before I can tell that one..."


title: Idiot Doom Spiral: ""Interesting." He grabs the thermal..."
sequence: 0
dialoguetext:
"Interesting." He grabs the thermal cup and shakes it. "Ah, this is what they use to keep the working man going."


title: Idiot Doom Spiral: ""Right... a story specific to Marti..."
sequence: 0
dialoguetext:
"Right... a story specific to Martinaise and its history." He takes a sip and gargles the drink to prepare.


title: You: ""For some reason the name Tequila f..."
sequence: 0
conditionstring: Variable["village.idiot_inland_bad_teq_sunset"] == true
dialoguetext:
"For some reason the name Tequila fills me with foreboding. Maybe I *shouldn't* learn what it means."


title: Idiot Doom Spiral: ""Hey man, I'm not judging." He wave..."
sequence: 0
dialoguetext:
"Hey man, I'm not judging." He waves the bottle towards you. "This life's a valley of woes. Some of the highest-concept people in history have killed themselves -- *and* been drunks."


title: Idiot Doom Spiral: ""Either way, it was a late Saturday..."
sequence: 0
dialoguetext:
"Either way, it was a late Saturday night, when we, the Union of Moribund Alcoholics, got our drink on. Nothing remarkable about this, we get our drink on 24/7. Makes everything warm and glowy, I trust you know the feeling."


title: You: ""Okay, I changed my mind. Sing me t..."
dialoguetext: "Okay, I changed my mind. Sing me the song of Tequila Sunset."
sequence: 0
conditionstring:
Variable["village.idiot_left_before_tequila_story"] == true  and  Variable["coast.idiot_teq_story_end_reach"] == false


title: Idiot Doom Spiral: ""No, not really... you talked a lot..."
sequence: 0
dialoguetext:
"No, not really... you talked a lot about some sad churches and how everyone's just out to fuck you."


title: Idiot Doom Spiral: ""Mostly you kept shouting 'I am The..."
sequence: 0
dialoguetext:
"Mostly you kept shouting 'I am The Law' and talking about how you were going to bring the law to all lawless places with your law jaw."


title: You: ""What, like you've *never* threaten..."
sequence: 0
dialoguetext:
"What, like you've *never* threatened to paint the wall with your brains in front of some strangers?"


title: Idiot Doom Spiral: ""Whuh...? Uh... geez," he stammers...."
sequence: 0
dialoguetext:
"Whuh...? Uh... geez," he stammers. "I told you I wasn't much of a storyteller. It's okay, I didn't want to tell them anyway."


title: Inland Empire: "...is what you almost say, but the..."
sequence: 0
userscript: SetVariableValue("village.idiot_volition_blocks_losing_content", true) --[[ Variable[ ]]
dialoguetext:
...is what you almost say, but the words choke in your throat. Do you really want to miss out on all this good stuff? Perhaps it's *significant*.


title: Inland Empire: "There might be interesting details,..."
sequence: 0
dialoguetext:
There might be interesting details, fresh experiences, exciting rewards... you'd really ignore it all?


title: You: ""Yeah, you look like someone with a..."
sequence: 0
dialoguetext:
"Yeah, you look like someone with a lot of cool stories. Wanna tell me how you even became Idiot Doom Spiral?"


title: Idiot Doom Spiral: ""Yeah -- looms. Why not? Then you j..."
sequence: 0
dialoguetext:
"Yeah -- looms. Why not? Then you jammed the pedal and ploughed right off the jetty and through the ice."


title: Idiot Doom Spiral: ""When we finally got there you were..."
sequence: 0
dialoguetext:
"When we finally got there you were sitting on the beach, crying. You said that your badge and uniform were in the car. It was too late to get in there though, the carriage had sunk too deep."


title: Idiot Doom Spiral: ""No, that's just what your mother c..."
sequence: 0
dialoguetext:
"No, that's just what your mother called you. Your real name is Tequila Sunset. Just embrace it, brother."


title: Idiot Doom Spiral: ""Ouch, indeed. Reality was looking..."
sequence: 0
dialoguetext:
"Ouch, indeed. Reality was looking rather grim, just then -- me lying on my ass in a mud pit in the middle of a heavy shower. But when life knocked me down, I always got up..."


title: Idiot Doom Spiral: ""So, now you've heard my tragic tal..."
sequence: 0
dialoguetext:
"So, now you've heard my tragic tale. What do you think? Like nothing you've ever heard, huh?" He takes a long swig of his drink.


title: Idiot Doom Spiral: ""Tequila, I've thought about this s..."
sequence: 0
dialoguetext:
"Tequila, I've thought about this series of events for a long time. If there was anything else to it, I would have thought of it by now."


title: Shivers: "The streets are warmed by a souther..."
sequence: 0
userscript: SetVariableValue("village.idiot_shivers_faln_rider", true) --[[ Variable[ ]]
dialoguetext:
The streets are warmed by a southerly breeze. The lights of a passing motor carriage bloom and fade in the distance...


title: You: ""The Giant of Koko Nur?""
dialoguetext: "The Giant of Koko Nur?"
sequence: 0
conditionstring:
Variable["tc.cryptid_giant"] == true  or  Variable["whirling.lena_talked_about_giant_of_koko_nur"] == true


title: Idiot Doom Spiral: ""Fuck, Rosemary, they were dating -..."
sequence: 0
dialoguetext:
"Fuck, Rosemary, they were dating -- no one said they were feminists. Everyone always misremembering this stuff..."


title: Idiot Doom Spiral: ""Right. *Ahem*. Early autumn of '46..."
sequence: 0
dialoguetext:
"Right. *Ahem*. Early autumn of '46. Ulla Deponte and Eva Delgado are fishing near the water lock long after the sun has set..."


title: Idiot Doom Spiral: ""The wind picks up, a sky already d..."
sequence: 0
dialoguetext:
"The wind picks up, a sky already dark now blackens. Water starts falling from above, the first cold rain of the season..."


title: Shivers: "Two women stand on a small outcropp..."
sequence: 0
dialoguetext:
Two women stand on a small outcropping of rocks. One of them is wearing a purple raincoat. Thin lines reach out from the rods into the sea. Small droplets start appearing on the surface with increasing frequency.


title: Idiot Doom Spiral: ""The women are caught in the downpo..."
sequence: 0
dialoguetext:
"The women are caught in the downpour. They act quickly. Eva gathers the rods whilst Ulla turns around to reach for the tackle box..."


title: Idiot Doom Spiral: ""When she sees something! Her shrie..."
sequence: 0
dialoguetext:
"When she sees something! Her shriek is so violent that the residents of the nearby apartment building believe lightning has struck..."


title: Idiot Doom Spiral: ""Ulla makes a run for the shore, bu..."
sequence: 0
dialoguetext:
"Ulla makes a run for the shore, but Eva slips on a wet rock and disappears into the cold, cold canal with nary a sound..."


title: Idiot Doom Spiral: ""But there is no lightning. Only a..."
sequence: 0
dialoguetext:
"But there is no lightning. Only a heavy downpour and the silhouette of the *Headless FALN Rider* looming on the horizon!"


title: Idiot Doom Spiral: "The man falls ominously silent for..."
sequence: 0
dialoguetext:
The man falls ominously silent for a moment. "Her body is never recovered." He looks you straight in the eye.


title: Idiot Doom Spiral: ""Word on the street is that she, yo..."
sequence: 0
dialoguetext:
"Word on the street is that she, you know..." He makes a finger pistol with his right hand and lifts it up to his chin.


title: Kim Kitsuragi: ""Naturally, Ulla Deponte became the..."
sequence: 0
dialoguetext:
"Naturally, Ulla Deponte became the prime suspect in the disappearance of Eva Delgado. Deponte maintained that it was the so-called 'Headless FALN Rider' and that she ran, fearing for her life..." He adjusts his glasses.


title: Kim Kitsuragi: ""No. She committed suicide before s..."
sequence: 0
dialoguetext:
"No. She committed suicide before she could be taken into custody. They found her in the bathroom with a rifle, her face slowly peeling off the ceiling..."


title: Kim Kitsuragi: ""During the investigation it became..."
sequence: 0
dialoguetext:
"During the investigation it became apparent that there was a love triangle, the third party being some small-time businessman -- I don't remember the exact details. The leading theory was that an argument broke out on the jetty and Deponte pushed Delgado into the canal, then cooked up this stupid cover story."


title: Idiot Doom Spiral: ""Man, that's some grisly detail. Oh..."
sequence: 0
dialoguetext:
"Man, that's some grisly detail. Oh well, here's to another case closed!" He takes a hearty swig from his bottle.


title: Idiot Doom Spiral: ""Whoa is right, my friend. Gertrude..."
sequence: 0
dialoguetext:
"Whoa is right, my friend. Gertrude Het may have been the first to witness the *Headless FALN Rider*, but she wasn't the last, oh no..."


title: Idiot Doom Spiral: ""It helped, truly. With my trusty S..."
sequence: 0
dialoguetext:
"It helped, truly. With my trusty Sansarique Lickra(TM) tracksuit I felt like I could conquer the world..."


title: Idiot Doom Spiral: ""Whatever. The point is, reality wa..."
sequence: 0
dialoguetext:
"Whatever. The point is, reality was looking rather grim, just then -- me lying on my ass in a mud pit in the middle of a heavy shower. But when life knocked me down, I always got up..."


title: Idiot Doom Spiral: ""Good fucking question, Tequila! If..."
sequence: 0
dialoguetext:
"Good fucking question, Tequila! If I knew the answer, you think I'd be hanging out on a beach in this formerly premium but now extremely dirty two-piece Lickra(TM) tracksuit?"


title: Idiot Doom Spiral: ""I used to own my reality situation..."
sequence: 0
dialoguetext:
"I used to own my reality situation. My business buddies and I had our own creative services agency. I had a nice apartment, an even nicer piece of ass, but somehow it all got away from me..."


title: Idiot Doom Spiral: ""Now I can't hang onto anything. Ju..."
sequence: 0
dialoguetext:
"Now I can't hang onto anything. Just last week I stole this nice new jacket, but then I lost it, too. The only things I haven't lost are these two drunks."


title: You: ""What's this about a lost jacket?""
dialoguetext: "What's this about a lost jacket?"
sequence: 0
conditionstring:
Variable["TASK.find_idiot_doom_spiral_jacket_done"] == false  and  Variable["TASK.find_idiot_doom_spiral_jacket"] == false


title: Idiot Doom Spiral: ""My agency, man..." He takes a long..."
sequence: 0
dialoguetext:
"My agency, man..." He takes a long, melancholic sip. "The Boom Boom Room. Our concept was combining high art with the lowest forms of marketing -- the colour red, breasts, and oil painting..."


title: Idiot Doom Spiral: ""I convinced my partners to reinves..."
sequence: 0
dialoguetext:
"I convinced my partners to reinvest some of our profits in an even-more high-concept 'cultural incubator' called 'Thin Air'. The artists were happy, the clients were happy."


title: Idiot Doom Spiral: ""I was financing a group of poets i..."
sequence: 0
dialoguetext:
"I was financing a group of poets in East Revachol who were developing a new, universal poetic language... but then it all went to shit..." He looks toward the bay.


title: Idiot Doom Spiral: ""That's what's so cool about advert..."
sequence: 0
dialoguetext:
"That's what's so cool about advertising -- It's kind of like art, except you can also get fucking *rich* doing it..."


title: Idiot Doom Spiral: ""I *know*..." He takes a long, wist..."
sequence: 0
dialoguetext:
"I *know*..." He takes a long, wistful sip of his pilsner. "It was fucking awesome. And now it's all gone."


title: Kim Kitsuragi: ""I don't know where he picked up th..."
sequence: 0
dialoguetext:
"I don't know where he picked up these views, but wherever it was, he seems to be sincere about them."


title: Idiot Doom Spiral: ""Yes, Tequila, yes!" He punches you..."
sequence: 0
dialoguetext:
"Yes, Tequila, yes!" He punches you on the shoulder. "That was what we were all *about*... now it's all gone, of course."


title: You: ""Yeah, actually -- you're right. Le..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"Yeah, actually -- you're right. Let the market sort it out. No need for me to regulate this stuff."


title: Idiot Doom Spiral: ""Maybe you're right, who knows? May..."
sequence: 0
dialoguetext:
"Maybe you're right, who knows? Maybe we were behind the curve? We were fucking *rich*, though, that much I know..."


title: Idiot Doom Spiral: ""Tequila, it's a verifiable tragedy..."
sequence: 0
dialoguetext:
"Tequila, it's a verifiable tragedy. It was practically brand new. Sure, it didn't really go with my Lickra(TM) threads, but it did itch a lot less..."


title: Idiot Doom Spiral: ""Say, you're a detective, right?" H..."
sequence: 0
dialoguetext:
"Say, you're a detective, right?" He looks at you, bleary-eyed. "Maybe you can help ol' Doom Spiral out... solve the case of the missing jacket! What do you say, Tequila?"


title: Idiot Doom Spiral: ""If I knew where I lost it don't yo..."
sequence: 0
dialoguetext:
"If I knew where I lost it don't you think I'd have it? I mean -- maybe I was up by the boardwalk? Or walking along the beach? Or checking out the abandoned fish market?"


title: Idiot Doom Spiral: ""That might be the right idea. This..."
sequence: 0
dialoguetext:
"That might be the right idea. This here is one of the last of its kind. Should probably be in a museum, honestly." He takes another sip. "Can't get it anymore. It was too primo even for Graad."


title: Idiot Doom Spiral: ""What? You never seen 100% Lickra(T..."
sequence: 0
dialoguetext:
"What? You never seen 100% Lickra(TM) before? Go on, feel that primo material." The man extends his arm...


title: Encyclopedia: "By 'primo' he means 'possibly carci..."
sequence: 0
userscript: SetVariableValue("village.idiot_encyclo_lickra", true) --[[ Variable[ ]]
dialoguetext:
By 'primo' he means 'possibly carcinogenic'. Lickra(TM) was a synthetic fabric developed by  manufacturers in the middle '40s, notable mainly for the swishy sound it makes as the wearer passes by...


title: Idiot Doom Spiral: ""That's because your paws are fucki..."
sequence: 0
dialoguetext:
"That's because your paws are fucking filthy, Rosemary! We're right next to the bay, you could wash them anytime."


title: Interfacing: "Good god, it's nearly impossible to..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
Good god, it's nearly impossible to describe how dirty this texture is. It's like rubbing two jellyfish skins together. You feel about 15% less human for having touched it.


title: Encyclopedia: "Randomized trials have also found L..."
sequence: 0
dialoguetext:
Randomized trials have also found Lickra(TM) to be associated with a number of exotic, highly malignant cancers. So you also have that to look forward to.


title: Idiot Doom Spiral: ""Pretty nice, huh? This might be on..."
sequence: 0
dialoguetext:
"Pretty nice, huh? This might be one of the last of its kind. Should probably be in a museum, honestly." He takes another sip.


title: Idiot Doom Spiral: ""That's because your paws are fucki..."
sequence: 0
dialoguetext:
"That's because your paws are fucking filthy, Rosie! We're right next to the bay, you could wash them anytime."


title: Idiot Doom Spiral: ""And yeah, you're already acquainte..."
sequence: 0
dialoguetext:
"And yeah, you're already acquainted with Abs." He points to the man in the pipe. "So yeah, that's basically us. We drink together."


title: Idiot Doom Spiral: ""And this is Abs." He points to the..."
sequence: 0
dialoguetext:
"And this is Abs." He points to the man in the pipe. "So yeah, that's basically us. We drink together."


title: Idiot Doom Spiral: ""Me neither, Tequila. When I lost m..."
sequence: 0
dialoguetext:
"Me neither, Tequila. When I lost my keys, I lost more than access to my apartment -- I also lost my leverage over humanity. I wasn't a high-concept creative director anymore, I was just some homeless asshole with a premium Sansarique Lickra(TM) tracksuit."


title: Idiot Doom Spiral: ""You can't imagine what that does t..."
sequence: 0
dialoguetext:
"You can't imagine what that does to a man's confidence." He turns his eyes to the bottle. "Anyway, that was all the story one bottle gets you. Almost empty this one..."


title: Idiot Doom Spiral: ""I don't remember you being such a..."
sequence: 0
userscript: SetVariableValue("tc.la_delta_part", true) --[[ Variable[ ]]
dialoguetext:
"I don't remember you being such a dick before, Tequila..." He takes a slow, despondent sip from his bottle, then looks out across the bay toward the skyscrapers of La Delta.


title: Idiot Doom Spiral: ""That doesn't mean you're wrong, th..."
sequence: 0
userscript: XPMinorSetBool("XP.get_alcohol_for_idiot_doom_spiral")--[[ Variable[ ]]
dialoguetext:
"That doesn't mean you're wrong, though... Anyway, that was all the tale one bottle gets you." He turns his eyes to the bottle. "Almost empty this one..."


title: Idiot Doom Spiral: ""I don't remember you being such a..."
sequence: 0
userscript: SetVariableValue("tc.la_delta_part", true) --[[ Variable[ ]]
dialoguetext:
"I don't remember you being such a dick before, Tequila..." He takes a slow, despondent sip from his bottle, then looks out across the bay toward the glittering lights of La Delta at night.


title: Idiot Doom Spiral: ""But that charm wears off pretty qu..."
sequence: 0
userscript: XPMinorSetBool("XP.get_alcohol_for_idiot_doom_spiral")--[[ Variable[ ]]
dialoguetext:
"But that charm wears off pretty quickly. Before you know it, you're wearing a shit-stained tracksuit and spending your days picking tare."


title: Idiot Doom Spiral: ""Well, at one point they came to me..."
sequence: 0
dialoguetext:
"Well, at one point they came to me, but you know, I didn't have any ID on me -- so they tossed me in jail for two days..."


title: Idiot Doom Spiral: ""Well, Tequila, that's part of the..."
sequence: 0
dialoguetext:
"Well, Tequila, that's part of the legend -- no one knows for sure. There are a couple of possibilities, though..."


title: Idiot Doom Spiral: ""That explains the horse part, for..."
sequence: 0
userscript: SetVariableValue("village.idiot_guessed_id_athlete", true) --[[ Variable[ ]]
dialoguetext:
"That explains the horse part, for sure. Don't know why he'd be wearing a tracksuit, though. Seems like a stretch, if you ask me..."


title: Idiot Doom Spiral: ""That would explain the tracksuit,..."
sequence: 0
userscript: SetVariableValue("village.idiot_guessed_id_cop", true) --[[ Variable[ ]]
dialoguetext:
"That would explain the tracksuit, and his need for revenge. Not sure how the horse fits in, though. I dunno, I don't buy it..." He shrugs.


title: Idiot Doom Spiral: ""That's the reality situation for y..."
sequence: 0
dialoguetext:
"That's the reality situation for you. You think you got a handle on it, then *BLAM*! It throws some wild shit at you..." He takes a long swig, then smiles. "That's why it's critical to stay well hydrated."


title: Idiot Doom Spiral: ""I have to admit, that's pretty hig..."
sequence: 0
dialoguetext:
"I have to admit, that's pretty high-concept. Still not as awesome as a headless rider in a FALN tracksuit, though."


title: Idiot Doom Spiral: ""This last one is the most Martinai..."
sequence: 0
dialoguetext:
"This last one is the most Martinaise story I've ever heard..." He takes an almost comically long swig. Thus fortified, he continues.

userscript:
SetVariableValue("village.idiot_told_skull_story_already", true) ; SetVariableValue("village.idiot_gave_third_alcohol", true) --[[ Variable[ ]]


title: Idiot Doom Spiral: ""I've never heard it mentioned outs..."
sequence: 0
dialoguetext:
"I've never heard it mentioned outside of here... At first I thought it was a joke, to be honest. But I've been on the coast eight, nine months now and in that time I've seen at least three expeditions come through, searching for something."


title: Idiot Doom Spiral: ""No, Tequila. Most people already k..."
sequence: 0
dialoguetext:
"No, Tequila. Most people already know where they live. It's guys like you and me that are the exceptions..."


title: Idiot Doom Spiral: ""All kinds. I've seen archaeologist..."
sequence: 0
dialoguetext:
"All kinds. I've seen archaeologists, gangsters, even a bunch of ad agency types. I'm telling you, Tequila -- this thing's got a *pull* on certain kinds of people."


title: Idiot Doom Spiral: ""Some of those expeditions come bac..."
sequence: 0
dialoguetext:
"Some of those expeditions come back after a week or so, looking haggard and dejected. Others don't return at all..."


title: Idiot Doom Spiral: ""The first time I saw one of these..."
sequence: 0
dialoguetext:
"The first time I saw one of these expeditions, I thought they were fucking with me. There was no way it could be true. It was just *too high-concept*, even for me..."


title: Idiot Doom Spiral: ""I'm not even sure I should be tell..."
sequence: 0
dialoguetext:
"I'm not even sure I should be telling you this story, to be perfectly honest. You're in a fragile state, and it might be too much for you to handle."


title: Idiot Doom Spiral: ""Okay, fine, I'll tell you. But I'm..."
sequence: 0
dialoguetext:
"Okay, fine, I'll tell you. But I'm warning you, it's pretty *out there*." His eyes narrow with mystery. "Our story begins at a legendary design studio, right here in Martinaise..."


title: Idiot Doom Spiral: ""There was this designer, his exact..."
sequence: 0
dialoguetext:
"There was this designer, his exact name is lost to history, but in life he was a legend. Made it big in Oranje, where he did some real pioneering work on grotesque and sans-serif typography. A fucking genius, man..."


title: Idiot Doom Spiral: "He takes a swig, wipes his mouth, t..."
sequence: 0
dialoguetext:
He takes a swig, wipes his mouth, then continues. "That is, if he even existed. Who knows? It's an urban legend, after all..."


title: Idiot Doom Spiral: ""Anyway, sometime later he started..."
sequence: 0
dialoguetext:
"Anyway, sometime later he started his own personal studio here in Martinaise, and that's when he started working on some *really* wild stuff. I'm talking some glass-smooth, forward looking design language, the kind of thing that would totally overthrow the old regime, design-wise."


title: Idiot Doom Spiral: ""But then, something turned. You se..."
sequence: 0
dialoguetext:
"But then, something turned. You see, it's widely known that *nose candy* and pioneer graphic design work go hand-in-hand..."


title: Idiot Doom Spiral: ""You know, Tequila." He taps the si..."
sequence: 0
dialoguetext:
"You know, Tequila." He taps the side of his nose twice. "*Nose* candy. The white railroad. *Party powder*!"


title: Encyclopedia: "Or 'Irmalan Gold,' for the plateau..."
sequence: 0
userscript: SetVariableValue("village.idiot_encyclo_cocaine", true) --[[ Variable[ ]]
dialoguetext:
Or 'Irmalan Gold,' for the plateau on which most of the world's supply is grown and harvested, typically by slave labour...


title: Encyclopedia: "Along with a number of more banal s..."
sequence: 0
dialoguetext:
Along with a number of more banal street names: Blow, of course, but also flake, powder, pearl. Really anything that's white will work.


title: Idiot Doom Spiral: ""Shit yeah, Tequila! You know *exac..."
sequence: 0
dialoguetext:
"Shit yeah, Tequila! You know *exactly* what I'm talking about." He gives you a comradely bump on the shoulder as a couple millilitres of booze slosh out of his bottle.


title: Idiot Doom Spiral: ""You've got to understand... the wo..."
sequence: 0
dialoguetext:
"You've got to understand... the work *this* guy was doing was *so* high-concept that regular amounts of cocaine just weren't cutting it. By the end they were bringing it in by the lorry load."


title: Idiot Doom Spiral: ""Now, as you might imagine, snortin..."
sequence: 0
dialoguetext:
"Now, as you might imagine, snorting that much cocaine can't be healthy for a regular human, right?"


title: Idiot Doom Spiral: ""Hey, Tequila, pay attention! The s..."
sequence: 0
dialoguetext:
"Hey, Tequila, pay attention! The story goes that one day he was balls-deep in work on what he thought would be his *pièce de résistance*: An advert so *minimal* it contained neither text nor images. Just... pure white..."


title: Idiot Doom Spiral: ""Apparently the idea was *too* high..."
sequence: 0
dialoguetext:
"Apparently the idea was *too* high-concept even for this genius. He dropped dead right at his desk before he could finish. His last words are recorded to have been: "It's as white as a blizzard... *of cocaine!*"


title: Idiot Doom Spiral: ""But the story doesn't end there. S..."
sequence: 0
dialoguetext:
"But the story doesn't end there. Supposedly, when they performed the autopsy, the coroner discovered nearly a *quarter kilo of coke* jammed into his nasal cavity."


title: Idiot Doom Spiral: ""That's right. Two-hundred fifty gr..."
sequence: 0
dialoguetext:
"That's right. Two-hundred fifty grams of blow had *accumulated* in there over the years. We're talking high-grade Saramirizian pure, not that cut-rate shit your grandma does."


title: Idiot Doom Spiral: ""There are those who believe that t..."
sequence: 0
dialoguetext:
"There are those who believe that the designer was buried with this quarter-key of nose candy still lodged in his sinuses. *That's* what those expeditions are looking for..."


