# dentries

title: Klaasje (Miss Oranje Disco Dancer): ""Sure. I'm not a war criminal -- bu..."
sequence: 0
dialoguetext:
"Sure. I'm not a war criminal -- but it was bad. People lost their jobs. Good people too, not just C-Suite..." She shakes her head at the thought.


title: Klaasje (Miss Oranje Disco Dancer): ""It is. Many people lost their jobs..."
sequence: 0
dialoguetext:
"It is. Many people lost their jobs. Not just C-Suite. Ordinary people. What I did to get to accounting..." She shakes her head at the thought.


title: Klaasje (Miss Oranje Disco Dancer): ""This was not a joke. Real people l..."
sequence: 0
dialoguetext:
"This was not a joke. Real people lost their jobs. Not just in the C-Suite either -- good people. What I did to get to accounting..." She shakes her head at the thought.


title: Klaasje (Miss Oranje Disco Dancer): ""I am. I am a destroyer. People los..."
sequence: 0
dialoguetext:
"I am. I am a destroyer. People lost their jobs -- good people. Not just C-Suite assholes. And the way I got into accounting..." She shakes her head at the thought.


title: Klaasje (Miss Oranje Disco Dancer): ""That would do the trick, yes." She..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_live_with_self")--[[ Variable[ ]]
dialoguetext:
"That would do the trick, yes." She has almost devoured the cigarette she lit. She looks at it sadly.


title: Klaasje (Miss Oranje Disco Dancer): ""That doesn't really work, does it?..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_live_with_self")--[[ Variable[ ]]
dialoguetext:
"That doesn't really work, does it?" She has almost devoured the cigarette she lit. She looks at it sadly. "Not without a drink to wash it down..."


title: Klaasje (Miss Oranje Disco Dancer): ""I do that too, yes. It's unbelieva..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_live_with_self")--[[ Variable[ ]]
dialoguetext:
"I do that too, yes. It's unbelievably effective. Especially when combined with cigarettes. And drugs."


title: Shivers: "Around her -- a drop in atmospheric..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_atmospheric_pressure_shivers", true) --[[ Variable[ ]]
dialoguetext:
Around her -- a drop in atmospheric pressure. Not long from now it will get dark. And the air will start moving faster, circling the box she stands on...


title: Klaasje (Miss Oranje Disco Dancer): ""We were there." She points to the..."
sequence: 0
dialoguetext:
"We were there." She points to the window -- the silhouette of the bed is visible. "Together. In bed, I mean."


title: Klaasje (Miss Oranje Disco Dancer): ""I turned back to him." She breathe..."
sequence: 0
dialoguetext:
"I turned back to him." She breathes out. A moment's silence. "His eyes were looking through me and his mouth was open, dumb... I could see... I could..."


title: Klaasje (Miss Oranje Disco Dancer): ""Okay..." She takes a deep breath...."
sequence: 0
dialoguetext:
"Okay..." She takes a deep breath. "He was in a kneeling position, he had just entered me. I was on my back, looking at him. I heard the window behind me shatter and I turned to look -- there was a hole in the glass..."

userscript:
SetVariableValue("whirling.klaasje_sex_with_lely", true) ; SetVariableValue("whirling.klaasje_lely_position", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""Sylvie was tending the bar." She l..."
sequence: 0
dialoguetext:
"Sylvie was tending the bar." She looks down. "A lot of people were there. The Hardies were at the table in front of the stage, I think the Union box was full..."


title: Klaasje (Miss Oranje Disco Dancer): ""Yeah, it was a real *motherfucker*..."
sequence: 0
dialoguetext:
"Yeah, it was a real *motherfucker*... ouch..." She looks down. Her cigarette has singed her fingers.


title: Klaasje (Miss Oranje Disco Dancer): ""He was heavy. I pushed him off and..."
sequence: 0
dialoguetext:
"He was heavy. I pushed him off and he fell to the floor -- there." She points through the window. "He only had his boots on. I bit the pillow... not to scream, then ran downstairs..." There's a long pause. She just stands there, her arms at her sides.


title: Kim Kitsuragi: ""What time was this? When did it ha..."
sequence: 0
dialoguetext:
"What time was this? When did it happen -- it would help us if you could be as precise as possible."


title: Klaasje (Miss Oranje Disco Dancer): ""Nothing. I was trapped. I was stuc..."
sequence: 0
dialoguetext:
"Nothing. I was trapped. I was stuck in my room -- downstairs. I got some clothes on and crawled back up, drew the blinds. Blood was coming from his mouth -- not a lot. Just a little."


title: You: ""Could the people after you have ki..."
dialoguetext: "Could the people after you have killed him?"
sequence: 0
userscript: SetVariableValue("whirling.klaasje_did_people_after_you", true) --[[ Variable[ ]]
conditionstring:
Variable["whirling.klaasje_did_the_people_kill_him_open"]  and  Variable["whirling.klaasje_open_downstairs_branch"]


title: Klaasje (Miss Oranje Disco Dancer): ""He was still on the floor. Slouche..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_open_downstairs_branch", true) --[[ Variable[ ]]
dialoguetext:
"He was still on the floor. Slouched. I couldn't be there with him anymore. So I ran down -- and out of my room. Into the hallway. Down the stairs. I knew there would be people there."


title: Drama: "You *may* sometimes be bad at readi..."
sequence: 0
dialoguetext:
You *may* sometimes be bad at reading her, but this time, truly -- she's telling you how it really went down.


title: Klaasje (Miss Oranje Disco Dancer): ""Ruby was there too. They were havi..."
sequence: 0
dialoguetext:
"Ruby was there too. They were having such a good time..." She pauses. "I sat down and they all welcomed me. I didn't even have to say anything, Ruby *knew* something was wrong."

userscript:
SetVariableValue("whirling.klaasje_ruby_knew_feels", true) ; SetVariableValue("tc.ruby_name_mentioned_by_klaasje", true) --[[ Variable[ ]]


title: Logic: "Interesting. Why did this Ruby go t..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_logic_how_did_ruby_know", true) --[[ Variable[ ]]
dialoguetext:
Interesting. Why did this Ruby go through so much trouble -- to hide something someone *else* did? Look into this later!


title: Logic: "Coming up with a theory. She said R..."
sequence: 0
dialoguetext:
Coming up with a theory. She said Ruby *knew* something was wrong before she said anything. How come? It was loud downstairs, she couldn't have heard the shot...


title: Volition: "It is ominous -- you already coming..."
sequence: 0
dialoguetext:
It is ominous -- you already coming up with theories that put the blame on someone other than Klaasje.


title: Klaasje (Miss Oranje Disco Dancer): ""Well. Nominally yes. Ruby's the on..."
sequence: 0
dialoguetext:
"Well. Nominally yes. Ruby's the one they go to when things happen. Like, things they need taken care of. She's the organizer."


title: Klaasje (Miss Oranje Disco Dancer): ""Well, Ruby said let's talk upstair..."
sequence: 0
dialoguetext:
"Well, Ruby said let's talk upstairs. I showed her the room... I've known these people since December, they know my situation. That I can't leave a paper trail. Ruby was the first one I told..."


title: Klaasje (Miss Oranje Disco Dancer): ""She said she'd take care of this...."
sequence: 0
dialoguetext:
"She said she'd take care of this. It's what she does, you know. Take care of things. I helped her get the body to the bathroom -- we used a belt to pull him up under the shower. To keep him upright."


title: You: ""I knew he enjoyed the moment he di..."
dialoguetext: "I knew he enjoyed the moment he died. I could see it in him."
sequence: 0
conditionstring:
Variable["yard.hanged_empathy_pleasure"]  and  Variable["whirling.klaasje_denied_enjoyed_death"] == false  and  Variable["whirling.klaasje_denied_enjoyed_death_occult"] == false


title: Kim Kitsuragi: ""You were late. The marks would be..."
sequence: 0
userscript: XPTinySetBool("XP.determine_lividity_tampering")--[[ Variable[ ]]
dialoguetext:
"You were late. The marks would be faint by that time." He makes a small pointing motion with his pen -- it's meant for you.


title: Visual Calculus: "This tactful approach will rob you..."
sequence: 0
dialoguetext:
This tactful approach will rob you the glory, but hey, all I care about is angles and timetables. The loss is yours.


title: Kim Kitsuragi: ""We *completely* missed the tamperi..."
sequence: 0
dialoguetext:
"We *completely* missed the tampering. Looks like you got there in time. What was this -- twenty minutes after death?"


title: Klaasje (Miss Oranje Disco Dancer): ""About twenty, yes. Ruby explained..."
sequence: 0
dialoguetext:
"About twenty, yes. Ruby explained it would make the blood... you know what it does." She looks at the ground. Then raises her light brown eyes to meet yours.


title: Klaasje (Miss Oranje Disco Dancer): ""Ruby went outside to talk to Titus..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_full_exited_downstairs", false) --[[ Variable[ ]]
dialoguetext:
"Ruby went outside to talk to Titus and the boys. I was just... looking at Lely. In the bathroom. I had to put his clothes back on. His armour too. It was tough, but I've seen him take it off and put it on many times."


title: Klaasje (Miss Oranje Disco Dancer): ""It took Ruby maybe half an hour to..."
sequence: 0
dialoguetext:
"It took Ruby maybe half an hour to come back with Titus. I'd gotten him ready by then, they carried him out. I knew what they were going to do -- make it look like a hanging. Ruby said they would."


title: Klaasje (Miss Oranje Disco Dancer): ""What?" She gathers the last vestig..."
sequence: 0
dialoguetext:
"What?" She gathers the last vestiges of her strength. "Why would I put myself through this... insanity? Get myself cornered like this?" There's a silence.


title: Klaasje (Miss Oranje Disco Dancer): ""I'm sad to hear that. They must ha..."
sequence: 0
dialoguetext:
"I'm sad to hear that. They must have said it in some fit of frustration, or under pressure. They couldn't have meant it. I've talked to them after it happened -- *no one* has implicated me."


dialoguetext: 0
sequence: Continue()
title:
Variable["XP.detect_compromized_skillset"]  and  Variable["whirling.klaasje_half_light_murdered_him"]  or  Variable["whirling.klaasje_elchem_drugs_involved"]  or  Variable["whirling.klaasje_logic_serviceman_gun_around"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["XP.detect_compromized_skillset"]  and  Variable["whirling.klaasje_half_light_murdered_him"]  or  Variable["whirling.klaasje_elchem_drugs_involved"]  or  Variable["whirling.klaasje_logic_serviceman_gun_around"])

conditionstring:
(Variable["XP.detect_compromized_skillset"]  and  Variable["whirling.klaasje_half_light_murdered_him"]  or  Variable["whirling.klaasje_elchem_drugs_involved"]  or  Variable["whirling.klaasje_logic_serviceman_gun_around"]) == false


title: Klaasje (Miss Oranje Disco Dancer): ""I thought officers in Revachol wou..."
sequence: 0
dialoguetext:
"I thought officers in Revachol would be more enlightened about these things." She looks you in the eye. "Especially since you've admitted to taking drugs yourself."


title: Logic: "He was a serviceman. He must have h..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_logic_serviceman_gun_around", true) --[[ Variable[ ]]
dialoguetext:
He was a serviceman. He must have had a gun lying around. Close to her hand -- a  military weapon using *jacketed ammunition*.


title: You: ""You've lied to me about this bulle..."
sequence: 0
dialoguetext:
"You've lied to me about this bullet before. When I said he was *shot*? You said you're *confused*."


title: Klaasje (Miss Oranje Disco Dancer): ""I've said I'm sorry. What more do..."
sequence: 0
userscript: XPTinySetBool("XP.klaasje_best_not_to_lie")--[[ Variable[ ]]
dialoguetext:
"I've said I'm sorry. What more do you want me to say? I did my best not to lie. It didn't always work."


title: Klaasje (Miss Oranje Disco Dancer): ""No. I specifically asked him not t..."
sequence: 0
dialoguetext:
"No. I specifically asked him not to carry firearms when he was with me. He only had his stupid armour..."


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know. His friends have rif..."
sequence: 0
dialoguetext:
"I don't know. His friends have rifles, maybe those psychos did it? Coalition military have rifles. I'm not a munitions expert -- and I did not shoot him."


title: Drama: "She might have been a tad disingenu..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_drama_bullet_before_avoided", true) --[[ Variable[ ]]
dialoguetext:
She might have been a tad disingenuous when she avoided talking about the bullet in his head *before...*


title: Klaasje (Miss Oranje Disco Dancer): "The wind picks up. "He wouldn't hav..."
sequence: 0
dialoguetext:
The wind picks up. "He wouldn't have died if it weren't for me -- I know that. But I would *never* hurt him."


title: Klaasje (Miss Oranje Disco Dancer): ""The work I did -- they don't just..."
sequence: 0
dialoguetext:
"The work I did -- they don't just send you in with no training. Corporate security is a thing. But I'm not a trained Sam Bo fighter, I've never needed it outside the gym."


title: Physical Instrument: "She has the training for it. Two, m..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_physinst_second_training", true) --[[ Variable[ ]]
dialoguetext:
She has the training for it. Two, maybe three years of self defence? Her body is hard and lean underneath that jump suit...


title: Half Light: "She's fought outside that *gym* of..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_half_light_wanna_punch_me", true) --[[ Variable[ ]]
dialoguetext:
She's fought outside that *gym* of hers. That much is clear. Moreover -- she would like to do it now: hit you. It's in her shoulders...


title: Klaasje (Miss Oranje Disco Dancer): ""I thought Revachol would be more e..."
sequence: 0
dialoguetext:
"I thought Revachol would be more enlightened about this." She looks you in the eye. "Especially since you've taken them yourself."


title: Klaasje (Miss Oranje Disco Dancer): ""I thought you Revachol people woul..."
sequence: 0
dialoguetext:
"I thought you Revachol people would be more enlightened on this..." She pauses. "I'm sorry, officer. I'm under some stress here."


title: Klaasje (Miss Oranje Disco Dancer): "She takes a healthy -- nay, *giant*..."
sequence: 0
dialoguetext:
She takes a healthy -- nay, *giant* healthy -- drag of her menthol cigarette, waiting for what's next to come.


title: Klaasje (Miss Oranje Disco Dancer): ""I thought they'd found me. They've..."
sequence: 0
dialoguetext:
"I thought they'd found me. They've killed him to punish me.... All last week I've tried not to talk to anyone, or be seen with anyone..." She looks at her cigarette.


title: Klaasje (Miss Oranje Disco Dancer): ""So they wouldn't be hurt. I've com..."
sequence: 0
dialoguetext:
"So they wouldn't be hurt. I've come to understand, however -- this is paranoia. What happened didn't have anything to do with me."


title: Klaasje (Miss Oranje Disco Dancer): ""If there's one thing I know it's t..."
sequence: 0
dialoguetext:
"If there's one thing I know it's that you'll get *nothing* from Looskap. They don't fuck things like this up."


title: Klaasje (Miss Oranje Disco Dancer): ""I don't ask you to, lieutenant. If..."
sequence: 0
dialoguetext:
"I don't ask you to, lieutenant. If there's one thing I know it's that you'll get *nothing* from there."


title: Rhetoric: "*If they want to kill me, they'll k..."
sequence: 0
dialoguetext:
*If they want to kill me, they'll kill me. If they want to toy with me they will*. She's come to this conclusion weeks ago.


title: Klaasje (Miss Oranje Disco Dancer): ""You have to understand -- the peop..."
sequence: 0
dialoguetext:
"You have to understand -- the people around here... No one was making the call, and he kept rotting. And then they picked his clothes off. And that little fucker threw stones at him..."


title: Composure: "Her jaw is clenched. Her throat mov..."
sequence: 0
dialoguetext:
Her jaw is clenched. Her throat moves. It takes all her strength not to cave in and sob... once... just one time...


title: Klaasje (Miss Oranje Disco Dancer): ""He kept throwing stones at him for..."
sequence: 0
dialoguetext:
"He kept throwing stones at him for *three days*. I could hear the *thud*, *thud*..." She shakes her head. "So I called you. I hope with all my heart it's not the last thing I do in Revachol."


title: Klaasje (Miss Oranje Disco Dancer): "She nods, silently. She doesn't eve..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_full_story_exit_done_once", true) --[[ Variable[ ]]
dialoguetext:
She nods, silently. She doesn't even smoke, just picks up the cold coffee and holds it in her hands.


title: You: ""When was the window changed?" (Poi..."
dialoguetext: "When was the window changed?" (Point to it.)
sequence: 0
conditionstring:
Variable["whirling.replaced_window_was_replaced"]  or  Variable["whirling.hardies_who_fixed_the_window"]  or  Variable["whirling.klaasje_sex_with_lely"]


title: Klaasje (Miss Oranje Disco Dancer): ""Last week. Angus and Titus's broth..."
sequence: 0
dialoguetext:
"Last week. Angus and Titus's brother -- I think he's called Tibbs -- took care of it." She takes a drag.

userscript:
SetVariableValue("whirling.replaced_window_trivialized", true) ; SetVariableValue("tc.tiberius", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""Last week. Angus and Titus's broth..."
sequence: 0
dialoguetext:
"Last week. Angus and Titus's brother -- I think he's called Tibbs -- took care of it." She takes a drag. "I told you I'm a horrible girl. I told you things break around me."

userscript:
SetVariableValue("whirling.replaced_window_trivialized", true) ; SetVariableValue("tc.tiberius", true) --[[ Variable[ ]]


title: Drama: "But we *are* awake, sire! She has b..."
sequence: 0
dialoguetext:
But we *are* awake, sire! She has been forthcoming -- with sordid details women usually conceal! Most *shocking* details of the sexual kind! We are a bulwark, un-breached...


title: Drama: "Who hath told you these *lies*? She..."
sequence: 0
dialoguetext:
Who hath told you these *lies*? She was merely confused by the esoteric arts you deploy in policework.


title: Drama: "Who is this *personhood* picking th..."
sequence: 0
dialoguetext:
Who is this *personhood* picking these seditious options? Can't you see the detective grows weary of your malcontent?!


title: Volition: "...or should we arrest her? She's a..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_full_volition_arrest", true) --[[ Variable[ ]]
dialoguetext:
...or should we arrest her? She's a flight risk and she lied to you -- she should be taken into custody.


title: Volition: "Get a hold of yourself just once, w..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_volition_breached", true) --[[ Variable[ ]]
dialoguetext:
Get a hold of yourself just once, will you -- try and look past the *sexually* lax morals and do some police work.


title: You: "Just a proposition: *Could* the lur..."
sequence: 0
dialoguetext:
Just a proposition: *Could* the lurid explicitness conceal something less sensational, but more... *illegal*?


title: Rhetoric: "Who, me? The lady is saintly, oh sh..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_white_fail_rhetoric_speaks", true) --[[ Variable[ ]]
dialoguetext:
Who, me? The lady is saintly, oh she sucks on the cigarette most elegantly. Stop staring, you look mentally handicapped.


title: Drama: "There iseth no doubt! The laedy cou..."
sequence: 0
dialoguetext:
There iseth no doubt! The laedy could not bear the sight of her lover splayed and disfigured. A horrible story.


title: Drama: "*Laedyfolk* do not know of such thi..."
sequence: 0
dialoguetext:
*Laedyfolk* do not know of such things -- ballistics and weapons of war. She is too young and frail.


title: Drama: "You should stop staring at her and..."
sequence: 0
dialoguetext:
You should stop staring at her and say something. This is costing you *credibility and power* in her eyes.


title: Drama: "Stop staring at her eyes and say so..."
sequence: 0
dialoguetext:
Stop staring at her eyes and say something pertinent to the case! This is making you look like an *amateur*.


title: Drama: "Be careful not to look too long int..."
sequence: 0
dialoguetext:
Be careful not to look too long into her soon-to-be-famous face, lest it make you look like an indecisive suitor.


title: Drama: "Your paranoia is unflattering. She..."
sequence: 0
dialoguetext:
Your paranoia is unflattering. She has been nothing but forthcoming and you're staring mutely into her face like a donkey!


title: You: ""What if I told you you're under ar..."
dialoguetext: "What if I told you you're under arrest, miss."
sequence: 0
conditionstring:
Variable["whirling.klaasje_rubyhub_opened"] == false  and  Variable["whirling.klaasje_esprit_return_with_kim"] == false


title: Klaasje (Miss Oranje Disco Dancer): ""I *did*." She takes a step forward..."
sequence: 0
dialoguetext:
"I *did*." She takes a step forward. "What is this? I called your *desk*, or whatever it is. The numbers are all over town: 'Call 8-100-2 for Emergencies'."


title: Drama: "Anyone could know that, sire. By lo..."
sequence: 0
dialoguetext:
Anyone could know that, sire. By looking around and calling the desk. I don't believe a single word she says!


title: Klaasje (Miss Oranje Disco Dancer): ""Like I lied before. Like I lied to..."
sequence: 0
dialoguetext:
"Like I lied before. Like I lied to my employers. I have to lie *all the time*..." She looks at her hands, her fingernails are chipped white. "I'm so tired of it."


title: Klaasje (Miss Oranje Disco Dancer): ""But I know the *time* of the call..."
sequence: 0
dialoguetext:
"But I know the *time* of the call too!" She breathes in. "I know I have not been 100% truthful with you, officers. But I *am* now."