title: You: ""Okay, I'm convinced. Let's go find..."
dialoguetext: "Okay, I'm convinced. Let's go find it!" (Undertake it!)
sequence: 0
conditionstring:
Variable["village.idiot_skull_grave"]  or  Variable["village.idiot_cocaine_studio"]  or Variable["village.idiot_expeditions_talked_about"]


title: Rosemary: ""No, my grandma told me -- I've hea..."
sequence: 0
dialoguetext:
"No, my grandma told me -- I've heard other people say it too. That it's underwater. Or, no..." He thinks. "Maybe it was the storm sewers..."


title: Idiot Doom Spiral: ""They're pretty vague about it, in..."
sequence: 0
userscript: SetVariableValue("village.idiot_skull_grave", true) --[[ Variable[ ]]
dialoguetext:
"They're pretty vague about it, in general. The gangsters like to claim they're looking for the grave of a friend... with picks and shovels..."


title: Idiot Doom Spiral: ""The junkies, for some reason, are..."
sequence: 0
dialoguetext:
"The junkies, for some reason, are pretty upfront about it. They just say they're looking to snort some blow out of a dead man's nasal cavity."


title: Idiot Doom Spiral: ""The archaeologists act all officia..."
sequence: 0
dialoguetext:
"The archaeologists act all official about it, saying they're conducting 'serious research'. Honestly, I think they're not really scientists, just rich."


title: Idiot Doom Spiral: ""For one, the way is blocked... by..."
sequence: 0
userscript: SetVariableValue("village.idiot_cocaine_dlc", true) --[[ Variable[ ]]
dialoguetext:
"For one, the way is blocked... by that big lorry that says 'Delta Logistics Company' on the side. You'd *definitely* have to search the area behind that lorry too. Yet it is impassable."


title: Idiot Doom Spiral: ""It's just not feasible within the..."
sequence: 0
userscript: XPMinorSetBool("XP.ids_cocaine_skull")--[[ Variable[ ]]
dialoguetext:
"It's just not feasible within the economic and temporal frame of our current setup. Matter of fact, unless a bunch of money just falls out of the sky, we might *never* know what's up with that skull."


title: Idiot Doom Spiral: ""And second, outfitting an expediti..."
sequence: 0
dialoguetext:
"And second, outfitting an expedition like that is expensive. It'd have to be a *big production* to do the Cocaine Skull justice. You need new gear, people who know what they're doing, all kinds of provisions..."


title: Kim Kitsuragi: ""I have to agree. We barely have wh..."
sequence: 0
dialoguetext:
"I have to agree. We barely have what we need to solve the case we've got now. We can't afford to run around chasing after quasi-mythical pieces of drug paraphernalia..."


title: Kim Kitsuragi: ""Besides, it would look *extremely*..."
sequence: 0
dialoguetext:
"Besides, it would look *extremely* bad for the RCM to be caught up in something that has the word *COCAINE* writ large on it. The PR is tricky on this."


title: Idiot Doom Spiral: ""Yeah, well, that's the reality sit..."
sequence: 0
userscript: XPMinorSetBool("XP.get_most_alcohol_for_idiot_doom_spiral")--[[ Variable[ ]]
dialoguetext:
"Yeah, well, that's the reality situation for you. Who knows, though? Maybe someday we'll get our chance..."


title: Encyclopedia: "Along with a number of more banal s..."
sequence: 0
dialoguetext:
Along with a number of more banal street names: Blow, of course, but also flake, powder, pearl. Really anything that's white will get the idea across.


title: Idiot Doom Spiral: ""I know, Tequila, I know..." He tak..."
sequence: 0
dialoguetext:
"I know, Tequila, I know..." He takes a swig, considers pouring some out for this lost genius, then thinks better of it.


title: You: ""I changed my mind. I'll help you f..."
dialoguetext: "I changed my mind. I'll help you find your missing jacket."
sequence: 0
conditionstring:
Variable["village.idiot_jacket_said_no"] == true  and  CheckItem("missing_jacket_filthy") == false  and  CheckItem("jacket_faln") == false  and  Variable["village.ww_washing_jacket"] == true  and  Variable["TASK.find_idiot_doom_spiral_jacket_done"] == false  and  Variable["TASK.find_idiot_doom_spiral_jacket"] == false


title: Idiot Doom Spiral: ""Excellent." He rubs his hands toge..."
sequence: 0
dialoguetext:
"Excellent." He rubs his hands together. "When can you get started? The sooner I get that jacket back, the sooner I can get my life back together."


title: Idiot Doom Spiral: ""That said, I think maybe I was up..."
sequence: 0
dialoguetext:
"That said, I think maybe I was up by the boardwalk? Or walking along the beach? Or checking out the abandoned fish market?"


title: You: ""I found your jacket.""
dialoguetext: "I found your jacket."
sequence: 0
conditionstring:
(CheckItem("missing_jacket_filthy")  or  CheckItem("jacket_faln"))  and  (Variable["TASK.find_idiot_doom_spiral_jacket"] == true  or  Variable["village.idiot_jacket_said_no"] == true)  and  Variable["TASK.find_idiot_doom_spiral_jacket_done"] == false  and  Variable["TASK.wash_dirty_jacket"] == false  and  Variable["TASK.wash_dirty_jacket_done"] == false


title: Idiot Doom Spiral: ""Let me see. What? This isn't my ja..."
sequence: 0
userscript: SetVariableValue("village.idiot_gave_dirty_jacket", true) --[[ Variable[ ]]
dialoguetext:
"Let me see. What? This isn't my jacket. My jacket was beautiful. This is fucking filthy! What am I supposed to do with this?"


title: Idiot Doom Spiral: ""I'm not taking a disgusting pile o..."
sequence: 0
dialoguetext:
"I'm not taking a disgusting pile of hobo rags. I may be in an irrecoverably decaying orbit, but I've still got standards..."


title: Kim Kitsuragi: "The lieutenant inspects the jacket..."
sequence: 0
userscript: GainTask("TASK.wash_dirty_jacket")--[[ Variable[ ]]
dialoguetext:
The lieutenant inspects the jacket in your hands. "You know, despite the *guano* it looks like the jacket itself is stain-resistant. It may just need a good scrubbing."


title: Idiot Doom Spiral: "A look of consternation crosses the..."
sequence: 0
dialoguetext:
A look of consternation crosses the man's face. He looks at you, then at his bottle, then back at you...


title: Idiot Doom Spiral: ""'FALN'? That's medium-concept stuf..."
sequence: 0
dialoguetext:
"'FALN'? That's medium-concept stuff. Not my style at all... I can't believe I'm saying this, but maybe you should lay off the booze -- It's fucking with your head."


title: Rosemary: ""Aye, that's the jacket you stole t..."
sequence: 0
dialoguetext:
"Aye, that's the jacket you stole two weeks ago. From the kid who was making it with his gal on the beach."


title: Idiot Doom Spiral: ""That's disgusting. I've never done..."
sequence: 0
dialoguetext:
"That's disgusting. I've never done anything like that in my life. You're both delusional." He scoffs. "'FALN'? That's medium-concept stuff."


title: Idiot Doom Spiral: ""That shit is so medium-concept I w..."
sequence: 0
dialoguetext:
"That shit is so medium-concept I wouldn't touch it with a stick. But yeah, okay, I'm sure it looks great on you."

userscript:
FinishTask("TASK.find_idiot_doom_spiral_jacket_done"); XPTinySetBool("XP.ids_refused_clean_jacket")--[[ Variable[ ]]


title: Perception (Sight): "Underneath the accumulated filth th..."
sequence: 0
userscript: GainTask("TASK.wash_dirty_jacket")--[[ Variable[ ]]
dialoguetext:
Underneath the accumulated filth the jacket itself appears to be stain-resistant. Maybe it just needs a good scrubbing?


title: Logic: "It becomes abundantly clear to you..."
sequence: 0
dialoguetext:
It becomes abundantly clear to you how this man managed to lose his keys, business, friends and girlfriend.


title: Idiot Doom Spiral: ""You know what? Fine. Maybe I can p..."
dialoguetext: "You know what? Fine. Maybe I can pawn it for some booze."
sequence: 0
userscript:
FinishTask("TASK.find_idiot_doom_spiral_jacket_done"); XPMinorSetBool("XP.ids_gave_clean_jacket")--[[ Variable[ ]]


title: Shivers: "In the harbour's dark, her cigarett..."
sequence: 0
dialoguetext:
In the harbour's dark, her cigarette is a beacon, dancing alone. The image comes to you effortlessly, as though you'd walked the same streets yourself a thousand times.


title: Rhetoric: "As you've already determined, the a..."
sequence: 0
dialoguetext:
As you've already determined, the actual number is just over 200 -- but what's a little embellishment between friends?


title: Rhetoric: "As you've already determined, the a..."
sequence: 0
dialoguetext:
As you've already determined, the actual number is 216 -- but what's a little embellishment between friends?


title: Idiot Doom Spiral: "He raises his palm as if to shun yo..."
sequence: 0
dialoguetext:
He raises his palm as if to shun you back to wherever you came from. "No-no-no, contrary to popular belief, I enjoy being alive."


title: Idiot Doom Spiral: ""Second, outfitting an expedition l..."
sequence: 0
dialoguetext:
"Second, outfitting an expedition like that is expensive. It'd have to be a *big production* -- to do the Cocaine Skull justice. You need new gear, people who know what they're doing, all kinds of provisions..."


title: Idiot Doom Spiral: ""It's a big world out there, Tequil..."
sequence: 0
dialoguetext:
"It's a big world out there, Tequila. Lotta lost jackets in it. Don't know why you'd think this could possibly be mine..."


title: Idiot Doom Spiral: ""Tell you what, Tequila: Why don't..."
sequence: 0
userscript: FinishTask("TASK.find_idiot_doom_spiral_jacket_done")--[[ Variable[ ]]
dialoguetext:
"Tell you what, Tequila: Why don't *you* just hang onto that one. I'll get another jacket, some day..."


title: Idiot Doom Spiral: ""Not on your fucking life, Rosemary..."
sequence: 0
dialoguetext:
"Not on your fucking life, Rosemary! What's wrong with you people? Like I'd be caught dead wearing 'FALN' like some low-concept bicycle courier..."


title: Kim Kitsuragi: ""Thank you for your services, gentl..."
sequence: 0
userscript: GainTask("TASK.mail_the_signed_documents_to_evrart")--[[ Variable[ ]]
dialoguetext:
"Thank you for your services, gentlemen." He turns to you. "Should we go and mail this? I think I saw a mailbox on the plaza."


title: Idiot Doom Spiral: ""Anything else this merry band of a..."
sequence: 0
userscript: GainTask("TASK.mail_the_signed_documents_to_evrart")--[[ Variable[ ]]
dialoguetext:
"Anything else this merry band of adventurers can do for you, or do you need to go and mail that serious looking document of yours?" His face lightens up. "I think I saw a mailbox near the plaza."


title: Interfacing: "Not exactly an expert forgery. Don'..."
sequence: 0
dialoguetext:
Not exactly an expert forgery. Don't Call Abigail would have signed something more like *Domwtclall Abheqoeel*.


title: Rosemary: ""I got a freebie, when I purchased..."
sequence: 0
dialoguetext:
"I got a freebie, when I purchased a whole carton of cigarettes." He produces a white pen with brown logos. "Smoke cigarettes, get a free pen. Deals don't come any sweeter."


title: You: ""Okay, here's your jacket. Fresh wa..."
dialoguetext: "Okay, here's your jacket. Fresh washed!"
sequence: 0
conditionstring:
CheckItem("jacket_faln")  and  Variable["TASK.find_idiot_doom_spiral_jacket"] == true  and  Variable["TASK.find_idiot_doom_spiral_jacket_done"] == false


title: Kim Kitsuragi: ""Thank you for your help." He turns..."
sequence: 0
userscript: GainTask("TASK.mail_the_signed_documents_to_evrart")--[[ Variable[ ]]
dialoguetext:
"Thank you for your help." He turns to you. "Should we go and mail this? I think I saw a mailbox on the plaza."


title: Idiot Doom Spiral: ""Hey, guys -- I'm a hero!" He hands..."
sequence: 0
userscript: GainItem("white_envelope_lilienne_and_idiot_doom")
dialoguetext:
"Hey, guys -- I'm a hero!" He hands you the envelope, and waves his hand erratically at his companions.


title: Idiot Doom Spiral: ""Glad to have been of assistance!"..."
sequence: 0
userscript: GainItem("white_envelope_lilienne_and_idiot_doom")
dialoguetext:
"Glad to have been of assistance!" He gives you a thumbs up, and the envelope also. "After all this time, I feel like I've made a difference..."


title: Idiot Doom Spiral: ""Anything else this merry band of a..."
sequence: 0
userscript: GainTask("TASK.mail_the_signed_documents_to_evrart")--[[ Variable[ ]]
dialoguetext:
"Anything else this merry band of adventurers can do for you, or do you need to go and mail that serious looking document of yours?" His face lightens up. "There's a mailbox on the plaza."


title: Don't Call Abigail: ""Don't call Abigail!" The drunk in..."
sequence: 0
dialoguetext:
"Don't call Abigail!" The drunk in the pipe snorts and takes a swig from his bottle. The bottle is empty.


title: Interfacing: "Nooooo! That was my favourite thing..."
sequence: 0
userscript: SetVariableValue("village.idiot_interfacing_favorite", true) --[[ Variable[ ]]
dialoguetext:
Nooooo! That was my favourite thing, of all the things you have. This had better be worth losing the pen for.


title: Idiot Doom Spiral: ""I don't think you're ready for tha..."
sequence: 0
userscript: SetVariableValue("coast.idiot_reality_responsibility", true) --[[ Variable[ ]]
dialoguetext:
"I don't think you're ready for that *grade* of reality yet. It'd be ill-advised for me to tell you. You gotta go do the *intro* yourself -- come back when you've been to the motor carriage, Tequila." He sips his beer.


title: You: ""Idiot Doom Spiral... I am ready no..."
dialoguetext: "Idiot Doom Spiral... I am ready now. I've seen it. Tell me the story of Tequila Sunset."
sequence: 0
conditionstring:
Variable["TASK.apprehend_reckless_driver_done"] == true  and  Variable["coast.idiot_reality_responsibility"] == true  and  Variable["coast.idiot_teq_story_end_reach"] == false


title: You: ""So, uh -- can you tell me the Tequ..."
dialoguetext: "So, uh -- can you tell me the Tequila Sunset story now?"
sequence: 0
conditionstring:
Variable["TASK.apprehend_reckless_driver_done"] == false  and  Variable["coast.idiot_reality_responsibility"] == true  and  Variable["coast.idiot_teq_story_end_reach"] == false


title: Idiot Doom Spiral: ""Didn't I already say, I don't wann..."
sequence: 0
dialoguetext:
"Didn't I already say, I don't wanna be the one who breaks it to you? You have to get acquainted with *the event* first! It'd be irresponsible..." The man shakes his head. His gray eyes look into yours.


title: Idiot Doom Spiral: ""Alright!" He grabs the pen and pap..."
sequence: 0
userscript: LoseItem("white_envelope")
dialoguetext:
"Alright!" He grabs the pen and paper and carefully, scribbles on the dotted line -- next to Lilienne's signature -- 'Idiot Doom Spiral'.


title: Idiot Doom Spiral: ""Thanks, Rosie." He grabs the pen a..."
sequence: 0
userscript: LoseItem("white_envelope_lilienne_signed")
dialoguetext:
"Thanks, Rosie." He grabs the pen and paper and carefully, scribbles on the dotted line -- next to Lilienne's signature -- 'Idiot Doom Spiral'.


title: Idiot Doom Spiral: ""Okay, we're drinking. We're drinki..."
sequence: 0
dialoguetext:
"Okay, we're drinking. We're drinking alcohol -- that's what we're doing. I *tried* to save the world once, a long time ago, with enterprise, creativity and willpower, but that didn't work out."


title: Idiot Doom Spiral: ""Mhm. Let me take a sip to moisten..."
sequence: 0
dialoguetext:
"Mhm. Let me take a sip to moisten up my chords..." He takes a big sip, then begins: "Tequila Sunset rolled into Martinaise last Friday. And by *Tequila Sunset* I mean *you* -- the man, the myth."


title: Idiot Doom Spiral: ""You also kept pausing to knock the..."
sequence: 0
dialoguetext:
"You also kept pausing to knock the heel of your hand against your temples, saying 'Boring, boring, boring.'"


title: Idiot Doom Spiral: ""God bless them, though. I'd be alo..."
sequence: 0
userscript: XPMinorSetBool("XP.get_alcohol_for_idiot_doom_spiral")--[[ Variable[ ]]
dialoguetext:
"God bless them, though. I'd be alone without them. Anyway, that was all the story one bottle gets you." He turns his eyes to the bottle. "Almost empty this one..."


title: Empathy: "You of all people should empathize..."
sequence: 0
userscript: SetVariableValue("village.idiot_empathy_success", true) --[[ Variable[ ]]
dialoguetext:
You of all people should empathize with this. Perhaps this lost jacket is something you could help with...


title: Idiot Doom Spiral: ""It's the *Headless FALN Rider*. A..."
sequence: 0
dialoguetext:
"It's the *Headless FALN Rider*. A headless man wearing a FALN tracksuit. Riding a horse. In search for the FALN cap that went missing -- when he lost his head."


title: Shivers: "A shovel hits the sand somewhere be..."
sequence: 0
dialoguetext:
A shovel hits the sand somewhere behind the reeds, near an abandoned construction yard. The young men look over their shoulders, suspiciously. The sound of their digging seems loud in the sudden silence.


title: Electrochemistry: "Bullshit. They just want to snort i..."
sequence: 0
dialoguetext:
Bullshit. They just want to snort it. But you could beat them to it, Harry. *You* could snort the magic skull cocaine instead...


title: Idiot Doom Spiral: ""The archaeologists say they want t..."
sequence: 0
userscript: SetVariableValue("village.idiot_expeditions_talked_about", true) --[[ Variable[ ]]
dialoguetext:
"The archaeologists say they want to put it in a museum. The gangsters say they want to sell it on the black market. And the ad agency guys say they're seeking inspiration..."


title: Idiot Doom Spiral: ""Here's the kicker -- this designer..."
sequence: 0
dialoguetext:
"Here's the kicker -- this designer, this *lead designer* of a world famous design studio -- was *born* in Martinaise. A local boy. Martin Martinaise."


title: Idiot Doom Spiral: ""That's why he brought his studio h..."
sequence: 0
dialoguetext:
"That's why he brought his studio here -- back to where it all began. And that's why  they buried him here too -- perhaps right under Abs' pipe there..." he points to the pipe.


title: Idiot Doom Spiral: ""Or probably further down the coast..."
sequence: 0
dialoguetext:
"Or probably further down the coast? Or in some yard in Martinaise proper. A hidden mausoleum? No one knows exactly."


title: Kim Kitsuragi: ""This is ludicrous." The lieutenant..."
sequence: 0
dialoguetext:
"This is ludicrous." The lieutenant turns to you. "And physically impossible. Sinuses can't contain that amount of anything."


title: Rhetoric: "He says it like it's obviously your..."
sequence: 0
dialoguetext:
He says it like it's obviously your name. Like you call someone Billy Brunuel or 'Leader of the Fourth Street Gang'.


title: Inland Empire: "Good, these people know your *true*..."
sequence: 0
dialoguetext:
Good, these people know your *true* name. Looks like it has preceded you, Mr. Sunset. More on that later.


title: Suggestion: "This guy's your buddy-buddy. You fe..."
sequence: 0
dialoguetext:
This guy's your buddy-buddy. You feel it immediately: you belong to an organization. A fraternity. Of *drunks*.


title: Horrific Necktie: "Oh yes, you do, *bratushka*. The on..."
sequence: 0
dialoguetext:
Oh yes, you do, *bratushka*. The only thing better than that is pushing the pedal to the metal after you kiss the tie. And off we go...


title: You: ""Do you know any Personal Brand Str..."
sequence: 0
dialoguetext:
"Do you know any Personal Brand Strategists? I need to start building my image." (Show him the certificate.)

conditionstring:
IsTaskActive("TASK.get_wealth_manager")  and  Variable["village.idiot_application_hub_reached"] == false  and  CheckItem("stock_certificate")


title: Idiot Doom Spiral: "He scans the document and lets out..."
sequence: 0
dialoguetext:
He scans the document and lets out a long, low whistle. "Things have really turned around for you, haven't they? You've got *big money* problems now." He looks back at you, eyes gleaming.


title: Idiot Doom Spiral: ""What do you need to know?" He lean..."
sequence: 0
dialoguetext:
"What do you need to know?" He leans forward and takes another sip from his bottle, brows knitted together in mock seriousness.


title: Volition: "What you truly want to know is -- c..."
sequence: 0
dialoguetext:
What you truly want to know is -- can you really trust your entire fortune to a drunk who lost his house keys while out for a jog?


title: Volition: "He doesn't exactly come across as r..."
sequence: 0
dialoguetext:
He doesn't exactly come across as responsible. Are you sure you can trust him with your *entire fortune*?


title: Idiot Doom Spiral: ""No one does it better than me, eh?..."
sequence: 0
dialoguetext:
"No one does it better than me, eh?" He claps his hands in delight. "I was able to get it all together -- and *so fast* too. No wonder I used to be an industry leader..."


title: You: ""No, you've misunderstood me -- I w..."
sequence: 0
dialoguetext:
"No, you've misunderstood me -- I want you to *recommend* a Personal Brand Strategist, not become one."


title: Idiot Doom Spiral: ""Tequila, Tequila... You don't know..."
sequence: 0
dialoguetext:
"Tequila, Tequila... You don't know what you're missing out on. Those other guys? They'll just steal your money while providing meagre service."


title: Idiot Doom Spiral: ""Now *me*, on the other hand? I onl..."
sequence: 0
dialoguetext:
"Now *me*, on the other hand? I only provide *very* high-concept ideas. And as I already understand *your* needs I can marry them with your brand easily. I'll help you make your mark."


title: Idiot Doom Spiral: ""But I've got something the others..."
sequence: 0
dialoguetext:
"But I've got something the others don't. I'm on *your* level. And as I already understand *your* needs I can marry my high-concept ideas with your brand easily. I'll help you make your mark."


title: Idiot Doom Spiral: ""Your Personal Brand Strategist man..."
sequence: 0
dialoguetext:
"Your Personal Brand Strategist man. Now I know I'm not your 'typical' choice. I don't wear a suit, I'm not a hundred years old, I'm not about to die tomorrow..."


title: Idiot Doom Spiral: ""Listen, I'm not about to come betw..."
sequence: 0
dialoguetext:
"Listen, I'm not about to come between you two. I know my place, eh? I'll just be your Personal Brand Strategist man. Your high-concept idea generator. Yeah?"


title: Idiot Doom Spiral: ""No, Tequila, no..." He sighs heavi..."
sequence: 0
dialoguetext:
"No, Tequila, no..." He sighs heavily. "I'm a *professional*, you see. I insist that you give me a formal interview. It wouldn't be fair on the other candidates if you didn't."


title: Idiot Doom Spiral: ""I used to be a moderately-high-net..."
sequence: 0
dialoguetext:
"I used to be a moderately-high-net-worth individual myself, if I can say so. I've *managed* big money before, played the game, hustled the movers of the marketing world..."


title: Idiot Doom Spiral: ""Remember when Maria Kapaleva cause..."
sequence: 0
dialoguetext:
"Remember when Maria Kapaleva caused an uproar by walking the red carpet in those slippers -- the ones with the stick-on jiggly tits?"


title: Idiot Doom Spiral: ""Numbers? How about fifteen fucking..."
sequence: 0
dialoguetext:
"Numbers? How about fifteen fucking years of jamming *art* into people's heads? That's hundreds of high-concept ideas developed *and* executed for those fancy corp boys in their suits. The result?" He leans back, ready for his mic-drop...


title: Perception (Sight): "A subtle smile lights up his puffy..."
sequence: 0
dialoguetext:
A subtle smile lights up his puffy face, like a ray of sun breaking through the stratosphere. He likes reminiscing.


title: Idiot Doom Spiral: ""At the Boom Boom Room I directed a..."
sequence: 0
dialoguetext:
"At the Boom Boom Room I directed a team of *talent architects*. People so high concept their names were nothing but a single letter. We had *manic* ideas, fuelled by copious amounts of coffee-flavoured whey powder. We did stuff no one had ever seen before -- or *since*!"


title: Logic: "You're after measurable performance..."
sequence: 0
dialoguetext:
You're after measurable performance, not tales of happy memories. Numbers, please! How many years did he work, what profits did he earn?


title: Idiot Doom Spiral: ""That was *me*. I did that." He loo..."
sequence: 0
dialoguetext:
"That was *me*. I did that." He looks up at the sky, victorious and content like an old cat. "We sold a lot of slippers that year..."


title: Composure: "It's because it's not *cool* or *st..."
sequence: 0
dialoguetext:
It's because it's not *cool* or *stylish*. It's lame and *out* -- even Ms. Kapaleva couldn't pull it off.


title: Encyclopedia: "Alright, here we go -- Ms. Kapaleva..."
sequence: 0
dialoguetext:
Alright, here we go -- Ms. Kapaleva (née Olga Grebennikova) was once known as East Revachol's premier vedette and sex symbol. Her role in director Do Do Chakan's sexploitation motion picture 'Psychotronic Stripper' launched her into stardom. She's been voted Most Captivating Woman by La Fayette *three years* running.


title: Idiot Doom Spiral: ""Tequila, Tequila... Whatever's goi..."
sequence: 0
dialoguetext:
"Tequila, Tequila... Whatever's going on in my reality situation doesn't have any bearings on yours. This is all about *you* and *your* future. Ask me about *that*."


title: Idiot Doom Spiral: ""Okay, okay, let me get a sip first..."
sequence: 0
dialoguetext:
"Okay, okay, let me get a sip first..." He manages to down half a bottle, then sits up straight, a hazy but oddly determined stare in his eyes. His finger shoots up.


title: Idiot Doom Spiral: ""You see, net worth means *nothing*..."
sequence: 0
dialoguetext:
"You see, net worth means *nothing* to the people of Martinaise. Nada. Null. For them to see your wealth, to really *respect* that, you need to convert it into something real, something *tangible*. The bigger the better." He peers into his bottle for inspiration.


title: Idiot Doom Spiral: ""The horseback monument!" He snaps..."
sequence: 0
dialoguetext:
"The horseback monument!" He snaps his fingers. "That's the centre of the district -- they'd *have* to pay attention to that. We could get your name up there in lights. Damn thing's due for a *re-conceptualization* anyway."


title: Idiot Doom Spiral: ""I didn't say renovating, I said *r..."
sequence: 0
dialoguetext:
"I didn't say renovating, I said *re-conceptualization*. It's medium-concept shit is what it is," he says, spitting out each word.


title: Idiot Doom Spiral: ""Drinking is the fuel to my fire. M..."
sequence: 0
dialoguetext:
"Drinking is the fuel to my fire. Moistens me up to ensure the high concepts have a smooth landing." He tries taking another sip from the bottle, but misses and pours some of its contents inside his collar.


title: Kim Kitsuragi: ""We really haven't got time for thi..."
sequence: 0
dialoguetext:
"We really haven't got time for this," the lieutenant says, getting impatient. "In case you've forgotten, we're supposed to be investigating a murder."


title: Idiot Doom Spiral: ""Nothing up front. That's 'cause I..."
sequence: 0
dialoguetext:
"Nothing up front. That's 'cause I always put the client first. My cut'll come out of the back-end, *after* we've made you a sensation...."


title: Idiot Doom Spiral: ""And forget about contractors and t..."
sequence: 0
dialoguetext:
"And forget about contractors and the like. This job I'm handling *personally*, concept and execution," he continues. "Any unexpected expenses we'll take care of later. Can't let price compromise the work. Easy."


title: Idiot Doom Spiral: ""That's it, I'm *BACK*!" He takes a..."
sequence: 0
dialoguetext:
"That's it, I'm *BACK*!" He takes a celebratory swig -- a *big* one. Too big. The brown liquid cascades down his face and floods his nostrils. Once he's finished choking he spits on the ground.


title: Idiot Doom Spiral: ""Sorry about that, my friend. This..."
sequence: 0
dialoguetext:
"Sorry about that, my friend. This isn't about me, this is about *you*, of course. A chance for you to give back to the community. To get your brand out there. To teach them your *name*." He spreads his hands across the sky...


title: Idiot Doom Spiral: ""I can already see it -- Tequila Su..."
sequence: 0
dialoguetext:
"I can already see it -- Tequila Sunset -- spelled out in cathode rays. Luminous against the evening sky. There won't be a single kid in this town who doesn't know who you are."


title: Idiot Doom Spiral: ""Whoa there!" The man looks taken a..."
sequence: 0
dialoguetext:
"Whoa there!" The man looks taken aback, hands high in the air. Tiny droplets of beer flicker in his beard like miniscule pearls.


title: Idiot Doom Spiral: ""No need to worry about *that*," he..."
sequence: 0
dialoguetext:
"No need to worry about *that*," he says, his inebriated mouth twisting into odd shapes, "I've got it *all* under control. Besides, it helps with my creativity. Gets the business juices flowing, y'know?" He finishes it off with a wink.


title: Idiot Doom Spiral: ""Give me half an hour, my friend. I..."
sequence: 0
dialoguetext:
"Give me half an hour, my friend. In fact," he raises his grubby finger again, "I demand you to *sit down here* and *not move* until I'm back. Open a beer, chat with your old pals..."


title: Idiot Doom Spiral: ""*Relax*. I see you both running ar..."
sequence: 0
dialoguetext:
"*Relax*. I see you both running around like maniacs, just back and forth, back and forth. Gotta live a little, enjoy the sun."


title: Idiot Doom Spiral: ""*Relax*. I see you both running ar..."
sequence: 0
dialoguetext:
"*Relax*. I see you both running around like maniacs, just back and forth, back and forth. Gotta live a little, enjoy the day."


title: Idiot Doom Spiral: ""*Relax*. I see you running around..."
sequence: 0
dialoguetext:
"*Relax*. I see you running around like a maniac, just back and forth, back and forth. Gotta live a little, enjoy the sun."


title: Idiot Doom Spiral: ""*Relax*. I see you running around..."
sequence: 0
dialoguetext:
"*Relax*. I see you running around like a maniac, just back and forth, back and forth. Gotta live a little, enjoy the day."


title: Idiot Doom Spiral: ""No, Tequila, let me take care of i..."
dialoguetext: "No, Tequila, let me take care of it."
sequence:
PlayAnimation(doomspiral, Doomspiral_up)@3; PlayAnimation(Tequila Sunset, Squat_down)@0.5; FadeToBlack()@10.5;


title: Idiot Doom Spiral: "After what feels like ages, you hea..."
dialoguetext:
After what feels like ages, you hear the fence creaking as if under a large weight. Look at him. Just look at him.

sequence:
HideOverlay(); FocusCamera(DoomspiralReturnCam); PlayAnimation(doomspiral, Doomspiral_returns); PlayAnimation(Rosemary, Doomspiral_returns); Lag(35);

userscript:
PassTime();
PassTime();
PassTime();
PassTime();
SetVariableValue("jam.horseback_monument_scaffolding", true) --[[ Variable[ ]]


title: Don't Call Abigail: "Then try to strike up a conversatio..."
sequence: 0
dialoguetext:
Then try to strike up a conversation with Don't Call Abigail about something other than Abigail (to no avail)... It's all about Abigail.


title: Idiot Doom Spiral: ""I know, I know. Ran into some prob..."
sequence: 0
dialoguetext:
"I know, I know. Ran into some problems there -- material shortages and the like -- but don't worry, genius *thrives* under constraints!" He points at himself, proud and happy. "That's why you pay for the best..."


title: Conceptualization: "What an athlete! There should be a..."
sequence: 0
userscript: SetVariableValue("village.idiot_drunker_than_before", true) --[[ Variable[ ]]
dialoguetext:
What an athlete! There should be a new word for drunk moves like that -- like alco-lete or gin-nast!


title: Idiot Doom Spiral: ""Just head on over to the horseback..."
sequence: 0
dialoguetext:
"Just head on over to the horseback monument. You'll see. World's gonna *know* -- about you, me, and the shiny numbers in our bank account."

userscript:
FinishTask("TASK.get_wealth_manager_done");
GainTask("TASK.see_ids_monument_renovation")--[[ Variable[ ]]


title: Idiot Doom Spiral: ""Of course I am. When you're ready..."
sequence: 0
dialoguetext:
"Of course I am. When you're ready -- and I don't think you ever will be..." He pauses to pick up his bottle.


title: Idiot Doom Spiral: ""But if there's anything else your..."
sequence: 0
dialoguetext:
"But if there's anything else your old friend can do for you, let me know." He takes a mouthful of beer, swishing it around in his mouth like some kind of sommelier.


title: Idiot Doom Spiral: ""Yes, whenever you're ready -- and..."
sequence: 0
dialoguetext:
"Yes, whenever you're ready -- and I don't think you ever will be..." He pauses to pick up his bottle.


title: Idiot Doom Spiral: ""I don't think *I* can do it. Sorry..."
sequence: 0
dialoguetext:
"I don't think *I* can do it. Sorry." He stares at the bottle in his hand, then lets out a deep sigh...


title: Idiot Doom Spiral: ""No, you're right. I've *got* to do..."
sequence: 0
dialoguetext:
"No, you're right. I've *got* to do this. I *need* this." He pushes a balled fist into a thigh. "Alright, you know what, Tequila, you old rat? I'll consider your request."


title: Inland Empire: "Suddenly you feel sad, looking at t..."
sequence: 0
dialoguetext:
Suddenly you feel sad, looking at this man and his bottle... somehow he looks *ancient*, these thoughts having chased him for years.


title: Idiot Doom Spiral: ""Exactly! We're partners, you and I..."
sequence: 0
dialoguetext:
"Exactly! We're partners, you and I -- partners in drinking, partners in business..." He chugs in celebration.


title: Idiot Doom Spiral: ""Exactly! I just know I wouldn't be..."
sequence: 0
dialoguetext:
"Exactly! I just know I wouldn't be able to deliver the hot shit you're after without it." He has a quick swig from his bottle.


title: Idiot Doom Spiral: ""Listen, I can feel it in my guts -..."
sequence: 0
dialoguetext:
"Listen, I can feel it in my guts -- a bright future awaits you, the one and only *Tequila Sunset*! You're already building great brand equity. No doubt the profits will come rolling in shortly."


title: Idiot Doom Spiral: ""Of course not. Your trademark will..."
sequence: 0
dialoguetext:
"Of course not. Your trademark will be all over it as soon as the workers can get to it. The strike's holding them up. Not much I can do about that." He shrugs, then takes a swig from the bottle.


title: Idiot Doom Spiral: ""Ya hear that, Rosie? I'm back -- *..."
sequence: 0
dialoguetext:
"Ya hear that, Rosie? I'm back -- *big time*." He reaches over to his buddy to clink the bottles, then turns back to you.


title: Idiot Doom Spiral: ""Whoa! Rip you off? What is this, a..."
sequence: 0
dialoguetext:
"Whoa! Rip you off? What is this, a radio novella on Channel 8? Friends don't let friends start ripping each other off! No, that's not how we operate here."


title: Idiot Doom Spiral: ""Listen, I know it might look a lit..."
sequence: 0
dialoguetext:
"Listen, I know it might look a little *lacking* right now, but you gotta trust the process. I've got it all under control. Once the strike is over, the workers will be all over the monument..."


title: Idiot Doom Spiral: ""And that's only the start. Wait un..."
sequence: 0
dialoguetext:
"And that's only the start. Wait until the strike's over and the workers can finally deliver the product. I *guarantee* the papers will pick it up. You'll be the talk of the town -- -- investing into the community, creating value, giving back..."


title: Idiot Doom Spiral: ""I *guarantee* the papers will pick..."
sequence: 0
dialoguetext:
"I *guarantee* the papers will pick it up once it's all finished, with photos and everything. You'll be the talk of the town -- investing into the community, creating value, giving back..."


title: Idiot Doom Spiral: ""I *guarantee* the papers will pick..."
sequence: 0
dialoguetext:
"I *guarantee* the papers will pick it up, with photos and everything. You'll be the talk of the town -- investing into the community, creating value, giving back..."


title: Shivers: "A woman is sitting by the kitchen t..."
sequence: 0
dialoguetext:
A woman is sitting by the kitchen table, eating buttered toast and drinking herbal tea. She opens the Salzneben Report, a quarterly business magazine. There, in shiny tricolour print -- *him*, triumphant and victorious, like an apparition from the past...


title: You: ""I'm pulling the project. I don't h..."
sequence: 0
dialoguetext:
"I'm pulling the project. I don't have confidence it will ever get finished." [Cancel the entire task.]


title: Idiot Doom Spiral: ""Tequila... you know it isn't that..."
sequence: 0
dialoguetext:
"Tequila... you know it isn't that easy yourself. I promise you I'm *working on it*." He winks, his fingers tightening around the bottle.


title: Idiot Doom Spiral: "He sighs. "It isn't that easy... Bu..."
sequence: 0
dialoguetext:
He sighs. "It isn't that easy... But I'm working on it. I really am. I even signed up for this evening group in Jamrock."


title: Idiot Doom Spiral: ""But Tequila..." He hangs his head..."
sequence: 0
dialoguetext:
"But Tequila..." He hangs his head in despair. "For what? I really tried to make it work this time -- for you, for me, for the triumph of *high-concept* ideas..."

userscript:
SetVariableValue("village.idiot_ultralib_fired", true  and  CancelTask("TASK.become_man_of_plenty_cancelled")) --[[ Variable[ ]]


title: Idiot Doom Spiral: ""Don't spend a single brain cell wo..."
sequence: 0
dialoguetext:
"Don't spend a single brain cell worrying about it, just leave it all to me... the final outcome will be *spectacular*. Just takes a little time..."

userscript:
FinishTask("TASK.discuss_renovation_ids_done");
GainTask("TASK.check_back_on_renovation_later")--[[ Variable[ ]]


title: Idiot Doom Spiral: ""And I didn't even lose anything!"..."
sequence: 0
dialoguetext:
"And I didn't even lose anything!" He stares into empty space, eyes like discarded bottle caps. "Okay, guess I'm back to where I was before. Square one. It's not like I haven't been here before."


title: Kim Kitsuragi: ""But we *haven't* solved the murder..."
sequence: 0
dialoguetext:
"But we *haven't* solved the murder yet," the lieutenant says. "We might have if you hadn't gotten distracted by this."


title: You: ""You want my opinion on the re-conc..."
dialoguetext: "You want my opinion on the re-conceptualization?"
sequence: 0
conditionstring:
Variable["jam.horseback_monument_reflection_done"]  and  Variable["village.idiot_manager_gave_verdict"] == false


dialoguetext: 0
sequence: Continue()
title:
IsTaskActive("TASK.check_back_on_renovation_later")  or  Variable["jam.horseback_monument_reflection_done"]


dialoguetext: 0
sequence: Continue()
title:
!(IsTaskActive("TASK.check_back_on_renovation_later")  or  Variable["jam.horseback_monument_reflection_done"])

conditionstring:
(IsTaskActive("TASK.check_back_on_renovation_later")  or  Variable["jam.horseback_monument_reflection_done"]) == false


title: Idiot Doom Spiral: ""Here he is! The man, the reality,..."
sequence: 0
dialoguetext:
"Here he is! The man, the reality, the *financial czar*." He presents you to the group as if on a stage. "You seen it yet?"


title: You: ""The re-conceptualization? I had a..."
dialoguetext: "The re-conceptualization? I had a quick look but I haven't really taken it in properly."
sequence: 0
conditionstring:
Variable["jam.horseback_monument_reconceptualization_seen"]  and  Variable["jam.horseback_monument_reflection_done"] == false


title: Idiot Doom Spiral: ""Oh, I see what you're doing. Keepi..."
sequence: 0
dialoguetext:
"Oh, I see what you're doing. Keeping us waiting for the verdict, drawing it out -- I like it. Really builds up the suspense." He looks to his drinking partner. "Forever the showman, this one."


title: Idiot Doom Spiral: ""The re-conceptualization of the mo..."
sequence: 0
userscript: SetVariableValue("village.idiot_alt_greet_seen_what", true) --[[ Variable[ ]]
dialoguetext:
"The re-conceptualization of the monument? Your new reality situation?" His words are stale with alcohol and utter disbelief.


title: Idiot Doom Spiral: ""*Other* things? We're talking abou..."
sequence: 0
dialoguetext:
"*Other* things? We're talking about your big moment here, your time to shine, your ascension into a household name."


title: Idiot Doom Spiral: ""Yeah, two secs." He slurps from hi..."
sequence: 0
dialoguetext:
"Yeah, two secs." He slurps from his bottle then wipes droplets from his beard with a sleeve. Satisfied, his stomach sends a muted eruption to his throat, where it turns into a damp growl.


title: Idiot Doom Spiral: ""Right, let's hear you then. I put..."
sequence: 0
dialoguetext:
"Right, let's hear you then. I put a lot of work into that project, Tequila, a *lot of work*. Had to bring back my hustle game and call in some old partners to pull it off. So, c'mon, tell me what I want to hear."


title: Idiot Doom Spiral: ""What important business? I'm your..."
sequence: 0
dialoguetext:
"What important business? I'm your *Personal Brand Strategist*, Tequila -- you're supposed to run all business matters by me. That's how this works."


title: Idiot Doom Spiral: ""Alright, I understand. We'll do th..."
sequence: 0
userscript: SetVariableValue("village.idiot_manager_gave_verdict", true) --[[ Variable[ ]]
dialoguetext:
"Alright, I understand. We'll do this some other time, when you can focus on yourself and not this *inconvenience*."


title: Esprit de Corps: "Painful images replay in the lieute..."
sequence: 0
dialoguetext:
Painful images replay in the lieutenant's mind as he lies still in his sick bed: gun fumes, the flash of metal, and occasionally a clumsy stack of scaffolding...


title: Idiot Doom Spiral: ""Different *how*? Business is busin..."
sequence: 0
dialoguetext:
"Different *how*? Business is business. Doesn't matter if it's small or large, I handle it for you now -- that's what you hired me to do."


title: Idiot Doom Spiral: ""You love it? Shit, Tequila, that's..."
sequence: 0
dialoguetext:
"You love it? Shit, Tequila, that's just made my day." His face lights up as his drinking buddy gives him a congratulatory pat on the back.


title: Idiot Doom Spiral: ""What do you mean? The timing could..."
sequence: 0
dialoguetext:
"What do you mean? The timing couldn't be *better*. The traffic through town will return now that the strike's over. Don't worry, I've *thought* about this."


title: Idiot Doom Spiral: ""That's... disappointing. But, okay..."
sequence: 0
dialoguetext:
"That's... disappointing. But, okay, I can work with that. I'm used to dealing with fussy clients and retrogressing from my highest concepts for them. Can't expect everyone to be on..." He points at himself with both thumbs. "...*this* level."


title: Idiot Doom Spiral: ""You're kidding me? This is a joke?..."
sequence: 0
dialoguetext:
"You're kidding me? This is a joke?" He hangs a confused look off you. "You're  being serious? Alright..." He takes a gulp of beer.


title: Savoir Faire: "It's bad PR and therefore bad for b..."
sequence: 0
dialoguetext:
It's bad PR and therefore bad for business. Tell him you don't want anything to do with it -- or him.


title: Shivers: "Plastic bags heavy with tins and de..."
sequence: 0
dialoguetext:
Plastic bags heavy with tins and deformed vegetables swing from the fists of a young mother crossing a roundabout. Her mouth falls open as she looks up at the central structure. 'C'mere, Luc. Over here now, please,' she says to her curious toddler. The bags beat steady bruises into the mother's calves as she hurries him away.


title: Conceptualization: "The utter *genius* of its design --..."
sequence: 0
dialoguetext:
The utter *genius* of its design -- conveyed beautifully through his commitment to a singular aesthetic. He's gone above and beyond!


title: Savoir Faire: "What more could you want? He got yo..."
sequence: 0
dialoguetext:
What more could you want? He got your brand out there while giving back to the community. He hit the brief perfectly.


title: Drama: "It's like he knows *nothing* about..."
sequence: 0
dialoguetext:
It's like he knows *nothing* about you. Stinks of a man doing what's best for him, not his clientele.


title: Rhetoric: "Picking the right praise to give is..."
sequence: 0
dialoguetext:
Picking the right praise to give is just as important as picking the right critique. People shape themselves according to any and all feedback they get.


title: Idiot Doom Spiral: ""'Awful' is very strong, Tequila. Y..."
sequence: 0
dialoguetext:
"'Awful' is very strong, Tequila. You're gonna have to explain how I missed the mark by *so much* if that's the case. What don't you like about it?"


title: Idiot Doom Spiral: ""Gimme more, gimme more. What do yo..."
sequence: 0
dialoguetext:
"Gimme more, gimme more. What do you like most about it?" He's giddy -- both from the drink and the anticipation.


title: Idiot Doom Spiral: ""Let your Personal Brand Strategist..."
sequence: 0
dialoguetext:
"Let your Personal Brand Strategist handle the timing, alright? You just focus on telling me what you liked about my work up there."


title: Idiot Doom Spiral: ""Bet you're glad you hired me as yo..."
dialoguetext: "Bet you're glad you hired me as your Personal Brand Strategist now? So, what's next, boss?"
sequence: 0
userscript:
SetVariableValue("village.idiot_manager_gave_verdict", true) ;
XPPicoSetBool("XP.idiot_reconceptualization_verdict_given")--[[ Variable[ ]]


title: Shivers: "The wooden clack of bilboquet comes..."
sequence: 0
dialoguetext:
The wooden clack of bilboquet comes to a halt before the central structure of a roundabout. Awe whistles through the air as the onlooker takes in every angle. Eager eyes fill nearby windows, brought to the glass by the sound of the toy, but now also taking in the sight of the striking new installation.


title: Idiot Doom Spiral: ""Go on then, what exactly isn't doi..."
sequence: 0
dialoguetext:
"Go on then, what exactly isn't doing it for you?" He wraps both hands around his bottle and leans forward, ready to listen.


title: Idiot Doom Spiral: ""Didn't I tell you?" He turns to hi..."
sequence: 0
dialoguetext:
"Didn't I tell you?" He turns to his drinking buddy. "I told him, didn't I? Several times. This is what I *do*."


title: Idiot Doom Spiral: ""Fuck yeah they will. Tequila Sunse..."
sequence: 0
dialoguetext:
"Fuck yeah they will. Tequila Sunset is on the timeline. They'll be talking about you for years. The one and only."


title: Idiot Doom Spiral: ""That's how I roll. Best results at..."
sequence: 0
dialoguetext:
"That's how I roll. Best results at a low cost. Isn't that what the business game is all about? Let me tell you -- it is! I'm its biggest and best player." He winks at you.


title: Idiot Doom Spiral: ""Take it down? Is it really that ba..."
sequence: 0
dialoguetext:
"Take it down? Is it really that bad?" He drags a hand down his face. "This is *fucking me up*, Tequila. I thought you'd love it -- honestly."


title: Idiot Doom Spiral: ""What are you talking about? Who di..."
sequence: 0
dialoguetext:
"What are you talking about? Who died? I think I would know if anyone had died over there. Would have heard *something* about it. There's no need to make up little stories, Tequila."


title: Idiot Doom Spiral: ""It isn't? I thought that's what yo..."
sequence: 0
dialoguetext:
"It isn't? I thought that's what you were all about." He drags a hand down his face. "This is *fucking me up*, Tequila. I thought you'd love it -- honestly."


title: Idiot Doom Spiral: ""What are you talking about? *Rip y..."
sequence: 0
dialoguetext:
"What are you talking about? *Rip you off*? Stop with this bullshit. Just say you don't like it. There's no need to drag my name through the mud like this."


title: Idiot Doom Spiral: ""You bet your ass I will. Tequila S..."
sequence: 0
dialoguetext:
"You bet your ass I will. Tequila Sunset is just getting started. No one's ready for the shit we're going to pull." He beats his chest a couple of times. "Feels good to be back."


title: Idiot Doom Spiral: ""Good one, boss." He laughs weakly..."
sequence: 0
dialoguetext:
"Good one, boss." He laughs weakly but stops when he realises you're being serious. "What -- really? That's it? You can't cut it short *now*. We're just getting started. At least give me an explanation."


title: Idiot Doom Spiral: ""Phew! Alright, you had me going th..."
sequence: 0
dialoguetext:
"Phew! Alright, you had me going there. I thought that was it for me -- back to rock bottom I go!" He lets out a nervous laugh.


title: Idiot Doom Spiral: ""Fuck..." He lets his head drop bet..."
sequence: 0
userscript: SetVariableValue("village.idiot_manager_verdict_fired", true) --[[ Variable[ ]]
dialoguetext:
"Fuck..." He lets his head drop between his arms. "Well, that's that. At least I tried." A long and heavy breath out, a few sloppy sucks on his bottle.


title: Idiot Doom Spiral: ""Thanks for sticking with me. I'll..."
sequence: 0
userscript: XPPicoSetBool("XP.idiot_reconceptualization_verdict_given")--[[ Variable[ ]]
dialoguetext:
"Thanks for sticking with me. I'll make sure I do better in the future." He exhales with huge relief. "Let me make it up to you. Anything I can do right now?"


title: Idiot Doom Spiral: ""Thanks for the opportunity. Gutted..."
sequence: 0
dialoguetext:
"Thanks for the opportunity. Gutted that I fucked it up... but what have I really lost?" He tries to shrug into a more carefree existence.


title: Idiot Doom Spiral: ""Fine. You know what? Fuck it. You'..."
sequence: 0
userscript: SetVariableValue("village.idiot_manager_verdict_fired", true) --[[ Variable[ ]]
dialoguetext:
"Fine. You know what? Fuck it. You'll be back, Tequila. You wanna go -- you go. This isn't the end. I'm taking you all the way to the top."


title: Savoir Faire: "He better not let you down again. R..."
sequence: 0
dialoguetext:
He better not let you down again. Remember, this is *your* money and *your* reputation he's playing with.