title: Klaasje (Miss Oranje Disco Dancer): ""I can give you the *time* too, it..."
sequence: 0
dialoguetext:
"I can give you the *time* too, it was late. After midnight. 12:20." She breathes in. "I know I have not been 100% truthful with you. But I *am* now."


title: Klaasje (Miss Oranje Disco Dancer): ""What?" Her nails tap on the steel..."
sequence: 0
dialoguetext:
"What?" Her nails tap on the steel railing, nervously. The sound of cold metal ringing under the wind.


title: Klaasje (Miss Oranje Disco Dancer): ""There was an older woman on the ot..."
sequence: 0
dialoguetext:
"There was an older woman on the other end. It sounded like she was smoking. She took my complaint. She coughed."


title: Endurance: "She's not lying now. She really is..."
sequence: 0
dialoguetext:
She's not lying now. She really is very tired. Her metabolism is failing her, the afterglow of whatever narcotics she's been taking is wearing off.


title: Klaasje (Miss Oranje Disco Dancer): ""No, it's submerged in a plastic bu..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_name_mentioned_buoy", true) --[[ Variable[ ]]
dialoguetext:
"No, it's submerged in a plastic buoy on the coast, in the reeds. It just... doesn't say Klaasje Amandou. It says Annouk Meijer-Smit."


title: Klaasje (Miss Oranje Disco Dancer): ""Passport and visa." She nods. "Giv..."
sequence: 0
dialoguetext:
"Passport and visa." She nods. "Given to me by my employer. I can't even use them. My employer probably leaked the name -- Meijer-Smit -- to hurt me."


title: Klaasje (Miss Oranje Disco Dancer): ""I didn't show up to a rendezvous...."
sequence: 0
dialoguetext:
"I didn't show up to a rendezvous. They don't take that *lightly*." She rushes to explain: "I didn't show up because I was afraid they'd... do something to me. The job was finished -- I'm just a liability now."


title: Klaasje (Miss Oranje Disco Dancer): ""West of the boardwalk -- in the re..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_buoy_location", true) --[[ Variable[ ]]
dialoguetext:
"West of the boardwalk -- in the reeds -- on the coast there." She points toward a clump of  ruins on the western horizon. "I put it there when I first arrived. Haven't been there since. I'm not sure I could even find it now..."


title: Shivers: "The wind rises. So do the hairs on..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_phasmid_buoy", true) --[[ Variable[ ]]
dialoguetext:
The wind rises. So do the hairs on your back. Somewhere West, small bubbles rise from a plastic ball floating in the water -- rusty, the colour of over-steeped tea.


title: Shivers: "Long, spindly arms are spinning the..."
sequence: 0
dialoguetext:
Long, spindly arms are spinning the buoy around, turning it, inspecting it like a magic eight-ball, trying to find a way to snap it open...


title: Klaasje (Miss Oranje Disco Dancer): "She nods. "A fake passport and visa..."
sequence: 0
dialoguetext:
She nods. "A fake passport and visa. Given to me by my employer. I can't even use them. My employer probably leaked the name to hurt me."


title: Klaasje (Miss Oranje Disco Dancer): ""It's Katarzine Alasije." The smile..."
dialoguetext: "It's Katarzine Alasije." The smile on her face is timid -- almost painfully so.
sequence: 0
userscript:
SetVariableValue("tc.katarzine_alasije", true) ; XPMinorSetBool("XP.klaasjes_real_name")--[[ Variable[ ]]


title: Encyclopedia: "It's a Graad name -- Zsiemsk or Yug..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_katarzine_zsiemsk", true) --[[ Variable[ ]]
dialoguetext:
It's a Graad name -- Zsiemsk or Yugo-Graad in origin -- not Occidental at all. Smells of motor oil, taiga, economic desolation, and rock music infused alcoholism.


title: Klaasje (Miss Oranje Disco Dancer): ""My parents were Zsiemsk immigrants..."
sequence: 0
userscript: XPPicoSetBool("XP.klaasje_parents")--[[ Variable[ ]]
dialoguetext:
"My parents were Zsiemsk immigrants, but I'm nationalized. Oranjese. All I remember is Oranje." She's silent. "Alasije is my father's name."


title: Klaasje (Miss Oranje Disco Dancer): "She nods. "It was a sentimental thi..."
sequence: 0
dialoguetext:
She nods. "It was a sentimental thing. I wanted to be more *me* here. This time. So I used my nickname."


title: Klaasje (Miss Oranje Disco Dancer): ""A teenage boy. A million years ago.""
dialoguetext: "A teenage boy. A million years ago."
sequence: 0
userscript:
SetVariableValue("whirling.klaasje_heard_name_comes_from_teenage_boy", true) ; XPPicoSetBool("XP.klaasje_boy")--[[ Variable[ ]]


title: You: ""I'll just call you Miss Oranje Dis..."
dialoguetext: "I'll just call you Miss Oranje Disco Dancer." (Proceed.)
sequence: 0
userscript:
ReputationGrows("superstar_cop"); SetVariableValue("whirling.klaasje_chosename_modd", true) --[[ Variable[ ]]


title: Volition: "This bastion of willpower here -- h..."
sequence: 0
dialoguetext:
This bastion of willpower here -- his watchmen have been sleeping too, you can be absolutely certain now. But he's coming around.


title: Klaasje (Miss Oranje Disco Dancer): ""But I haven't *done* anything..."..."
sequence: 0
dialoguetext:
"But I haven't *done* anything..." She backs up against the railing -- with a forced smile on her face. "Anything *illegal*."


title: Klaasje (Miss Oranje Disco Dancer): ""It was my first real boyfriend who..."
sequence: 0
dialoguetext:
"It was my first real boyfriend who gave me that name. He never recovered from the shit we went through. Because of me."


title: Esprit de Corps: "You almost say the words, then stop..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_esprit_return_with_kim", true) --[[ Variable[ ]]
dialoguetext:
You almost say the words, then stop -- the lieutenant is off somewhere, 28 kilometres from here, probably reading the *manual* for incarceration. The one he *knows how to use*. Come back and say this with Kim here; you can't handle it without him.


title: Klaasje (Miss Oranje Disco Dancer): "She slowly-slowly lights another ci..."
sequence: 0
dialoguetext:
She slowly-slowly lights another cigarette and steadies her breath. As if in the presence of some tiger.


title: Klaasje (Miss Oranje Disco Dancer): ""Who was he? A boy. A student. It w..."
sequence: 0
dialoguetext:
"Who was he? A boy. A student. It was a good thing and I destroyed him." She looks you in the eye, her mouth quivering.


title: Savoir Faire: "...but there's nowhere to go. A two..."
sequence: 0
dialoguetext:
...but there's nowhere to go. A two-story drop to the plaza mosaic -- if she could, she would've run before.


title: Kim Kitsuragi: "The lieutenant produces a pair of h..."
dialoguetext: The lieutenant produces a pair of handcuffs...
sequence:
AudioPlay(whirling_f3/klaasje_main/klaasje-handcuffs-01,1); PlayAnimation(Kim Kitsuragi, pullHandcuffs);


title: You: ""You're a flight risk -- and I've a..."
sequence: 0
conditionstring: Variable["whirling.klaasje_suspect"]
dialoguetext:
"You're a flight risk -- and I've already told you're a *suspect* in a murder investigation, remember?"


title: You: ""You're not playing these *mind gam..."
sequence: 0
conditionstring: Variable["whirling.klaasje_halflight_reason_arreest"]
dialoguetext:
"You're not playing these *mind games* with me anymore." (Wag your finger next to your head.) "You're coming in."


title: Drama: "Okay, he's too busy doing something..."
sequence: 0
dialoguetext:
Okay, he's too busy doing something else now. I meant Rhetoric. Anyway, don't listen to that guy -- we're right, she's saintly. Carry on.


title: Klaasje (Miss Oranje Disco Dancer): "She's silent for a second -- as if..."
sequence: 0
dialoguetext:
She's silent for a second -- as if looking into herself for certainty. Then, in a hushed voice, she says...


title: Klaasje (Miss Oranje Disco Dancer): ""Sex -- and more. I made the mistak..."
sequence: 0
dialoguetext:
"Sex -- and more. I made the mistake of confiding in her -- I told her I was on the run. She started *protecting* me. It became an unhealthy relationship."


title: Klaasje (Miss Oranje Disco Dancer): ""When I started spending time with..."
sequence: 0
dialoguetext:
"When I started spending time with Lely," she says in a near-whisper, "she told me to end it. Said there would be *shit* if I didn't. It was not a good meeting. We stopped talking after that, but..."


title: Klaasje (Miss Oranje Disco Dancer): ""And more." She nods. "I made the m..."
sequence: 0
dialoguetext:
"And more." She nods. "I made the mistake of confiding in her -- I told her I was on the run. She started *protecting* me. It became an unhealthy relationship."


title: Klaasje (Miss Oranje Disco Dancer): ""She said she's in love with me. Sh..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_ruby_run_away", true) --[[ Variable[ ]]
dialoguetext:
"She said she's in love with me. She even asked me to run away with her, when I told her I'm a fugitive. She started developing... *notions* about our relationship."


title: Kim Kitsuragi: ""I do not." He turns to her, the cu..."
sequence: 0
dialoguetext:
"I do not." He turns to her, the cuffs still in his hand. "What exactly about your relationship with this person made you think she's romantically interested in you?"


title: Klaasje (Miss Oranje Disco Dancer): ""A little. I was flattered, you kno..."
sequence: 0
dialoguetext:
"A little. I was flattered, you know. But then I had to let her off and it was *not* easy. I came to regret being friendly with her." She looks at her feet. "We maybe kissed. Nothing more."


title: Kim Kitsuragi: ""I mean romantically." He turns to..."
sequence: 0
dialoguetext:
"I mean romantically." He turns to her, the cuffs still in his hand. "What exactly in your relationship with Ruby made you think she's romantically interested in you?"


title: Kim Kitsuragi: ""Don't," he says and turns to her,..."
sequence: 0
dialoguetext:
"Don't," he says and turns to her, the cuffs still in his hand. "What -- in your relationship -- made you think she's romantically interested in you?"


title: Kim Kitsuragi: ""Good." He turns to her, the cuffs..."
sequence: 0
dialoguetext:
"Good." He turns to her, the cuffs still in his hand. "What -- in your relationship -- made you think she's romantically interested in you?"


title: Kim Kitsuragi: ""Actually -- I don't." He turns to..."
sequence: 0
dialoguetext:
"Actually -- I don't." He turns to her, the cuffs still in his hand. "What exactly in your relationship made you think she's romantically interested in you?"


title: Kim Kitsuragi: ""I don't understand." The lieutenan..."
sequence: 0
dialoguetext:
"I don't understand." The lieutenant sounds incredulous. He still has the cuffs in his hand. "What exactly in your relationship made you think she's romantically interested in you?"


title: Klaasje (Miss Oranje Disco Dancer): ""We spent a lot of time together. L..."
sequence: 0
dialoguetext:
"We spent a lot of time together. Listening to the radio and such. She had great milieus. And she was good company. I was sorry it had to end..." She pauses.


title: You: ""When Ruby said there would be 'shi..."
sequence: 0
conditionstring: Variable["XP.ruby_motive"]
dialoguetext:
"When Ruby said there would be 'shit' happening if you didn't end your relationship with the deceased -- was she threatening you?"


title: Klaasje (Miss Oranje Disco Dancer): ""She came over one night. Drunk. Sa..."
sequence: 0
dialoguetext:
"She came over one night. Drunk. Said she'd turn my life into a *living hell*. I've been threatened before, so I can tell when someone *knows* how to do it."


title: Klaasje (Miss Oranje Disco Dancer): ""And she's a pro. She must be. To k..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_ruby_angry_drunk", true) --[[ Variable[ ]]
dialoguetext:
"And she's a pro. She must be. To keep the Hardies in line. I tried severing ties with her after that. I thought it had worked, but..." She looks through the window of her room.


title: Klaasje (Miss Oranje Disco Dancer): ""Somehow she *knew* Lely was dead...."
sequence: 0
dialoguetext:
"Somehow she *knew* Lely was dead. She wasn't surprised at all. When we came up here she was calm as a stone too. She cleaned it all up, like she had a... plan."

userscript:
SetVariableValue("whirling.klaasje_ruby_seemed_have_everything_planned_out", true) --[[ Variable[ ]]


title: Logic: "This is a familiar theory. You had..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_rhetoric_rubytheory_comment", true) --[[ Variable[ ]]
dialoguetext:
This is a familiar theory. You had it too, remember? Could it be that Ruby was covering up after herself? The lynching...


title: Klaasje (Miss Oranje Disco Dancer): ""I know what it sounds like. That's..."
sequence: 0
dialoguetext:
"I know what it sounds like. That's why I didn't want to tell you before." She raises her eyes to meet yours. "But she *knew* what had happened -- when I came downstairs."


title: Klaasje (Miss Oranje Disco Dancer): ""I know what this sounds like. That..."
sequence: 0
dialoguetext:
"I know what this sounds like. That's why I didn't want to tell you before." She raises her eyes to meet yours. "But she *knew* what had happened -- when I came downstairs."


title: Klaasje (Miss Oranje Disco Dancer): ""You said there was a secret route..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_ruby_roof_discussed", true) --[[ Variable[ ]]
dialoguetext:
"You said there was a secret route there, right?" She points to the door that leads to the pinball workshop.


title: Klaasje (Miss Oranje Disco Dancer): ""The peephole. My bed is right next..."
sequence: 0
userscript: XPPicoSetBool("XP.klaasje_rubys_type")--[[ Variable[ ]]
dialoguetext:
"The peephole. My bed is right next to..." She's forgotten her cigarette in the ash tray. "She would have seen us."


title: Klaasje (Miss Oranje Disco Dancer): ""No." She shrugs it off. "No -- why..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_peephole_maybe_ruby", true) --[[ Variable[ ]]
dialoguetext:
"No." She shrugs it off. "No -- why would she do that to herself? No, I just remembered you told me about it, and..."


title: Electrochemistry: "She's not really sure. It *was* rig..."
sequence: 0
dialoguetext:
She's not really sure. It *was* right above the bed -- she could have seen all sorts of things from there.


dialoguetext: 0
sequence: Continue()
title:
Variable["jam.abandoned_seen_posters"]  and  (Variable["whirling.modifer_hardies_eight_hardie_missing_smuggler_minus1_weirdone"]  or  Variable["whirling.modifer_hardies_eight_hardie_missing_smuggler_minus2"])


dialoguetext: 0
sequence: Continue()
title:
!(Variable["jam.abandoned_seen_posters"]  and  (Variable["whirling.modifer_hardies_eight_hardie_missing_smuggler_minus1_weirdone"]  or  Variable["whirling.modifer_hardies_eight_hardie_missing_smuggler_minus2"]))

conditionstring:
(Variable["jam.abandoned_seen_posters"]  and  (Variable["whirling.modifer_hardies_eight_hardie_missing_smuggler_minus1_weirdone"]  or  Variable["whirling.modifer_hardies_eight_hardie_missing_smuggler_minus2"])) == false


title: Klaasje (Miss Oranje Disco Dancer): ""*Still...*" she says, her voice br..."
sequence: 0
dialoguetext:
"*Still...*" she says, her voice breaking. "After all this. Sir, please... it's a shitty world and I know I'm shitty too, I know..." Her hand turns into a fist, slowly, crushing the cigarette she's still holding.


title: Klaasje (Miss Oranje Disco Dancer): ""But I don't deserve to be sent to..."
sequence: 0
dialoguetext:
"But I don't deserve to be sent to the Moralintern and ground into paste just because I disturbed the *sanctity* of accounting. At some multinational..."


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know..." She throws away t..."
sequence: 0
dialoguetext:
"I don't know..." She throws away the cigarette. "To spend my days with smoke and drink and dance -- wallowing in shit. Just like everyone else."


title: Klaasje (Miss Oranje Disco Dancer): ""You have those *station calls*, ri..."
sequence: 0
dialoguetext:
"You have those *station calls*, right? Where I have to show up at the station or I'll become a fugitive. You can write me one. You don't have to take me in right now... I promise I won't go out anymore, at night. I'll be right here."

userscript:
SetVariableValue("whirling.klaasje_arresthub_open_two_months", true) ; SetVariableValue("tc.station_call", true) --[[ Variable[ ]]


dialoguetext: 0
sequence: Continue()
title:
!(CheckItem("ledger_damaged")  or  CheckItem("ledger_of_failure_and_hatred")  or  CheckItem("ledger_oblivion"))

conditionstring:
(CheckItem("ledger_damaged")  or  CheckItem("ledger_of_failure_and_hatred")  or  CheckItem("ledger_oblivion")) == false


title: You: ""Let's write you a Station Call. If..."
sequence: 0
conditionstring: Variable["tc.station_call"] == true
dialoguetext:
"Let's write you a Station Call. If you miss it -- I can't help you anymore." (Write a Station Call.)


title: Klaasje (Miss Oranje Disco Dancer): ""*Everything* could change." She lo..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_white_open", true) --[[ Variable[ ]]
dialoguetext:
"*Everything* could change." She looks around. "This city, the extradition rules... The people after me could be in jail. Or maybe Revachol..." She falls silent.


title: Klaasje (Miss Oranje Disco Dancer): ""I won't, sir..." She exhales, shak..."
dialoguetext: "I won't, sir..." She exhales, shaking visibly. Then she collects herself.
userscript: XPStandardSetBool("XP.did_not_arrest_klaasje")--[[ Variable[ ]]
sequence:
AudioPlay(whirling_f3/klaasje_main/klaasje-handcuffs-02,1); PlayAnimation(Kim Kitsuragi, hideHandcuffs);


title: Klaasje (Miss Oranje Disco Dancer): "With a muffled whimper, she extends..."
sequence: 0
userscript: FinishTask("TASK.arrest_klaasje_done")--[[ Variable[ ]]
dialoguetext:
With a muffled whimper, she extends her wrists. They're white, bony -- exposed below the rolled-up sleeves of her jumpsuit.


title: Kim Kitsuragi: "He puts the handcuffs away. "These..."
dialoguetext:
He puts the handcuffs away. "These won't be necessary. I will take you to Station 57 myself -- and slow the extradition process as much as I can."

sequence:
AudioPlay(whirling_f3/klaasje_main/klaasje-handcuffs-02,1); PlayAnimation(Kim Kitsuragi, hideHandcuffs);


title: Kim Kitsuragi: ""It may be possible to stall it ind..."
sequence: 0
dialoguetext:
"It may be possible to stall it indefinitely. But you *will* be safer there for the purposes of this investigation." He turns to you.


title: Klaasje (Miss Oranje Disco Dancer): ""I won't..." She takes the slip, sh..."
dialoguetext: "I won't..." She takes the slip, shaking visibly. Then she collects herself.
sequence:
AudioPlay(whirling_f3/klaasje_main/klaasje-handcuffs-02,1); PlayAnimation(Kim Kitsuragi, hideHandcuffs)@2;

userscript:
SetVariableValue("whirling.klaasje_arrest_decision_made_did_not_arrest", true) ; XPStandardSetBool("XP.did_not_arrest_klaasje")--[[ Variable[ ]]


title: Kim Kitsuragi: ""I can do this on my own. She's not..."
dialoguetext:
"I can do this on my own. She's not an immediate flight risk. See you tomorrow morning, officer. Downstairs, at the Whirling-in-Rags."

sequence:
FadeToImage(darkness);LuaRun(RemoveAndHideKitsuragiUntilMorning())@1;LuaRun(SetVariableValue("whirling.klaasje_arrest_you_arrested_her_on_the_spot_and_kim_toook_her_away", true))@1;LuaRun(ApplyCharacterScheduleConditions("Klaasje Schedule"))@1.1;HideOverlay()@2.5;


title: Klaasje (Miss Oranje Disco Dancer): ""Maybe Revachol could be free? I co..."
sequence: 0
dialoguetext:
"Maybe Revachol could be free? I could be tried in a free Revachol? An independent state that doesn't hand its detainees over to the Moralintern."


title: Shivers: "A free Revachol... There is a low,..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_some_noise", true) --[[ Variable[ ]]
dialoguetext:
A free Revachol... There is a low, distant rumble on the motor tract. A great machine, shaking the pillars down south. Electricity runs up your spine.


title: Drama: "That's not the answer she was hopin..."
sequence: 0
dialoguetext:
That's not the answer she was hoping for. Thought that you were some kind of patriot, or communard, did she?


title: Klaasje (Miss Oranje Disco Dancer): ""When he was shot?" She thinks. "I..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_didnt_hear_shot", true) --[[ Variable[ ]]
dialoguetext:
"When he was shot?" She thinks. "I may have. I don't know. I couldn't hear anything over the glass exploding."


title: Perception (Hearing): "The gunshot wasn't that loud? This..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_perc_hearing_she_did_not_hear_shot", true) --[[ Variable[ ]]
dialoguetext:
The gunshot wasn't that loud? This is something to keep in mind when assessing the distance of the shot.