title: Idiot Doom Spiral: ""Fucking hell, Tequila. Don't do th..."
sequence: 0
dialoguetext:
"Fucking hell, Tequila. Don't do that to me. I appreciate being kept on my toes, but *man*!" He shakes his head to straighten himself out.


title: Idiot Doom Spiral: "He cracks open a bottle and sucks t..."
sequence: 0
dialoguetext:
He cracks open a bottle and sucks the bitter foam welling at the top. "Do you want anything else or can I concentrate on my drinking?"


title: Savoir Faire: "Business buddies, huh? This guy mig..."
sequence: 0
dialoguetext:
Business buddies, huh? This guy might be just what we're looking for. Ask him if he knows any Personal Brand Strategists who can help you out.


title: Idiot Doom Spiral: "It's Idiot Doom Spiral -- he's *bac..."
sequence: PlayAnimation(Tequila Sunset, Squat_up);
dialoguetext:
It's Idiot Doom Spiral -- he's *back*. Like a beast made of jaundice and fetid polypropylene, he returns locked in stiff combat and with a most fearsome foe...


title: Idiot Doom Spiral: "Before you know it the man has put..."
sequence: 0
dialoguetext:
Before you know it the man has put down the bottle, stood up, and left. Minutes pass; the clouds change shape up in the sky...


title: Kim Kitsuragi: ""Now, now, no need to despair, dete..."
sequence: 0
dialoguetext:
"Now, now, no need to despair, detective. You know the expression 'The clothes make the man'? We just need to find you a *new style*. That jacket you just acquired is a decent start."


title: Kim Kitsuragi: "Seeing you on the verge of tears, t..."
sequence: 0
dialoguetext:
Seeing you on the verge of tears, the lieutenant realizes he was maybe overly direct vis-a-vis your sartorial situation...


dialoguetext: 0
sequence: Continue()
title:
CheckEquipped("shirt_dress_disco")  and  CheckEquipped("jacket_suede")  and  CheckEquipped("pants_bellbottom")


dialoguetext: 0
sequence: Continue()
title:
!(CheckEquipped("shirt_dress_disco")  and  CheckEquipped("jacket_suede")  and  CheckEquipped("pants_bellbottom"))

conditionstring:
(CheckEquipped("shirt_dress_disco")  and  CheckEquipped("jacket_suede")  and  CheckEquipped("pants_bellbottom")) == false


dialoguetext: 0
sequence: Continue()
title:
(CheckEquipped("hat_rcm")  or  CheckEquipped("pants_rcm"))  and  (CheckEquipped("jacket_rcm")  or  CheckEquipped("jacket_patrol_cloak"))


dialoguetext: 0
sequence: Continue()
title:
!((CheckEquipped("hat_rcm")  or  CheckEquipped("pants_rcm"))  and  (CheckEquipped("jacket_rcm")  or  CheckEquipped("jacket_patrol_cloak")))

conditionstring:
((CheckEquipped("hat_rcm")  or  CheckEquipped("pants_rcm"))  and  (CheckEquipped("jacket_rcm")  or  CheckEquipped("jacket_patrol_cloak"))) == false


dialoguetext: 0
sequence: Continue()
title:
CheckEquipped("hat_rcm")  or  CheckEquipped("jacket_rcm")  or  CheckEquipped("pants_rcm")  or  CheckEquipped("jacket_patrol_cloak")


dialoguetext: 0
sequence: Continue()
title:
!(CheckEquipped("hat_rcm")  or  CheckEquipped("jacket_rcm")  or  CheckEquipped("pants_rcm")  or  CheckEquipped("jacket_patrol_cloak"))

conditionstring:
(CheckEquipped("hat_rcm")  or  CheckEquipped("jacket_rcm")  or  CheckEquipped("pants_rcm")  or  CheckEquipped("jacket_patrol_cloak")) == false


title: Kim Kitsuragi: ""It's good to see you looking like..."
sequence: 0
userscript: Reputation("kim", 3)
dialoguetext:
"It's good to see you looking like a proud officer of the RCM. It's important for the people of Martinaise to know we're here."


title: Kim Kitsuragi: ""It's, well, a little *eclectic*, d..."
sequence: 0
dialoguetext:
"It's, well, a little *eclectic*, don't you think? How would you even describe what you're wearing?"


title: Kim Kitsuragi: "The lieutenant regards you for a mo..."
sequence: 0
dialoguetext:
The lieutenant regards you for a moment, unsure whether you're making a joke or not, and if so, whether he should acknowledge it...


title: Kim Kitsuragi: ""You know the expression 'The cloth..."
sequence: 0
dialoguetext:
"You know the expression 'The clothes make the man'? The right outfit, in the right situation, can make all the difference in the world."


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


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

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


title: !(CheckEquipped("shoes_t500") and CheckEquipped("shirt_t500") and CheckEquipped("gloves_t500"))
dialoguetext: 0
sequence: Continue()
conditionstring:
(CheckEquipped("shoes_t500")  and  CheckEquipped("shirt_t500")  and  CheckEquipped("gloves_t500")) == false


title: Kim Kitsuragi: ""Yes. And this 'mega-binoclard' kno..."
sequence: 0
dialoguetext:
"Yes. And this 'mega-binoclard' knows how to sew a lapel and center a back vent." The lieutenant raises one eyebrow at you.


title: Kim Kitsuragi: ""So if you want to wake up next to..."
sequence: 0
dialoguetext:
"So if you want to wake up next to anyone other than *Commodore Red*, you might do well to take notes."


title: Kim Kitsuragi: "The lieutenant sighs. "It might fee..."
sequence: 0
dialoguetext:
The lieutenant sighs. "It might feel good to play *super-merc*, but you might want to ask if it's actually helping you solve the case..."


title: Kim Kitsuragi: ""Officers above the rank of sergean..."
sequence: 0
dialoguetext:
"Officers above the rank of sergeant are granted wide discretion when it comes to their uniforms..."


title: Kim Kitsuragi: ""The idea is that civilians are mor..."
sequence: 0
dialoguetext:
"The idea is that civilians are more likely to open up to someone who's not dressed like a typical cop..."


title: Composure: "The lieutenant's right. It gives yo..."
sequence: 0
dialoguetext:
The lieutenant's right. It gives you all the *panache* of a bicycle courier, daredevil and commander of the city streets!


title: Endurance: "That's right. You're protected in y..."
sequence: 0
dialoguetext:
That's right. You're protected in your ceramic carapace. Whatever harm you inflict on that world won't be visited on you.


title: Rhetoric: "Except all the war crimes the peopl..."
sequence: 0
dialoguetext:
Except all the war crimes the people in those vestments perpetrated, but what's a few atrocities here and there if you *look cool* doing it?


dialoguetext: 0
sequence: Continue()
title:
CheckEquipped("shirt_interisolar")  and  CheckEquipped("jacket_interisolar")  or  CheckEquipped("pants_interisolar")


dialoguetext: 0
sequence: Continue()
title:
!(CheckEquipped("shirt_interisolar")  and  CheckEquipped("jacket_interisolar")  or  CheckEquipped("pants_interisolar"))

conditionstring:
(CheckEquipped("shirt_interisolar")  and  CheckEquipped("jacket_interisolar")  or  CheckEquipped("pants_interisolar")) == false


title: Composure: "That's right -- You're an entrepren..."
sequence: 0
dialoguetext:
That's right -- You're an entrepreneur of the peace, here to disrupt legacy law enforcement with buzzwords and privatization schemes.


title: Composure: "The lieutenant's right. You're the..."
sequence: 0
userscript: SetVariableValue("kimswitch.jacket_composure_smell", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant's right. You're the acrid sweet smell of decay that makes respectable people wrinkle their noses, the room-evacuating fart...


title: Kim Kitsuragi: ""Still, you might try *branching ou..."
sequence: 0
dialoguetext:
"Still, you might try *branching out* a little. You know the expression 'The clothes make the man'? The right outfit, in the right situation, can make all the difference in the world."


title: Kim Kitsuragi: ""This 'washed-up TipTop racer' know..."
sequence: 0
dialoguetext:
"This 'washed-up TipTop racer' knows how to sew a lapel and center a back vent." The lieutenant raises one eyebrow at you.


title: Rosemary: "In this drunk's hand -- on the pipe..."
sequence: 0
dialoguetext:
In this drunk's hand -- on the pipe there. Glowing blue, a mysterious, otherworldly blue. Filled to the brim with holy mysteries!


title: Electrochemistry: "It's hard to know what exactly your..."
sequence: 0
dialoguetext:
It's hard to know what exactly your vivid interior is speaking of here, but I'm guessing it's got a lot of alcohol in it.


title: Horrific Necktie: "Oh I think this is about so much *m..."
sequence: 0
userscript: SetVariableValue("village.orb_necktie_bottle_done", true) --[[ Variable[ ]]
dialoguetext:
Oh I think this is about so much *more* than cool. Please go talk to him. See what it's about. I'm *drawn* to it.


title: Horrific Necktie: "You *should* care. I'm getting a *v..."
sequence: 0
userscript: SetVariableValue("village.orb_necktie_bottle_done", true) --[[ Variable[ ]]
dialoguetext:
You *should* care. I'm getting a *very* special vibe from that bottle. Please go talk to him. I need to look at it closer...


title: Horseback Monument: "An old monument stands in the middl..."
sequence: FocusCamera(MonumentCamExt);
dialoguetext:
An old monument stands in the middle of the traffic island. It is surrounded by scaffolding that has been haphazardly erected around it.


title: Perception (Sight): "Something with great kinetic energy..."
sequence: 0
userscript: SetVariableValue("tc.statue_was_shot", true) --[[ Variable[ ]]
dialoguetext:
Something with great kinetic energy seems to have impacted the cuirass... around where the 'heart' is. A bullet?


title: You: "What indentations? What do I see?"
dialoguetext: What indentations? What do I see?
sequence: 0
conditionstring:
Variable["jam.horseback_monument_perc_holes"]  and  Variable["jam.horseback_monument_scaffolding"] == false


title: Horseback Monument: "A silver plaque on the statue's ped..."
sequence: 0
dialoguetext:
A silver plaque on the statue's pedestal reads: 'I am Filippe III, the Squanderer, the Greatest of the Filippian Kings of Revachol; Son of Filippe II, the Opulent; Father of Filippe IV, the Insane.'

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


title: Kim Kitsuragi: ""Okay..." He cleans his glasses bef..."
sequence: 0
dialoguetext:
"Okay..." He cleans his glasses before looking up. "I can't see it. But I'll take your word for it."


title: Kim Kitsuragi: ""Well... Martinaise is riddled with..."
sequence: 0
dialoguetext:
"Well... Martinaise is riddled with bullet holes. This place saw a lot of action during the Revolution. But the statue *is* recently renovated -- so maybe a joke? Target practice? Or a political statement?"


dialoguetext: 0
sequence: Continue()
title:
Variable["XP.discover_the_bullet"]  or  Variable["yard.hanged_got_bullet_out"]  or  Variable["whirling.hardie_rhetoric_wc"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["XP.discover_the_bullet"]  or  Variable["yard.hanged_got_bullet_out"]  or  Variable["whirling.hardie_rhetoric_wc"])

conditionstring:
(Variable["XP.discover_the_bullet"]  or  Variable["yard.hanged_got_bullet_out"]  or  Variable["whirling.hardie_rhetoric_wc"]) == false


title: Kim Kitsuragi: ""If we connect every bullet hole in..."
sequence: 0
dialoguetext:
"If we connect every bullet hole in Martinaise to the murder, we'll get an overwhelming amount of loose threads..." He takes his notebook out. "But then again, our guy *was* shot. And that hole would be recent."


title: Kim Kitsuragi: "He takes a note. "It's not *complet..."
sequence: 0
userscript: XPPicoSetBool("XP.monument_indentations")--[[ Variable[ ]]
dialoguetext:
He takes a note. "It's not *completely* tangential -- at least worth noting down. I wouldn't hold my breath, though."


title: Kim Kitsuragi: ""If we connect every bullet hole in..."
sequence: 0
dialoguetext:
"If we connect every bullet hole in Martinaise to the murder, we'll get an overwhelming amount of loose threads..." He takes his notebook out. "But then again, we don't really know what we're dealing with here, so..."


title: Kim Kitsuragi: ""Why not?" He shrugs. "What this sh..."
sequence: 0
userscript: XPPicoSetBool("XP.monument_indentations")--[[ Variable[ ]]
dialoguetext:
"Why not?" He shrugs. "What this shows us is guns aren't too uncommon here. And people still shoot them. Sometimes at kings." He takes a note in his notebook.


title: Encyclopedia: "The more you ask yourself, the less..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
The more you ask yourself, the less you know. One thing is for certain, though: you're brain-damaged. It's serious. And permanent.


title: Encyclopedia: "Beneath the cold waters of the Insu..."
sequence: 0
dialoguetext:
Beneath the cold waters of the Insulindian Bay, thrown there by the revolutionaries after they cleaned out the royal mausoleum.


title: Encyclopedia: "Well, he blew through the whole nat..."
sequence: 0
dialoguetext:
Well, he blew through the whole national treasury, starting the decline of one of the penultimate century's greatest superpowers: the Suzerain of Revachol...


title: Encyclopedia: "His own maladministration foreshado..."
sequence: 0
dialoguetext:
His own maladministration foreshadowed the fall of the monarchy during the Antecentennial Revolution, an end to his family line and the monarchy on the Insulindian isola.


title: Shivers: "A group of marble pleurants still s..."
sequence: 0
dialoguetext:
A group of marble pleurants still surrounds the king's vandalized tomb... A deathly cold wind sweeps up candy wrappers and old newspapers.


title: Encyclopedia: "Stories have it that he had his bed..."
sequence: 0
dialoguetext:
Stories have it that he had his bedroom converted into a treasure chamber where he stored unfathomable wealth: *krugerrands*, bars of gold, ornate weaponry, armour, and various chalices.


title: Encyclopedia: "That's what the revolutionaries sai..."
sequence: 0
dialoguetext:
That's what the revolutionaries said -- 150 years later. Right before they emptied out the royal mausoleum and dumped His Majesty's mortal remains in the Insulindian Bay.


title: Encyclopedia: "He called it the *Sol Aurum*. It wa..."
sequence: 0
userscript: SetVariableValue("jam.horseback_squanderer", true) --[[ Variable[ ]]
dialoguetext:
He called it the *Sol Aurum*. It was obscene. There were whispers he slept on a huge pile of gold-dipped feathers like some obese dragon, instead of a bed like a normal person.


title: Electrochemistry: "Not just *any* nose candy, though...."
sequence: 0
userscript: SetVariableValue("tc.filippian_cocaine", true) --[[ Variable[ ]]
dialoguetext:
Not just *any* nose candy, though. We're talking royal *Filippian* blow, allegedly twice as potent as the stuff you find nowadays. And purple, Filippian cocaine was purple.


title: Encyclopedia: "You see, Old Filippe wasn't just go..."
sequence: 0
userscript: SetVariableValue("jam.horseback_cocaine", true) --[[ Variable[ ]]
dialoguetext:
You see, Old Filippe wasn't just good at squandering the national treasury on gold and ceremonial weaponry. He was also a prodigious snorter of nose candy.


title: Encyclopedia: "The original was blown apart by com..."
sequence: 0
userscript: SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]
dialoguetext:
The original was blown apart by communards, then further damaged during the landing of the Coalition's airships during the Turn-Of-The-Century Revolution. When Martinaise was levelled.


title: Encyclopedia: "Some years ago a group of liberal,..."
sequence: 0
userscript: SetVariableValue("jam.horseback_monument_bureau_restoration", true) --[[ Variable[ ]]
dialoguetext:
Some years ago a group of liberal, artistically inclined individuals (designers mostly) thought it would be *ironic* to restore the statue of the most wasteful ruler of Revachol in the poorest part of the city...


title: Encyclopedia: "The statue is supposed to capture t..."
sequence: 0
dialoguetext:
The statue is supposed to capture the moment it was blown apart, like *an instant frozen in time*. A rare butterfly, trapped in amber, floating on a sea of... shit.


title: Encyclopedia: "Most historians think the Coalition..."
sequence: 0
dialoguetext:
Most historians think the Coalition's hasty landing may have ultimately *saved* the statue: If the communards had more time they would have reduced it up to even *finer* pieces.


title: Encyclopedia: "Neither do people in Martinaise. Th..."
sequence: 0
dialoguetext:
Neither do people in Martinaise. The statue has proved to be *controversial* in a neighbourhood mostly populated by the left-leaning working class.


title: Encyclopedia: "People in Martinaise tend to disagr..."
sequence: 0
dialoguetext:
People in Martinaise tend to disagree, as do many prominent art critics and thought leaders with more *nuanced* social awareness than the young ironists.


title: Encyclopedia: "People in Martinaise tend to agree,..."
sequence: 0
dialoguetext:
People in Martinaise tend to agree, as do many prominent art critics and thought leaders with more *nuanced* social awareness than the young ironists.


title: Horseback Monument: "Filippe III, the Squanderer, howeve..."
sequence: 0
userscript: XPPicoSetBool("XP.monument_buried_done")--[[ Variable[ ]]
dialoguetext:
Filippe III, the Squanderer, however, with his bronze face up in the air, doesn't seem concerned about what the *hoi polloi* think of him in death.


title: Conceptualization: "Those critics might have it wrong,..."
sequence: 0
dialoguetext:
Those critics might have it wrong, though. There's more to it than just 'ironism'... but you can't say what precisely. Perhaps this art mystery will be solved at a later time?


title: Encyclopedia: "What did he do? You have no idea wh..."
sequence: 0
userscript: SetVariableValue("jam.monument_white_failed_once", true) --[[ Variable[ ]]
dialoguetext:
What did he do? You have no idea what *you* did a week ago! How would you know what this guy did many centuries ago?


title: Perception (Sight): "As you look up, you notice somethin..."
sequence: 0
userscript: SetVariableValue("jam.horseback_monument_perc_holes", true) --[[ Variable[ ]]
dialoguetext:
As you look up, you notice something about the statue. There are some odd indentations on the king's chest piece...


title: You: "Examine the scaffolding."
dialoguetext: Examine the scaffolding.
sequence: 0
conditionstring:
Variable["jam.horseback_monument_scaffolding"]  and  Variable["TASK.return_to_whirling_done"] == false


title: Horseback Monument: "A matrix of metal tubes and wooden..."
sequence: 0
dialoguetext:
A matrix of metal tubes and wooden planks jut out at odd angles. A miserable tarpaulin covers up the horse and rider, flapping in the cold coastal air...


title: Savoir Faire: "This is *not* what that Personal Br..."
sequence: 0
dialoguetext:
This is *not* what that Personal Brand Strategist of yours promised. No one even knows that you're paying for this re-conceptualization! Go and have a word with him. Find out what's going on.

userscript:
FinishTask("TASK.see_ids_monument_renovation_done");
GainTask("TASK.discuss_renovation_ids")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.report_to_the_tribunal_done"]  and  Variable["TASK.check_back_on_renovation_later"])

conditionstring:
(Variable["TASK.report_to_the_tribunal_done"]  and  Variable["TASK.check_back_on_renovation_later"]) == false


title: Horseback Monument: "The scaffolding around the old monu..."
sequence: FocusCamera(MonumentCamExt);
userscript: SetVariableValue("jam.horseback_monument_reconceptualization_seen", true) --[[ Variable[ ]]
dialoguetext:
The scaffolding around the old monument has been taken down. In its place are the spoils of your investment. Numerous rods and ropes still hold the original reassemblage in place.


title: You: "Reflect on the re-conceptualization..."
dialoguetext: Reflect on the re-conceptualization.
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"]  and  (Variable["plaza.ultralib_monument_apocalypse"]  or  Variable["plaza.ultralib_monument_superstar"]  or  Variable["plaza.ultralib_monument_sorry"]  or  Variable["plaza.ultralib_monument_boring"]  or  Variable["plaza.ultralib_monument_art"])


title: Horseback Monument: "An old monument stands in the middl..."
sequence: FocusCamera(MonumentCamExt);
dialoguetext:
An old monument stands in the middle of the traffic island, pointing toward the sea. It's been covered in posters with radical slogans like 'NO KINGS, NO BOSSES' and 'AGAIN, AND ONCE MORE AFTER THAT!'


title: Horseback Monument: "At the bottom of the posters, in sm..."
sequence: 0
userscript: SetVariableValue("jam.monument_posters_seen", true) --[[ Variable[ ]]
dialoguetext:
At the bottom of the posters, in smaller lettering, are details about meeting at a local coffeehouse.


title: Horseback Monument: "An old monument stands in the middl..."
sequence: FocusCamera(MonumentCamExt);
dialoguetext:
An old monument stands in the middle of the traffic island, pointing toward the sea. It looks as if it's been reassembled piece-by-piece, secured and mounted in the air with the aid of numerous ropes and rods.


title: Horseback Monument: "An old monument stands in the middl..."
sequence: FocusCamera(MonumentCamExt);
dialoguetext:
An old monument stands in the middle of the traffic island, pointing toward the sea. The whole thing is wrapped in vibrantly coloured cables and coiled wire. Where the horse's head should be, only twisted pieces of rebar remain.


title: Horseback Monument: "An old monument stands in the middl..."
sequence: FocusCamera(MonumentCamExt);
dialoguetext:
An old monument stands in the middle of the traffic island, pointing toward the sea. The horse and rider appear to be struggling against the vibrantly coloured cables and coiled wire.


title: Horseback Monument: "There are no lights that spell out..."
sequence: 0
dialoguetext:
There are no lights that spell out your name, no workers with calloused hands leering from above -- just construction materials displayed as if to mourn your misplaced dreams.


title: Horseback Monument: "The roundabout is quiet, almost eer..."
sequence: 0
dialoguetext:
The roundabout is quiet, almost eerily so under the brilliant sunlight. The doom crier in the centre waits to be swallowed by the bright sky, his cardboard omen flapping in the wind like live bait...


title: Horseback Monument: "The roundabout is quiet, almost eer..."
sequence: 0
dialoguetext:
The roundabout is quiet, almost eerily so under the brilliant sun. The king of disco is lit up like a stage, anticipating a funky beat that will never come...


title: Horseback Monument: "The roundabout is quiet, almost eer..."
sequence: 0
dialoguetext:
The roundabout is quiet, almost eerily so under the brilliant sunlight. The penumbral griever is a silhouette against the bright sky, the flowers lifting him in requiem starting to wilt...


title: Horseback Monument: "The roundabout is quiet, almost eer..."
sequence: 0
dialoguetext:
The roundabout is quiet, almost eerily so under the brilliant sunlight. The tickets remain true to their duty -- except for a few that have come unstuck, now assigned to brushing dirt from the asphalt below...


title: Horseback Monument: "The roundabout is quiet, almost eer..."
sequence: 0
dialoguetext:
The roundabout is quiet, almost eerily so under the brilliant sunlight. The formless complexion glows at the centre, while the old architecture surrounding it groans in the heat with looming irrelevance...


title: Noid: ""Yeah, as ready as we're going to b..."
dialoguetext:
"Yeah, as ready as we're going to be." He cracks his neck before putting on a pair of headphones. "Grab one of these can sets. I've got it rigged so that we can both listen, but only your cop-talk will broadcast..."

sequence:
SemiBlack(true,2); LuaRun(SetAreaState("NOID_MONUMENT_POS", "down"))@3; FocusCamera(MonumentTableCam)@3; PlayAnimation(noid_monument, idle)@3.5;


title: Noid: ""No idea what we're gonna hear when..."
sequence: SemiBlack(false,2);
dialoguetext:
"No idea what we're gonna hear when I turn this thing on, so be prepared for *anything*. Trick is to keep transmitting your request until the Big Bad acknowledges you. You got that?"


title: Noid: ""Honestly, that might be for the be..."
sequence: 0
dialoguetext:
"Honestly, that might be for the best. Like I said, the sines coming off this whole project are seriously uncharted..."


title: Shivers: "Every lightswitch, every motor carr..."
sequence: 0
dialoguetext:
Every lightswitch, every motor carriage, every doorbell, tea kettle, and radio in Martinaise, all mingled with electrical interference caused by scattered thunderstorms over Ozonne.


title: You: ""Coalition Warship Archer, this is..."
sequence: 0
conditionstring: Variable["tc.raphael_ambrosius_costeau"] or IsTHCPresent("detective_costeau")
userscript: SetVariableValue("jam.warship_said_costeau", true) --[[ Variable[ ]]
dialoguetext:
"Coalition Warship Archer, this is Detective Raphaël Ambrosius Costeau of the RCM. Please acknowledge."


title: Inland Empire: "You're all alone out there, wanderi..."
sequence: 0
userscript: SetVariableValue("jam.warship_inland_blasted_heath", true) --[[ Variable[ ]]
dialoguetext:
You're all alone out there, wandering a blasted heath, calling out to the night, but there is no reply, except for the buzzing of invisible machines...


title: Esprit de Corps: "Looking at him now, with both hands..."
sequence: 0
dialoguetext:
Looking at him now, with both hands on his headphones, you see very briefly what the lieutenant must have been like when he first joined the RCM...


title: Esprit de Corps: "Then he turns to you. He gives you..."
sequence: 0
dialoguetext:
Then he turns to you. He gives you a half smile along with an almost imperceptible nod of encouragement.


title: Perception (Hearing): "Perhaps you're simply imagining it,..."
sequence: 0
userscript: SetVariableValue("jam.warship_perc_sound_human", true) --[[ Variable[ ]]
dialoguetext:
Perhaps you're simply imagining it, but it seems as though you're learning to pull apart the fibres of this auditory felt. You focus on one strand in particular, one that sounds very nearly human...


title: Horseback Antenna: ""Nein, Liebling! Das lasse ich nich..."
sequence: 0
dialoguetext:
"Nein, Liebling! Das lasse ich nicht zu … Wie kannst du unseren Jungen bloß auf einem dieser *Dinger* nach Vredefort schicken?"


title: Horseback Antenna: ""Marianne ... mir erzählt, dass Osk..."
sequence: 0
dialoguetext:
"Marianne ... mir erzählt, dass Oskar nicht mehr ... seit er auf einem Luftschiff aus Graad zurückgekommen ... halten ihn die Psychologen für vollkommen normal ... aber sie hat das Gefühl ... seit seiner Rückkehr ... einem Fremden zusammenzuleben..."


title: Rhetoric: "Something about her son going to Vr..."
sequence: 0
userscript: SetVariableValue("jam.warship_rhetoric_walder", true) --[[ Variable[ ]]
dialoguetext:
Something about her son going to Vredefort on an aerostatic... to see some psychologists? Or maybe the psychologists are saying it's normal... to have feelings for strangers? Foreign languages were never your strong suit.


title: Shivers: "A slight frisson at the point where..."
sequence: 0
dialoguetext:
A slight frisson at the point where your neck meets your spine. Something about the lieutenant's words, directed at you, but not *you*...


title: Shivers: "A slight frisson at the point where..."
sequence: 0
dialoguetext:
A slight frisson at the point where your neck meets your spine. You can *feel* the lieutenant's presence, even though he's nowhere to be found...


title: Kim Kitsuragi: ""I promise you, I didn't, even thou..."
sequence: 0
dialoguetext:
"I promise you, I didn't, even though it certainly *sounds* like me..." The lieutenant seems to wince at the sound of his own voice.


title: Kim Kitsuragi: ""I can assure you, it's not my 'twi..."
sequence: 0
dialoguetext:
"I can assure you, it's not my 'twin brother'. Though it certainly does *sound* like me..." The lieutenant seems to wince at the sound of his own voice.


title: Noid: ""Sounds like your partner's being h..."
sequence: 0
dialoguetext:
"Sounds like your partner's being haunted by his past self. Or maybe he's trying to warn himself, from the future, most like. I don't know much about radios."


title: Kim Kitsuragi: ""It's eerie, for certain, but also..."
sequence: 0
dialoguetext:
"It's eerie, for certain, but also harmless. I just wish I could remember what I was talking about..."


title: Kim Kitsuragi: ""It's just a little bit of pale int..."
sequence: 0
dialoguetext:
"It's just a little bit of pale interference, detective. A little *eerie*, perhaps, but perfectly explicable..."


title: Noid: ""Whoa, the cop's *own partner* is a..."
sequence: 0
dialoguetext:
"Whoa, the cop's *own partner* is a radio-spooker. That's some *other core* business right there..."


title: You: ""I've encountered this before. It's..."
sequence: 0
dialoguetext:
"I've encountered this before. It's entroponetic crosstalk. This is a piece of the past mixing in with our signal."


title: Noid: ""No can do. This is it. The only wa..."
sequence: 0
dialoguetext:
"No can do. This is it. The only way forward is the hard core way, straight through. Now give it another go."


title: Kim Kitsuragi: ""... someone has been maintaining i..."
sequence: 0
dialoguetext:
"... someone has been maintaining it..." The lieutenant's voice suddenly grows faint and distant, as though he were speaking from a passing motor carriage...


title: Interfacing: "The signals are getting increasingl..."
sequence: 0
dialoguetext:
The signals are getting increasingly mixed. Plucking Archer's signal from this will be like isolating a single strand from a tangle of hair...


title: Noid: ""This isn't looking good." The spe..."
sequence: 0
dialoguetext:
"This isn't looking good."  The speedfreak removes his sweat-drenched headphones. "The radio-spookers are winning."


title: Noid: ""Bad news." The speedfreak removes..."
sequence: 0
dialoguetext:
"Bad news." The speedfreak removes his sweat-drenched headphones. "Even with the de-spooker flipped, the signal is still too weak to get down with..."


title: You: ""Okay, let's do this." (Climb the m..."
dialoguetext: "Okay, let's do this." (Climb the monument.)
conditionstring: Variable["jam.warship_need_to_climb"] == true
sequence:
SemiBlack(true,0.3); BanishInterface(true)@2.5; FocusCamera(MonumentClimbCam)@2; TravelTo(Tequila Sunset, MonumentClimbMarker, 2, false)@2; SemiBlack(false,1)@3; PlayAnimation(Tequila Sunset, monument_climb)@3->Message(inPosition); FocusCamera(MonumentClimbCam2)@4; BanishInterface(false)@Message(inPosition);


title: Noid: ""Don't know. If we can't get around..."
sequence: 0
dialoguetext:
"Don't know. If we can't get around the interference, we're in deep trouble. Hold on, I think Egg gave me some kind of checklist..."


title: Noid: ""Hmmm. Says here, 'MAIN STEP: VOLUM..."
sequence: 0
userscript: SetVariableValue("jam.warship_antenna_physics", true) --[[ Variable[ ]]
dialoguetext:
"Hmmm. Says here, 'MAIN STEP: VOLUME TO THE MAX'... That's not too helpful. Okay, it also says: 'INSPECT CONNECTIONS FOR HARD CORE CLARITY,' so let's try that..."


title: Horseback Antenna: "You don't exactly cut a lithesome f..."
dialoguetext:
You don't exactly cut a lithesome figure, but after several moments of scrambling you manage to hoist yourself atop the monument.

sequence:
Hold(); BanishInterface(true); PlayAnimation(Tequila Sunset, monument_climb_cont)->Message(inPosition2); BanishInterface(false)@Message(inPosition2); Release()@Message(inPosition2); FocusCamera(MonumentClimbCam3);


title: Horseback Antenna: "The metal bar is cold and slick wit..."
sequence: 0
dialoguetext:
The metal bar is cold and slick with precipitation. For a moment it feels as though you're about to slip, but you concentrate all your attention on your pectoral muscles and squeeze...


title: Horseback Antenna: "The connection itself is nothing mo..."
sequence: 0
dialoguetext:
The connection itself is nothing more than a little braid of exposed wire wrapped about the hoof of the horse, a copper fetter it cannot slip...


title: Perception (Sight): "The whole monument is covered in a..."
sequence: 0
userscript: SetVariableValue("jam.monument_perc_oils", true) --[[ Variable[ ]]
dialoguetext:
The whole monument is covered in a thin but durable layer of oil and grime. It's obvious no one has cleaned it in years.


title: Noid: ""Hmmm. Good question. Maybe he's sa..."
sequence: 0
userscript: SetVariableValue("jam.warship_why_bend", true) --[[ Variable[ ]]
dialoguetext:
"Hmmm. Good question. Maybe he's saying we're casting too wide a net, got to *narrow our receiving band*, so we pick up the Big Bad without the spookers."


title: Interfacing: "Your grip is firm, yet controlled...."
dialoguetext:
Your grip is firm, yet controlled. The swelling in your headset guides your hands as much as your hands guide the bronze horse head. It's almost like you're hearing *through* the horse itself...

sequence:
Hold(); FocusCamera(MonumentFall2Cam)@2; PlayAnimation(Tequila Sunset, monument_twist_S)@4; PlayAnimation(Horsehead, monument_twist_S)@4; Release()@4.5; LuaRun(SetAreaState("MONUMENT_HEAD_STATE", "bent"));


title: Interfacing: "You allow the broken hunk of metal..."
dialoguetext:
You allow the broken hunk of metal to clatter to the ground. It wasn't clear to you it did anything anyway...

sequence:
Hold(); LuaRun(SetAreaState("MONUMENT_HEAD_STATE", "broken")); BanishInterface(true)@1; FocusCamera(MonumentFall2Cam)@2; PlayAnimation(Tequila Sunset, monument_twist_F)@5; PlayAnimation(Horsehead, monument_twist_F)@5; PlayAnimation(Kim Kitsuragi, monument_twist_F)@5; FocusCamera(MonumentHeadCam)@18; PlayAnimation(Tequila Sunset, monument_twist_F2)@27->Message(onMarker); FocusCamera(MonumentFall3Cam)@27; BanishInterface(false)@Message(onMarker); Release()@Message(onMarker);


title: Interfacing: "The signal is clear, the storm has..."
sequence: 0
dialoguetext:
The signal is clear, the storm has passed. This is another voice, a live voice, on the other end of this invisible bridge you've established...


title: Empathy: "There is so much you wish you could..."
sequence: 0
dialoguetext:
There is so much you wish you could ask. Your efforts have bought you some time, but you can't forget what you're *really* here for...


title: Empathy: "There is so much you wish you could..."
sequence: 0
dialoguetext:
There is so much you wish you could ask, but you probably only have time for one or two questions before the signal is lost...


title: Noid: ""I'm going to turn all the dials to..."
sequence: 0
dialoguetext:
"I'm going to turn all the dials to maximum. Probably gonna burn out our power supply, but that might be the only way..."


title: Coalition Warship Archer: ""This is... Warship Archer. We are..."
sequence: 0
dialoguetext:
"This is... Warship Archer. We are acknowledging and accepting you... though we're still getting quite a bit of interference..."


title: Noid: ""This is as good as it's going to g..."
sequence: 0
dialoguetext:
"This is as good as it's going to get. I'll keep us aligned as long as I can, but this isn't a *social mission*, you got it?"


title: You: ""Who am I speaking with?""
dialoguetext: "Who am I speaking with?"
sequence: 0
conditionstring: Variable["jam.warship_signal_fail"] == false
userscript:
SetVariableValue("jam.warship_question_counter", Variable["jam.warship_question_counter"] + once(1)) 


title: Coalition Warship Archer: ""You are currently speaking with Co..."
sequence: 0
dialoguetext:
"You are currently speaking with Coalition Warship Archer, flagship of INSURCOM forces in Revachol."


title: Coalition Warship Archer: ""Our name is not important. All you..."
sequence: 0
dialoguetext:
"Our name is not important. All you need to know is that we hold the position of second signaller aboard the Archer."


title: Inland Empire: "You really don't have the faintest..."
sequence: 0
dialoguetext:
You really don't have the faintest guess what her name could be. You were never very good at this sort of thing...


title: Rhetoric: "There's something in the way she re..."
sequence: 0
userscript: SetVariableValue("jam.warship_rhetoric_plural", true) --[[ Variable[ ]]
dialoguetext:
There's something in the way she refers to herself, always with the first-person plural. A deliberate blurring of the boundary between herself and the institution she represents...


title: Authority: "Not to mention the airborne artille..."
sequence: 0
dialoguetext:
Not to mention the airborne artillery platform she works on. Her every word is backed up by the most powerful ordnance available...


title: Coalition Warship Archer: ""Because it's standard practice for..."
sequence: 0
dialoguetext:
"Because it's standard practice for signallers to use the *pluralis officialis* during the course of our duties. It's meant to serve as a reminder that we don't speak only for ourselves."


title: Coalition Warship Archer: ""For instance, as second signaller..."
sequence: 0
dialoguetext:
"For instance, as second signaller we represent Coalition Warship Archer, which in turn represents INSURCOM and the Coalition more generally, which in turn represents the Moralist International, which itself represents the interests of 1.2 billion people across the world."


title: Coalition Warship Archer: ""No, of course not. There are many..."
sequence: 0
dialoguetext:
"No, of course not. There are many nations outside the Moralintern's umbrella, in Seol, Samara, and elsewhere. At most you might say the Moralintern represents between a quarter and a third of humanity."


title: Coalition Warship Archer: ""Perhaps you could say that we repr..."
sequence: 0
dialoguetext:
"Perhaps you could say that we represent the interests and hopes of a great many people, but you could say just as easily that we are the assistant to the secretary of a factotum, no more remarkable than the lowest cashier of a common Frittte..."


title: Coalition Warship Archer: ""The chief signaller, our superior...."
sequence: 0
dialoguetext:
"The chief signaller, our superior. They are ultimately responsible for all communications aboard the Archer..."


title: Coalition Warship Archer: ""If by 'fun stuff,' you mean alcoho..."
sequence: 0
dialoguetext:
"If by 'fun stuff,' you mean alcohol and cigarettes, that's true. Actually, we don't even have Fritttes where we're from. In Messina they're called Averros..."


title: Encyclopedia: "Averro, SRL, is a chain of high-end..."
sequence: 0
dialoguetext:
Averro, SRL, is a chain of high-end pharmacies found only in Vesper and Messina. They are *much* nicer than your average Frittte.


title: Coalition Warship Archer: ""It's an important responsibility,..."
sequence: 0
dialoguetext:
"It's an important responsibility, but we don't consider it any greater than those borne by countless people all across the world..."


title: Coalition Warship Archer: ""It may be a *demanding* job, but t..."
sequence: 0
dialoguetext:
"It may be a *demanding* job, but the Coalition is committed to ensuring those in its service maintain a healthy work-life balance..."


title: Coalition Warship Archer: ""It's a great honour and responsibi..."
sequence: 0
dialoguetext:
"It's a great honour and responsibility. In addition to monitoring public frequencies, we are tasked with maintaining some of the most sensitive communications equipment aboard the Archer."


title: Coalition Warship Archer: ""Quite good. We enjoy all the stand..."
sequence: 0
dialoguetext:
"Quite good. We enjoy all the standard benefits for Moralintern forces on active duty assignments: Excellent healthcare, foreign service pay, a fully funded pension system..."


title: Coalition Warship Archer: ""... six-weeks paid leave, bilingua..."
sequence: 0
dialoguetext:
"... six-weeks paid leave, bilingual childcare, vocational certification credits. Really, it's quite a good career."


title: Coalition Warship Archer: ""... of course, serving on a Coalit..."
sequence: 0
dialoguetext:
"... of course, serving on a Coalition warship does require some *personal* sacrifices, but we have to be willing to make them, if we believe in the mission..."


title: Coalition Warship Archer: ""Nothing remarkable. Really, we hav..."
sequence: 0
dialoguetext:
"Nothing remarkable. Really, we have been very fortunate. But we do sometimes wonder what we might be missing out on, back in Messina..."


title: Coalition Warship Archer: ""Hmmm, that's difficult to say. We..."
sequence: 0
dialoguetext:
"Hmmm, that's difficult to say. We have a very particular view from our observation platform up here."


title: Coalition Warship Archer: ""Perhaps the best way to describe i..."
sequence: 0
dialoguetext:
"Perhaps the best way to describe it is to say we have a *very wide perspective*, but not an especially detailed one."


title: Coalition Warship Archer: ""Oh, it looks quite lovely from her..."
sequence: 0
dialoguetext:
"Oh, it looks quite lovely from here. From our porthole, we see rolling hillsides, a public park filled with grand oak trees, men and women going about on horses..."


title: Coalition Warship Archer: ""Ah, that must be. We have only rec..."
sequence: 0
dialoguetext:
"Ah, that must be. We have only recently been detailed to the Archer, so we are still learning the names of all the many districts..."


title: Coalition Warship Archer: ""We cannot say for certain. East, i..."
sequence: 0
dialoguetext:
"We cannot say for certain. East, it must be? We have only recently been detailed to the Archer, so we are still learning the names of all the many districts..."


title: Coalition Warship Archer: ""Perhaps you are in a different par..."
sequence: 0
dialoguetext:
"Perhaps you are in a different part of the city? We have only recently been detailed to the Archer, so we are still learning the names of all the many districts..."


title: Coalition Warship Archer: ""Yes, we are looking at the river n..."
sequence: 0
dialoguetext:
"Yes, we are looking at the river now. There are small islands in the middle of it. It's very nice, actually..."


title: Coalition Warship Archer: ""No, that cannot be right. That way..."
sequence: 0
dialoguetext:
"No, that cannot be right. That way is only sprawl. We were under the impression that Martinaise was nearer to the Bay..."


title: Coalition Warship Archer: ""Interesting. The west of the city..."
sequence: 0
dialoguetext:
"Interesting. The west of the city looks *very* different from the east. There's a large motorway dividing it nearly in half. This must be the 8/81, no?"


title: Coalition Warship Archer: ""It appears to go on for quite a wh..."
sequence: 0
dialoguetext:
"It appears to go on for quite a while. There's a heavily industrialised district that seems to abut Monte-Martin..."


title: Coalition Warship Archer: ""But now we seem to be quite turned..."
sequence: 0
dialoguetext:
"But now we seem to be quite turned about. We'll have to consult a map in the future. Now, was there something else?"


title: Encyclopedia: "She must be describing the Eminent..."
sequence: 0
dialoguetext:
She must be describing the Eminent Domain, the district under the shadow of the 8/81. It's heavily *working class*, with no municipal infrastructure to speak of. To your knowledge, no such revitalisation is forthcoming.


title: Coalition Warship Archer: ""Now we see the lake, and around th..."
sequence: 0
dialoguetext:
"Now we see the lake, and around that a rather vibrant-looking city quarter. There are some large buildings, from the turn-of-the-century, we would guess. Yes, this must be the heart of the district."


title: Coalition Warship Archer: ""It is quite striking, compared to..."
sequence: 0
dialoguetext:
"It is quite striking, compared to where we're from. There are a great many destroyed buildings, *still*. And we don't see any horses... It's really *nothing* like the eastern side of the city..."


title: Coalition Warship Archer: ""Ah, well, we see the many, hmmm, *..."
sequence: 0
dialoguetext:
"Ah, well, we see the many, hmmm, *historic* buildings, of course, and the snow gathering along the rim of the bay..."


title: Shivers: "... the old and irregular streets,..."
sequence: 0
dialoguetext:
... the old and irregular streets, like a grid drawn by a palsied hand. The open fires burning in oil drums, visible through blasted roofs...


title: Coalition Warship Archer: ""There are also a number of seabird..."
sequence: 0
dialoguetext:
"There are also a number of seabirds looping and twisting in the wind below us. No horses, though... And of course we can see some people, but they, oh, how to say it..."


title: Coalition Warship Archer: ""We really couldn't say. That's one..."
sequence: 0
dialoguetext:
"We really couldn't say. That's one of the limits of this vantage. But the whole district does have a very *desperate* character."


title: Coalition Warship Archer: ""There are people who say that, but..."
sequence: 0
dialoguetext:
"There are people who say that, but we've never felt that way. To us they look like miniature figures, the kind you see in model train sets. But this... this is a *very sad* train set."


title: Coalition Warship Archer: ""Perhaps? We do not generally reach..."
sequence: 0
dialoguetext:
"Perhaps? We do not generally reach for such *evocative imagery*, but there is something rather desperate about them."


title: Coalition Warship Archer: ""And then there's all the *tare* ly..."
sequence: 0
dialoguetext:
"And then there's all the *tare* lying about. It's very unpleasant to look at. We're going to widen our viewfinder a bit."


title: Coalition Warship Archer: ""Ah! What a difference a few well-d..."
sequence: 0
dialoguetext:
"Ah! What a difference a few well-designed market incentives can make. And, of course, it is important for the RCM to set an example."


title: Coalition Warship Archer: ""Yes, recycling is very important...."
sequence: 0
dialoguetext:
"Yes, recycling is very important. The Coalition always supports initiatives that promote civic responsibility and mindfulness."


title: Coalition Warship Archer: ""Strange... we see the roundabout,..."
sequence: 0
userscript: SetVariableValue("jam.warship_archer_saw_you", true) --[[ Variable[ ]]
dialoguetext:
"Strange... we see the roundabout, and the monument, but... the horse seems to be *missing* its head... and there's a man *on top of it*?"


title: Coalition Warship Archer: ""To be completely honest, Firewalke..."
sequence: 0
dialoguetext:
"To be completely honest, Firewalker, we are not in a position to say. We can't really make out *faces* from this distance..."


title: Coalition Warship Archer: ""From here all we can really see ar..."
sequence: 0
dialoguetext:
"From here all we can really see are his enormous muttonchops. Perhaps he is some sort of motorcyclist?"


title: Coalition Warship Archer: ""That's *you*? We have to say, that..."
sequence: 0
dialoguetext:
"That's *you*? We have to say, that's extremely irregular, Firewalker. What are you doing on top of that public monument?"


title: Coalition Warship Archer: ""How interesting. In Messina, disco..."
sequence: 0
dialoguetext:
"How interesting. In Messina, disco has been extinct for more than a decade. Funny how the past always seems more present in some parts of the world."


title: Coalition Warship Archer: ""That must be a Martinaise custom...."
sequence: 0
dialoguetext:
"That must be a Martinaise custom. You'll have to forgive our ignorance. We are still relatively new here."


title: Coalition Warship Archer: ""In any event, it is certainly inte..."
sequence: 0
dialoguetext:
"In any event, it is certainly interesting to see you, even from afar. Most of the time, we signallers just have to *imagine* what our interlocutors look like."


title: You: ""Wait, people keep mentioning this..."
dialoguetext: "Wait, people keep mentioning this Dolores Dei, but I have *no* clue who she is..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei", true) --[[ Variable[ ]]
conditionstring:
Variable["tc.dolores_dei"] == false  and  Variable["tc.dolores_dei_full_church"] == false  and  Variable["church.stained_ency_this_is_dolores_dei"] == false


title: Coalition Warship Archer: ""Immeasurable. It includes interiso..."
sequence: 0
dialoguetext:
"Immeasurable. It includes interisolary travel, three scientific revolutions, humanism, internationalism, the welfare state, and *balance of terror theory*. Nothing less than the intellectual foundation of our modern order."


title: Coalition Warship Archer: ""She was the greatest innocence, th..."
sequence: 0
dialoguetext:
"She was the greatest innocence, the single most consequential being to have ever lived. Her legacy touches every aspect of modern life."


title: Pain Threshold: "Not true. Her beauty was like the g..."
sequence: 0
dialoguetext:
Not true. Her beauty was like the glowing coil on a hot stove, and yet you felt *blessed* to touch it...


title: Empathy: "Very odd that you've never heard of..."
sequence: 0
dialoguetext:
Very odd that you've never heard of this person, perhaps even stranger that she seems unfazed by your ignorance.


title: Coalition Warship Archer: ""The role of the Moralist Internati..."
sequence: 0
dialoguetext:
"The role of the Moralist International is two-fold, to buy humanity sufficient time to perfect itself, and to patiently guide it along the road while protecting it from ideological highwaymen and eschatologians."


title: Hand/Eye Coordination: "There's a word on the tip of your t..."
sequence: 0
userscript: SetVariableValue("jam.warship_handeye_egret", true) --[[ Variable[ ]]
dialoguetext:
There's a word on the tip of your tongue, a name: 'Egret.' Don't ask us what it means, we're not sure.


title: Encyclopedia: "It's the name of a common bird, a h..."
sequence: 0
dialoguetext:
It's the name of a common bird, a heron with white plumage. At various times its feathers have been prised for ladies' hats.


title: Coalition Warship Archer: ""Yes, it does..." She sounds taken..."
sequence: 0
dialoguetext:
"Yes, it does..." She sounds taken aback. "It's the name of a bird, of course, but it's also the designation for the Archer's coordinated impact artillery system. Why do you ask?"


title: Coalition Warship Archer: ""Ah, yes. The birdwatching here is..."
sequence: 0
dialoguetext:
"Ah, yes. The birdwatching here is very lovely. We saw a pair of great skuas on the wing earlier today."


title: Coalition Warship Archer: ""It is one of the most advanced cur..."
sequence: 0
dialoguetext:
"It is one of the most advanced currently in service. Capable of firing fifty rounds per minute along twenty co-aligned arcs..."


title: Coalition Warship Archer: ""However you feel about weaponry as..."
sequence: 0
dialoguetext:
"However you feel about weaponry as such, it is one of the great technical achievements of the modern era."


title: Coalition Warship Archer: ""Acknowledged. To reach the Committ..."
sequence: 0
dialoguetext:
"Acknowledged. To reach the Committee, all you need to do is fill out the appropriate request form and submit it to the liaison for public affairs."


title: Coalition Warship Archer: ""If the liaison accepts your reques..."
sequence: 0
dialoguetext:
"If the liaison accepts your request, you will be invited to address the Committee at their next quarterly public hearing. We believe the next hearing is scheduled for July." She seems very satisfied by this answer.


title: Coalition Warship Archer: ""Not a problem. If this is a *time-..."
sequence: 0
dialoguetext:
"Not a problem. If this is a *time-sensitive* matter, you may file an emergency address request with the liaison for public affairs."


title: Coalition Warship Archer: ""We cannot transfer you to the Comm..."
sequence: 0
dialoguetext:
"We cannot transfer you to the Committee because we are not entrusted with that responsibility. We are simply the second signaller."


title: Coalition Warship Archer: ""That is the nature of the command..."
sequence: 0
dialoguetext:
"That is the nature of the command pyramid, yes. Most modern organisations work in a similar way, even the RCM."