title: Klaasje (Miss Oranje Disco Dancer): ""I know you can do that -- just let..."
sequence: 0
dialoguetext:
"I know you can do that -- just let me come in on my own. In two months. Or maybe even one month. That's all I need..."


title: Volition: "This was her last card. There is no..."
sequence: 0
dialoguetext:
This was her last card. There is nothing more she can say. The final decision is yours -- you alone stand on the throne of your Mind.


title: Klaasje (Miss Oranje Disco Dancer): ""I *did* -- I also had a side job s..."
sequence: 0
dialoguetext:
"I *did* -- I also had a side job selling insurance that I was really good at. Got picked up by a bank. *Competitive intelligence*, they called it."


title: Kim Kitsuragi: "The lieutenant makes a note of it."
dialoguetext: The lieutenant makes a note of it.
sequence: 0
userscript:
GainTask("TASK.inspect_the_buoy"); SetVariableValue("whirling.klaasje_kim_there_when_buoy_mentioned", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""You're welcome to it. It's in the..."
sequence: 0
dialoguetext:
"You're welcome to it. It's in the reeds northwest of here, past a broken sewage pipe. Right near the waterline."


title: Visual Calculus: "The grand expanse of water is barel..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_viscal_over_shoulder", true) --[[ Variable[ ]]
dialoguetext:
The grand expanse of water is barely visible in the darkness of the night. The horizon is there, somewhere...


title: Klaasje (Miss Oranje Disco Dancer): "She cracks a weary smile. "I'm sorr..."
sequence: 0
dialoguetext:
She cracks a weary smile. "I'm sorry for wasting your time. I should have known you'd... that you'd find out."


title: Klaasje (Miss Oranje Disco Dancer): ""You answer to the Coalition Govern..."
sequence: 0
dialoguetext:
"You answer to the Coalition Government -- and, by extension, the *Moralintern*..." She reaches for a new cigarette.


title: Klaasje (Miss Oranje Disco Dancer): "She nods. "I have people after me...."
sequence: 0
userscript: SetVariableValue("tc.klaasje_fugitive", true) --[[ Variable[ ]]
dialoguetext:
She nods. "I have people after me. And they have friends in the Moralintern -- some *are* Moralintern. If I show up in your records, officer, they will find me. They will..."


title: Klaasje (Miss Oranje Disco Dancer): ""They will kill me, officer. If you..."
sequence: 0
dialoguetext:
"They will kill me, officer. If you file my name, take me in for questioning, enter me into the Moralintern mill..."


title: Klaasje (Miss Oranje Disco Dancer): "There's a wince and a pained little..."
sequence: 0
dialoguetext:
There's a wince and a pained little smile. "Well, then I'm fucked. For nothing. This murder didn't have anything to do with me."

userscript:
FinishTask("TASK.confront_klaasje_with_full_story_done"); FinishTask("TASK.get_the_whole_story_done")--[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""A lot of people got hurt," she con..."
sequence: 0
dialoguetext:
"A lot of people got hurt," she concludes. "But that's just more of my shit you shouldn't have to deal with. You're solving a murder."


title: Klaasje (Miss Oranje Disco Dancer): ""How do you deal with anything? It'..."
sequence: 0
dialoguetext:
"How do you deal with anything? It's all just..." She looks at you with pleading eyes. "How do *you* do it?"


title: Klaasje (Miss Oranje Disco Dancer): ""There you have it." She's already..."
sequence: 0
userscript: XPMinorSetBool("XP.klaasje_live_with_self")--[[ Variable[ ]]
dialoguetext:
"There you have it." She's already almost devoured the cigarette she just lit and looks at it sadly. "The way of the warrior."


title: Inland Empire: "She's already in prison here. For w..."
sequence: 0
dialoguetext:
She's already in prison here. For what happened. And she is prepared to never leave. Even after his death.


title: Shivers: "Around her -- a drop in atmospheric..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_atmospheric_pressure_shivers", true) --[[ Variable[ ]]
dialoguetext:
Around her -- a drop in atmospheric pressure. Not long from now it will get dark. The rain will come. And the air will start moving faster, circling the box she stands on...


title: Reaction Speed: "*Let's go on*, what are you talking..."
sequence: 0
dialoguetext:
*Let's go on*, what are you talking about? Did you forget how to cop? There's a new actor in the investigation -- change the question immediately!

userscript:
SetVariableValue("whirling.klaasje_full_downstairs_go_wo_ruby", true) ; SetVariableValue("whirling.klaasje_full_reaction_ruby", true) --[[ Variable[ ]]


title: Logic: "I don't understand what you're doin..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_full_downstairs_go_wo_ruby", true) --[[ Variable[ ]]
dialoguetext:
I don't understand what you're doing detective -- *go on*? A new name just emerged -- Ruby! This is important. Change the question immediately.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.hardie_drugtrade_eight_is_trafficer"]  or  Variable["whirling.hardies_logic_scan_room_missing_hardie"]


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

conditionstring:
(Variable["whirling.hardie_drugtrade_eight_is_trafficer"]  or  Variable["whirling.hardies_logic_scan_room_missing_hardie"]) == false


title: Kim Kitsuragi: ""How could we have *missed* that......"
sequence: 0
dialoguetext:
"How could we have *missed* that..." He shakes his head. "And when was the tampering -- twenty minutes after death?"


title: Klaasje (Miss Oranje Disco Dancer): ""Ruby said to wait here. She also s..."
sequence: 0
dialoguetext:
"Ruby said to wait here. She also said I wouldn't see her for a while; that we should lay low or something... so I did."


title: Klaasje (Miss Oranje Disco Dancer): ""I did not kill him to defend mysel..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_she_said_no_rape", true) --[[ Variable[ ]]
dialoguetext:
"I did not kill him to defend myself from rape," she says. "I told you before. That wasn't what happened."


title: Klaasje (Miss Oranje Disco Dancer): ""No." She shakes her head. "People..."
sequence: 0
dialoguetext:
"No." She shakes her head. "People don't take drugs to kill each other -- they take them to feel okay with each other."


title: Volition: "...or maybe you should take her to..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_full_volition_arrest", true) --[[ Variable[ ]]
dialoguetext:
...or maybe you should take her to the station? For safekeeping. She *lied* to you. And she's a flight risk.


title: Drama: "No. That won't be necessary. Just l..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_drama_police_brutality", true) --[[ Variable[ ]]
dialoguetext:
No. That won't be necessary. Just leave her alone, she's been through enough. She doesn't need this... police brutality.


title: Volition: "Multi-Face! I'm beginning to doubt..."
sequence: 0
dialoguetext:
Multi-Face! I'm beginning to doubt your judgement -- are you sure you're not sleeping on the post? You have to wake this one up -- with force -- if you want to continue pushing her.


title: Drama: "If you have doubts, just give us *o..."
sequence: 0
dialoguetext:
If you have doubts, just give us *one* example of deceit! Just one, and we will gladly change our minds.


title: Volition: "This guy won't budge. You have to w..."
sequence: 0
dialoguetext:
This guy won't budge. You have to wake  Multi-Face up -- forcefully -- if you want to continue pushing her.


title: Volition: "It looks like this one's not waking..."
sequence: 0
dialoguetext:
It looks like this one's not waking up. You'll have to do it without pushing her further. At least for now.


title: Klaasje (Miss Oranje Disco Dancer): ""You log your work *every week*. It..."
sequence: 0
dialoguetext:
"You log your work *every week*. It's *all* transmitted to COMINSUR. I couldn't just beg you not to enter my name... So I lied."


title: Kim Kitsuragi: ""I agree." The lieutenant turns to..."
sequence: 0
dialoguetext:
"I agree." The lieutenant turns to her. "You wouldn't give us your real name -- not when people are after you."


title: Physical Instrument: "Wait, wait, everyone -- just *wait*..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_pi_wait", true) --[[ Variable[ ]]
dialoguetext:
Wait, wait, everyone -- just *wait*. What is this? Derail this whole thing immediately and *investigate*.


title: Kim Kitsuragi: ""Before we do..." He turns to her,..."
sequence: 0
dialoguetext:
"Before we do..." He turns to her, the cuffs still in his hand. "What exactly in your relationship made you think she's romantically interested in you?"


title: Logic: "Could it be that Ruby was cleaning..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_rhetoric_rubytheory_comment", true) --[[ Variable[ ]]
dialoguetext:
Could it be that Ruby was cleaning up after herself? That the lynching was a cover-up for *her* -- and she organized the boys to do it?


title: Electrochemistry: "No, wait! Look at her! Teeth like p..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_elchem_remember_posters", true) --[[ Variable[ ]]
dialoguetext:
No, wait! Look at her! Teeth like pearls, face like a pebble -- she looks like a Twenties movie star. You can almost see her in Automatik Polychrome. Those posters in Ruby's lorry...


title: Electrochemistry: "Look at her: teeth like pearls, fac..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_elchem_remember_posters", true) --[[ Variable[ ]]
dialoguetext:
Look at her: teeth like pearls, face like a pebble -- she looks like a Twenties movie star. You can almost see her in Automatik Polychrome. Those posters in Ruby's lorry...


title: Klaasje (Miss Oranje Disco Dancer): ""You've been trying to kick that do..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_ruby_roof_discussed", true) --[[ Variable[ ]]
dialoguetext:
"You've been trying to kick that door down, right?" She points to the barred door, next to the window. "Maybe it leads downstairs?"


title: Klaasje (Miss Oranje Disco Dancer): ""You've been through there, right?..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_ruby_roof_discussed", true) --[[ Variable[ ]]
dialoguetext:
"You've been through there, right? I saw you come out." She points to the door that leads to the pinball workshop. "It leads downstairs."


title: Klaasje (Miss Oranje Disco Dancer): ""She could have had access to the r..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_ruby_roof_discussed", true) --[[ Variable[ ]]
dialoguetext:
"She could have had access to the roof." She points to the barred door next to the window. "You've noticed that door there, right? Maybe it leads downstairs?"


title: Klaasje (Miss Oranje Disco Dancer): ""She could have come up through the..."
sequence: 0
dialoguetext:
"She could have come up through there, then taken the shot -- right here, where I stand. It was too dark outside, I wouldn't have seen her."


title: Klaasje (Miss Oranje Disco Dancer): ""Yes. She's been up here many times..."
sequence: 0
dialoguetext:
"Yes. She's been up here many times. She used to come to drink on the roof when..." The young woman falls silent -- her mouth moves without a sound.


title: Klaasje (Miss Oranje Disco Dancer): ""Yes, of course. She's been up here..."
sequence: 0
dialoguetext:
"Yes, of course. She's been up here many times, jacking private stations off the ring antenna. She used to come here, to drink on the roof with me. Before it got... weird."


title: Klaasje (Miss Oranje Disco Dancer): ""She could have come to the roof th..."
sequence: 0
dialoguetext:
"She could have come to the roof through that, then taken the shot -- right here, where I stand. It was dark outside, I wouldn't have seen her."


title: Klaasje (Miss Oranje Disco Dancer): ""She could have come to the roof th..."
sequence: 0
dialoguetext:
"She could have come to the roof through that, then made the shot right here, where I stand. It was dark outside, I wouldn't have seen her."


title: Authority: "Don't arrest her. Push her a bit mo..."
sequence: 0
dialoguetext:
Don't arrest her. Push her a bit more but then let her off. That Ruby theory was solid. (And she's beautiful.)


title: Drama: "She probably didn't give you her re..."
sequence: 0
dialoguetext:
She probably didn't give you her real name either -- why would she? Arrest her immediately, before she further entangles you in her *web of lies*!


title: Drama: "She probably didn't make the god da..."
sequence: 0
dialoguetext:
She probably didn't make the god damn call either. And her name is not Klaasje Amandou -- why would she give her real name? Arrest her immediately!


title: Kim Kitsuragi: ""It's a shame we never got around t..."
sequence: 0
dialoguetext:
"It's a shame we never got around to doing a thorough autopsy..." He shakes his head. "And when was the tampering -- twenty minutes after death?"


title: Logic: "Wait! If you arrest her, Kim will h..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_logic_kim_goes_away_if_arrest", true) --[[ Variable[ ]]
dialoguetext:
Wait! If you arrest her, Kim will have to transport her. You'd be without your partner for the rest of the day...


title: You: "(Now that Kim's here) "What if I to..."
dialoguetext: (Now that Kim's here) "What if I told you you're under arrest, miss."
sequence: 0
conditionstring:
Variable["whirling.klaasje_rubyhub_opened"] == false  and  Variable["whirling.klaasje_esprit_return_with_kim"] == true  and  IsKimHere()


title: Klaasje (Miss Oranje Disco Dancer): ""I promise I will be right here all..."
sequence: 0
dialoguetext:
"I promise I will be right here all the time -- nights too. I'll help you *any* way I can in this investigation and I *will* be at Station 41 in six weeks." She repeats. "I promise."


title: Visual Calculus: "Below the damage, the weeks of deco..."
sequence: 0
dialoguetext:
Below the damage, the weeks of decomposition, all the swollen indignity of mortality -- he was 42 years old?


title: Visual Calculus: "How old are *you*? That's where thi..."
sequence: 0
dialoguetext:
How old are *you*? That's where this is going. Forty-five thousand litres of raw alcohol has left its disfigurements. What lies beneath, you wonder.


title: You: "(Turn around.) "Miss, how old do yo..."
dialoguetext: (Turn around.) "Miss, how old do you think I am?"
sequence: 0
conditionstring:
Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false  and  IsHourBetween(7,22) == true


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know... one million years..."
sequence: 0
dialoguetext:
"I don't know... one million years old? Twenty-one? Seventeen? How old are superstar police officers usually?"


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know... 80? One hundred? O..."
sequence: 0
dialoguetext:
"I don't know... 80? One hundred? One year old? I don't know what I'm supposed to say? How old is the *sorriest* age?"


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know... one? Two? I don't..."
sequence: 0
dialoguetext:
"I don't know... one? Two? I don't know what I'm supposed to say? How old is a newborn cop who doesn't remember he's a cop?"


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know... Forty-one? Forty-f..."
sequence: 0
dialoguetext:
"I don't know... Forty-one? Forty-five? What am I supposed to say? What's the most *boring* age a human being can be?"


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know... As old as time its..."
sequence: 0
dialoguetext:
"I don't know... As old as time itself? *Ageless*? Fifty-thousand years old? I don't know what I'm supposed to say? How old *is* an Apocalypse Cop?"


title: Klaasje (Miss Oranje Disco Dancer): ""I don't know... 40? I was like 9 w..."
sequence: 0
dialoguetext:
"I don't know... 40? I was like 9 when OO peaked. That was, what? Nineteen years ago? I liked them when I was 9. You couldn't have liked it when you were 40..."


title: Klaasje (Miss Oranje Disco Dancer): ""Let's say you were twenty-somethin..."
sequence: 0
dialoguetext:
"Let's say you were twenty-something. Twenty five. A good disco age. Twenty five plus nineteen is forty four. I'm gonna say you're 44."


title: Visual Calculus: "To the Laboratorium!"
dialoguetext: To the Laboratorium!
sequence: 0
userscript:
GainThought("age_bracket"); SetVariableValue("whirling.orb_viscal_age_bracket_done", true) --[[ Variable[ ]]


title: Klaasje (Miss Oranje Disco Dancer): ""That's pretty much it, but... Age..."
sequence: 0
dialoguetext:
"That's pretty much it, but... Age is just a number anyway, you know." She extinguishes her cigarette.


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.arrest_klaasje_done"] == true  or  Variable["TASK.report_to_the_tribunal_done"] == true  or  IsHourBetween(7,22) == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.arrest_klaasje_done"] == true  or  Variable["TASK.report_to_the_tribunal_done"] == true  or  IsHourBetween(7,22) == false)

conditionstring:
(Variable["TASK.arrest_klaasje_done"] == true  or  Variable["TASK.report_to_the_tribunal_done"] == true  or  IsHourBetween(7,22) == false) == false


title: Shivers: "A warm column of air rises around y..."
sequence: FocusCamera(KlaasjeShivCam);
dialoguetext:
A warm column of air rises around you, encircling the building you stand on. You feel its twisting shape, bits of paper and birds -- on the *thermal*. Along with several million litres of water. All rising up into the great Insulindian sky.


title: Shivers: "Nothing happens -- there is a mass..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_white_failed_once", true) --[[ Variable[ ]]
dialoguetext:
Nothing happens -- there is a mass of droplets above the planetary body, colourless, merging into one another...


title: Shivers: "The sky is more black than grey; yo..."
sequence: 0
dialoguetext:
The sky is more black than grey; you hear the distant murmur of motor-connections somewhere south of here. That is all.


title: Shivers: "Continuously nothing. The sky slowl..."
sequence: 0
dialoguetext:
Continuously nothing. The sky slowly slides above you. The young woman exhales, the scent of menthol tobacco. Sounds like a sigh.


title: Shivers: "The sky is low and cold. You hear t..."
sequence: 0
dialoguetext:
The sky is low and cold. You hear the distant murmur of motor-connections somewhere south of here. That is all.


title: Shivers: "From the vapour, a great cumulus is..."
sequence: 0
dialoguetext:
From the vapour, a great cumulus is formed. A cloud castle one thousand metres high. A flock of seagulls screams, hitch-hiking on the thermal. They too are part of the procession, the honour watch.


title: Shivers: "Because it's warm -- from the gathe..."
sequence: 0
dialoguetext:
Because it's warm -- from the gathering spring; from the oceanic current flowing into the bay; the people on the streets; and the machines that hum in the harbour. Heavy fuel oils too.


title: Shivers: "Everyone is a guest on this isola...."
sequence: 0
dialoguetext:
Everyone is a guest on this isola. A guest of the air and the water, and the humidity between. You are as well, surely.


title: Shivers: "Her thought trails off. The wind pi..."
sequence: 0
userscript: XPStandardSetBool("XP.klaasje_the_return")--[[ Variable[ ]]
dialoguetext:
Her thought trails off. The wind picks up again. Above her, a great cumulus cloud rises -- ready to fall down as precipitation. April will come, then May; a month, maybe two from now... you shudder. The feeling dissipates. The thought ends.


title: Klaasje (Miss Oranje Disco Dancer): ""Of the king? Of the nation? Of com..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_white_open_come_in", true) --[[ Variable[ ]]
dialoguetext:
"Of the king? Of the nation? Of communism? Return on investment?" She tilts her head. "I don't know exactly. It's meant to be vague, as promises generally are."


title: Klaasje (Miss Oranje Disco Dancer): ""The Return, well... It's part urba..."
sequence: 0
userscript: SetVariableValue("tc.the_return", true) --[[ Variable[ ]]
dialoguetext:
"The Return, well... It's part urban myth -- part political science. It's a fool's hope, sir, and it's also all I've got. They say there will be an *event*. That it will happen somewhere here..." She looks around, then at the sky.


title: Shivers: "For Gloria. Soon these clouds will..."
sequence: 0
dialoguetext:
For Gloria. Soon these clouds will all fall down as rain. Spring will come. Two more months. Maybe less. It's time.


title: Klaasje (Miss Oranje Disco Dancer): ""The Return, of course." She smiles..."
sequence: 0
dialoguetext:
"The Return, of course." She smiles. "Now, I know I'm not from *around* here -- I would only be hitch-hiking. The Return is a big hit in the industrial espionage circles. A lot of desperate, seedy types there. All screwed in this unipolar world."


title: You: ""Oh, you don't know? I drank so muc..."
sequence: 0
conditionstring: Variable["whirling.klaasjenick_none"]
dialoguetext:
"Oh, you don't know? I drank so much I can't remember my entire life. Turns out that can happen to a human being."


title: Klaasje (Miss Oranje Disco Dancer): ""As I said -- there's talk. In the..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_white_open_rumours", true) --[[ Variable[ ]]
dialoguetext:
"As I said -- there's talk. In the competitive intelligence crowd. A lot of people, like me, who need... a new colour on the map. It's all blue, you see. And that blue doesn't like us."


title: Rhetoric: "So she thinks -- at least partly --..."
sequence: 0
userscript: SetVariableValue("whirling.klaasje_shivers_white_rhet_free_revachol", true) --[[ Variable[ ]]
dialoguetext:
So she thinks -- at least partly -- that this Return will feature a self-governing Revachol. She has already placed her bets.


title: Conceptualization: "It's an empty vessel, an amphora wa..."
sequence: 0
dialoguetext:
It's an empty vessel, an amphora waiting to be filled. Something always *returns* from the past -- it's how the future happens. And when it does, many guesses turn out to have been right.


title: Klaasje (Miss Oranje Disco Dancer): ""No, I came all this way on a false..."
sequence: 0
dialoguetext:
"No, I came all this way on a false passport and some money. To hide, mostly. In the most volatile part of the Reál Belt, where it's easiest to disappear."


title: Klaasje (Miss Oranje Disco Dancer): ""Where the walls are still porous a..."
sequence: 0
dialoguetext:
"Where the walls are still porous and you can slip through. This is just... something to get me through the night you know. A little *espérance*."


title: Klaasje (Miss Oranje Disco Dancer): ""No need to worry, lieutenant." She..."
sequence: 0
dialoguetext:
"No need to worry, lieutenant." She turns to the lieutenant. "I'm sure the streets will not erupt in seditious violence just yet."


title: Klaasje (Miss Oranje Disco Dancer): ""But at the same time, I mean -- th..."
sequence: 0
dialoguetext:
"But at the same time, I mean -- things can't go on like this forever. Something will give. It always does."


title: Kim Kitsuragi: ""I agree, detective." The lieutenan..."
sequence: 0
dialoguetext:
"I agree, detective." The lieutenant looks to the sea. "Something is coming -- *trouble*. It will be a hard spring. I don't know what exactly, but..." He shakes his head.


title: Klaasje (Miss Oranje Disco Dancer): ""Something is happening. In this ci..."
sequence: 0
dialoguetext:
"Something is happening. In this city." She nods -- a puff of smoke. "I can feel it. When I'm out here at night..."


title: Kim Kitsuragi: ""Don't be so sure." The lieutenant..."
sequence: 0
dialoguetext:
"Don't be so sure." The lieutenant looks to the sea. "Something is coming -- *trouble*. It will be a hard spring. I don't know what it is, exactly, but..." He shakes his head.


title: Klaasje (Miss Oranje Disco Dancer): ""Something is happening in this cit..."
sequence: 0
dialoguetext:
"Something is happening in this city." She nods -- a puff of smoke. "I can feel it. When I'm out here at night."


title: Klaasje (Miss Oranje Disco Dancer): ""The Return, well... It's part urba..."
sequence: 0
userscript: SetVariableValue("tc.the_return", true) --[[ Variable[ ]]
dialoguetext:
"The Return, well... It's part urban myth -- part political science. It's a fool's hope, sir, and it's also all I've got." She smiles. "They say there will be an *event*. That it will happen somewhere here..."


title: You: "What is communism in this?"
dialoguetext: What is communism in this?
sequence: 0
userscript: SetVariableValue("whirling.sense_inland_why_first", true) --[[ Variable[ ]]
conditionstring:
Variable["yard.hanged_love_did_in_communism_killed"]  or  Variable["yard.hanged_communism_killed_him"]


title: Inland Empire: "If it weren't for her he would not..."
sequence: 0
dialoguetext:
If it weren't for her he would not have been there. The shot would not have connected with his soft palate...


title: You: "(Turn to Klaasje.) "Looks like love..."
dialoguetext: (Turn to Klaasje.) "Looks like love did him in after all."
sequence: 0
conditionstring:
Variable["whirling.klaasje_love_did_in_said"]  and  Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.enter_cavern_done"] == false  and  IsHourBetween(7,22) == true


title: You: "Say nothing. Let her answer."
dialoguetext: Say nothing. Let her answer.
sequence: 0
conditionstring:
Variable["whirling.sense_inland_klaasje_first"]  and  Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.enter_cavern_done"] == false  and  IsHourBetween(7,22) == true


title: Klaasje (Miss Oranje Disco Dancer): ""Yeah..." she finally breaks the si..."
sequence: 0
dialoguetext:
"Yeah..." she finally breaks the silence. "I'd like to think he didn't *love* me. Or that it was chemically-induced and not real."


title: You: ""Was it? Real?""
dialoguetext: "Was it? Real?"
sequence: 0
conditionstring:
Variable["whirling.sense_inland_klaasje_second"]  and  Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.enter_cavern_done"] == false  and  IsHourBetween(7,22) == true


title: Volition: "It appears this one has *not* been..."
sequence: 0
dialoguetext:
It appears this one has *not* been entirely corrupted... this may help. This may help the others see.


title: Authority: "Hey, what is this funeral vibe here..."
sequence: 0
dialoguetext:
Hey, what is this funeral vibe here? You did what any good cop would do. Pat yourself on the back and move on.


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.enter_cavern_done"] == false  and  IsHourBetween(7,22) == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.enter_cavern_done"] == false  and  IsHourBetween(7,22) == true)

conditionstring:
(Variable["TASK.arrest_klaasje_done"] == false  and  Variable["TASK.enter_cavern_done"] == false  and  IsHourBetween(7,22) == true) == false


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.arrest_klaasje_done"] == false  or  Variable["TASK.enter_cavern_done"] == false  or  IsHourBetween(7,22) == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.arrest_klaasje_done"] == false  or  Variable["TASK.enter_cavern_done"] == false  or  IsHourBetween(7,22) == false)

conditionstring:
(Variable["TASK.arrest_klaasje_done"] == false  or  Variable["TASK.enter_cavern_done"] == false  or  IsHourBetween(7,22) == false) == false


title: Encyclopedia: "The IIR or interisolary reál is the..."
sequence: 0
userscript: SetVariableValue("whirling.garte_tc_real", true) --[[ Variable[ ]]
dialoguetext:
The IIR or interisolary reál is the global reserve currency. Whatever part of the world you're in right now, it's safe to assume he means you owe him some money.


title: You: ""*Reál* sounds like some fancy skin..."
sequence: 0
conditionstring: Variable["whirling.garte_conze_real_is_skin_care"] == true
dialoguetext:
"*Reál* sounds like some fancy skin care product... but why would I owe you one hundred and thirty of them?"


title: Horrific Necktie: "No one is saying that. No one is sa..."
sequence: 0
dialoguetext:
No one is saying that. No one is saying the tie can talk -- that would be ludicrous. It's just that... you should arrest him. It would be *wiser*. He wants to take your money.


title: Garte, the Cafeteria Manager: ""Oh!" He puffs with indignation. "Y..."
sequence: 0
dialoguetext:
"Oh!" He puffs with indignation. "You don't owe me *shit*? Well, officer, you're right -- you *don't* owe me shit, you owe me MONEY."


title: Kim Kitsuragi: "He turns to you, calmly. "We do not..."
sequence: 0
dialoguetext:
He turns to you, calmly. "We do not need to assert ourselves here. We only need instructions from him. This is the proprietor, remember?"


title: You: ""No! He called me a f****t!""
dialoguetext: "No! He called me a f****t!"
sequence: 0
userscript:
SetVariableValue("whirling.garte_lostnerve_bad", true) ; SetVariableValue("reputation.homo_comes_up", Variable["reputation.homo_comes_up"] +once(1)) 


title: Garte, the Cafeteria Manager: "A man in his late twenties stands b..."
sequence: 0
dialoguetext:
A man in his late twenties stands behind the counter, inspecting a stuffed seabird. As you approach, he gives you a sideways glance, then looks down again.


title: You: ""What's wrong? Don't you like The O..."
dialoguetext: "What's wrong? Don't you like The Officer?"
sequence: 0
conditionstring:
Variable["whirling.garte_empathy_disdain"]  and  Variable["whirling.klaasjeone_conceptualization_officer"]  and  Variable["reputation.superstar_cop"] >=2


title: You: ""I sense you're not a fan of mine.""
dialoguetext: "I sense you're not a fan of mine."
sequence: 0
conditionstring:
Variable["whirling.garte_empathy_disdain"]  and  Variable["whirling.klaasjeone_conceptualization_officer"] == false  and  Variable["reputation.superstar_cop"] >=2


title: Garte, the Cafeteria Manager: ""What did you *not* do? First you t..."
dialoguetext:
"What did you *not* do? First you took the body down, then you solved the murder, then you *didn't* trash my hostel room. Maybe you even negotiated the strike..."


title: Garte, the Cafeteria Manager: ""No -- you see -- actually you didn..."
dialoguetext:
"No -- you see -- actually you didn't. You haven't done anything even remotely useful since you got here."


title: Garte, the Cafeteria Manager: ""Oh, it's not?!" He raises his shou..."
userscript: SetVariableValue("whirling.garte_authority_one", true) --[[ Variable[ ]]
dialoguetext:
"Oh, it's not?!" He raises his shoulders like he's about to say something more, but then gets a hold of himself.


title: Garte, the Cafeteria Manager: ""No, I haven't *seen you around*. I..."
dialoguetext:
"No, I haven't *seen you around*. I'm not always here." He looks down again and keeps plucking at the bird.


title: Authority: "He has no respect for you personall..."
sequence: 0
dialoguetext:
He has no respect for you personally, but this man sees himself as a law-abiding citizen -- and you a representative of that law. He tries to avoid outright conflict.


title: You: ""That makes sense. Ever since I got..."
sequence: 0
dialoguetext:
"That makes sense. Ever since I got up, I've felt something in me..." (Look at your hands and feel it flowing through your veins.) "Now I know it's *The Law*."


title: Esprit de Corps: "Not far from here a 34-year-old man..."
sequence: 0
userscript: SetVariableValue("whirling.garte_esprit_judging", true) --[[ Variable[ ]]
dialoguetext:
Not far from here a 34-year-old man called Jean Vicquemare reluctantly picks his facial hair while a dark-haired woman in an officer's suit waits for an answer. A typical police station morning hums in the background: telephones ringing, the whirr of a roll'o'dex...


title: Esprit de Corps: ""Have you seen the way he dresses?"..."
sequence: 0
dialoguetext:
"Have you seen the way he dresses?" The man asks. "It's like he's not even a cop anymore. Shows up in here looking like a clown, reeking of alcohol. Screams at everyone... I'm done with that guy."


title: You: ""The responsibility has taken its t..."
sequence: 0
userscript: ReputationGrows("boring_cop")
dialoguetext:
"The responsibility has taken its toll on my body, but I will take up the mantle once more. This is who I am."


title: Garte, the Cafeteria Manager: ""That period of my life is over. No..."
dialoguetext:
"That period of my life is over. Not everyone who stands behind a counter is a bartender, okay? I'm the cafeteria manager."


title: Garte, the Cafeteria Manager: ""I have three cafeterias to manage...."
userscript: SetVariableValue("tc.know_sylvie_is_the_bartender", true) --[[ Variable[ ]]
dialoguetext:
"I have three cafeterias to manage. *Three*. Sylvie tends the bar here, not me, I'm only standing in."


title: Garte, the Cafeteria Manager: "A competent work of taxidermy, the..."
sequence: 0
dialoguetext:
A competent work of taxidermy, the white and brown seabird lies among piles of coasters and drying mugs, one of its wings broken. The man is trying to mend it.


title: Garte, the Cafeteria Manager: ""Look, your *buddy* is over there."..."
dialoguetext:
"Look, your *buddy* is over there." He looks at the doors, where a man in a bomber jacket is tapping his foot on the floor.


title: Encyclopedia: "This is a great skua. The seabird i..."
sequence: 0
dialoguetext:
This is a great skua. The seabird is the symbol for the discovery of the Insulindian isola, the part of the world you are in right now.

userscript:
SetVariableValue("whirling.garte_skua_TC", true) ; SetVariableValue("tc.on_insulinde", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: "A man in his late twenties with a t..."
sequence: 0
conditionstring: IsKimHere()
dialoguetext:
A man in his late twenties with a thin, unimpressive beard notices you approaching. He drops the ledger he was holding and turns to the lieutenant.


title: Kim Kitsuragi: ""I am Kim Kitsuragi from Precinct 5..."
dialoguetext:
"I am Kim Kitsuragi from Precinct 57. This is an inter-district investigation, so joining me from Precinct 41..." He looks to you, realizing he still doesn't know your name.


title: Garte, the Cafeteria Manager: ""What is this, a joke to you? Is *t..."
userscript: SetVariableValue("whirling.garte_when_you_call_the_police", true) --[[ Variable[ ]]
dialoguetext:
"What is this, a joke to you? Is *this* what you get when you call the police now? *This* guy?" He points at you. "We've been waiting for a week here!"


title: Kim Kitsuragi: ""Sir, I understand your concern, bu..."
dialoguetext:
"Sir, I understand your concern, but we're here to do a job, and for us to do it, I need you to stay calm."


title: Garte, the Cafeteria Manager: ""Never mind? *Gloaming*? What is th..."
userscript: SetVariableValue("whirling.garte_when_you_call_the_police", true) --[[ Variable[ ]]
dialoguetext:
"Never mind? *Gloaming*? What is this? Is *this* what you get when you call the police now?" He points at you. "*This* guy? Lieutenant, we've been waiting for a week here!"


title: Garte, the Cafeteria Manager: ""What is this, a joke to you? Is *t..."
userscript: SetVariableValue("whirling.garte_when_you_call_the_police", true) --[[ Variable[ ]]
dialoguetext:
"What is this, a joke to you? Is *this* what you get when you call the police now? *This* guy?" He turns to the lieutenant. "We've been waiting for a week here!"


title: Kim Kitsuragi: ""Right... Now, I know it took us a..."
dialoguetext:
"Right... Now, I know it took us a while to arrive at the scene. It also took you a while to call us and report the dead body -- it *was* you who placed the call, yes?"


title: Garte, the Cafeteria Manager: ""That's wonderful! Really. I think..."
dialoguetext:
"That's wonderful! Really. I think so. But there's a dead body out back. No one wants to work in these conditions! It's been a week!"


title: Kim Kitsuragi: ""I know it took us a while to arriv..."
dialoguetext:
"I know it took us a while to arrive at the scene. But it also took you a while to call us. It was you who placed the call, correct?"


title: Garte, the Cafeteria Manager: ""What is this, a joke to you? There..."
dialoguetext:
"What is this, a joke to you? There's a dead body out back, and it's been there for a week now! No one wants to work in these conditions!"


title: Garte, the Cafeteria Manager: ""And I don't like the dead body tha..."
dialoguetext:
"And I don't like the dead body that's been hanging out there for a week!" He gestures somewhere outside. "No one wants to work in these conditions!"


title: Garte, the Cafeteria Manager: ""No, I only just got here. It was p..."
dialoguetext:
"No, I only just got here. It was probably Sylvie who called you. She usually works the bar here. I'm only temporarily taking over her duties."


title: Garte, the Cafeteria Manager: ""As a matter of fact, I do." He loo..."
dialoguetext:
"As a matter of fact, I do." He looks behind a pile of coasters, finds a slip of paper, and hands it to the lieutenant.

userscript:
SetVariableValue("whirling.garte_not_the_caller_maybe_sylvie", true) ; GainTask("TASK.who_was_caller"); GainTask("TASK.did_sylvie_make_call"); SetVariableValue("tc.know_sylvie_is_the_bartender", true) --[[ Variable[ ]]


title: You: ""What is your problem with me?""
dialoguetext: "What is your problem with me?"
sequence: 0
userscript: SetVariableValue("whirling.garte_at_least_one_question_asked", true) --[[ Variable[ ]]
conditionstring:
Variable["whirling.garte_disdain_talkedabout"] == false  and  Variable["whirling.garte_empathy_disdain"]


title: Garte, the Cafeteria Manager: ""What? Of Martinaise -- no. I live..."
dialoguetext:
"What? Of Martinaise -- no. I live in Jamrock. I only *sometimes* come here to keep an eye on the place. This is just one of the many, many cafeterias I manage."


title: Garte, the Cafeteria Manager: ""Yes, I know where *some* things ar..."
dialoguetext:
"Yes, I know where *some* things are. But, as I said, I don't live here. I just used to work here. And I'm not going to start working here again, if that's what you think."


title: Kim Kitsuragi: ""Yes, Detective Costeau." He says t..."
dialoguetext:
"Yes, Detective Costeau." He says the name with a purposefully straight face. "I have everything. You?"


title: Garte, the Cafeteria Manager: ""Yes, yes, he means do you have que..."
userscript: SetVariableValue("whirling.garte_doubt_says", true) --[[ Variable[ ]]
dialoguetext:
"Yes, yes, he means do you have questions for me. Like a police officer would." The cafeteria manager is clearly agitated again.


title: Kim Kitsuragi: "The lieutenant nods at you affirmat..."
dialoguetext:
The lieutenant nods at you affirmatively, then glances at the exit. "The body was behind the building, right -- how do we get there?"


title: Garte, the Cafeteria Manager: ""Behind this building, there's a co..."
sequence: 0
userscript: SetVariableValue("whirling.garthe_sayd_they_killed", true) --[[ Variable[ ]]
dialoguetext:
"Behind this building, there's a courtyard." He points to the kitchen behind him. "They hoisted him up on a tree there."


title: Encyclopedia: "This man means the heavy cavalry of..."
sequence: 0
userscript: SetVariableValue("tc.franconigerian_cavalry", true) --[[ Variable[ ]]
dialoguetext:
This man means the heavy cavalry of Innocence Franconegro, sweeping over the plains and nations of the enemies of mankind, 5th Century style. Unified currency and the concept of *cool* came in their wake. They wore lamellar and carried guns. But first and foremost, Franconigerian heavy cavalry was really, really wide. That hole in the fence must be *enormous*.


title: Garte, the Cafeteria Manager: ""That's easy! See that door there?"..."
sequence: 0
userscript: SetVariableValue("whirling.garte_mentions_cavalry", true) --[[ Variable[ ]]
dialoguetext:
"That's easy! See that door there?" He points to the west. "First you exit through that. Then to your right you should see a big hole in the fence -- a really big one. You can get to the courtyard through there. No need for the keys. The hole is big enough for the Franconigerian cavalry to fit through."


title: Garte, the Cafeteria Manager: ""Oh." He's a bit surprised you caug..."
sequence: 0
dialoguetext:
"Oh." He's a bit surprised you caught that. "People are saying it was the Union dockworkers. That it was a lynching."


title: Garte, the Cafeteria Manager: ""The locals. Customers, the people..."
sequence: 0
dialoguetext:
"The locals. Customers, the people who eat here. A lot of dockworkers eat here. Sylvie told me everyone knows the dockworkers did it."


title: Garte, the Cafeteria Manager: ""Yes, the *strike*," he makes littl..."
sequence: 0
dialoguetext:
"Yes, the *strike*," he makes little quotation marks with his fingers. "The man they hanged was a security guard for the harbour company, I hear -- a mercenary. The unionistas probably thought they'd send a message."

userscript:
SetVariableValue("whirling.garte_body_mercenary", true) ; XPPicoSetBool("XP.garte_they_hoisted")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Haven't you asked me that already?..."
sequence: 0
dialoguetext:
"Haven't you asked me that already? What is it with you and this woman? She has nothing to do with this. "


title: Garte, the Cafeteria Manager: ""Okay, you got me. She went away be..."
sequence: 0
dialoguetext:
"Okay, you got me. She went away because of the dead body out back -- and because I asked for her number. That's why Sylvie went away. I hope you appreciate that..."

userscript:
SetVariableValue("whirling.garte_employer_conduct", true) ; SetVariableValue("whirling.garte_hint_for_lovers_spat", true) ; XPMinorSetBool("XP.sylvie_departure")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Thank you," the lieutenant says. H..."
sequence: 0
dialoguetext:
"Thank you," the lieutenant says. He opens his little notebook at the cover. The number is safely tucked away in a small pocket.


title: Garte, the Cafeteria Manager: ""I asked an employee out. She didn'..."
sequence: 0
dialoguetext:
"I asked an employee out. She didn't want to come, but felt obliged to. It was a bad idea. Now what is so god damn fascinating about that for you? It's got nothing to do with the lynching."


title: Half Light: "Suddenly you tense up, blood is bei..."
sequence: 0
userscript: SetVariableValue("whirling.garte_half_light_adrenalinequestioning", true) --[[ Variable[ ]]
dialoguetext:
Suddenly you tense up, blood is being pushed to your muscles. You should hound him on this, hound him *hard*, the prey drive says.


title: Garte, the Cafeteria Manager: ""Oh." He's a bit surprised you caug..."
sequence: 0
dialoguetext:
"Oh." He's a bit surprised you caught that. "I meant the Union dockworkers. You know, the guys who *everyone* is saying killed him. Which no one is saying about me -- because I didn't."


title: Garte, the Cafeteria Manager: ""Does she? Maybe she does... maybe..."
sequence: 0
dialoguetext:
"Does she? Maybe she does... maybe she *pertains* to the apocalypse." He snorts. "Sylvie is not here because I asked for her number. The dead body out back didn't help either, but it was mostly me. I hope you appreciate that..."

userscript:
SetVariableValue("whirling.garte_employer_conduct", true) ; SetVariableValue("whirling.garte_hint_for_lovers_spat", true) ; XPMinorSetBool("XP.sylvie_departure")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Is it? Because I thought you were..."
sequence: 0
dialoguetext:
"Is it? Because I thought you were supposed to be investigating the lynching, not my employer conduct."


title: You: ""Are you the bartender?""
dialoguetext: "Are you the bartender?"
sequence: 0
conditionstring: Variable["whirling.garte_bartender_asked"] == false
userscript:
SetVariableValue("whirling.garte_bartender_later", true) ; SetVariableValue("whirling.garte_at_least_one_question_asked", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""That's good. But there is a timeta..."
sequence: 0
dialoguetext:
"That's good. But there is a timetable for this investigation, dictated to us by the stages of decomposition. And it says we need to move on."

userscript:
SetVariableValue("tc.radical_feminist_equipped", true) ; GainThought("radical_feminist_agenda")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Is that so? Mr. Feminist..." He ca..."
sequence: 0
dialoguetext:
"Is that so? Mr. Feminist..." He catches the rest before it leaves his mouth, probably thinking it's best not to say anything.