title: Coalition Warship Archer: ""You know that is simply not how th..."
sequence: 0
userscript: SetVariableValue("jam.warship_extent_authority", true) --[[ Variable[ ]]
dialoguetext:
"You know that is simply not how the command pyramid works. We can no more overrule our chief signaller than you could overrule your own precinct captain."


title: Empathy: "This isn't about you, not really. I..."
sequence: 0
dialoguetext:
This isn't about you, not really. It may have been at a certain point, but you've let go of that perspective. This is about your responsibility to *all* of Revachol.


title: You: ""Listen to me, the situation in Mar..."
sequence: 0
dialoguetext:
"Listen to me, the situation in Martinaise is a powderkeg. If the Coalition doesn't intervene, many people will die."


title: You: ""I've uncovered things in the cours..."
sequence: 0
dialoguetext:
"I've uncovered things in the course of my investigation that lead me to believe we're headed to a violent confrontation between the Union and the Wild Pines..."

conditionstring:
(Variable["pier.joyce_said_there_will_be_a_tribunal"] == true  or  Variable["XP.evrart_insider_information_is_better_than_money_or_pussy"] == true)  and  Variable["TASK.return_to_whirling_done"] == false


title: Coalition Warship Archer: ""Firewalker, this is a very serious..."
sequence: 0
dialoguetext:
"Firewalker, this is a very serious claim. Please describe the situation as succinctly as possible. We will forward your summary to the Committee."


title: Coalition Warship Archer: ""We need to know more than that. No..."
sequence: 0
dialoguetext:
"We need to know more than that. Now, please describe the situation in as much detail as you can. We will forward our summary to the Committee."


title: Coalition Warship Archer: ""Watch your tone. Now, please descr..."
sequence: 0
dialoguetext:
"Watch your tone. Now, please describe the situation in as much detail as you can. We will forward our summary to the Committee."


title: Empathy: "There, you've wedged your foot in t..."
sequence: 0
dialoguetext:
There, you've wedged your foot in the door. Now, if you can show the Coalition how much they're *needed*, they'll have no choice but to intervene.


dialoguetext: 0
sequence: Continue()
title:
!(Variable["pier.joyce_said_there_will_be_a_tribunal"]  or  Variable["TASK.return_to_whirling_done"])

conditionstring:
(Variable["pier.joyce_said_there_will_be_a_tribunal"]  or  Variable["TASK.return_to_whirling_done"]) == false


title: Logic: "You may not have the *whole* story..."
sequence: 0
dialoguetext:
You may not have the *whole* story just yet, but you might still convey the seriousness of the situation.


title: Logic: "There are still some *holes* in you..."
sequence: 0
dialoguetext:
There are still some *holes* in your theory of the case, so best just to be clear about what you know and what you don't.


title: You: ""The Wild Pines has recently lost c..."
dialoguetext: "The Wild Pines has recently lost control of a paramilitary death squad called Krenel..."
sequence: 0
conditionstring:
Variable["pier.joyce_said_there_will_be_a_tribunal"] == true  and  Variable["TASK.return_to_whirling_done"] == false


title: You: ""I haven't worked out the details y..."
sequence: 0
dialoguetext:
"I haven't worked out the details yet, but there's something *weird* going on with the Wild Pines..."


title: You: ""What's more, I believe the Union h..."
sequence: 0
dialoguetext:
"What's more, I believe the Union has been trying to escalate the situation so that they can *seize control of the entire harbour*."

conditionstring:
Variable["XP.evrart_insider_information_is_better_than_money_or_pussy"] == true  and  Variable["TASK.return_to_whirling_done"] == false


title: You: ""I've also uncovered evidence the U..."
sequence: 0
conditionstring: Variable["cargo.evrartdocument_logic_wc_to_see_whats_up_with_the_signatures"] == true
dialoguetext:
"I've also uncovered evidence the Union may also be orchestrating a *takeover* of a local fishing village."


title: Coalition Warship Archer: ""Good god. Is there anything else t..."
sequence: 0
userscript: SetVariableValue("jam.warship_mentioned_takeover", true) --[[ Variable[ ]]
dialoguetext:
"Good god. Is there anything else the Committee should know?" You hear the sound of a page turning, followed by fierce scribbling.


title: Coalition Warship Archer: ""We have it. Is there anything else..."
sequence: 0
dialoguetext:
"We have it. Is there anything else the Committee should know?" You hear the sound of her pen scratching against paper.


title: Coalition Warship Archer: ""Hmmm. Was there anything else the..."
sequence: 0
dialoguetext:
"Hmmm. Was there anything else the Committee should know?" If she's writing, you can't hear anything.


title: Esprit de Corps: "If the lieutenant were here, he wou..."
sequence: 0
dialoguetext:
If the lieutenant were here, he would remind you that you don't speak only for yourself but the entire RCM. What you say now will reflect on all of your half-brothers and sisters.


title: Esprit de Corps: "You're not only speaking for yourse..."
sequence: 0
dialoguetext:
You're not only speaking for yourself, he means to tell you, you're speaking for all of the RCM. What you say now will reflect on all of your half-brothers and sisters.


title: You: ""Now that you mention it, I learned..."
sequence: 0
dialoguetext:
"Now that you mention it, I learned something *very* strange about the victim in my murder investigation..."

conditionstring:
Variable["yard.hanged_love_killed_him"]  or  Variable["yard.hanged_communism_killed_him"]  or  Variable["yard.hanged_love_did_in_communism_killed"]  or  Variable["yard.hanged_way_out_west"]


title: You: ""This is going to sound crazy, but..."
sequence: 0
conditionstring: Variable["ice.andre_hyper_rc_succ_28"] == true
dialoguetext:
"This is going to sound crazy, but the City of Revachol told me the world is going to end in 22 years."


title: You: ""He said it was *communism* that ki..."
dialoguetext: "He said it was *communism* that killed him."
sequence: 0
conditionstring:
Variable["yard.hanged_communism_killed_him"] == true  or  Variable["yard.hanged_love_did_in_communism_killed"] == true


title: You: ""He said it was *love* that did him..."
dialoguetext: "He said it was *love* that did him in."
sequence: 0
conditionstring:
Variable["yard.hanged_love_killed_him"] == true  or  Variable["yard.hanged_love_did_in_communism_killed"] == true


title: Coalition Warship Archer: ""Come again, Firewalker? You're say..."
sequence: 0
dialoguetext:
"Come again, Firewalker? You're saying the victim was killed by communists? Was this a politically motivated homicide?"


title: Coalition Warship Archer: ""Acknowledged. But there's still so..."
sequence: 0
dialoguetext:
"Acknowledged. But there's still something we don't understand: Did you speak with the victim *before* his death?"


title: Coalition Warship Archer: ""Come again, Firewalker? You're say..."
sequence: 0
dialoguetext:
"Come again, Firewalker? You're saying that the victim was killed in some sort of... romantic imbroglio?"


title: You: ""Like I said, the genius loci of Re..."
sequence: 0
dialoguetext:
"Like I said, the genius loci of Revachol told me while I happened to be dancing in an abandoned church."


title: Coalition Warship Archer: ""Firewalker, we must be perfectly h..."
sequence: 0
dialoguetext:
"Firewalker, we must be perfectly honest with you: We cannot recommend that you address the Committee, not under the present circumstances, at least..."


title: Coalition Warship Archer: ""Because you're speaking like someo..."
sequence: 0
dialoguetext:
"Because you're speaking like someone in the throes of a serious drug addiction. Your words have no connection to reality. You don't need to speak with the Committee, you need to speak with your station lazareth, *immediately*..."


title: Coalition Warship Archer: ""Because what you are saying makes..."
sequence: 0
dialoguetext:
"Because what you are saying makes no sense. From the sound of your voice, it appears that you have been under the influence of alcohol. It is our recommendation that you speak with your station lazareth *immediately* about treatment options..."


title: Coalition Warship Archer: ""Because what you're saying suggest..."
sequence: 0
dialoguetext:
"Because what you're saying suggests that you are experiencing an acute psychic break with reality. You don't need to speak with the Committee, you need to speak with your station lazareth, *immediately*..."


title: Electrochemistry: "Get a load of Buzzkill FM over here..."
sequence: 0
dialoguetext:
Get a load of Buzzkill FM over here. Are you really gonna give up the fun stuff just because some chick on the radio told you to?


title: Electrochemistry: "Get a load of Buzzkill FM over here..."
sequence: 0
dialoguetext:
Get a load of Buzzkill FM over here. Are you really gonna lay off the party sauce just because some chick on the radio told you to?


title: Inland Empire: "No, no, no -- she's got it all back..."
sequence: 0
dialoguetext:
No, no, no -- she's got it all backwards. It's reality that's *obscuring* what's real. You have never been closer to the dark truths of existence...


title: Coalition Warship Archer: ""We will pass along a summary of yo..."
sequence: 0
dialoguetext:
"We will pass along a summary of your report, minus any *speculative or paranatural* elements. What the Committee does from there is beyond our control..."


title: Coalition Warship Archer: ""We have transmitted our summary to..."
sequence: 0
dialoguetext:
"We have transmitted our summary to the Committee of Responsibility. Please continue standing by..."


title: Coalition Warship Archer: ""Thank you for standing by. We are..."
sequence: 0
dialoguetext:
"Thank you for standing by. We are authorised to report the Committee of Responsibility for Revachol has acknowledged *and accepted* your request."


title: Coalition Warship Archer: ""They would like you to address you..."
sequence: 0
userscript: XPTinySetBool("XP.archer_accepted_request")--[[ Variable[ ]]
dialoguetext:
"They would like you to address your matter to the Committee *directly*, at their earliest convenience."


title: Coalition Warship Archer: ""*Subito*. Coalition Shuttle Laurel..."
sequence: 0
dialoguetext:
"*Subito*. Coalition Shuttle Laurel is setting a course for your position. They will arrive momentarily. Stand by..."


title: Coalition Warship Archer: ""Remain where you are. Coalition Sh..."
sequence: 0
dialoguetext:
"Remain where you are. Coalition Shuttle Laurel is setting a course for your position. They will arrive momentarily. Stand by..."


title: Coalition Warship Archer: ""Local matters can wait. Coalition..."
sequence: 0
dialoguetext:
"Local matters can wait. Coalition Shuttle Laurel is setting a course for your position. They will arrive momentarily. Stand by..."


title: Horseback Antenna: "To the southwest, several stars beg..."
sequence: 0
dialoguetext:
To the southwest, several stars begin to move in unison. The minor constellation of Coalition Shuttle Laurel begins executing a graceful turn, drawn by an invisible wire...


title: Horseback Antenna: "To the southwest, one of the smalle..."
sequence: 0
dialoguetext:
To the southwest, one of the smaller aerostatics that hovers above the city breaks from its holding pattern. Coalition Shuttle Laurel begins executing a slow turn, drawn by an invisible wire...


title: Noid: ""Listen, no matter what happens whe..."
sequence: 0
dialoguetext:
"Listen, no matter what happens when they get hold of you, don't you *dare* rat out the hard core underground..."


title: Coalition Warship Archer: ""Specifically, they said that 'disp..."
sequence: 0
dialoguetext:
"Specifically, they said that 'disputes of purely local concern' do not fall under their purview..."


dialoguetext: 0
sequence: Continue()
title:
Variable["jam.warship_mentioned_takeover"] == true  and  Variable["jam.warship_mentioned_krenel"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["jam.warship_mentioned_takeover"] == true  and  Variable["jam.warship_mentioned_krenel"] == true)

conditionstring:
(Variable["jam.warship_mentioned_takeover"] == true  and  Variable["jam.warship_mentioned_krenel"] == true) == false


title: Coalition Warship Archer: ""I... cannot say we agree, speaking..."
sequence: 0
dialoguetext:
"I... cannot say we agree, speaking for a moment in strictly personal terms. You have convinced us that the situation in Martinaise is untenable, but we are only the second signaller, and there is no appealing the Committee's decision..."


title: Coalition Warship Archer: ""They added that they expect the RC..."
sequence: 0
dialoguetext:
"They added that they expect the RCM to fulfil its responsibilities 'to a high degree of satisfaction'..."


title: Empathy: "Something has cracked in her founda..."
sequence: 0
dialoguetext:
Something has cracked in her foundation. Her faith in the Moralintern is no longer as firm as it had been...


title: Coalition Warship Archer: ""We're afraid so. But we must say t..."
sequence: 0
dialoguetext:
"We're afraid so. But we must say that it has been... *a privilege* to speak with you. You've shown yourself to be a credit to the RCM, and we wish you good fortune and safety during the course of your work."


title: Coalition Warship Archer: ""That's correct. But we must say th..."
sequence: 0
dialoguetext:
"That's correct. But we must say that it has been... *interesting* to speak with you. If nothing else, the RCM is frequently a source of curiosity to those of us aboard the Archer."


title: Coalition Warship Archer: ""You're welcome. We must say that i..."
sequence: 0
dialoguetext:
"You're welcome. We must say that it has been... *interesting* to speak with you. If nothing else, the RCM is frequently a source of curiosity to those of us aboard the Archer."


title: Coalition Warship Archer: ""Now, the first signaller has infor..."
sequence: 0
dialoguetext:
"Now, the first signaller has informed us that we must update the receiving frequency. This connection will be cleared in four... three..."


title: Horseback Antenna: "The Whirling-in-Rags looms up to yo..."
sequence: 0
dialoguetext:
The Whirling-in-Rags looms up to your right. The horseback monument is reflected vaguely in the grimy windows...


title: Horseback Antenna: "And yet, if you look up and squint..."
sequence: 0
dialoguetext:
And yet, if you look up and squint just so, you can pretend that it's you who is approaching Coalition Shuttle Laurel, rather than the other way around...


title: Esprit de Corps: "The lieutenant is not in his room...."
sequence: 0
userscript: SetVariableValue("jam.warship_esprit_wheres_kim", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant is not in his room. He's found a little 24-hour cafe southeast of the roundabout. He's taking a break and reading the newspaper, after his usual fashion.


title: Esprit de Corps: "First he removes the games and puzz..."
sequence: 0
dialoguetext:
First he removes the games and puzzles page and sets that aside for later. He never does the crossword during work hours.


title: Esprit de Corps: "You think he's in his room, but do..."
sequence: 0
dialoguetext:
You think he's in his room, but do you really know? No, you don't. You only know that he isn't here...


title: Esprit de Corps: "He reads everything on the front pa..."
sequence: 0
dialoguetext:
He reads everything on the front page according to the size of the headline. Today, though, he only skims -- none of it seems very interesting.


title: Esprit de Corps: "When he's finished with the front p..."
sequence: 0
dialoguetext:
When he's finished with the front page, he scans the local box scores. The Stormers lost again, 17-32. He shakes his head and checks his watch. It's time to get back to it...


title: Horseback Antenna: "The speedfreak's words are nearly s..."
dialoguetext: The speedfreak's words are nearly swallowed by the roar of the Laurel's main rotors...
userscript: SetVariableValue("jam.airship_arrives", true) --[[ Variable[ ]]
sequence:
LuaRun(SetAreaState("AIRSHIP","on")); PlayAnimation(Tequila Sunset, monument_airship); PlayAnimation(noid_monument, monument_airship); PlayAnimation(Airship Shake, RumblingStart)@3;


title: Kim Kitsuragi: ""You've accomplished your side task..."
sequence: 0
dialoguetext:
"You've accomplished your side task, you've contacted Coalition Warship Archer. I suppose what I'm asking..."


title: Esprit de Corps: "Beneath that surface query, a touch..."
sequence: 0
dialoguetext:
Beneath that surface query, a touch of self-doubt. The lieutenant isn't sure he can solve the murder *without* you.


title: Esprit de Corps: "The lieutenant is genuinely concern..."
sequence: 0
dialoguetext:
The lieutenant is genuinely concerned. This is not a situation he ever thought he'd find himself in.


title: Esprit de Corps: "Though you haven't exactly been a c..."
sequence: 0
dialoguetext:
Though you haven't exactly been a credit to the investigation so far, the lieutenant doesn't want to be left in the cold, either.


title: Kim Kitsuragi: ""Listen, detective. I want you to c..."
sequence: 0
dialoguetext:
"Listen, detective. I want you to consider, at least for a moment, the possibility that *your actual responsibility lies down here*..."


title: Inland Empire: "A little rhyme jingling in your min..."
sequence: 0
dialoguetext:
A little rhyme jingling in your mind's attic... "Of the future, of the past/ Of all that is not made to last"...


title: Kim Kitsuragi: ""I don't know your history, detecti..."
sequence: 0
dialoguetext:
"I don't know your history, detective, but I can say with great certainty that whatever you're running from won't disappear simply because you've abandoned your former life..."


title: Kim Kitsuragi: ""Detective, each of us has our part..."
sequence: 0
dialoguetext:
"Detective, each of us has our part to play in the world. My part is to solve crimes. I am under no illusion that my role isn't a minor one, in the scheme of things..."


title: Horseback Antenna: "The lieutenant's final words are ne..."
dialoguetext: The lieutenant's final words are nearly swallowed by the roar of the aerostatic's main rotors...
userscript: SetVariableValue("jam.airship_arrives", true) --[[ Variable[ ]]
sequence:
LuaRun(SetAreaState("AIRSHIP","on")); PlayAnimation(Tequila Sunset, monument_airship); PlayAnimation(Kim Kitsuragi, monument_airship); PlayAnimation(Airship Shake, RumblingStart)@3;


title: Coalition Warship Archer: ""Firewalker, this is Coalition Wars..."
sequence: 0
dialoguetext:
"Firewalker, this is Coalition Warship Archer. We have been instructed to inform you that the Laurel arrived at your position. Please acknowledge."


title: Perception (Hearing): "No shit! How are they supposed to h..."
sequence: 0
dialoguetext:
No shit! How are they supposed to hear your acknowledgement over the thundering of their own rotors?


title: Coalition Warship Archer: ""Thank you. The Committee of Respon..."
sequence: 0
dialoguetext:
"Thank you. The Committee of Responsibility for Revachol has authorised us to offer you an immediate extraction. Do you accept?"


title: You: ""Some days I feel like I'm *trapped..."
sequence: 0
conditionstring: Variable["jam.warship_volition_let_out"] == true
dialoguetext:
"Some days I feel like I'm *trapped*, trapped in some sick game that I can't possibly win, and I don't want to play it anymore, Kim!"


title: Kim Kitsuragi: ""But you see, detective, that feeli..."
sequence: 0
dialoguetext:
"But you see, detective, that feeling is simply an illusion caused by distance. Whether you choose to see it or not, the reality does not change."


title: Kim Kitsuragi: ""Let me get this straight, detectiv..."
sequence: 0
dialoguetext:
"Let me get this straight, detective: You're saying the only 'normal, reasonable' option available to you is to abandon your job and your life so you can fly away on a Moralintern warship?"


title: You: ""You've got it backwards, Kim. Mayb..."
sequence: 0
dialoguetext:
"You've got it backwards, Kim. Maybe it's only at a distance that you see things *as they really are*."


title: Horseback Antenna: ""Marianne hat mir erzählt, dass Osk..."
sequence: BanishInterface(true)@4.8; PostFX(blackout-world, true)@5; BanishHUD(true)@5; FinishDialogue()@6;
userscript: SetVariableValue("character.committee_of_la_responsabilite", true) --[[ Variable[ ]]
dialoguetext:
"Marianne hat mir erzählt, dass Oskar nicht mehr derselbe ist, seit er auf einem Luftschiff... zurückgekommen ist..."


title: Coalition Warship Archer: ""We are far past that point, Firewa..."
sequence: 0
dialoguetext:
"We are far past that point, Firewalker. There is only one question now: Are you ready, or are you not?"


title: Horseback Antenna: "The roundabout, Martinaise North, d..."
sequence: 0
dialoguetext:
The roundabout, Martinaise North, daytime. Across the plaza, a pair of seagulls fight over the remains of a chicken wing.


title: Perception (Sight): "It's the same plaza you've been loo..."
sequence: 0
dialoguetext:
It's the same plaza you've been looking at for days. What do you hope to see now that you haven't before?


title: Empathy: "He's torn. There's nothing more *so..."
sequence: 0
dialoguetext:
He's torn. There's nothing more *soft core* than the Coalition, according to his worldview, and yet, having summoned an aerostatic with your voice is one of the most *hard core* feats imaginable...


title: Kim Kitsuragi: "The lieutenant looks up toward you...."
sequence: 0
dialoguetext:
The lieutenant looks up toward you. He starts to open his mouth, then appears to think better of it.


title: Kim Kitsuragi: "The lieutenant isn't looking at you..."
sequence: 0
dialoguetext:
The lieutenant isn't looking at you or at the massive aerostatic hovering less than 20 metres above him. He appears to be concentrating on the braid of cables running from the amplifier.


title: Shivers: "There is something, a whisper, circ..."
sequence: 0
dialoguetext:
There is something, a whisper, circulating among the city's footnoted alleyways and along its electrical wires, but what it's saying, you can't tell. It seems to be a message meant for someone else...


title: Coalition Warship Archer: ""Your case? We aren't sure you unde..."
sequence: 0
dialoguetext:
"Your case? We aren't sure you understand. The Committee is waiting for you. You have to tell them what you've uncovered. The stakes here are *much* greater than any individual 'case'..."


title: Coalition Warship Archer: ""We can assure you your partner wil..."
sequence: 0
dialoguetext:
"We can assure you your partner will carry on just fine, that is his responsibility, just as this is yours. Now, there's no time to waste. The Committee is waiting to hear what you've uncovered..."


title: Coalition Warship Archer: ""'Personal business'? We aren't sur..."
sequence: 0
dialoguetext:
"'Personal business'? We aren't sure you understand. The Committee is waiting for you. You have to tell them what you've uncovered about. The stakes here are *much* greater than any 'personal business' you may be working through..."


title: Volition: "This is it, there's no turning back..."
sequence: 0
dialoguetext:
This is it, there's no turning back, no more pussyfooting about. You have to choose, once and for all.


title: Coalition Warship Archer: ""What the consequences will be for..."
dialoguetext:
"What the consequences will be for your refusal to accept responsibility, we cannot say. For your sake, we pray they are not more than we all can bear."

sequence:
PlayAnimation(Airship, airship_leaves); PlayAnimation(Airship light, lights-off); SemiBlack(true,2)@10; LuaRun(SetAreaState("AIRSHIP","off"))@12; LuaRun(SetAreaState("AIRSHIP_SHADOW","off"))@12; PlayAnimation(Tequila Sunset, monument_airship_leaves)@12; PlayAnimation(Kim Kitsuragi, monument_airship_leaves)@12; SemiBlack(false,2)@14;


title: Coalition Warship Archer: ""And now, we are updating our frequ..."
sequence: 0
dialoguetext:
"And now, we are updating our frequencies. We will not speak again. This connection will be cleared in four... three..."


title: Coalition Warship Archer: "A loud sigh fills the channel. "We..."
sequence: 0
dialoguetext:
A loud sigh fills the channel. "We will hear your request, Firewalker, although we must inform you that the Committee does not typically intervene in *personal* matters..."


title: You: "(Whisper.) "I'm investigating a mur..."
dialoguetext: (Whisper.) "I'm investigating a murder *and I think I did it*."
sequence: 0
conditionstring:
(Variable["whirling.kim_mysterious_confessed"] == true  or  Variable["whirling.kim_mysterious_kept"] == true)  and  IsKimHere()


title: Coalition Warship Archer: ""We're not sure we heard that clear..."
sequence: 0
dialoguetext:
"We're not sure we heard that clearly. Are you suggesting that you may be responsible for the very murder you're investigating?"


title: Kim Kitsuragi: ""For the last time, detective. You...."
sequence: 0
dialoguetext:
"For the last time, detective. You. Did. Not. Commit. The. Murder. Archer, please disregard his nonsense."


title: Coalition Warship Archer: ""Firewalker, surely you are aware t..."
sequence: 0
dialoguetext:
"Firewalker, surely you are aware that it is a civil offence to maliciously or frivolously obstruct a Coalition radio frequency..."


title: You: ""Just... all day, every day... I tu..."
sequence: 0
dialoguetext:
"Just... all day, every day... I turn my head and there he is, on my ass, riding like there's no tomorrow."


title: Coalition Warship Archer: ""Now, please excuse us while we upd..."
sequence: 0
dialoguetext:
"Now, please excuse us while we update the receiving frequency. This connection will be cleared in four... three..."


title: You: ""Technically, according to some cul..."
sequence: 0
dialoguetext:
"Technically, according to some cultures, it's less of an 'end' and more like a change in states of matter."


title: Coalition Warship Archer: ""Then we are not sure what assistan..."
sequence: 0
dialoguetext:
"Then we are not sure what assistance can be rendered. This is quite beyond the purview of the Committee of Responsibility..."


title: Coalition Warship Archer: ""Then we recommend you speak with y..."
sequence: 0
dialoguetext:
"Then we recommend you speak with your station lazareth. This has nothing to do with the Committee of Responsibility..."


title: Coalition Warship Archer: ""We're afraid we don't understand a..."
sequence: 0
dialoguetext:
"We're afraid we don't understand at all. What does this 'something' have to do with your lost memory?"


title: Coalition Warship Archer: ""We are sorry to hear of your loss,..."
sequence: 0
dialoguetext:
"We are sorry to hear of your loss, but personal tragedy is quite beyond the purview of the Committee of Responsibility..."


title: Coalition Warship Archer: ""Unfortunately we cannot accept you..."
sequence: 0
dialoguetext:
"Unfortunately we cannot accept your request. We really have no idea what you are talking about, but we're quite sure it is beyond the purview of the Committee of Responsibility..."


title: You: ""Go ahead and leave, you stupid who..."
dialoguetext: "Go ahead and leave, you stupid whore!"
sequence: 0
conditionstring:
Variable["whirling.klaasjedoor_whore_yelled"] == true  or  Variable["whirling.garte_sylvie_whore"] == true  or  IsTHCPresent("revacholian_nationhood")  or  Variable["jam.warship_halflight_hangup"] == true  or  Variable["ice.acele_whore_lover"] == true


title: Kim Kitsuragi: ""It's as though *right* is over her..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"It's as though *right* is over here..." He holds up one hand. "... while *you're* over here..." He holds up his other hand, as far apart from the first as possible.


title: Kim Kitsuragi: ""In fact, if right were a country,..."
sequence: 0
dialoguetext:
"In fact, if right were a country, you would be deported immediately. You would be *persona non grata* in the Country of Right."


title: Kim Kitsuragi: ""What I'm trying to say, is that in..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
"What I'm trying to say, is that in your own twisted way, you're *almost a genius*, a genius who's dedicated his entire malignant existence to devising new and spectacular ways to be *wrong*."


title: Kim Kitsuragi: "The lieutenant takes a deep breath,..."
sequence: 0
dialoguetext:
The lieutenant takes a deep breath, appearing to gather even more energy and rage, but when he opens his mouth to continue his fulmination, he just sighs...


title: Kim Kitsuragi: ""Do you know what the worst part is..."
sequence: 0
dialoguetext:
"Do you know what the worst part is, detective? The more time I spend with you, the more I feel myself *becoming* like you..."


title: Kim Kitsuragi: ""Sorry, detective. That wasn't enti..."
sequence: 0
dialoguetext:
"Sorry, detective. That wasn't entirely justified. You're not *all* bad. It's just that sometimes, you, well..."


title: Kim Kitsuragi: ""I apologise, detective. I let my e..."
sequence: 0
dialoguetext:
"I apologise, detective. I let my emotions get the better of me just now. You can be a fine police officer, but sometimes you, well..."


dialoguetext: 0
sequence: Continue()
title:
Variable["village.joyce_heard_joy_tal_about_the_discovery_of_insulinde"]  or  Variable["pier.joyce_blackc_concept_navigateur"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["village.joyce_heard_joy_tal_about_the_discovery_of_insulinde"]  or  Variable["pier.joyce_blackc_concept_navigateur"])

conditionstring:
(Variable["village.joyce_heard_joy_tal_about_the_discovery_of_insulinde"]  or  Variable["pier.joyce_blackc_concept_navigateur"]) == false


title: Kim Kitsuragi: ""I think it's best for you to climb..."
dialoguetext: "I think it's best for you to climb off the statue now, detective. Your real work is down here."
sequence: 0
userscript:
FinishTask("TASK.take_on_responsibility_done");
FinishTask("TASK.contact_warship_archer_done")--[[ Variable[ ]]


title: Noid: ""Took a dark turn there. Told you w..."
sequence: 0
dialoguetext:
"Took a dark turn there. Told you we shouldn't have gone and aligned ourselves with the Big Bad. Gonna need some seriously hard core ablutions to wash this shit off..."

userscript:
FinishTask("TASK.take_on_responsibility_done");
FinishTask("TASK.contact_warship_archer_done")--[[ Variable[ ]]


title: Horseback Antenna: "There's a damp cold running up the..."
sequence: 0
dialoguetext:
There's a damp cold running up the insides of your thighs. Your legs have grown stiff. You've been up here quite a while.


title: Horseback Antenna: "The sun-warmed bronze tingles benea..."
sequence: 0
dialoguetext:
The sun-warmed bronze tingles beneath your fingertips and between your thighs. Your legs have grown stiff. You've been up here quite a while.


title: Horseback Antenna: "The cold bronze tickles your inner..."
sequence: 0
dialoguetext:
The cold bronze tickles your inner thighs. Your legs have grown stiff. You've been up here quite a while.


title: Horseback Antenna: "You look around. The strike breaker..."
sequence: 0
dialoguetext:
You look around. The strike breakers are still shouting their slogans and waving their hand-painted signs. Beneath you, the speedfreak has begun disconnecting a few cables...


title: Horseback Antenna: "You look around. Most everyone has..."
sequence: 0
dialoguetext:
You look around. Most everyone has already gone home for the night. It's really just you and the speedfreak left...


title: Volition: "There's really no point. You're beg..."
sequence: 0
dialoguetext:
There's really no point. You're beginning to feel like the little child who refuses to come down off the carousel.


title: Horseback Antenna: "Out on the bay, a pair of dinghies..."
sequence: 0
dialoguetext:
Out on the bay, a pair of dinghies bob and roll in the waves. The breeze drags the voices of the fisherman toward the plaza, faint and indecipherable.


title: Horseback Antenna: "Further out, a few dirty icebergs d..."
sequence: 0
dialoguetext:
Further out, a few dirty icebergs drift to and fro. Further still, at the outer edge of your recognizance, the ancient ruins of the seafort lay piled on the horison...


title: Kim Kitsuragi: ""Listen, I understand that you're d..."
sequence: 0
dialoguetext:
"Listen, I understand that you're disappointed that things did not turn out how you might have hoped..."


title: Kim Kitsuragi: ""But you *did* accomplish your task..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"But you *did* accomplish your task. You reached the Coalition. I must admit, I didn't seriously think you could do it, but you've proved me wrong."


title: Kim Kitsuragi: ""Because I can see you're still ago..."
sequence: 0
dialoguetext:
"Because I can see you're still agonising over it. In my experience, when you make the wrong decision, you can tell right away. It's the right decisions that won't leave you alone..."


title: Kim Kitsuragi: ""Yes, I know..." The lieutenant all..."
sequence: 0
dialoguetext:
"Yes, I know..." The lieutenant allows himself a sheepish half-smile. "In my experience, when you make the wrong decision, you can tell right away. It's the right decisions that won't leave you alone..."


title: Kim Kitsuragi: ""You may feel that way for some tim..."
sequence: 0
dialoguetext:
"You may feel that way for some time yet. In my experience, when you make the wrong decision, you can tell right away. It's the right decisions that won't leave you alone..."


title: Esprit de Corps: "Perhaps someday the lieutenant will..."
sequence: 0
dialoguetext:
Perhaps someday the lieutenant will tell you about some of the decisions that won't leave him alone, but it won't be this day.


title: Noid: ""About time. You grab that amp. For..."
sequence: SemiBlack(true,2);
userscript: PassTime(); PassTime(); PassTime(); PassTime()
dialoguetext:
"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations..."


title: Kim Kitsuragi: "The lieutenant sighs. "What's *one..."
dialoguetext: The lieutenant sighs. "What's *one more trip* across the waterlock?"
sequence:
LuaRun(SetAreaState("ANTENNA_VISIBLE", "false"))@3; PlayAnimation(Tequila Sunset, end)@3; PlayAnimation(Kim Kitsuragi, end)@3; LuaRun(SetAreaState("NOID_MONUMENT_POS", "off"))@3; LuaRun(TeleportToAndFocusCamera("Church-int","TeqReturnMarkerNoid","MoralistCamInt1"))@4; IgnoreEnvironmentalMusic(false)@4; LuaRun(SetAreaState("MONUMENT_BENT", "true")); ShowActualHeld()@3;


title: Coalition Warship Archer: ""It's an elegant idea, one of the c..."
sequence: 0
dialoguetext:
"It's an elegant idea, one of the cornerstones of the modern era. In short, it holds that durable, lasting peace is possible when the major powers are capable of inflicting unacceptable and irreversible destruction upon one another..."


title: Coalition Warship Archer: ""Because no rational state is willi..."
sequence: 0
dialoguetext:
"Because no rational state is willing to accept the risk of such a calamity befalling its own people, all powers are incentivised to *de-escalate* conflicts before they reach the point of no return."


title: Coalition Warship Archer: ""A state is like any other living t..."
sequence: 0
dialoguetext:
"A state is like any other living thing -- it wants to survive and grow. A state that doesn't value its own existence is not a state at all."


title: Coalition Warship Archer: ""Good. First question: Are you curr..."
sequence: 0
dialoguetext:
"Good. First question: Are you currently in the vicinity of Sereglee, the North Arcade Islands, or Near Pale Offshore Platform 'Insulindico'?"


title: Coalition Warship Archer: ""Very good. Next question: Would yo..."
sequence: 0
dialoguetext:
"Very good. Next question: Would you describe the phenomenon as *internal* to the isola, or *external* to the isola?"


title: You: ""When the raver put the compressor..."
sequence: 0
conditionstring: Variable["church.soona_heard_rumble_hum"] == true
dialoguetext:
"When the raver put the compressor through the other thing, it made the beat really hard core. Like, *too* hard core."


title: Savoir Faire: "How could you be alone? You're a *s..."
sequence: 0
dialoguetext:
How could you be alone? You're a *star*, man. You've got an *entourage* and adoring fans wherever you go...


title: Shivers: "You are the Doom-Speaker. It is you..."
sequence: 0
dialoguetext:
You are the Doom-Speaker. It is your lot to ply these somnolent roads, declaring your lonely truth...


title: Coalition Warship Archer: ""Acknowledged. Listen very carefull..."
sequence: 0
dialoguetext:
"Acknowledged. Listen very carefully, Firewalker. We are going to ask you a series of questions. It is imperative that you answer as directly and truthfully as you can. Do you understand?"


title: Kim Kitsuragi: ""I don't know where this case will..."
sequence: 0
dialoguetext:
"I don't know where this case will lead us, detective, but in a sense that doesn't matter. Our job is to follow the evidence where it leads, consequences be damned..."


title: Kim Kitsuragi: ""But I embrace it *because* it's my..."
sequence: 0
dialoguetext:
"But I embrace it *because* it's my role, and it's yours too, detective, whether you accept it or not!"


title: Coalition Warship Archer: ""Oh, it looks quite lovely from her..."
sequence: 0
dialoguetext:
"Oh, it looks quite lovely from here, even with the rain. From our porthole, we see rolling hillsides, a public park filled with grand oak trees, men and women going about on horses..."


title: Coalition Warship Archer: ""Oh, it looks quite lovely from her..."
sequence: 0
dialoguetext:
"Oh, it looks quite lovely from here. From our porthole, we see rolling hillsides covered with snow, a public park filled with grand oak trees, men and women going about on horses..."


title: Coalition Warship Archer: ""We're sorry we did not come bearin..."
sequence: 0
dialoguetext:
"We're sorry we did not come bearing better news. But we must say that it has been... *a privilege* to speak with you. We believe you are a credit to the RCM, and we wish you good fortune and safety during the course of your work."


title: You: ""I've got a feeling this is related..."
sequence: 0
dialoguetext:
"I've got a feeling this is related to the pale, some piece of the past that's mixing in with our signal."


title: Coalition Warship Archer: ""Of course not. It's simply a rheto..."
sequence: 0
dialoguetext:
"Of course not. It's simply a rhetorical convention, a common synecdoche. We are the second signaller."


title: Coalition Warship Archer: ""You must understand, the Moralinte..."
sequence: 0
dialoguetext:
"You must understand, the Moralintern is responsible for ensuring the continuance and flourishing of mankind for the next 3,000 years. The planning division must account for a great many possible outcomes and chance events."


title: Encyclopedia: "Originally developed by mechanical..."
sequence: 0
dialoguetext:
Originally developed by mechanical engineers at the Isherwood Branch of CZU Industries around the turn of the last century, contingency spreads are used to model complex events in a number of fields, including business, public health, radiocomputer science, insurance, and international diplomacy.


title: Coalition Warship Archer: ""Of course, there is no one spread..."
sequence: 0
dialoguetext:
"Of course, there is no one spread that can reasonably account for all these possible events. But at least we're able to prepare for the most likely eventualities."


title: Coalition Warship Archer: ""It's not really our area of expert..."
sequence: 0
dialoguetext:
"It's not really our area of expertise, but we can try to explain. Picture a smooth hill made from fresh dirt. Now, if you stand atop this hill and pour a glass of water over it, what will happen?"


title: Coalition Warship Archer: ""Precisamente. We know only that it..."
sequence: 0
dialoguetext:
"Precisamente. We know only that it will run down, but not what course it will take. If we place a rock in the water's path, will it divert to the left or the right? We cannot say, but we may predict which way it might run in either event..."


title: Coalition Warship Archer: ""The point is that we know only tha..."
sequence: 0
dialoguetext:
"The point is that we know only that the water will run down, but not what course it will take. If we place a rock in the water's path, will it divert to the left or the right? We cannot say, but we may predict which way it might run in either event..."


title: Coalition Warship Archer: ""That is the essence of the idea. Y..."
sequence: 0
userscript: SetVariableValue("jam.warship_contingencies_explained", true) --[[ Variable[ ]]
dialoguetext:
"That is the essence of the idea. You might also imagine these spreads as a kind of tree, with every juncture representing a different event, and every branch representing a different timeline."


title: Coalition Warship Archer: ""Not exactly. No one can know the f..."
sequence: 0
dialoguetext:
"Not exactly. No one can know the future. But with contingency spreads it is possible to predict what the future realities *might reasonably* look like."


title: Coalition Warship Archer: ""But we shouldn't overstate their i..."
sequence: 0
dialoguetext:
"But we shouldn't overstate their importance. They are simply one of many tools used by the Moralintern to set policy."


title: Coalition Warship Archer: ""Well, yes -- just as some events a..."
sequence: 0
dialoguetext:
"Well, yes -- just as some events are less probable than others. While we expect the vast majority of realities will fall within a normal confidence interval, there must necessarily be some that fall *outside that range* as well."


title: Coalition Warship Archer: ""Who are we to say? We're only a se..."
sequence: 0
dialoguetext:
"Who are we to say? We're only a second signaller, not a metaphysician. This is the only reality we have ever known, so how can we judge how reasonable it might be compared to any other?"


title: Coalition Warship Archer: ""That's impossible to say. It may b..."
sequence: 0
dialoguetext:
"That's impossible to say. It may be that Revachol has a great role to play, or no role at all. That is the nature of contingencies."


title: Coalition Warship Archer: ""You must understand, when we speak..."
sequence: 0
dialoguetext:
"You must understand, when we speak of contingency spreads, we are talking about *the most fantastically complex* data visualisations human beings are capable of producing, with thousands of events -- from elections and wars to natural disasters or scientific miracles -- and millions of possible outcomes."


title: Coalition Warship Archer: ""It's completely natural. Studies h..."
sequence: 0
dialoguetext:
"It's completely natural. Studies have shown that the untrained mind is only capable of considering so many possibilities in place at once, usually no more than three or four..."


title: Coalition Warship Archer: ""Almost certainly. Not many realise..."
sequence: 0
dialoguetext:
"Almost certainly. Not many realise this, but, the Moralintern is constantly reviewing and revising its contingency spreads in order to improve our own decision-making..."


title: Coalition Warship Archer: ""It may be the case that, under cer..."
sequence: 0
dialoguetext:
"It may be the case that, under certain scenarios, Revachol is vitally important, as it was during the Coalition landings in '08. It may also be the case in many other equally plausible scenarios that Revachol is simply another once-great city, like countless others throughout history."


title: Coalition Warship Archer: ""Only in the sense that the entire..."
sequence: 0
dialoguetext:
"Only in the sense that the entire world has to 'wing' its way through history. The Moralintern simply aims to 'wing it' as little as possible..."


title: Coalition Warship Archer: ""Perhaps, perhaps not. Could the Pe..."
sequence: 0
dialoguetext:
"Perhaps, perhaps not. Could the Perikarnassians have foreseen the role Revachol would play in events to come? In truth, history only appears to rhyme because we cannot perceive events in their full complexity..."


title: Coalition Warship Archer: ""But one must consider that the wor..."
sequence: 0
dialoguetext:
"But one must consider that the world was in the midst of a global catastrophe brought on by an unstoppable pandemic. No amount of contingency planning could account for *all of that*."


title: You: ""So you're saying the Moralintern h..."
sequence: 0
dialoguetext:
"So you're saying the Moralintern had to make difficult decisions during an unprecedented situation."


title: Coalition Warship Archer: ""Impossible to say for certain. Hum..."
sequence: 0
dialoguetext:
"Impossible to say for certain. Human beings are notoriously bad at predicting all the different ways events might unravel..."


title: Coalition Warship Archer: ""For this reason, responsibility fo..."
sequence: 0
dialoguetext:
"For this reason, responsibility for developing contingency spreads is only assigned to highly trained analysts working with advanced radiocomputers and a steady supply of drouamine."


title: Coalition Warship Archer: ""Of course. While the content of in..."
sequence: 0
dialoguetext:
"Of course. While the content of individual contingency spreads is deeply classified, many degrees beyond our access, everything we have heard from the Provisional Commission indicates that the transition is proceeding according to the appropriate timetable."


title: Coalition Warship Archer: ""That is extremely admirable. Of co..."
sequence: 0
dialoguetext:
"That is extremely admirable. Of course, the Coalition supports the Revacholian people's desire for full democracy. We encourage you to contact the offices of the Provisional Commission if you are serious about getting involved."


title: Coalition Warship Archer: ""Oh, there are many things you can..."
sequence: 0
dialoguetext:
"Oh, there are many things you can do. If you're interested in learning how to canvass for signatures, manage a polling place, or register voters, the Commission would be more than happy to direct you to a workshop..."


title: Coalition Warship Archer: ""Real democracy doesn't just happen..."
sequence: 0
dialoguetext:
"Real democracy doesn't just happen. It requires the support of a great number of stable, interlocking institutions. *That* is the only way to channel popular sentiment into a legitimate mandate to govern. Otherwise, what are we left with?"


title: Coalition Warship Archer: ""Esattamente. But the Commission's..."
sequence: 0
dialoguetext:
"Esattamente. But the Commission's hard and diligent work may soon be bearing fruit: Revachol is nearly ready to begin the first phase of democratisation."


title: Coalition Warship Archer: ""Gardeners and lawyers are both ess..."
sequence: 0
dialoguetext:
"Gardeners and lawyers are both essential to a beautiful and well-functioning society, but we're referring to something else..."


title: Coalition Warship Archer: ""In most cases, the Provisional Cou..."
sequence: 0
dialoguetext:
"In most cases, the Provisional Council selects them from a cross-section of the local population to ensure the slates actually reflect the people they represent."


title: Coalition Warship Archer: ""The council is modelled after simi..."
sequence: 0
dialoguetext:
"The council is modelled after similar bodies developed in a number of transitional democracies. Its role is to devise and shape the future institutions of Revacholian democracy, according to local conditions..."


title: Coalition Warship Archer: ""Soon, the people of Revachol will..."
sequence: 0
dialoguetext:
"Soon, the people of Revachol will vote for slates of candidates who will make up the transitional advisory council that will oversee the second phase of democratisation."


title: Coalition Warship Archer: ""Our best theoreticians believe tha..."
sequence: 0
dialoguetext:
"Our best theoreticians believe that three to five phases are appropriate for states that lack strong democratic traditions, which would certainly apply to Revachol."


title: Coalition Warship Archer: ""In fact, you may have picked the p..."
sequence: 0
dialoguetext:
"In fact, you may have picked the perfect time to get involved: Revachol is nearly ready to begin the first phase of democratisation."


title: Coalition Warship Archer: ""It's even possible the cities that..."
sequence: 0
dialoguetext:
"It's even possible the cities that will resolve the questions of the future have not been founded yet."


title: Coalition Warship Archer: ""Once elected, council members will..."
sequence: 0
userscript: SetVariableValue("jam.warship_council_wings", true) --[[ Variable[ ]]
dialoguetext:
"Once elected, council members will even have the opportunity to join one of several officially sanctioned political wings, depending on their ideological beliefs and policy preferences."


title: Coalition Warship Archer: ""A very important question. The win..."
sequence: 0
dialoguetext:
"A very important question. The wings are carefully selected to represent a wide spectrum of political thought."


title: Coalition Warship Archer: ""Of course, such a situation is not..."
sequence: 0
dialoguetext:
"Of course, such a situation is not ideal. We would all prefer for Revacholians to nominate their representatives directly. But that is why it's a transitional council."


title: Coalition Warship Archer: ""Even though we are only a second s..."
sequence: 0
dialoguetext:
"Even though we are only a second signaller, we can tell you with great certainty that there is no contingency spread for you, Firewalker."


title: Coalition Warship Archer: ""What you are describing is the att..."
sequence: 0
dialoguetext:
"What you are describing is the attitude of a child. The Moralintern is not 'humanity's stepmother', despite what some critics may allege. Responsibility and freedom are deeply entwined, and both are essential in a flourishing society."


title: Coalition Warship Archer: ""Our concerns exist on the scale of..."
sequence: 0
dialoguetext:
"Our concerns exist on the scale of decades, centuries, and millennia. Sometimes we say the Moralintern worries about the future so that normal people may worry about today."


title: Coalition Warship Archer: ""Please understand, we are not some..."
sequence: 0
dialoguetext:
"Please understand, we are not some totalitarian enterprise. We are committed to and bound by the highest values of individual freedom and opportunity."


title: Coalition Warship Archer: ""The Moralintern is not Seol. There..."
sequence: 0
dialoguetext:
"The Moralintern is not Seol. There is no secret vault of files beneath Isherwood or La Cherte or anywhere else, because that is not the Moralintern's purpose..."


title: Inland Empire: "S-s-s-she knows perfectly well wher..."
sequence: 0
userscript: SetVariableValue("jam.warship_inland_labyrinth", true) --[[ Variable[ ]]
dialoguetext:
S-s-s-she knows perfectly well where they are! They've got one for everybody, all coded and filed away in a vast labyrinth beneath Isherwood...


title: You: ""Someone told me we live in a preca..."
sequence: 0
conditionstring: IsTHCPresent("precarious_world")
dialoguetext:
"Someone told me we live in a precarious world, that every event is just a violent roll of the die."


title: Coalition Warship Archer: ""Of course. We're only a second sig..."
sequence: 0
dialoguetext:
"Of course. We're only a second signaller, not a metaphysician. We sometimes find it overwhelming also..."


title: Coalition Warship Archer: ""It may be. We're only a second sig..."
sequence: 0
dialoguetext:
"It may be. We're only a second signaller, not a metaphysician. It's a rather cold way to think about the world, isn't it?"


title: Coalition Warship Archer: ""The key, we believe, is to be open..."
sequence: 0
dialoguetext:
"The key, we believe, is to be open to meaning even amidst great uncertainty. But now we are only speaking for ourselves."


title: Coalition Warship Archer: ""Typically, there's a liberal techn..."
sequence: 0
dialoguetext:
"Typically, there's a liberal technocratic wing, a social democratic wing, and even a conservative populist wing. You wouldn't believe some of the ideas they express! But a vibrant and free political culture requires that all perspectives be given voice, even those many may find objectionable."


title: Soona, the Programmer: ""I'm still not certain whether this..."
sequence: 0
dialoguetext:
"I'm still not certain whether this was a *good* idea or not, but there is something extraordinary about summoning an aerostatic with your voice..."


title: Soona, the Programmer: ""Hmm, what a disappointment. I was..."
sequence: 0
dialoguetext:
"Hmm, what a disappointment. I was almost sure something *truly* interesting was about to happen. Oh well."

userscript:
FinishTask("TASK.take_on_responsibility_done");
FinishTask("TASK.contact_warship_archer_done")--[[ Variable[ ]]


title: Soona, the Programmer: ""Good. Now, give me a hand with the..."
userscript: PassTime(); PassTime(); PassTime(); PassTime()
dialoguetext:
"Good. Now, give me a hand with these amplifiers. Leave the cables. I don't feel like making two trips..."

sequence:
SemiBlack(true,2); LuaRun(SetAreaState("ANTENNA_VISIBLE", "false"))@3; PlayAnimation(Tequila Sunset, end)@3; LuaRun(SetAreaState("SOONA_MONUMENT_POS", "off"))@3; LuaRun(TeleportToAndFocusCamera("Church-int","TeqReturnMarker","MoralistCamInt1"))@4; IgnoreEnvironmentalMusic(false)@4; LuaRun(SetAreaState("MONUMENT_BENT", "true")); ShowActualHeld()@3;


title: Coalition Warship Archer: ""It was established by many of the..."
sequence: 0
dialoguetext:
"It was established by many of the same Founding Party members who elected Dolores Dei, and who, after her assassination, dedicated their lives to the continuation of her political and intellectual project."


title: Encyclopedia: "The *other* members of the Founding..."
sequence: 0
dialoguetext:
The *other* members of the Founding Party moved to Sur-la-Clef and invented modern corporate finance. Their names may still be found on the pediments of some of the largest investment banks in the world.


title: Coalition Warship Archer: ""There are many. The communists say..."
sequence: 0
dialoguetext:
"There are many. The communists say they are the next dialectical step in an inexorable spiral of progress. They claim to have resolved the 'inherent contradictions' of moralism and believe they're just one revolution away from establishing a humanist paradise..."