userscript:
SetVariableValue("tc.radical_feminist_equipped", true) ; GainThought("radical_feminist_agenda")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""No, you don't owe me street cred...."
sequence: 0
dialoguetext:
"No, you don't owe me street cred. You owe me money. You owe this establishment 130 reál." He points to the red ledger on the counter.


title: Garte, the Cafeteria Manager: ""Wow, you're a genius! Yes, that's..."
sequence: 0
dialoguetext:
"Wow, you're a genius! Yes, that's right -- money. You owe this establishment 130 reál." He points to the red ledger on the counter.


title: Garte, the Cafeteria Manager: ""You owe me *money*, not a skin car..."
sequence: 0
dialoguetext:
"You owe me *money*, not a skin care product. Money. You owe this establishment 130 reál." He points to the red ledger on the counter.


title: Inland Empire: "No one is saying the multi-patterne..."
sequence: 0
userscript: SetVariableValue("whirling.garte_necktie_talked", true) --[[ Variable[ ]]
dialoguetext:
No one is saying the multi-patterned necktie you found tied to the ceiling fan can *talk*. No one. It must be merely *imagination*, but...


title: Garte, the Cafeteria Manager: ""Real mature, man! Real mature.""
dialoguetext: "Real mature, man! Real mature."
sequence: 0
userscript:
SetVariableValue("whirling.garte_intro_done", true) ; XPPicoSetBool("XP.garte_slipped_away")--[[ Variable[ ]]


title: Savoir Faire: "One moment you're running like the..."
dialoguetext:
One moment you're running like the wind, then you've suddenly turned around and are giving him the finger. Furiously, with both hands. Why?!

sequence:
AudioPlay(whirling/lena_intro/flipoff_pulse01)@1.42;PlayAnimation(Tequila Sunset, FlipFail); FocusCamera(camFlipFailed)@2.2;StopTime()@3.2;Release()@4; BanishInterface(true)@1; BanishInterface(false)@4;HideActualHeld();


title: Garte, the Cafeteria Manager: ""You know, I get this all the time...."
sequence: 0
dialoguetext:
"You know, I get this all the time. Some hobo comes in here, or some backpacking asshole off the boat. The next day when they can't make their fees they get *aggressive*. I just never thought I'd be in this shit with a cop. Please, just give me the money..."


title: Kim Kitsuragi: "The lieutenant watches you fiddle w..."
sequence: 0
dialoguetext:
The lieutenant watches you fiddle with your horrific tie, sweat stains forming under your armpits. He puts his hand on your shoulder.


title: Horrific Necktie: "Somehow the knot is stuck so you ca..."
sequence: 0
dialoguetext:
Somehow the knot is stuck so you can't get it off. The lieutenant watches you struggle with it, the sweat dripping from your brow. He puts his hand on your shoulder:


title: Authority: "The words leave your mouth as if wa..."
sequence: 0
dialoguetext:
The words leave your mouth as if walking up the stairs -- everything is going fine until you reach the end and take one step too many:


title: Garte, the Cafeteria Manager: ""Oh, so apparently I'm a *bitch* no..."
sequence: 0
dialoguetext:
"Oh, so apparently I'm a *bitch* now. Okay, I'll be the 'bitch', and you'll be the broke cop who owes me money, and no one will arrest anyone because that's insane. How's that?"


title: Garte, the Cafeteria Manager: ""Let's see." He dramatically turns..."
sequence: 0
dialoguetext:
"Let's see." He dramatically turns a page in the ledger. "Three nights at a tariff of 20 reál comes to 60 reál. Then there's the window you *annihilated* -- the hole in the window was the first thing I saw when I came to work, so don't try to tell me you didn't! That will be 40 reál in damages."


title: Garte, the Cafeteria Manager: ""Another thing you've annihilated i..."
sequence: 0
dialoguetext:
"Another thing you've annihilated is half the bar -- you've run a tab of 30 reál. Actually more, but we'll round it down to 30 for your hard work maintaining the stability and order of Revachol. That's 60 + 40 + 30 = 130 reál. And yes, reál is still money."


title: Garte, the Cafeteria Manager: ""Money is what grown up people use..."
sequence: 0
dialoguetext:
"Money is what grown up people use to pay for things. Things like this hostel room or..." He peeks into the ledger: "...or eight bottles of 'Potent Blend' and nine packs of 'Royal Extra'. We use it for everything, really."


title: You: "(Count them and give them to him.)..."
sequence: 0
userscript: LoseMoneyAlways(40)
dialoguetext:
(Count them and give them to him.) "That's 10 plus 10 plus 20 equals 40. I'm now down to 90, right?"


title: Garte, the Cafeteria Manager: ""No, you see..." There's a tinge of..."
sequence: 0
userscript: SetVariableValue("whirling.garte_gave_40_cents", true) --[[ Variable[ ]]
dialoguetext:
"No, you see..." There's a tinge of sadness in his voice. "That's 40 *cents*. Cents are a form of currency one hundred times smaller than the reál. I'm not even going to take this. Come back when you have 130 reál."


title: Kim Kitsuragi: "There's a shuffle of nylon as Lieut..."
sequence: 0
dialoguetext:
There's a shuffle of nylon as Lieutenant Kitsuragi looks for something in the pockets of his orange bomber.


title: You: ""What happens now?""
dialoguetext: "What happens now?"
sequence: 0
conditionstring: Variable["whirling.garte_hasorhasnt_money_said"]
userscript:
SetVariableValue("whirling.garte_debt_nothing_down", true) ; SetVariableValue("character.pay_garte_130", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Are you serious? From your work, I..."
sequence: 0
userscript: SetVariableValue("whirling.garte_mentioned_bribes", true) --[[ Variable[ ]]
dialoguetext:
"Are you serious? From your work, I don't know... you can take bribes, I guess." He looks at the lieutenant. "I'm sorry. I don't think cops take bribes."


title: Garte, the Cafeteria Manager: ""For survival, to pay *me*. Unless..."
sequence: 0
dialoguetext:
"For survival, to pay *me*. Unless you want to become a *hobo*? Do you want to become a hobo? There's nowhere else to stay in Martinaise and it's a cold spring outside. Money doesn't make you happy but it lets you be *un*happy for a while longer."

userscript:
SetVariableValue("whirling.garte_hobocop", true) ; SetVariableValue("whirling.garte_mentions_game_over_money", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""If you run out of money, you die...."
sequence: 0
dialoguetext:
"If you run out of money, you die. It's like that for all of us -- me too. That's why I need you to pay me." He stops and says, mostly to himself: "I'm not an asshole."


title: Ancient Reptilian Brain: "Those are the mysteries of the Spin..."
dialoguetext:
Those are the mysteries of the Spinal Cord. The Spinal Cord has yet to reveal itself to you -- its mysteries are unholy mysteries.


title: You: "I don't know... that just comes off..."
sequence: 0
dialoguetext:
I don't know... that just comes off as a lazy effort at re-conceptualizing the antics of a shambling drunk.


title: Ancient Reptilian Brain: "It was no accident. Those were *dis..."
dialoguetext:
It was no accident. Those were *disco moves* from your Spinal Cord. The Spinal Cord has yet to reveal itself to you -- its mysteries are unholy mysteries.


title: Ancient Reptilian Brain: "I was wrong to let you go. I should..."
sequence: CutsceneState(FlipOffRecover);SetTriggerAnimation(Tequila Sunset, GettingUp)
dialoguetext:
I was wrong to let you go. I should have kept you here... is it bright where you are? Is it TERRIFYING? Have you felt THE LOVE?!


title: Garte, the Cafeteria Manager: "He turns to the lieutenant. "I'm so..."
sequence: 0
dialoguetext:
He turns to the lieutenant. "I'm sorry, but he has to pay, I can't let him stay here any longer if he doesn't. If he doesn't have the money by tonight, then..." He shrugs.


title: You: ""I don't have a home.""
dialoguetext: "I don't have a home."
sequence: 0
userscript:
SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("whirling.garte_home_have_no", true) --[[ Variable[ ]]


title: You: ""I don't remember where my home is.""
dialoguetext: "I don't remember where my home is."
sequence: 0
userscript:
SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("whirling.garte_home_remember_not", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""You mean somewhere else to run up..."
sequence: 0
userscript: SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]
dialoguetext:
"You mean somewhere else to run up a huge debt? I don't think so. The Union squeezed most places out of business to fund the strike. You're better off home."


title: You: ""I'll see what I can do.""
dialoguetext: "I'll see what I can do."
sequence: 0
userscript:
SetVariableValue("whirling.garte_getmoney", true) ; SetVariableValue("whirling.garte_escalier_home", true) --[[ Variable[ ]]


title: You: ""Fuck this place. I'll take my chan..."
dialoguetext: "Fuck this place. I'll take my chances on the streets."
sequence: 0
userscript:
SetVariableValue("whirling.garte_streets", true) ; SetVariableValue("whirling.garte_escalier_home", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Officer..." A pattern of creases a..."
sequence: 0
dialoguetext:
"Officer..." A pattern of creases appears on his forehead. "You really need to take this up with your station, I have a shortwave radio in my car. Call them, ask for assistance. We have to get this investigation started now."


title: Kim Kitsuragi: ""No, don't, there's no need..." A p..."
sequence: 0
dialoguetext:
"No, don't, there's no need..." A pattern of creases appears on his forehead. "You really need to take this up with your station, I have a shortwave radio in my car. Call them, ask for assistance. We have to get this investigation started now."


title: Kim Kitsuragi: ""I'm sorry I couldn't help more." C..."
sequence: 0
dialoguetext:
"I'm sorry I couldn't help more." Creases line his forehead, above the spectacles. "You should take this up with your station, I have a shortwave radio in my car, okay? We have to get this investigation started now."


title: Kim Kitsuragi: ""Sir, leash in your tongue." The li..."
sequence: 0
dialoguetext:
"Sir, leash in your tongue." The lieutenant's voice is controlled, yet threatening. Like it's coming from a different person.


title: Authority: "The words nail the Cafeteria Manage..."
sequence: 0
dialoguetext:
The words nail the Cafeteria Manager to his place. Unmoving he stares down at the counter with his cheeks reddish.


title: Authority: "The words nail the man to his place..."
sequence: 0
dialoguetext:
The words nail the man to his place. Unmoving, he stares down at the counter with his cheeks reddish.


title: Kim Kitsuragi: ""Officer," he turns to you. "You ne..."
sequence: 0
dialoguetext:
"Officer," he turns to you. "You need to contact your station. Ask your people for assistance with the money you owe this place. There is a shortwave radio in my car, when you get the time, use it. We need to get this investigation started now."


title: Garte, the Cafeteria Manager: ""I'm sorry, but I can't let him sta..."
sequence: 0
dialoguetext:
"I'm sorry, but I can't let him stay here if he doesn't pay... He's three days on the slip. If he doesn't have the money by tonight, he'll have to work this from home."

userscript:
SetVariableValue("whirling.garte_debt_nothing_down", true) ; SetVariableValue("character.pay_garte_130", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""You can look, but... the Union squ..."
sequence: 0
userscript: SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]
dialoguetext:
"You can look, but... the Union squeezed most people out of business to fund the strike. So, I don't know... your best shot is just going home."


title: Garte, the Cafeteria Manager: ""Good luck.""
dialoguetext: "Good luck."
sequence: 0
userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; GainTask("TASK.pay_for_the_damages"); GainTask("TASK.ask_money_from_station")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: "The man stands silently behind the..."
sequence: 0
dialoguetext:
The man stands silently behind the counter, with his eyes fixed on the broken taxidermy, then on the ledger. He does not know what to say anymore.

userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; GainTask("TASK.pay_for_the_damages"); GainTask("TASK.ask_money_from_station")--[[ Variable[ ]]


title: You: ""'Refusal to aid an officer of the..."
sequence: 0
dialoguetext:
"'Refusal to aid an officer of the peace.' You are impeding me from carrying out a murder investigation with your inane requests for money."


title: Kim Kitsuragi: ""It is crude of you. A man has been..."
sequence: 0
dialoguetext:
"It is crude of you. A man has been killed. File a request for compensation with Station 41. We need to work now."


title: Garte, the Cafeteria Manager: ""Okay, you'll only have to pay for..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_room_down", true) --[[ Variable[ ]]
dialoguetext:
"Okay, you'll only have to pay for the window. And the drinks. That's 70. I'll get the rest from your stupid station."


title: Garte, the Cafeteria Manager: ""Fine, I'll take it off the bill! Y..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_window_and_room_down", true) --[[ Variable[ ]]
dialoguetext:
"Fine, I'll take it off the bill! You want to sleep in a post-apocalyptic shit-hole, go ahead! But I'm not giving you another room."


title: Garte, the Cafeteria Manager: ""The ledger does! The ledger has a..."
sequence: 0
dialoguetext:
"The ledger does! The ledger has a memory!" He points to the book. "The drinks are non-negotiable, there's no way your station will pay for them."


title: Garte, the Cafeteria Manager: ""No, not *cool*. You still owe me 3..."
sequence: 0
dialoguetext:
"No, not *cool*. You still owe me 30 for the drinks. If you don't have it by tonight I'm not letting you back up there..." He points upstairs.

userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("character.pay_garte_30", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""You still owe me 70. If you don't..."
sequence: 0
dialoguetext:
"You still owe me 70. If you don't have it by tonight I'm not letting you back up there," he points upstairs.

userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("character.pay_garte_70", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Don't thank me. You still owe me 7..."
sequence: 0
dialoguetext:
"Don't thank me. You still owe me 70. If you don't have it by tonight I'm not letting you back up there," he points upstairs.

userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("character.pay_garte_70", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Don't thank me. You still owe me 3..."
sequence: 0
dialoguetext:
"Don't thank me. You still owe me 30 for the drinks! If you don't have it by tonight I'm not letting you back up there..." He points upstairs.

userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("character.pay_garte_30", true) --[[ Variable[ ]]


title: You: ""Sounds like you think *sex* is mor..."
sequence: 0
dialoguetext:
"Sounds like you think *sex* is more than a social construct. Tell me, do you think women are mentally inferior to men?"


title: Garte, the Cafeteria Manager: ""Fine, fuck this. I'll do it myself..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_room_down", true) --[[ Variable[ ]]
dialoguetext:
"Fine, fuck this. I'll do it myself, I'll call your station... what was it, 41? I'll ask them to pay for the room. The drinks and the window you still have to pay for. That's 70. Are we done, officers?"


title: Garte, the Cafeteria Manager: ""Okay, okay..." He settles down. "I..."
sequence: 0
dialoguetext:
"Okay, okay..." He settles down. "I know what is going on -- and okay. I'll call your station... what did you say it was?"


title: Garte, the Cafeteria Manager: ""I'll call them for recompensation..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_room_down", true) --[[ Variable[ ]]
dialoguetext:
"I'll call them for recompensation for the room. But you still owe me 70 for the drinks and the window. And I do *not* think women are mentally inferior to men."


title: You: ""This is me threatening you with ex..."
sequence: 0
dialoguetext:
"This is me threatening you with excruciating legal procedures, because you're impeding my investigation."


title: Lena, the Cryptozoologist's wife: ""It's a joke, sweetie. I didn't act..."
sequence: 0
dialoguetext:
"It's a joke, sweetie. I didn't actually think you saw the Kind Green Ape of South Safre in a hostel in Martinaise. That would be ridiculous. Are you okay?"


title: Lena, the Cryptozoologist's wife: ""That is too bad." An old woman app..."
sequence: AmbientVolume(1)@1;SemiBlack(false,4);BanishHUD(False);MusicPriorityReset()
dialoguetext:
"That is too bad." An old woman appears out of the blackness. "We all need a little love. Are you okay?"


title: Pain Threshold: "With your back against the cold mos..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
With your back against the cold mosaic floor you feel the pain recede. You just need to get up and dust yourself off...


title: Savoir Faire: "No. You have sustained a trauma to..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
No. You have sustained a trauma to your lower neck. In addition, you have strained your left trapezius muscle. Pain surges down your back when you move.


title: Garte, the Cafeteria Manager: ""Sir, I didn't mean for this to hap..."
sequence: 0
dialoguetext:
"Sir, I didn't mean for this to happen. I'm sorry, this has always been a cop-friendly place..." The man seems shaken by the incident.


title: Kim Kitsuragi: ""Officer, maybe you're better off w..."
sequence: 0
dialoguetext:
"Officer, maybe you're better off working this from home for now? You live in Jamrock, right? It's not that far away."


title: Garte, the Cafeteria Manager: ""Not *entirely* cool. You still owe..."
sequence: SetTriggerAnimation(Kim Kitsuragi, end);
userscript: SetVariableValue("character.pay_garte_60", true) --[[ Variable[ ]]
dialoguetext:
"Not *entirely* cool. You still owe me 60 reál for three nights stay. If you don't have it by tonight, I can't let you back up there..." He points upstairs, toward your room.


title: Garte, the Cafeteria Manager: ""Not *entirely* cool. You still owe..."
sequence: SetTriggerAnimation(Kim Kitsuragi, end);
userscript: SetVariableValue("character.pay_garte_100", true) --[[ Variable[ ]]
dialoguetext:
"Not *entirely* cool. You still owe me 100 reál. If you don't have it by tonight, I can't let you back up there..." He points upstairs, toward your room.


title: Garte, the Cafeteria Manager: ""Okay, fine. I'll take it off your..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_window_and_drinks_down", true) --[[ Variable[ ]]
dialoguetext:
"Okay, fine. I'll take it off your bill! Sleep in a post-apocalyptic hell-hole if you want to. Just know I won't give you another room."


title: Garte, the Cafeteria Manager: ""Don't thank me yet. You still owe..."
sequence: SetTriggerAnimation(Kim Kitsuragi, end);
userscript: SetVariableValue("character.pay_garte_100", true) --[[ Variable[ ]]
dialoguetext:
"Don't thank me yet. You still owe me 100 reál. If you don't have it by tonight, I just can't let you up there..." He points upstairs, toward your room.


title: Garte, the Cafeteria Manager: ""Don't thank me yet. You still owe..."
sequence: SetTriggerAnimation(Kim Kitsuragi, end);
userscript: SetVariableValue("character.pay_garte_60", true) --[[ Variable[ ]]
dialoguetext:
"Don't thank me yet. You still owe me 60 reál for three nights stay. If you don't have it by tonight, I just can't let you up there..." He points upstairs, toward your room.


title: Garte, the Cafeteria Manager: ""And for god's sake watch out for y..."
dialoguetext: "And for god's sake watch out for yourself."
sequence:
SetTriggerAnimation(Tequila Sunset, Continue)@2; TravelTo(garte,garteWP)->Message(arrived);TravelTo(garte,garteTP,2)@Message(arrived);

userscript:
SetVariableValue("whirling.garte_intro_done", true) ; SetVariableValue("whirling.garte_escalier_home", true) ; GainTask("TASK.pay_for_the_damages")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""See that door there?" He points we..."
sequence: 0
userscript: SetVariableValue("whirling.garte_gives_directions_to_yard", true) --[[ Variable[ ]]
dialoguetext:
"See that door there?" He points west, toward the pinball table. "Go out and turn right. There's a..." He pauses and sighs. "There's a big hole in the fence. No need for a key, just go through that hole and you'll be in the courtyard."


title: Savoir Faire: "As you blow this joint -- behind yo..."
dialoguetext: As you blow this joint -- behind you a whiny voice shouts:
userscript: SetVariableValue("whirling.garte_sf_slipped_away", true) --[[ Variable[ ]]
sequence:
TravelTo(Tequila Sunset, tequilaSuccess, 1)->Message(slippedAway); FocusCamera(flipoff_cam_success); Release()@Message(slippedAway); BanishInterface(true); BanishInterface(false)@Message(slippedAway);


title: Garte, the Cafeteria Manager: "He turns to the lieutenant. "Is thi..."
dialoguetext:
He turns to the lieutenant. "Is this what you get when you call the police now? We've been waiting for a week here!"


title: Rhetoric: "Ask him about the body's location *..."
sequence: 0
userscript: SetVariableValue("whirling.garte_rhetoric_sequencing_trick", true) --[[ Variable[ ]]
dialoguetext:
Ask him about the body's location *before* asking if he killed him. People give up information in the more innocuous questions, which you can later use in the more sinister ones, not vice versa.


title: Savoir Faire: "That's true, yes. And it's worrying..."
sequence: 0
dialoguetext:
That's true, yes. And it's worrying. But let's not *fixate* on it. Look at that stupid bartender instead -- he has no idea what's going on! You and your fuck-you-fingers floating in the air. Barkeep's got his mouth agape like an idiot. You showed him.


title: Garte, the Cafeteria Manager: ""The drinks are on the house, okay?..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_drinks_down", true) --[[ Variable[ ]]
dialoguetext:
"The drinks are on the house, okay? There were *a lot* of drinks on the tab. I still have to charge you for three nights and the broken window, though -- that's 100 square."


title: Authority: "He has no respect for you personall..."
sequence: 0
dialoguetext:
He has no respect for you personally, but this man sees himself as a law-abiding citizen -- and you a representative of that law.


title: Garte, the Cafeteria Manager: ""What did you *not* do? First you t..."
sequence: 0
dialoguetext:
"What did you *not* do? First you took the body down, then you solved the murder, then you *didn't* trash my hostel room. Maybe you even negotiated the strike?"


title: Garte, the Cafeteria Manager: ""No, I haven't *seen you around*. I..."
sequence: 0
dialoguetext:
"No, I haven't *seen you around*. I just got here, remember?" He looks at you, then at the lieutenant. "Was there anything else?"


title: Savoir Faire: "Everything goes dark."
dialoguetext: Everything goes dark.
sequence:
AmbientVolume(0);MusicPlay(silence,90);StartTime();TotalBlack(true);TotalBlack(false,5)@6;SemiBlack(true);BanishHUD(true);MusicPlay(intro-music,90)@4;ReleaseText(false)@10;CutsceneState(FlipOff)@3;CutsceneZoom();AudioPlay(whirling/lena_intro/flipoff_crash01)@1;


title: You: ""Is the trash container out back yo..."
dialoguetext: "Is the trash container out back yours?"
sequence: 0
conditionstring:
Variable["TASK.open_trash_container"] == true  and  Variable["TASK.open_trash_container_done"] == false  and  Variable["whirling.garte_trash_container_talked_about"] == false   and  CheckItem("key_trash_container") == false  and  Variable["whirling.garte_trash_bed_offer_made"] == false


title: Garte, the Cafeteria Manager: ""Am I wearing a little bow tie? Am..."
sequence: 0
dialoguetext:
"Am I wearing a little bow tie? Am I wearing a bow tie and doing this?" He shakes the imaginary shaker, furiously.


title: Garte, the Cafeteria Manager: ""That's right -- I'm THE CAFETERIA..."
sequence: 0
userscript: XPPicoSetBool("XP.is_garte_bartender")--[[ Variable[ ]]
dialoguetext:
"That's right -- I'm THE CAFETERIA MANAGER." He calms his breath. "I'm glad we cleared that. Was there anything else?"


title: You: ""I am an alcohol-operated detective..."
sequence: 0
dialoguetext:
"I am an alcohol-operated detective. If you want me to solve crimes or do whatever it is I'm here to do you need to insert alcohol into my mouth."

conditionstring:
Variable["whirling.garte_rhetoric_drink_for_detectingh"]  and  Variable["TASK.inspect_the_dead_body"]


title: You: ""I had a *premonition*. And *omen*..."
sequence: 0
conditionstring: Variable["yard.trash_inland_something_in_there"]
dialoguetext:
"I had a *premonition*. And *omen* even. Call it what you want... I need to see what's in that container."


title: Garte, the Cafeteria Manager: ""An omen?" He looks at you, his nec..."
sequence: 0
dialoguetext:
"An omen?" He looks at you, his neck crooked and his brow furrowed, then says shakes his head: "Whatever..."


title: Garte, the Cafeteria Manager: "He takes the keys from under the co..."
sequence: AudioPlay(whirling/garte_main/gartes-keys-01,1)
userscript: GainItem("key_trash_container"); SetVariableValue("whirling.garte_got_key", true) --[[ Variable[ ]]
dialoguetext:
He takes the keys from under the counter and hands them to you: "Just bring them back once you're done, please."


title: Garte, the Cafeteria Manager: ""If it's a personal matter, why in..."
sequence: 0
dialoguetext:
"If it's a personal matter, why in the name of god should I..." He stops mid-sentence. "Okay, whatever."


title: Garte, the Cafeteria Manager: ""Why? To keep the hobos and drunks..."
sequence: 0
dialoguetext:
"Why? To keep the hobos and drunks out, that's why. And the neighbours too. They put their trash there and they don't pay for the garbage company."


title: Garte, the Cafeteria Manager: ""*Callous*? What are you, Kras Mazo..."
sequence: 0
dialoguetext:
"*Callous*? What are you, Kras Mazov? Almost all establishments in Revachol keep their trash locked. The Whirling-in-Rags is not special in that regard."


title: You: ""What if I told you *I* am a hobo...."
sequence: 0
conditionstring: IsTHCPresent("hobocop")
dialoguetext:
"What if I told you *I* am a hobo. Or soon to be one, rummaging through that trash. Will you keep me out too?"


title: Garte, the Cafeteria Manager: ""Even more reason for me not to ser..."
sequence: 0
dialoguetext:
"Even more reason for me not to serve you, sir. Was there anything else you needed -- other than alcohol?"


title: Garte, the Cafeteria Manager: ""Oh, well, in that case, let me pou..."
sequence: 0
dialoguetext:
"Oh, well, in that case, let me pour you a nice big refreshing Marinella. Do you want that out of a glass or a pineapple?"


title: Garte, the Cafeteria Manager: ""Don't be an imbecile, I'm not goin..."
sequence: 0
userscript: XPPicoSetBool("XP.garte_no_marinella")--[[ Variable[ ]]
dialoguetext:
"Don't be an imbecile, I'm not going to serve you a Marinella. I have work to do -- and broken things to fix -- if that was all, I'd like to return to it."


title: Rhetoric: "Play it calm. This man needs to und..."
sequence: 0
userscript: SetVariableValue("whirling.garte_rhetoric_drink_for_detectingh", true) --[[ Variable[ ]]
dialoguetext:
Play it calm. This man needs to understand you need a drink to help the community deal with police-stuff.


title: Garte, the Cafeteria Manager: ""I'm not a fishing-teacher." He spr..."
sequence: 0
userscript: SetVariableValue("whirling.garte_said_others_keep_locked_too", true) --[[ Variable[ ]]
dialoguetext:
"I'm not a fishing-teacher." He spreads his hands. "That is not why we keep our trash locked. Any place with a kitchen does it, it's not *political*, I assure you."


title: Encyclopedia: "Kras Mazov (nom de guerre), was an..."
sequence: 0
dialoguetext:
Kras Mazov (nom de guerre), was an economist and a historical materialist. He was a leading figure on the Graad side of the Centennial Revolution, where he headed the Eleven Day Government. Mazov is considered the father of scientific communism (Mazovian thought or Mazovianism).

userscript:
SetVariableValue("tc.mazov", true) ; SetVariableValue("whirling.garte_encyclopedia_mazov", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""We should return to the case of yo..."
sequence: 0
dialoguetext:
"We should return to the case of your *mistaken identity* at a later time, officer. This was about the *trash container*."


title: Kim Kitsuragi: ""We should return to this theory at..."
sequence: 0
dialoguetext:
"We should return to this theory at a later time, officer. This here was about the *trash container*."


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() == 2  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Garte, the Cafeteria Manager: ""Good. You got the room for the nig..."
dialoguetext: "Good. You got the room for the night, but remember -- you'll need *another* 20 reál tomorrow."
sequence: 0
userscript:
SetVariableValue("auto.daychange_whirling_paid", true) ; FinishTask("TASK.pay_whirling_bill_done"); SetVariableValue("whirling.garte_paid_night_once", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""They come here in the evenings. Du..."
sequence: 0
userscript: SetVariableValue("whirling.garte_sense_mess", true) --[[ Variable[ ]]
dialoguetext:
"They come here in the evenings. Dumb, unruly types. Think they're Big Shit. But they're good customers -- they place big orders, and always pay *on time*."


title: Kim Kitsuragi: ""We should find out who this loud f..."
sequence: 0
userscript: GainTask("TASK.find_out_whos_in_the_union_box")--[[ Variable[ ]]
dialoguetext:
"We should find out who this loud faction is, occupying the booth. Loudness means talkative -- and we need info." He gives you a meaningful nod.


title: Garte, the Cafeteria Manager: ""Real mature, man. What exactly wer..."
dialoguetext:
"Real mature, man. What exactly were you trying to accomplish?" He crosses his arms. "You do understand you still owe me money, right?"

userscript:
SetVariableValue("whirling.garte_vanish_special_greeting_done", true) ; GainTask("TASK.pay_for_the_damages")--[[ Variable[ ]]


title: Encyclopedia: "By the way, Sam Bo or Samaran boxin..."
sequence: 0
userscript: SetVariableValue("tc.sam_bo", true) --[[ Variable[ ]]
dialoguetext:
By the way, Sam Bo or Samaran boxing is an eloquently violent set of one-on-one fighting moves originating from the Samaran isola. Sam Bo used to incorporate a wide array of martial disciplines from archery to mounted combat, but mainly means aesthetically pleasing single combat nowadays. *Sam Bo style* implies stealth, cleverness, and cool.


title: You: ""You didn't appreciate my moves?""
dialoguetext: "You didn't appreciate my moves?"
sequence: 0
conditionstring: Variable["whirling.garte_vanish_volition_not_fair"] == false and IsTHCPresent("superstar_cop")
userscript:
ReputationGrows("superstar_cop"); SetVariableValue("whirling.garte_damages_moves", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""You know what? The stupid drinks y..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_drinks_down", true) --[[ Variable[ ]]
dialoguetext:
"You know what? The stupid drinks you've had are on the house. You know why? Because I *know* you can't pay for them. *Not* because you ran away."


title: Garte, the Cafeteria Manager: ""Don't thank me yet. You still owe..."
sequence: 0
dialoguetext:
"Don't thank me yet. You still owe me 100 reál. If you don't have it by tonight, I can't let you up there..." He points upstairs, toward your room.

userscript:
SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("character.pay_garte_100", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Fine, I'll take it off the bill! S..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_window_and_drinks_down", true) --[[ Variable[ ]]
dialoguetext:
"Fine, I'll take it off the bill! Sleep in a post-apocalyptic hell-hole if you want to. Just know I won't give you another room."


title: Garte, the Cafeteria Manager: ""Don't thank me yet. You still owe..."
sequence: 0
dialoguetext:
"Don't thank me yet. You still owe me 60 reál for three nights stay. If you don't have it by tonight, I can't let you up there..." He points upstairs, toward your room.

userscript:
SetVariableValue("whirling.garte_escalier_home", true) ; SetVariableValue("character.pay_garte_60", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""They're probably getting drunk. Or..."
sequence: 0
userscript: XPPicoSetBool("XP.garte_union")--[[ Variable[ ]]
dialoguetext:
"They're probably getting drunk. Or *protesting* something somewhere. Or laying low after the, you know, lynching."


title: Suggestion: "Whatever he may feel about you, he..."
sequence: 0
userscript: SetVariableValue("whirling.garte_mess_sugg", true) --[[ Variable[ ]]
dialoguetext:
Whatever he may feel about you, he can't miss the opportunity to throw you a look of what he assumes is shared understanding. Go with it.


title: You: ""There's a mysterious *blue steel d..."
dialoguetext: "There's a mysterious *blue steel door* in the back of the kitchen."
sequence: 0
userscript: SetVariableValue("whirling.garte_asked_steel_door", true) --[[ Variable[ ]]
conditionstring:
(Variable["whirling.steel_door_hub_reached"] == true  or  Variable["auto.visited_pinball_room"] == true)  and  Variable["whirling.garte_knows_about_pinball"] == false


title: Garte, the Cafeteria Manager: ""Yes -- not the whole damn Union, t..."
sequence: 0
dialoguetext:
"Yes -- not the whole damn Union, thank god. Just the nastiest and *loudest* faction." He tosses his head in disdain.


title: Authority: "He hates the Union, but grudgingly..."
sequence: 0
userscript: SetVariableValue("whirling.garte_mess_authority", true) --[[ Variable[ ]]
dialoguetext:
He hates the Union, but grudgingly recognizes its power over him -- so he's directing his frustration at you instead. Retaliate!


title: Garte, the Cafeteria Manager: ""I don't. I'm simply providing a se..."
sequence: 0
userscript: XPPicoSetBool("XP.garte_union_suck_up")--[[ Variable[ ]]
dialoguetext:
"I don't. I'm simply providing a service -- or, really, facilitating the offering of services to *paying* customers, and..." He runs out of steam. "It doesn't matter. I don't have to explain myself to you."


title: Garte, the Cafeteria Manager: ""The Union guys think they're untou..."
sequence: 0
dialoguetext:
"The Union guys think they're untouchable. They probably fucking killed that guy or something... and now think they can hide out till it all blows over and it's fair weather again in Martinaise."


title: Garte, the Cafeteria Manager: ""And want me to make an exception f..."
sequence: 0
dialoguetext:
"And want me to make an exception for you? You're not even a hostel guest till you pay your outstanding bills..." He changes his mind.


title: Garte, the Cafeteria Manager: ""Besides, the RCM doesn't *do* sear..."
sequence: 0
dialoguetext:
"Besides, the RCM doesn't *do* search warrants. I know the law. You'll just have to wait for the kitchen to open -- if you *have* to get in there. Which you don't."


title: You: ""I have to warn you -- I may have d..."
sequence: 0
dialoguetext:
"I have to warn you -- I may have discovered that the Whirling is part of the Doomed Commercial Area."

conditionstring:
Variable["TASK.find_out_if_whirling_part_of_doomed"] == true  and  Variable["whirling.garte_reaction_doomed_knows"] == false  and  Variable["whirling.garte_knows_about_pinball"]


title: Garte, the Cafeteria Manager: ""No, I don't have a key -- I don't..."
sequence: 0
userscript: SetVariableValue("whirling.garte_steel_door_fritte", true) --[[ Variable[ ]]
dialoguetext:
"No, I don't have a key -- I don't know how to get there. And I don't *care* either. It's not like I've been *wondering* about it for ten years. It's just the Frittte warehouse probably."


title: Garte, the Cafeteria Manager: ""Or some boring storage space with..."
sequence: 0
dialoguetext:
"Or some boring storage space with a bunch of old junk... and dust. Junk and dust." He runs his finger across the counter to check for dirt.


title: You: ""If you're thinking of selling thos..."
sequence: 0
userscript: ReputationGrows("ultraliberal")
dialoguetext:
"If you're thinking of selling those pinball machines, I want a fat cut. C-Suite shit." (Beat your chest.) "I'm a disruptor."


title: Garte, the Cafeteria Manager: "He scowls. "No. But we could... *di..."
sequence: 0
dialoguetext:
He scowls. "No. But we could... *diversify* the entertainment options. Seeing as you've opened the door back there... The machine we have in the corner now is broken."


title: Garte, the Cafeteria Manager: "He rolls his eyes. "Those machines..."
sequence: 0
dialoguetext:
He rolls his eyes. "Those machines are Whirling property. But, if it makes you *feel* any better, I'm *not* planning to sell them."


title: Garte, the Cafeteria Manager: ""Fine, okay. A little." He shrugs...."
sequence: 0
dialoguetext:
"Fine, okay. A little." He shrugs. "But my job doesn't leave me time for wondering about *one* locked door in *one* of the cafeterias I manage..."


title: Garte, the Cafeteria Manager: ""So I haven't opened it. I *have* c..."
sequence: 0
userscript: XPPicoSetBool("XP.garte_back_door_ignorant")--[[ Variable[ ]]
dialoguetext:
"So I haven't opened it. I *have* cleaned the whole place a hundred times over, though -- after the *animals*. And I haven't found a key. So good luck with that."


title: Garte, the Cafeteria Manager: ""What?" He looks mildly startled. "..."
sequence: 0
userscript: SetVariableValue("whirling.garte_reaction_doomed_knows", true) --[[ Variable[ ]]
dialoguetext:
"What?" He looks mildly startled. "Why would you say that? We're at a *completely* different address from that whole thing."


title: You: ""The Whirling is adjacent to them...."
sequence: 0
conditionstring: Variable["doomed.doorbell_main_hub_reached"] == false
dialoguetext:
"The Whirling is adjacent to them. And there's also the pinball workshop. The Whirling hasn't always been a hostel..."


title: You: ""You know I still have my key. Your..."
dialoguetext: "You know I still have my key. Your cheap-ass lock seems to be stuck, but I'll get it open."
sequence: 0
conditionstring:
Variable["character.door1_tried_locked"] == true  and  Variable["tc.electronic_locks_garte"] == false


title: Garte, the Cafeteria Manager: ""Great, thank you officer, that's *..."
sequence: 0
dialoguetext:
"Great, thank you officer, that's *all* I wanted -- payment for services rendered. If you continue to stay here, I just ask that you please pay your nightly bill in advance, starting tomorrow."

userscript:
FinishTask("TASK.pay_for_the_damages_done"); SetVariableValue("auto.daychange_whirling_paid", true) ;--[[ Variable[ ]]


title: Suggestion: "He's not sorry about his behaviour..."
sequence: 0
dialoguetext:
He's not sorry about his behaviour for your sake. Now that you have money, he really wants to make sure you're not angry with him.


title: Kim Kitsuragi: ""Okay..." He turns to you with a he..."
sequence: 0
dialoguetext:
"Okay..." He turns to you with a heavy sigh. "I *might* have something in my motor carriage we can use. When you're done here."

userscript:
SetVariableValue("whirling.kim_money_plan_idea", true) ; FinishTask("TASK.talk_to_cafeteria_manager_about_damages_done"); GainTask("TASK.help_kim_with_money_plan");--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""I mean no offence. It's really not..."
sequence: 0
dialoguetext:
"I mean no offence. It's really nothing personal. I just *have* to protect the interests of this establishment."


title: You: ""So, about that money I owe...""
dialoguetext: "So, about that money I owe..."
sequence: 0
conditionstring:
Variable["TASK.pay_for_the_damages_done"] == false  and  Variable["whirling.garte_free_lodgings"] == false


title: Garte, the Cafeteria Manager: ""Of course." He takes the money and..."
sequence: 0
dialoguetext:
"Of course." He takes the money and hands him a keyring. "Always happy to have officers from the RCM as guests. Anything else I can do for you?"


title: Garte, the Cafeteria Manager: ""Forgive me for saying this, but yo..."
sequence: 0
dialoguetext:
"Forgive me for saying this, but your colleague seems more committed to drinking and..." He stops mid-sentence.


title: Kim Kitsuragi: ""...I feel I must remind you that w..."
sequence: 0
dialoguetext:
"...I feel I must remind you that we are here to conduct an important investigation that also affects *your* business."


title: Garte, the Cafeteria Manager: ""As a police officer, you must unde..."
sequence: 0
dialoguetext:
"As a police officer, you must understand that I cannot take you at your word -- without *evidence*."


title: Garte, the Cafeteria Manager: "He pauses, realizing the contradict..."
sequence: 0
dialoguetext:
He pauses, realizing the contradiction in his statement. "Evidence being money. You can't stay here without *money*."


title: Garte, the Cafeteria Manager: ""All the locks have an electronic c..."
sequence: 0
dialoguetext:
"All the locks have an electronic component. They have to be unlocked down here -- with a *master* key before your *guest* key will open the lock."

userscript:
SetVariableValue("tc.electronic_locks", true) ; SetVariableValue("tc.electronic_locks_garte", true) --[[ Variable[ ]]


title: You: ""Hold on, I still have my key, you..."
dialoguetext: "Hold on, I still have my key, you know."
sequence: 0
conditionstring:
Variable["character.door1_tried_locked"] == false  and  Variable["tc.electronic_locks_garte"] == false


title: Garte, the Cafeteria Manager: ""What about what *I* have been thro..."
sequence: 0
dialoguetext:
"What about what *I* have been through, huh? You're not the goddamn *protagonist* of this story -- I am. This is *my* hostel-cafeteria and I need my money."


title: Garte, the Cafeteria Manager: ""Yeah, good luck with that." He tap..."
sequence: 0
dialoguetext:
"Yeah, good luck with that." He taps his foot against a metal box installed in the back of the counter.


title: Garte, the Cafeteria Manager: ""It's good you paid before 21.00, o..."
sequence: 0
conditionstring: Variable["tc.electronic_locks_garte"] == false
userscript: SetVariableValue("tc.electronic_locks_garte", true) ; Variable["tc.electronic_locks"] = true
dialoguetext:
"It's good you paid before 21.00, or your door would have been locked electronically." He taps his foot against a metal box installed in the back of the bar counter.


title: Garte, the Cafeteria Manager: ""I'll unlock the electronic lock to..."
sequence: 0
conditionstring: Variable["tc.electronic_locks_garte"] == false
userscript: SetVariableValue("tc.electronic_locks_garte", true) ; Variable["tc.electronic_locks"] = true
dialoguetext:
"I'll unlock the electronic lock to your room." He taps his foot against a metal box installed in the back of the bar counter. "All the doors lock automatically at 21.00."


title: Garte, the Cafeteria Manager: "He takes out his key chain and fidd..."
sequence: 0
conditionstring: Variable["tc.electronic_locks_garte"] == true
dialoguetext:
He takes out his key chain and fiddles with the mechanism behind the counter. "The electronic lock to your room has been disabled till 21.00 tomorrow."


title: Garte, the Cafeteria Manager: "He takes out his key chain and fidd..."
sequence: 0
conditionstring: Variable["tc.electronic_locks_garte"] == true
dialoguetext:
He takes out his key chain and fiddles with the mechanism behind the counter. "The electronic lock to your room will remain disabled till 21.00 tomorrow."


title: Garte, the Cafeteria Manager: ""Good luck trying to use it." He ta..."
sequence: 0
dialoguetext:
"Good luck trying to use it." He taps his foot against a metal box installed in the back of the counter.


title: Kim Kitsuragi: ""We should find out who this loud f..."
sequence: 0
userscript: GainTask("TASK.find_out_whos_in_the_union_box")--[[ Variable[ ]]
dialoguetext:
"We should find out who this loud faction is, occupying the booth. Loudness means talkative -- and we need info." The lieutenant gives you a meaningful nod.