title: Coalition Warship Archer: ""The fascists say they are *both* t..."
sequence: 0
dialoguetext:
"The fascists say they are *both* the ancestors of and the successors to Dolorianism. In other words, they believe that Dolores Dei's reign simply represents a glorious phase of expansion within a greater Franconigerian heritage. They criticise the Dolorian project for accepting and integrating new peoples rather than forcefully subjugating them..."


title: Coalition Warship Archer: ""And then there are our prodigal co..."
sequence: 0
dialoguetext:
"And then there are our prodigal cousins, the Vaasan social democrats, who hold our same values and have even adopted many of our same rites and iconography, though they persist in rejecting the umbrella of moralism."


title: Coalition Warship Archer: ""If you believe so strongly in your..."
sequence: 0
dialoguetext:
"If you believe so strongly in your own destiny that the rest of reality exists only as a warped reflection of it, how can it be contradicted?"


title: Coalition Warship Archer: ""Many political theorists have argu..."
sequence: 0
dialoguetext:
"Many political theorists have argued that communism accepts the logic of Dolorian humanism while abandoning its spirit. They offer a cautionary tale, in other words, about attempting to found a paradise atop bones and ashes..."


title: Rhetoric: "Whose bones and whose ashes, exactl..."
sequence: 0
dialoguetext:
Whose bones and whose ashes, exactly? You don't think the Coalition pacified Revachol with *bonbons*, do you?


title: Coalition Warship Archer: ""Yes. Atomic war, environmental deg..."
sequence: 0
userscript: SetVariableValue("jam.warship_entroponetic_risk", true) --[[ Variable[ ]]
dialoguetext:
"Yes. Atomic war, environmental degradation, resource exhaustion, viral pandemic, super-volcanism, runaway entroponetic collapse..."


title: Endurance: "You know your people's history. You..."
sequence: 0
dialoguetext:
You know your people's history. You don't need some *foreign wöman* in a fancy airship to tell you what's what.


title: Coalition Warship Archer: ""We don't resent them. It's more th..."
sequence: 0
dialoguetext:
"We don't resent them. It's more that we are... *disappointed* that they have chosen to emphasise certain points of dispute over broad areas of accord..."


title: Coalition Warship Archer: ""But it's a delicate and very compl..."
sequence: 0
dialoguetext:
"But it's a delicate and very complicated subject. And of course every belief system has something to recommend it."


title: Reaction Speed: "She... really had that on the tip o..."
sequence: 0
dialoguetext:
She... really had that on the tip of her tongue. It's like she has the timeline laid out *right* in front of her.


title: Coalition Warship Archer: ""Of course, the number 3,000 repres..."
sequence: 0
dialoguetext:
"Of course, the number 3,000 represents the average of a great number of projections. The actual number might be closer to 2,800 or even 2,750, depending on the contingencies..."


title: Coalition Warship Archer: ""It is in all senses the most moder..."
sequence: 0
dialoguetext:
"It is in all senses the most moderate and reasonable projection possible based on current science."


title: Coalition Warship Archer: ""That depends on how you look at it..."
sequence: 0
dialoguetext:
"That depends on how you look at it. Since the Perikarnassian Incident, there have been nearly 8,000 years of recorded history..."


title: Coalition Warship Archer: ""Of course, the number 3,000 repres..."
sequence: 0
dialoguetext:
"Of course, the number 3,000 represents the average of a great number of projections. The actual number might be closer to 3,250 or even 3,300, depending on the contingencies..."


title: Coalition Warship Archer: ""In Messina, of course. Not only wa..."
sequence: 0
dialoguetext:
"In Messina, of course. Not only was it the site of Dolores Dei's crowning, it was also one of the great cities of the Dolorian era, a glorious expression of humanity's highest potential..."


title: Coalition Warship Archer: ""She was. There are even those who..."
sequence: 0
dialoguetext:
"She was. There are even those who say that Advesperascit *summoned* Dolores Dei, or that it was built in preparation for her, centuries before her arrival..."


title: Coalition Warship Archer: ""Of course, such a city does not sp..."
sequence: 0
dialoguetext:
"Of course, such a city does not spring from nowhere, nor does it endure without effort. Its construction was the work of many generations, and its preservation is an equally monumental responsibility."


title: Coalition Warship Archer: ""Let us answer your question with a..."
sequence: 0
userscript: SetVariableValue("jam.warship_mentioned_advesperascit", true) --[[ Variable[ ]]
dialoguetext:
"Let us answer your question with a question: Have you ever seen evening fall over the old town of Advesperascit?"


title: Coalition Warship Archer: ""If you had, then you would remembe..."
sequence: 0
dialoguetext:
"If you had, then you would remember. It is one of the great wonders of the world, impossible to mistake or forget."


title: Coalition Warship Archer: ""The heart of the city, the old tow..."
sequence: 0
dialoguetext:
"The heart of the city, the old town, is a district composed of weathered marble, comprising thousands of columns and arcades arranged around a series of grand plazas. During the day it's a beautiful sight, equal to any of the great cities of Perikarnassis."


title: Coalition Warship Archer: ""But as the sun sets, the shadows c..."
sequence: 0
dialoguetext:
"But as the sun sets, the shadows cast by those columns and arcades weave together to form an intricate umbral lattice. When you see it, you suddenly understand: It was all built for you, for *this very moment*."


title: Coalition Warship Archer: ""Not only that, but you, you are al..."
sequence: 0
dialoguetext:
"Not only that, but you, you are also part of that centuries-long plan. When you cross one of the open plazas, your own shadow is effortlessly woven into the great latticework, a deliberate synthesis of humanity, art, and the natural world."


title: Coalition Warship Archer: ""The RCM exists under the umbrella..."
sequence: 0
dialoguetext:
"The RCM exists under the umbrella of the Coalition, just as the Coalition exists under the umbrella of the Moralintern..."


title: Coalition Warship Archer: ""We're not that familiar with RCM l..."
sequence: 0
dialoguetext:
"We're not that familiar with RCM lore and practice, but we believe that may be the case. As we recall, the décomptage originated with the Revacholian Commune itself."


title: Coalition Warship Archer: ""It's our understanding that the RC..."
sequence: 0
dialoguetext:
"It's our understanding that the RCM's organisational structure predates the Coalition. We believe it may even be modelled after the communard brigades themselves."


title: Coalition Warship Archer: ""But in a practical sense, it's the..."
sequence: 0
dialoguetext:
"But in a practical sense, it's the responsibility of the Ethics Division to ensure that both organisations are working toward the same ends."


title: Coalition Warship Archer: ""History is a river coursing ever d..."
sequence: 0
dialoguetext:
"History is a river coursing ever downward. Occasionally its course is redirected in mysterious and unexpected ways."


title: Kim Kitsuragi: ""I suppose I enjoy casework too muc..."
sequence: 0
dialoguetext:
"I suppose I enjoy casework too much. But surely you have more interesting things to discuss with the Coalition than my career path."


title: Empathy: "In other words, it's a fundamental..."
sequence: 0
dialoguetext:
In other words, it's a fundamental part of the RCM, so you probably shouldn't ask her any questions about it.


title: Coalition Warship Archer: ""Because the Coalition has no inter..."
sequence: 0
dialoguetext:
"Because the Coalition has no interest in *running* Revachol. We'll succeed in our mission the moment Revachol rejoins the international community as a sovereign democracy. The RCM is an integral piece of that project."


title: Encyclopedia: "The Ethics Division is the branch o..."
sequence: 0
userscript: SetVariableValue("jam.warship_encyclo_ethics", true) --[[ Variable[ ]]
dialoguetext:
The Ethics Division is the branch of the RCM that coordinates activities with the Coalition. It's composed of high-ranking RCM officials and their medium-ranking Moralintern counterparts. It's considered a career-making assignment for elite RCM officers.


title: Shivers: "Air moving through what was once a..."
sequence: 0
userscript: SetVariableValue("jam.warship_shivers_responsibility", true) --[[ Variable[ ]]
dialoguetext:
Air moving through what was once a row of apartments protected by walls and a roof. It sighs through the remains of bedrooms and parlours...


title: Coalition Warship Archer: ""*Extremely different*. We knew the..."
sequence: 0
dialoguetext:
"*Extremely different*. We knew there were still parts of Revachol that have not fully recovered from the Revolution, but here the destruction is quite evident, even compared to the eastern side of the city..."


title: Coalition Warship Archer: ""For the most part, it has. The wor..."
sequence: 0
dialoguetext:
"For the most part, it has. The world is certainly not free of violent conflict, but in the modern era we have made great strides to reduce its frequency, duration, and severity."


title: Coalition Warship Archer: ""But we must stress that real democ..."
sequence: 0
dialoguetext:
"But we must stress that real democracy is an ongoing process and not simply an outcome. It must be cultivated and preserved if it is to endure."


title: Logic: "If the opportunity presents itself,..."
sequence: 0
dialoguetext:
If the opportunity presents itself, perhaps you should mention the two-millimetre hole you recently discovered.


title: Coalition Warship Archer: ""This is why it is critical for the..."
sequence: 0
dialoguetext:
"This is why it is critical for the international community to work toward peace and cooperation between nations. There's simply too much at stake."


title: Kim Kitsuragi: "The lieutenant sighs. "What's *one..."
dialoguetext: The lieutenant sighs. "What's *one more trip* across the waterlock?"
sequence:
LuaRun(SetAreaState("ANTENNA_VISIBLE", "false"))@3; PlayAnimation(Tequila Sunset, end)@3; PlayAnimation(Kim Kitsuragi, end)@3; LuaRun(SetAreaState("SOONA_MONUMENT_POS", "off"))@3; LuaRun(TeleportToAndFocusCamera("Church-int","TeqReturnMarker","MoralistCamInt1"))@4; IgnoreEnvironmentalMusic(false)@4; LuaRun(SetAreaState("MONUMENT_BENT", "true")); ShowActualHeld()@3;


title: You: ""What's going on?""
dialoguetext: "What's going on?"
sequence: 0
conditionstring:
Variable["jam.warship_inland_electronic_doorbell"] == false  and  Variable["church.soona_told_her_about_radio_ghost_intercom"] == false


title: Inland Empire: "It's strangely comforting to think..."
sequence: 0
dialoguetext:
It's strangely comforting to think of these voices travelling through the air, until you capture them, firefly-like, with your little metal antenna...


title: You: ""Noid, I think there are ghosts in..."
dialoguetext: "Noid, I think there are ghosts in this radio."
sequence: 0
conditionstring:
Variable["jam.warship_inland_electronic_doorbell"]  and  Variable["church.soona_told_her_about_radio_ghost_intercom"] == false


title: Noid: ""Yeah, sounds like some radio-spook..."
sequence: 0
dialoguetext:
"Yeah, sounds like some radio-spookers, alright. That's what happens when you get down in the mega-low range. You better keep trying anyway..."


title: Logic: "If you had something *alcoholic*, y..."
sequence: 0
userscript: SetVariableValue("jam.monument_logic_cleaner", true) --[[ Variable[ ]]
dialoguetext:
If you had something *alcoholic*, you could dissolve the oils, creating a cleaner (and clearer) connection.


title: Perception (Sight): "Truth be told, you have no idea wha..."
sequence: 0
dialoguetext:
Truth be told, you have no idea what you're looking for. It just looks like a cord attached to a piece of metal. You pick at the colourful rubber jacketing, not sure what else to do...


title: Horseback Antenna: "Once the alcohol has had time to di..."
sequence: 0
dialoguetext:
Once the alcohol has had time to dissolve the oils, you wipe off the bar with your sleeve and reattach the cable.


title: Noid: ""Yeah... maybe some. Not enough tho..."
sequence: 0
dialoguetext:
"Yeah... maybe some. Not enough though. Would've hoped between that and the de-spooker engaged that we'd be able to align with any frequency, but we're still just medium core, at best."


title: Noid: ""Hang on, I'm looking at Egg's chec..."
sequence: 0
dialoguetext:
"Hang on, I'm looking at Egg's checklist. He says: 'IF ALL FAILS, BEND ANTENNA. NARROW IS THE HARD CORE WAY'... That make any sense to you?"


title: Horseback Antenna: "A few of the idle lorry drivers and..."
sequence: 0
dialoguetext:
A few of the idle lorry drivers and strike breakers gesture at you with their cigarettes, more out of curiosity than anything else. From the window of one of the adjacent apartment buildings, an older woman leans out, her heavy breasts sagging...


title: Horseback Antenna: "The sky is opaque with dark clouds...."
sequence: 0
dialoguetext:
The sky is opaque with dark clouds. Somehow, the raindrops seem to fall more slowly from this angle...


title: Horseback Antenna: "Through the scrim, you can just mak..."
sequence: 0
dialoguetext:
Through the scrim, you can just make out the shadow of Coalition Warship Archer a few kilometres to the east.


title: Horseback Antenna: "Across the river, you can see Coali..."
sequence: 0
dialoguetext:
Across the river, you can see Coalition Warship Archer tracing its gradual circuit above Revachol East.


title: Horseback Antenna: "You turn to the east, but the visib..."
sequence: 0
dialoguetext:
You turn to the east, but the visibility is quite poor. You see no sign of Coalition Warship Archer, though you know it can't be too far away.


title: Horseback Antenna: "His imperious gaze leads you natura..."
sequence: 0
dialoguetext:
His imperious gaze leads you naturally to his outstretched hand, which for some reason strikes you as sadly empty...


title: Horseback Antenna: "You are face to face with Filippe I..."
sequence: 0
dialoguetext:
You are face to face with Filippe III. The bronze king looks toward the west. Something about his features seems bizarrely distorted.


title: Logic: "Not intentionally. It’s a matter of..."
sequence: 0
dialoguetext:
Not intentionally. It’s a matter of perspective. The king was never meant to be seen from such an angle as you’ve attained.


title: Savoir Faire: "You can't help but feel that *sabre..."
sequence: 0
dialoguetext:
You can't help but feel that *sabre* you picked up might just give this old king a little more panache *and* better reception!


title: Horseback Antenna: "To your surprise, the sabre's hilt..."
sequence: 0
userscript: SetVariableValue("jam.warship_attached_sabre", true) ; LoseItem("sabre")--[[ Variable[ ]]
dialoguetext:
To your surprise, the sabre's hilt fits quite snugly in the statue's hand. The king cuts quite the triumphal figure now.


title: Horseback Antenna: "The king won't know what he's missi..."
sequence: 0
dialoguetext:
The king won't know what he's missing. He looks straight ahead, his expression defiant and verdigris.


title: Conceptualization: "Why not arm the good king's valiant..."
sequence: 0
dialoguetext:
Why not arm the good king's valiant steed instead? There seems to be *just* enough room between its teeth there...


title: Horseback Antenna: "To your surprise, the sabre slides..."
dialoguetext: To your surprise, the sabre slides snugly between the horse's bared teeth.
sequence: 0
userscript:
SetVariableValue("jam.warship_attached_sabre_horse", true) ;
LoseItem("sabre");
XPPicoSetBool("XP.put_sword_horse")--[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
(CheckItemGroup("alcohol")  or  CheckItem("ammonia_ampoule"))  and  (Variable["jam.monument_logic_cleaner"])


dialoguetext: 0
sequence: Continue()
title:
!((CheckItemGroup("alcohol")  or  CheckItem("ammonia_ampoule"))  and  (Variable["jam.monument_logic_cleaner"]))

conditionstring:
((CheckItemGroup("alcohol")  or  CheckItem("ammonia_ampoule"))  and  (Variable["jam.monument_logic_cleaner"])) == false


title: Horseback Antenna: "The programmer's words are nearly s..."
dialoguetext: The programmer's words are nearly swallowed by the roar of the Laurel's main rotors...
userscript: SetVariableValue("jam.airship_arrives", true) --[[ Variable[ ]]
sequence:
LuaRun(SetAreaState("AIRSHIP","on")); PlayAnimation(Tequila Sunset, monument_airship); PlayAnimation(soona_monument, monument_airship); PlayAnimation(Airship Shake, RumblingStart)@3;


title: Empathy: "Whatever her misgivings about the C..."
sequence: 0
dialoguetext:
Whatever her misgivings about the Coalition, the fact is that you've summoned an aerostatic with your voice. An achievement she never thought she'd witness...


title: Noid: ""My guess, you climb up the centaur..."
sequence: 0
userscript: SetVariableValue("jam.warship_need_to_climb", true) --[[ Variable[ ]]
dialoguetext:
"My guess, you climb up the centaur-man, see if there's anything obviously *interfering* with them. Maybe you've got some technical law-science?"


title: You: ""No problem. I've already mastered..."
dialoguetext: "No problem. I've already mastered the art of teleportation."
sequence: 0
conditionstring:
Variable["jam.warship_savoir_teleported"] == true  and  Variable["jam.warship_need_to_climb"] == true


title: Physical Instrument: "Come on, son. This isn't anything b..."
sequence: 0
userscript: SetVariableValue("jam.warship_phys_inst_bar", true) --[[ Variable[ ]]
dialoguetext:
Come on, son. This isn't anything but a common high bar! Just get a solid overhand grip and hoist yourself up!


title: Physical Instrument: "Something about this set-up seems d..."
sequence: 0
userscript: SetVariableValue("jam.warship_phys_int_dimly_familiar", true) --[[ Variable[ ]]
dialoguetext:
Something about this set-up seems dimly familiar, but you'll be damned if you know what you're supposed to do about it.


title: Coalition Warship Archer: ""Well, it's rather dark now, but fr..."
sequence: 0
dialoguetext:
"Well, it's rather dark now, but from our porthole, we can just make out the rolling hillsides. We can see the lanterns lining the walkways through a public park..."


title: Horseback Antenna: "You look around. Most everyone has..."
sequence: 0
dialoguetext:
You look around. Most everyone has already gone home for the night. It's really just you and the programmer left...


title: Horseback Antenna: "You look around. The strike breaker..."
sequence: 0
dialoguetext:
You look around. The strike breakers are still shouting their slogans and waving their hand-painted signs. Beneath you, the programmer has begun disconnecting a few cables...


title: Coalition Warship Archer: ""There are a few people on horses b..."
sequence: 0
dialoguetext:
"There are a few people on horses by a small pond. The homes and gardens are quite beautiful, very near like those in certain areas of Messina."


title: Coalition Warship Archer: ""Ah, there are children building a..."
sequence: 0
dialoguetext:
"Ah, there are children building a snowman by a small pond. The homes and gardens are quite beautiful, very near like those in certain areas of Messina."


title: Coalition Warship Archer: ""Ah, there are children running hom..."
sequence: 0
dialoguetext:
"Ah, there are children running home to get out of the rain. The homes and gardens are quite beautiful, very near like those in certain areas of Messina."


title: Coalition Warship Archer: ""Ah, there are children playing by..."
sequence: 0
dialoguetext:
"Ah, there are children playing by a small pond. The homes and gardens are quite beautiful, very near like those in certain areas of Messina."


title: Coalition Warship Archer: ""No -- well, not quite. The Moralin..."
sequence: 0
dialoguetext:
"No -- well, not quite. The Moralintern never *intends* to violate another nation's sovereignty. That would be a serious violation of international law..."


title: Kim Kitsuragi: "The lieutenant gives a long sigh as..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
The lieutenant gives a long sigh as he removes his headphones. There's relief on his face as he turns toward you.


title: Coalition Warship Archer: ""By thousands of people over many c..."
sequence: 0
dialoguetext:
"By thousands of people over many centuries, in keeping with a precise plan each believed in but never expected to see the final completion of..."


title: Noid: ""About time. You grab that amp. For..."
userscript: PassTime(); PassTime(); PassTime(); PassTime()
dialoguetext:
"About time. You grab that amp. Forget the cables. Need to leave some evidence of our antenna to inspire future generations..."

sequence:
SemiBlack(true,2); LuaRun(SetAreaState("ANTENNA_VISIBLE", "false"))@3; PlayAnimation(Tequila Sunset, end)@3; LuaRun(SetAreaState("NOID_MONUMENT_POS", "off"))@3; LuaRun(TeleportToAndFocusCamera("Church-int","TeqReturnMarkerNoid","MoralistCamInt1"))@4; IgnoreEnvironmentalMusic(false)@4; LuaRun(SetAreaState("MONUMENT_BENT", "true")); ShowActualHeld()@3;


title: You: ""I was recently caught in a violent..."
sequence: 0
conditionstring: Variable["TASK.return_to_whirling_done"] == true
dialoguetext:
"I was recently caught in a violent confrontation between the Union and a group of mercenaries hired by the Wild Pines..."


title: You: ""And now there are multiple casualt..."
sequence: 0
conditionstring: Variable["TASK.return_to_whirling_done"] == true
dialoguetext:
"And now there are multiple casualties on both sides of the conflict. The harbour is locked down, the Wild Pines rep is gone. It's... very bad."


title: Interfacing: "You allow the broken hunk of metal..."
dialoguetext:
You allow the broken hunk of metal to clatter to the ground. It wasn't clear to you it did anything anyway...

sequence:
Hold(); HideActualHeld()@1; BanishInterface(true)@1; LuaRun(SetAreaState("MONUMENT_HEAD_STATE", "broken")); FocusCamera(MonumentFall2Cam)@2; PlayAnimation(Tequila Sunset, monument_twist_F)@5; PlayAnimation(Horsehead, monument_twist_F)@5; FocusCamera(MonumentHeadCam)@18; FocusCamera(MonumentFall3Cam)@27; PlayAnimation(Tequila Sunset, monument_twist_F2)@27->Message(onMarker); BanishInterface(false)@Message(onMarker); Release()@Message(onMarker);


title: Coalition Warship Archer: ""What the consequences will be for..."
dialoguetext:
"What the consequences will be for your refusal to accept responsibility, we cannot say. For your sake, we pray they are not more than we all can bear."

sequence:
PlayAnimation(Airship, airship_leaves); PlayAnimation(Airship light, lights-off); SemiBlack(true,2)@10; LuaRun(SetAreaState("AIRSHIP","off"))@12; LuaRun(SetAreaState("AIRSHIP_SHADOW","off"))@12; PlayAnimation(Tequila Sunset, monument_airship_leaves)@12; SemiBlack(false,2)@14;


title: Soona, the Programmer: ""We're ready to try, at least. Plea..."
dialoguetext:
"We're ready to try, at least. Please, put those on. I've configured the channels so that only your microphone is set to broadcast. We'll both be able to listen, but anyone we reach will only hear *your* voice."

sequence:
SemiBlack(true,2); LuaRun(SetAreaState("SOONA_MONUMENT_POS", "down"))@3; FocusCamera(MonumentTableCam)@3; PlayAnimation(soona_monument, idle)@3.5;


title: Soona, the Programmer: ""You will need to transmit your con..."
sequence: SemiBlack(false,2);
dialoguetext:
"You will need to transmit your connection request while I attempt to locate the warship's public frequency. You will likely encounter some interference, but it's important to keep transmitting your request until you're acknowledged. Ready?"


title: Soona, the Programmer: "The programmer seems to consider th..."
sequence: 0
dialoguetext:
The programmer seems to consider the question for a moment, then dismisses it with a flick of her wrist...


title: Soona, the Programmer: ""We're ready to try, at least. Plea..."
dialoguetext:
"We're ready to try, at least. Please, put on these headphones, there should be two extra sets. I've configured the channels so that only your microphone is set to broadcast, officer. We'll all be able to listen, but anyone we reach will only hear *your* voice."

sequence:
SemiBlack(true,2); LuaRun(SetAreaState("SOONA_MONUMENT_POS", "down"))@3; FocusCamera(MonumentTableCam)@3; PlayAnimation(soona_monument, idle)@3.5;


title: Soona, the Programmer: ""It's very likely, based on what we..."
sequence: 0
dialoguetext:
"It's very likely, based on what we've recently learned. Give me a moment while I attempt to narrow the receiving mode..."


title: Soona, the Programmer: ""It's crosstalk. In all likelihood..."
sequence: 0
dialoguetext:
"It's crosstalk. In all likelihood they can't hear you. You have to keep trying until we get a signal through."


title: Shivers: "A slight frisson at the point where..."
sequence: 0
dialoguetext:
A slight frisson at the point where your neck meets your spine. Something about the lieutenant's words, directed at you, but not *you*.


title: Soona, the Programmer: ""I can't say with certainty, but it..."
sequence: 0
dialoguetext:
"I can't say with certainty, but it *sounds* very much like entroponetic crosstalk. It happens sometimes when sending transmissions across long stretches of pale."


title: Soona, the Programmer: ""Yes," the programmer cuts in. "A p..."
sequence: 0
dialoguetext:
"Yes," the programmer cuts in. "A particularly eerie specimen, but still just a harmless piece of the past returning to surface."


title: Soona, the Programmer: ""Yes, that's by far the most likely..."
sequence: 0
dialoguetext:
"Yes, that's by far the most likely explanation. But the odds of us hearing him, though, out of all the voices in the pale..."


title: Soona, the Programmer: ""It sounds very much like entropone..."
sequence: 0
dialoguetext:
"It sounds very much like entroponetic crosstalk. It happens sometimes when sending transmissions across long stretches of pale..."