title: Savoir Faire: "You do realize you can just go into..."
sequence: 0
userscript: SetVariableValue("whirling.garte_kitchen_savoir", true) --[[ Variable[ ]]
dialoguetext:
You do realize you can just go into the kitchen at 13:00? No need for superstar charm or Sam Bo style antics here.


title: Garte, the Cafeteria Manager: "He rolls his eyes. "He wasn't pan-f..."
sequence: 0
dialoguetext:
He rolls his eyes. "He wasn't pan-fried. He was *lynched*. What could the kitchen *possibly* have to do with..." He changes his mind.


title: Encyclopedia: "Sam Bo is an acronym for Samaran bo..."
sequence: 0
userscript: SetVariableValue("tc.sam_bo", true) --[[ Variable[ ]]
dialoguetext:
Sam Bo is an acronym for Samaran boxing. Graceful martial arts stuff. *Sam Bo style* implies stealth, cleverness, and cool. Just letting you know.


dialoguetext: 0
sequence: Continue()
title:
Variable["character.door1_punched"]  and  Variable["tc.electronic_locks_garte"] == false  and  Variable["whirling.garte_punching_door_special_greeting_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["character.door1_punched"]  and  Variable["tc.electronic_locks_garte"] == false  and  Variable["whirling.garte_punching_door_special_greeting_done"] == false)

conditionstring:
(Variable["character.door1_punched"]  and  Variable["tc.electronic_locks_garte"] == false  and  Variable["whirling.garte_punching_door_special_greeting_done"] == false) == false


title: Half Light: "That fucking smug asshole, he knows..."
sequence: 0
userscript: SetVariableValue("whirling.garte_punched_half_light", true) --[[ Variable[ ]]
dialoguetext:
That fucking smug asshole, he knows you've been locked out of your room. He's probably laughing at you now on the inside.


title: Half Light: "Good. He's getting scared now. Pret..."
sequence: 0
dialoguetext:
Good. He's getting scared now. Pretending he doesn't know what you're talking about. Don't let him get away with it.


title: Garte, the Cafeteria Manager: ""Do I *look* like I'm laughing? Do..."
sequence: 0
userscript: SetVariableValue("tc.electronic_locks_garte", true) --[[ Variable[ ]]
dialoguetext:
"Do I *look* like I'm laughing? Do you see a *smile* on my face? I know what this is about. This is about the electronic lock not letting you in your room -- and it's anything but *funny* to me."


title: Half Light: "Look at that cum-stain son of a bit..."
sequence: 0
dialoguetext:
Look at that cum-stain son of a bitch. He's just begging to be laid out on the floor of this *establishment*.


title: Garte, the Cafeteria Manager: ""You know why? Because *unpaid bill..."
sequence: 0
dialoguetext:
"You know why? Because *unpaid bills* are not funny, when you have to run *four* service establishments." He folds his arms in a huff. "Now. We can talk about a *solution* to this problem."


title: Composure: "He trembled just a little as he ass..."
sequence: 0
dialoguetext:
He trembled just a little as he assumed this position. You've made him nervous, though he doesn't want to show it.


title: Logic: "Relax. Knocking out the cafeteria m..."
sequence: 0
userscript: SetVariableValue("whirling.garte_punched_logic_back_off", true) --[[ Variable[ ]]
dialoguetext:
Relax. Knocking out the cafeteria manager is not going to solve your lodging problem, not in the long run.


title: Garte, the Cafeteria Manager: ""Great, perfect, I hope you enjoy y..."
dialoguetext: "Great, perfect, I hope you enjoy your freezing cold room with the window you broke *yourself*."
sequence: 0
userscript:
FinishTask("TASK.pay_for_the_damages_done"); SetVariableValue("auto.daychange_whirling_paid", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Great, perfect, I hope you enjoy y..."
dialoguetext: "Great, perfect, I hope you enjoy your freezing cold room with the window you broke *yourself*."
sequence: 0
userscript:
FinishTask("TASK.pay_for_the_damages_done"); GainTask("TASK.pay_whirling_bill"); SetVariableValue("auto.daychange_whirling_paid", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""I'll unlock the electronic lock to..."
sequence: 0
conditionstring: Variable["tc.electronic_locks_garte"] == false
userscript: SetVariableValue("tc.electronic_locks_garte", true) ; Variable["tc.electronic_locks"] = true
dialoguetext:
"I'll unlock the electronic lock to your room." He taps his foot against a metal box at the bar counter. "All the doors lock automatically at 21.00."


title: Garte, the Cafeteria Manager: ""By the way, if you hadn't paid bef..."
sequence: 0
conditionstring: Variable["tc.electronic_locks_garte"] == false
userscript: SetVariableValue("tc.electronic_locks_garte", true) ; Variable["tc.electronic_locks"] = true
dialoguetext:
"By the way, if you hadn't paid before 21.00, your door would have been locked electronically." He taps his foot against a metal box installed in the back of the bar counter.


title: Garte, the Cafeteria Manager: ""Always happy to have officers from..."
sequence: 0
dialoguetext:
"Always happy to have officers from the RCM as guests." He takes the money and hands him a keyring. "Anything else I can do for you?" He looks at the lieutenant, avoiding your gaze.


title: Garte, the Cafeteria Manager: ""Starting tomorrow, *please* pay fo..."
sequence: 0
userscript: GainTask("TASK.pay_whirling_bill")--[[ Variable[ ]]
dialoguetext:
"Starting tomorrow, *please* pay for each night in advance. Twenty reál per night. If you don't have the money it's over for you, got it? You've got nowhere else to stay."


title: Empathy: "He's done a fine job too. Though he..."
sequence: 0
userscript: SetVariableValue("whirling.garte_doomed_empathy", true) --[[ Variable[ ]]
dialoguetext:
He's done a fine job too. Though he's spoken of the place dismissively before, the hostel is actually very important to him.


title: Garte, the Cafeteria Manager: ""I've been working here for a *long..."
sequence: 0
dialoguetext:
"I've been working here for a *long* time, and that intercom has *never* been used by the Whirling."


title: You: ""The Whirling was once the East Del..."
sequence: 0
dialoguetext:
"The Whirling was once the East Delta Pinball Arcade, before it failed. It's only a matter of time before the Whirling fails too!"


title: You: ""The Whirling was once the East Del..."
sequence: 0
dialoguetext:
"The Whirling was once the East Delta Pinball Arcade, which failed. Though perhaps the Whirling will *escape* the curse..."


title: You: ""The Whirling is listed on the inte..."
sequence: 0
conditionstring: Variable["doomed.doorbell_main_hub_reached"] == true
dialoguetext:
"The Whirling is listed on the intercom outside. As one of the businesses in Building B -- of *The Doomed Commercial Area*."


title: Garte, the Cafeteria Manager: ""Obviously it hasn't." He makes a s..."
sequence: 0
dialoguetext:
"Obviously it hasn't." He makes a sweeping gesture with his arm. "Look at the pre-revolutionary tile work. This is an old, proud building. So what if there was a little pinball hall here before?"


title: Garte, the Cafeteria Manager: ""Does this *look* like part of a *D..."
sequence: 0
dialoguetext:
"Does this *look* like part of a *Doomed* Commercial Area?" He makes a sweeping gesture. "This pre-revolutionary tile work? These high ceilings? The nice rooms? Well, *most* of the rooms..."


title: Garte, the Cafeteria Manager: ""It's a *sign* of the Whirling-in-R..."
sequence: 0
dialoguetext:
"It's a *sign* of the Whirling-in-Rags not being part of the Doomed Commercial Area. If anything -- we're *revitalizing* this neighbourhood."


title: Garte, the Cafeteria Manager: ""Yeah." He sighs. "It's *slowly* gr..."
sequence: 0
dialoguetext:
"Yeah." He sighs. "It's *slowly* growing on me again. It's beautiful, in its own way -- especially for this neighbourhood. I've been trying to keep it that way..."


title: Garte, the Cafeteria Manager: ""Some real estate management compan..."
sequence: 0
dialoguetext:
"Some real estate management company. They never come around here, just collect money from afar. Honestly, I think *some* money laundering might be involved."


title: !(Variable["whirling.garte_doomed_empathy"] and Variable["whirling.garte_doomed_auth_owners"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["whirling.garte_doomed_empathy"]  and  Variable["whirling.garte_doomed_auth_owners"]) == false


title: Garte, the Cafeteria Manager: ""Whatever." He attempts a scowl, bu..."
sequence: 0
dialoguetext:
"Whatever." He attempts a scowl, but he's too absorbed in his thoughts to finish it. "Was there anything else? Because I need to *think* -- about how I'm gonna get those pinballs in here..."


title: Garte, the Cafeteria Manager: ""Yes, your police skills have deliv..."
sequence: 0
userscript: FinishTask("TASK.find_out_if_whirling_part_of_doomed_done")--[[ Variable[ ]]
dialoguetext:
"Yes, your police skills have delivered. I'm sure you'll get a commendation. Maybe even a promotion."


title: Garte, the Cafeteria Manager: ""*I* don't place much stock in the..."
sequence: 0
userscript: FinishTask("TASK.find_out_if_whirling_part_of_doomed_done")--[[ Variable[ ]]
dialoguetext:
"*I* don't place much stock in the curse and so on, but the label frightens the clientèle. Who wants to stay at a *doomed* hostel? Everything's doomed enough without that..."


title: Garte, the Cafeteria Manager: ""What about them?" He shrugs. "One..."
sequence: 0
dialoguetext:
"What about them?" He shrugs. "One is a basement dive frequented by chain-smoking communists. I can't *tell* you how sick I am of Kras Mazov and Ignus Nilsen and all those old ghosts..."


title: Garte, the Cafeteria Manager: ""The *other* is a kebab cart. It's..."
sequence: 0
dialoguetext:
"The *other* is a kebab cart. It's very *successful* in its way, but... it's nothing like the Whirling."


title: You: ""I've seen something here at the Wh..."
dialoguetext: "I've seen something here at the Whirling, Garte. A thing I need to talk about."
sequence: 0
conditionstring:
(Variable["whirling.sense_mess_hall_union"]  or  Variable["whirling.sense_mess_hall_union_still_empty"]  or  (Variable["whirling.sense_kitchen_door_sign"]  and  IsHourBetween(1,12))  or  Variable["whirling.lena_phone_disconnected"]  or  (Variable["whirling.steel_door_hub_reached"]  and  Variable["TASK.investigate_mysterious_door_done"] == false)  or  Variable["auto.visited_pinball_room"]  or  Variable["TASK.find_out_if_whirling_part_of_doomed"]  or  Variable["whirling.workshop_seen_perforation"])  and  Variable["whirling.garte_saw_a_thing"] == false


title: You: ""Upstairs in the secret back room -..."
sequence: 0
dialoguetext:
"Upstairs in the secret back room -- right next to Klaasje's bedroom. I think it's used for *looking in* on guests."


title: Garte, the Cafeteria Manager: ""I'll have it fixed at once. Thank..."
sequence: 0
dialoguetext:
"I'll have it fixed at once. Thank you for letting me know. I assure you -- the Whirling does *not* abide spying on its guests."


title: Garte, the Cafeteria Manager: ""Absolutely not." He breathes in an..."
sequence: 0
dialoguetext:
"Absolutely not." He breathes in and out. "Fuck you for even implying it. It wasn't me, it wasn't my staff. The establishment will look at it and ascertain what it was."


title: You: ""Couldn't you *keep* the hole there..."
sequence: 0
conditionstring: Variable["whirling.garte_elchem_keep_hole"]
dialoguetext:
"Couldn't you *keep* the hole there? What if there are some hotties staying in that room..." (Wink.)


title: Garte, the Cafeteria Manager: ""Thank you, I'll patch it up person..."
sequence: 0
userscript: XPTinySetBool("XP.garte_patch")--[[ Variable[ ]]
dialoguetext:
"Thank you, I'll patch it up personally. Was there something else about the establishment? I hope not..."


title: Garte, the Cafeteria Manager: ""No, we don't hire staff like that...."
sequence: 0
conditionstring: Variable["whirling.garte_peephole_staff"] == false
userscript: SetVariableValue("whirling.garte_peephole_staff", true) --[[ Variable[ ]]
dialoguetext:
"No, we don't hire staff like that. Thank you for letting me know -- and it will be taken care of as soon as possible."


title: You: ""So the phone line is dead?""
dialoguetext: "So the phone line is dead?"
sequence: 0
userscript: SetVariableValue("whirling.garte_phoneline_discussed", true) --[[ Variable[ ]]
conditionstring:
Variable["whirling.lena_phone_disconnected"]  and  Variable["whirling.klaasje_whirling_landline"] == false  and  Variable["whirling.lena_main_logic_phone"] == false  and  Variable["whirling.klaasje_rape_phone_logic"] == false


title: Garte, the Cafeteria Manager: ""Yes, and the phone company is taki..."
sequence: 0
dialoguetext:
"Yes, and the phone company is taking its sweet time sending someone to fix it." He shakes his head and adds: "Losers."


title: Garte, the Cafeteria Manager: ""Fine, yeah, it looked like someone..."
sequence: 0
dialoguetext:
"Fine, yeah, it looked like someone had messed with the wiring. It was shortly after the hanging, but I don't know if it's at all related... Plenty of assholes around here who aren't murderers."


title: Suggestion: "He's exhausted from years of dealin..."
sequence: 0
dialoguetext:
He's exhausted from years of dealing with the *assholes*. That's why he's trying so hard not to be one too...


title: You: ""Maybe you don't remember putting t..."
sequence: 0
dialoguetext:
"Maybe you don't remember putting them there. Maybe you were sleepwalking or... in a fugue state..."


title: Garte, the Cafeteria Manager: ""Sylvie had the keys before I got h..."
sequence: 0
conditionstring: Variable["whirling.garte_peephole_staff"] == false
userscript: SetVariableValue("whirling.garte_peephole_staff", true) --[[ Variable[ ]]
dialoguetext:
"Sylvie had the keys before I got here, and I can vouch for her. I can vouch for all my staff. None of us would tamper with a crime scene."


title: Garte, the Cafeteria Manager: ""I vouch for my staff as I would fo..."
sequence: 0
conditionstring: Variable["whirling.garte_peephole_staff"]
userscript: SetVariableValue("whirling.garte_peephole_staff", true) --[[ Variable[ ]]
dialoguetext:
"I vouch for my staff as I would for myself... and I certainly wasn't the one making holes in our walls." He folds his arms and glares at you defiantly.


title: Garte, the Cafeteria Manager: ""Sylvie had the keys before I got h..."
sequence: 0
conditionstring: Variable["whirling.garte_peephole_staff"]
userscript: SetVariableValue("whirling.garte_peephole_staff", true) --[[ Variable[ ]]
dialoguetext:
"Sylvie had the keys before I got here, and, as I've said before -- I can vouch for all my staff. None of us would tamper with a crime scene."


title: Garte, the Cafeteria Manager: ""The Trash Collection Service? CS M..."
sequence: 0
dialoguetext:
"The Trash Collection Service? CS Municipal. I don't see why they would *put* anything in the trash, though."


title: Kim Kitsuragi: ""Ah, the illusive CS Municipal. I d..."
sequence: 0
dialoguetext:
"Ah, the illusive CS Municipal. I doubt we'll be able to track down who was sent here last and when. This will have to be one of those *little* threads that solves itself -- down the road."

userscript:
FinishTask("TASK.ask_garte_about_clothes_done"); GainTask("TASK.find_mystery_trash_person")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Nope. There's nothing more mysteri..."
sequence: 0
dialoguetext:
"Nope. There's nothing more mysterious than the Martinaise Trash Collection Service -- never know who's coming, or when..."

userscript:
FinishTask("TASK.ask_garte_about_clothes_done"); GainTask("TASK.find_mystery_trash_person")--[[ Variable[ ]]


title: Shivers: "On Clinton Street, near the Boogie..."
sequence: 0
dialoguetext:
On Clinton Street, near the Boogie Street Diamond, a small truck rattles down an alleyway. It stops by a rusted trash container. Two men, their faces rough and swollen, jump out. They look at the container, despondently. CSM is written on their backs...


title: Garte, the Cafeteria Manager: "The man leans his hands on the corn..."
sequence: 0
dialoguetext:
The man leans his hands on the corner and sighs. His head drops between the shoulders, heavy and defeated.


title: Garte, the Cafeteria Manager: ""She broke the bird, you know. The..."
sequence: 0
dialoguetext:
"She broke the bird, you know. The great skua. I found it on the ground with a broken wing. On the morning she left."


title: You: ""I talked to Sylvie. She left becau..."
dialoguetext: "I talked to Sylvie. She left because of me, not you."
sequence: 0
conditionstring:
Variable["TASK.sylvie_talk_to_garte"] == true  and  Variable["TASK.sylvie_talk_to_garte_done"] == false


title: You: ""I wanted to apologize for breaking..."
dialoguetext: "I wanted to apologize for breaking the great skua -- by bringing you this ruffed grouse."
sequence: 0
conditionstring:
Variable["TASK.sylvie_talk_to_garte_done"] == true  and  Variable["whirling.garte_said_you_broke_bird"]


title: You: ""This is the ruffed grouse. It symb..."
sequence: 0
conditionstring: Variable["TASK.minister_love_reporting_for_duty_done"] == true
dialoguetext:
"This is the ruffed grouse. It symbolizes the might of male courtship rituals. May it serve as a reminder -- to keep an eye on the cock-carouseliers."


title: Garte, the Cafeteria Manager: ""Why didn't she just *tell* me that..."
sequence: 0
dialoguetext:
"Why didn't she just *tell* me that?! I don't care about stuffed birds, I care about my employees..." He stumbles with words, shaking his head.


title: Garte, the Cafeteria Manager: ""Alright." He calms himself. "Did s..."
sequence: 0
dialoguetext:
"Alright." He calms himself. "Did she say anything else? About me, you know." He repeats: "Did she say anything about *me*?"


title: You: ""She said you're nice. But also her..."
sequence: 0
dialoguetext:
"She said you're nice. But also her employer. I mean, c'mon. The power vertical here..." (Shake your head.)


title: Garte, the Cafeteria Manager: ""I see." It's clear he's disappoint..."
sequence: 0
userscript: FinishTask("TASK.sylvie_talk_to_garte_done")--[[ Variable[ ]]
dialoguetext:
"I see." It's clear he's disappointed. "Well, thank you for the intel anyway. Shame about the bird."


title: Garte, the Cafeteria Manager: ""I can't believe it... I was so sur..."
sequence: 0
dialoguetext:
"I can't believe it... I was so sure it was Sylvie. Even worse, I thought she was trying to send me a *message*. Symbol of hope and all..."


title: Garte, the Cafeteria Manager: ""Really? I should... I should give..."
sequence: 0
dialoguetext:
"Really? I should... I should give her a call then." The man doesn't know what to say. He wipes his brow and stares at the counter.


title: Garte, the Cafeteria Manager: ""Okay, the stupid drinks are on the..."
sequence: 0
userscript: SetVariableValue("whirling.garte_debt_drinks_down", true) --[[ Variable[ ]]
dialoguetext:
"Okay, the stupid drinks are on the house, Mr. Athlete. I still have to charge you for three nights and the broken window -- that's 100 square."


title: Garte, the Cafeteria Manager: ""Oh, well, if that was *Sam Bo* sty..."
sequence: 0
dialoguetext:
"Oh, well, if that was *Sam Bo* style, then let me wipe that debt, sir!" he snorts sarcastically, then suddenly changes tone, probably realizing it *was* pretty cool.


title: Garte, the Cafeteria Manager: "He crosses his arms: "Now. I still..."
sequence: 0
dialoguetext:
He crosses his arms: "Now. I still have to charge you for three nights and the broken window -- that's 100 square."


title: Garte, the Cafeteria Manager: ""Are you serious? From your work, I..."
sequence: 0
userscript: SetVariableValue("whirling.garte_mentioned_bribes", true) --[[ Variable[ ]]
dialoguetext:
"Are you serious? From your work, I don't know... you can take bribes, I guess." He looks at lieutenant. "I'm sorry. I don't think cops take bribes."


title: You: "(Count them and give them to him.)..."
sequence: 0
userscript: LoseMoneyAlways(40)
dialoguetext:
(Count them and give them to him.) "That's 10 plus 10 plus 20 equals 40. I'm now down by 40, right?"


title: Garte, the Cafeteria Manager: ""For survival, to pay *me*. Unless..."
sequence: 0
dialoguetext:
"For survival, to pay *me*. Unless you want to become a *hobo*? Do you want to become a hobo? There's nowhere else to stay in Martinaise and it's a cold spring outside. Money doesn't make you happy but it lets you be *un*happy for a bit longer."

userscript:
SetVariableValue("whirling.garte_hobocop", true) ; SetVariableValue("whirling.garte_mentions_game_over_money", true) --[[ Variable[ ]]


title: You: ""About my bill...""
dialoguetext: "About my bill..."
sequence: 0
userscript: Obsession("INITIATION / cannot pay game over")
conditionstring:
DayCount() < 3  and  HourCount() > 22  and  MoneyAmount() < 2000  and  CheckItem("radiant_spinners") == false  and  Variable["cargo.evrart_main_hub_reached"] == true  and  CheckItem("novelty_cheque") == false  and  Variable["tc.took_money_from_joyce"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""I don't have any money. I spent al..."
sequence: 0
dialoguetext:
"I don't have any money. I spent all I had on other things. I had the urge to buy things. With *all* of the money!"


title: Garte, the Cafeteria Manager: "He stares at you in disbelief. "Sur..."
sequence: 0
dialoguetext:
He stares at you in disbelief. "Sure. That's it then. You're not getting into the room. Sort your shit out elsewhere."


title: You: ""Garte, I need to sing karaoke now.""
dialoguetext: "Garte, I need to sing karaoke now."
sequence: 0
conditionstring:
IsTaskActive("TASK.convince_garte_to_let_you_sing_karaoke")  and  Variable["whirling.garte_interrupted_tape"] == false


title: Garte, the Cafeteria Manager: ""The Whirling's not a charity or a..."
sequence: 0
dialoguetext:
"The Whirling's not a charity or a musical therapy clinic, it's a commercial establishment. You're going to scare away the customers."


title: Rhetoric: "You need to approach this situation..."
sequence: 0
userscript: SetVariableValue("whirling.garte_karaoke_sugg", true) --[[ Variable[ ]]
dialoguetext:
You need to approach this situation logically. Ask him why he has the PA system installed, if you can't use it.


title: You: ""It's all right, I have my own song..."
sequence: 0
userscript: LoseItem("music_smallest_church_tape")
dialoguetext:
"It's all right, I have my own song with me." (Give him the tape for "Smallest Church in Saint-Saëns".)


title: Garte, the Cafeteria Manager: "The man in the vest and the violet..."
sequence: 0
dialoguetext:
The man in the vest and the violet shirt stares at the tape you've just given him. He begins to frown. Hard.


title: Garte, the Cafeteria Manager: ""Fine. Fine. Climb on that stage an..."
sequence: 0
dialoguetext:
"Fine. Fine. Climb on that stage and do your thing, just get out of my hair." He shakes the tape at you. "I'll plug it in for you. Damn this karaoke machine..."

userscript:
FinishTask("TASK.convince_garte_to_let_you_sing_karaoke_done"); GainTask("TASK.perform_in_whirling")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Fine. Fine. *After* you've paid yo..."
sequence: 0
dialoguetext:
"Fine. Fine. *After* you've paid your bills you can climb that stage and do whatever the hell you need to do. *After*." He shakes the tape at you. "Damn this karaoke machine..."

userscript:
FinishTask("TASK.convince_garte_to_let_you_sing_karaoke_done"); GainTask("TASK.perform_in_whirling")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Oh, that's so sad to hear," he say..."
sequence: 0
dialoguetext:
"Oh, that's so sad to hear," he says with a barely disguised grin. "I'd *totally* let you sing karaoke, if you only had a tape."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.pay_whirling_bill_done"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.pay_whirling_bill_done"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true)

conditionstring:
(Variable["TASK.pay_whirling_bill_done"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true) == false


title: Suggestion: "Wait, why don't you have a song?! W..."
sequence: 0
dialoguetext:
Wait, why don't you have a song?! Way to fuck it up! Better to try this line of questioning again after you've found the tape.


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.karaoke_drama_redcheck"]  and  Variable["whirling.garte_greet_post_karaoke_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.karaoke_drama_redcheck"]  and  Variable["whirling.garte_greet_post_karaoke_done"] == false)

conditionstring:
(Variable["whirling.karaoke_drama_redcheck"]  and  Variable["whirling.garte_greet_post_karaoke_done"] == false) == false


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.karaoke_sung_bad"]  and  Variable["whirling.garte_greet_post_karaoke_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.karaoke_sung_bad"]  and  Variable["whirling.garte_greet_post_karaoke_done"] == false)

conditionstring:
(Variable["whirling.karaoke_sung_bad"]  and  Variable["whirling.garte_greet_post_karaoke_done"] == false) == false


title: Garte, the Cafeteria Manager: ""Ah, 'Smallest Church in Saint-Saën..."
userscript: SetVariableValue("whirling.garte_greet_post_karaoke_done", true) --[[ Variable[ ]]
dialoguetext:
"Ah, 'Smallest Church in Saint-Saëns,' right?" The cafeteria manager is waiting for you to acknowledge that he recognized the song.


title: Garte, the Cafeteria Manager: ""Wow." He starts a slow clap. "Just..."
userscript: SetVariableValue("whirling.garte_greet_post_karaoke_done", true) --[[ Variable[ ]]
dialoguetext:
"Wow." He starts a slow clap. "Just wow. I hope you really enjoyed yourself up there -- had a *cathartic* experience. Because for the rest of us..."


title: Garte, the Cafeteria Manager: ""It was all right." He doesn't soun..."
sequence: 0
dialoguetext:
"It was all right." He doesn't sound like he thinks you *rocked* it. "Subdued. I might start letting people up there again... Now, what can I do for you?"


title: Garte, the Cafeteria Manager: ""Oh, you're up." He looks you over...."
userscript: SetVariableValue("whirling.garte_alt_greet_tribunal_done", true) --[[ Variable[ ]]
dialoguetext:
"Oh, you're up." He looks you over. "It's good to see you back on your feet. Did you like your room? I cleaned it for you."


title: Garte, the Cafeteria Manager: ""You must be joking, right? You com..."
sequence: 0
dialoguetext:
"You must be joking, right? You come here, trash everything -- and now you try to pay with a novelty cheque?" The cafeteria manager stares at you, baffled.


title: Garte, the Cafeteria Manager: ""This isn't a game show. I'm not go..."
sequence: 0
userscript: SetVariableValue("whirling.garte_paying_damages_with_cheque", true) --[[ Variable[ ]]
dialoguetext:
"This isn't a game show. I'm not going to accept it. You owe me cold hard money... I want to see that money in the palm of my hand. Every single cent."


title: Garte, the Cafeteria Manager: ""Really *cool* man -- yeah." His po..."
sequence: 0
dialoguetext:
"Really *cool* man -- yeah." His posture changes immediately. "Entitlement. Everybody likes that -- everybody likes an entitled person who doesn't know how to say thank you."


title: Garte, the Cafeteria Manager: ""You're welcome. I thought it would..."
sequence: 0
dialoguetext:
"You're welcome. I thought it would be nice for you to wake up in a clean place after you -- let's be fair -- defended this establishment and its clientèle from gunfire."


title: Garte, the Cafeteria Manager: ""Oh, you know..." he looks around a..."
sequence: 0
dialoguetext:
"Oh, you know..." he looks around at the empty place. "People don't tend to stick around after shoot-outs. Turns out they're not good for business."


title: You: ""Are Lena and Morell still in town?""
dialoguetext: "Are Lena and Morell still in town?"
sequence: 0
conditionstring:
Variable["coast.morell_and_lena_despawned_from_whirling_because_refused_quest"] == false  and (Variable["TASK.get_morell_back_to_lena"]  and  Variable["TASK.report_to_lena_done"] == false)


title: Garte, the Cafeteria Manager: ""Ah, them! Nice people -- but no. L..."
sequence: 0
dialoguetext:
"Ah, them! Nice people -- but no. Lena said they were going back to Jamrock. I saw them pass by, outside." He waves at the windows. "This was *before* the fight started."


title: You: ""But we weren't done looking for th..."
dialoguetext: "But we weren't done looking for the phasmid..."
sequence: 0
conditionstring:
Variable["TASK.inspect_traps"]  or  Variable["TASK.find_phasmid"]  or  Variable["TASK.report_to_lena"]


title: Garte, the Cafeteria Manager: "He nods. "Yes. You know. And I went..."
sequence: 0
dialoguetext:
He nods. "Yes. You know. And I went outside and took care of it. Everybody calmed down. Felt like the right thing to do."


title: Garte, the Cafeteria Manager: ""I don't remember *everyone* who co..."
sequence: 0
dialoguetext:
"I don't remember *everyone* who comes here." He shakes his head. "And -- many people wear sunglasses inside lately. Must be a fad."


title: Garte, the Cafeteria Manager: ""I don't really use words like that..."
sequence: 0
dialoguetext:
"I don't really use words like that to describe my clients, and maybe you shouldn't either…" He purses his lips. "Seeing as you're a cop and all."


title: Garte, the Cafeteria Manager: ""There never *will* be a right time..."
sequence: 0
dialoguetext:
"There never *will* be a right time, believe me. That karaoke system is only there for show. I'm not going to let *anyone* use it anymore."


title: Kim Kitsuragi: ""We don't. We have to wait. They'll..."
sequence: 0
dialoguetext:
"We don't. We have to wait. They'll show up sooner or later." He looks toward the booth. "Men get hungry. Even men on strike."


title: Logic: "There are these things called *days..."
sequence: 0
dialoguetext:
There are these things called *days*. You sleep between them. He's saying they'll come *after* you've slept. (Just making clear you got that.)


title: Kim Kitsuragi: ""We don't. We have to wait. They'll..."
sequence: 0
dialoguetext:
"We don't. We have to wait. They'll show up sooner or later." He looks toward the booth. "Men get hungry. Even striking men. If not today, then they'll be here tomorrow."


title: Garte, the Cafeteria Manager: ""Was there something else? Because..."
sequence: 0
dialoguetext:
"Was there something else? Because I have coasters to stack. And glasses to clean. *Apparently* that's what I do now."


title: Garte, the Cafeteria Manager: ""Because you haven't taken it away..."
sequence: 0
dialoguetext:
"Because you haven't taken it away yet, and it must be stinking *hard* about now. Well -- you're not putting it here. Rest assured."


title: Garte, the Cafeteria Manager: ""This is a *culinary* establishment..."
sequence: 0
dialoguetext:
"This is a *culinary* establishment, not a morgue -- you don't have to ask me *why* you can't store a dead body in my kitchen."


title: Garte, the Cafeteria Manager: ""Lieutenant -- you too?" He can't b..."
sequence: 0
dialoguetext:
"Lieutenant -- you too?" He can't believe it. "*You're* asking too?! No. The answer is no. I will not turn this place into some kind of *macabre* circus."


title: Authority: "Wow. Turned the lieutenant off like..."
sequence: 0
dialoguetext:
Wow. Turned the lieutenant off like he was a busted old radio. He really is the *lord* of his realm.


title: Kim Kitsuragi: ""Seems we're just going to have to..."
dialoguetext: "Seems we're just going to have to keep looking around."
sequence: 0
conditionstring:
Variable["gates.fritte_fridge_asked"] == true  and  Variable["yard.cuno_fridge_red_check_failed"] == true  and  Variable["doomed.fridge_hub_reached"] == false


title: Kim Kitsuragi: ""Seems we have no choice but to tru..."
dialoguetext: "Seems we have no choice but to trust in Cuno now."
sequence: 0
conditionstring:
Variable["gates.fritte_fridge_asked"] == true  and  Variable["yard.cuno_fridge_asked"] == true  and  Variable["yard.cuno_fridge_red_check_succeeded"] == true  and  Variable["doomed.fridge_hub_reached"] == false


title: Kim Kitsuragi: ""I hate to say it, but looks like w..."
sequence: 0
dialoguetext:
"I hate to say it, but looks like we're going to have to ask Cuno if he knows of a spare fridge around here."

conditionstring:
Variable["gates.fritte_fridge_asked"] == true  and  Variable["yard.cuno_fridge_asked"] == false  and  Variable["doomed.fridge_hub_reached"] == false


title: Authority: "He thinks it weak to renege on the..."
sequence: 0
dialoguetext:
He thinks it weak to renege on the courtesy he already decided to pay you. Moral superiority is important to him.


title: Garte, the Cafeteria Manager: ""You know, I was *about* to congrat..."
sequence: 0
dialoguetext:
"You know, I was *about* to congratulate you on your great aim, but seeing as you're already so special -- I'm not going to. Someone has to be *pedagogical* around here."


title: Garte, the Cafeteria Manager: ""You know, I was *about* to congrat..."
sequence: 0
dialoguetext:
"You know, I was *about* to congratulate you on your great aim -- but seeing as you're so special already, I'm going to tell you the truth instead. You missed. And you suck. It was an awful shot."


title: Garte, the Cafeteria Manager: ""You know, I was *about* to not men..."
sequence: 0
dialoguetext:
"You know, I was *about* to not mention the petroleum bomb you used -- to grill that man alive -- but since you're a psychopath anyway. Fuck it. Nice grilling. Insane, but effective."


title: Garte, the Cafeteria Manager: ""You know, I was *about* to not men..."
sequence: 0
dialoguetext:
"You know, I was *about* to not mention the clown circus you did out there -- throwing petroleum bombs and whatnot -- but since you feel entitled to nice things, here's the truth: you sucked. It was reckless."


title: Garte, the Cafeteria Manager: ""Also!" He wags his finger. "You an..."
sequence: 0
dialoguetext:
"Also!" He wags his finger. "You and your partner are staying here *free* now. I'm not gonna let you ruin it for him. This establishment supports cops. Even cops like you."


title: Garte, the Cafeteria Manager: ""I hope at least your partner is re..."
sequence: 0
dialoguetext:
"I hope at least your partner is recovering quickly. Also!" He wags his finger. "You're staying here for *free* now. That's right. This establishment supports cops. Even cops like you."


title: Kim Kitsuragi: ""Thank you, sir. And he appreciated..."
sequence: 0
dialoguetext:
"Thank you, sir. And he appreciated the clean room, by the way. He just likes to act like he doesn't."


title: Garte, the Cafeteria Manager: ""Oh?" His posture changes immediate..."
sequence: 0
dialoguetext:
"Oh?" His posture changes immediately. "So cool. Cool-cop strikes again. Well -- I didn't expect someone in *your line of work* to notice the lowly efforts of *the service industry* anyway, so..."


title: Garte, the Cafeteria Manager: ""I give credit where credit is due..."
sequence: 0
dialoguetext:
"I give credit where credit is due and that, sir -- was a nice shot. I was watching until you hit him, crawled inside then. Bullets started flying. Anyway..." He clears his throat.


title: Garte, the Cafeteria Manager: ""I give credit where credit is due..."
sequence: 0
dialoguetext:
"I give credit where credit is due and that, sir -- was an honest effort. I was watching until it *went* down. Crawled inside then. Bullets started flying. Anyway..." He clears his throat.


title: Garte, the Cafeteria Manager: ""I give credit where credit is due..."
sequence: 0
dialoguetext:
"I give credit where credit is due and that was a crazy move -- crazy *effective*. Petroleum bomb, never seen anything like that... I was there until it struck him, crawled inside then. Bullets started flying. Anyway..." He clears his throat.


title: Garte, the Cafeteria Manager: ""I wish you a quick recovery. Also!..."
sequence: 0
userscript: SetVariableValue("whirling.garte_free_lodgings", true) --[[ Variable[ ]]
dialoguetext:
"I wish you a quick recovery. Also!" He raises his finger. "You and your partner are staying here free now. This establishment supports cops. The stay is free -- the drinks are not," he adds. "Just felt I needed to specify that."


title: Garte, the Cafeteria Manager: ""I hope at least your partner is re..."
sequence: 0
userscript: SetVariableValue("whirling.garte_free_lodgings", true) --[[ Variable[ ]]
dialoguetext:
"I hope at least your partner is recovering quickly. Also!" He raises his finger. "You're staying here for free now. That's right, this establishment supports cops. The stay is free -- the drinks are not," he adds. "Just felt I needed to specify that."


title: Garte, the Cafeteria Manager: ""I give credit where credit is due..."
sequence: 0
dialoguetext:
"I give credit where credit is due and that -- was crazy. To throw a petroleum bomb at him and then *miss*. Maybe not super effective, but very *crazy*. I was watching until that, then crawled inside. Bullets started flying. Anyway..." He clears his throat.


title: Suggestion: "He really wants you to realize that..."
sequence: 0
dialoguetext:
He really wants you to realize that he was also on the balcony looking by. In the *danger* zone, so to say.


title: Garte, the Cafeteria Manager: ""I'm glad she got out of here befor..."
sequence: 0
dialoguetext:
"I'm glad she got out of here before all that. Bullets flying and stuff... people inside were quite terrified you know. I had to take action and step outside too..."


title: Cuno: ""Yeah, Cuno doesn't know what the f..."
sequence: 0
dialoguetext:
"Yeah, Cuno doesn't know what the fuck this is about, but you should chill down, pig. You'll get this Lena fuck. On false charges." He nods confidently.


title: You: ""Okay, so I have to mention -- when..."
dialoguetext: "Okay, so I have to mention -- when it happened, *you* were right out there. On the balcony."
sequence: 0
conditionstring:
Variable["plaza.tribunal_where_is_klaasje_asked"] == true  or  Variable["plaza.tribunal_noticed_garte_was_there"] == true


title: You: ""By the way -- where were you when..."
dialoguetext: "By the way -- where were you when it happened?"
sequence: 0
conditionstring:
Variable["plaza.tribunal_where_is_klaasje_asked"] == false  and  Variable["plaza.tribunal_noticed_garte_was_there"] == false


title: You: ""If you say it as two different wor..."
sequence: 0
dialoguetext:
"If you say it as two different words like that, it sounds like there's something wrong with your ass."


title: Garte, the Cafeteria Manager: ""Yeah, well..." He scoffs. "Fuck yo..."
sequence: 0
dialoguetext:
"Yeah, well..." He scoffs. "Fuck you too then. You have any more questions, or stylistic pronunciation advice?"


title: Garte, the Cafeteria Manager: ""Yeah, I don't know..." He feels th..."
sequence: 0
dialoguetext:
"Yeah, I don't know..." He feels the need to explain himself. "Clients were panicking. And also, I guess I sort of found out that I don't give a shit if I die."


title: Empathy: "He means it. It's not just boasting..."
sequence: 0
dialoguetext:
He means it. It's not just boasting. It's something he discovered about himself, stepping onto that balcony.


title: Cuno: "Make that three. Cuno is nodding to..."
dialoguetext: Make that three. Cuno is nodding too, hands crossed.
sequence:
PlayAnimation(Cuno, Nodding); PlayAnimation(Tequila Sunset, NoddingS)@4; PlayAnimation(Cuno, NoddingS)@4; PlayAnimation(garte, NoddingS)@4;


title: Kim Kitsuragi: "Make that three. The lieutenant is..."
dialoguetext: Make that three. The lieutenant is nodding too, hands crossed.
sequence:
PlayAnimation(Kim Kitsuragi, Nodding); PlayAnimation(Tequila Sunset, NoddingS)@4; PlayAnimation(Kim Kitsuragi, NoddingS)@4; PlayAnimation(garte, NoddingS)@4;


title: Garte, the Cafeteria Manager: ""Where was *I*? How do you think I..."
sequence: 0
dialoguetext:
"Where was *I*? How do you think I know the crazy shit you pulled off out there? I was *there* -- out on the balcony, protecting my establishment."


title: Reaction Speed: "That's actually true. You remember..."
sequence: 0
dialoguetext:
That's actually true. You remember him, from the corner of your eye, right behind you on the Whirling balcony...


title: You: ""Did you see the HUGE graffito outs..."
dialoguetext: "Did you see the HUGE graffito outside?"
sequence: 0
conditionstring:
Variable["plaza.graffito_mainhub_reached"]  and  Variable["TASK.light_graffito_on_fire_done"] == false


title: Endurance: "He's so exhausted following recent..."
sequence: 0
dialoguetext:
He's so exhausted following recent events, he doesn't even have the energy to really get on your case.


title: Garte, the Cafeteria Manager: ""Looked pretty hot to me..." He sto..."
sequence: 0
dialoguetext:
"Looked pretty hot to me..." He stops, realizing that this is also a compliment. "At least nothing bad actually happened," he adds with a sigh.


title: Garte, the Cafeteria Manager: ""No, I *completely* failed to notic..."
sequence: 0
dialoguetext:
"No, I *completely* failed to notice that. It's only in front of the entrance to the establishment I manage. Though, maybe," he continues reluctantly, "it's still better than just the blood."


title: Garte, the Cafeteria Manager: "He rolls his eyes. "The Return of w..."
sequence: 0
dialoguetext:
He rolls his eyes. "The Return of what? Some commie bullshit? The Return of the king? I don't concern myself with paranoid political rumours. I have a *real* place to run."


title: Garte, the Cafeteria Manager: ""This is about your room being lock..."
sequence: 0
userscript: SetVariableValue("tc.electronic_locks_garte", true) --[[ Variable[ ]]
dialoguetext:
"This is about your room being locked, isn't it? It's about the electronic lock?" He cuts right through it, with his smarmy know-it-all attitude. "Unpaid bills are no laughing matter to me, sir. I *assure* you."


title: You: ""You don't *understand* my performa..."
sequence: 0
dialoguetext:
"You don't *understand* my performance. Those high notes? I purposefully shredded them to convey a strained, worn out sadness."


title: Garte, the Cafeteria Manager: ""I get it. You were *purposefully*..."
sequence: 0
dialoguetext:
"I get it. You were *purposefully* shit. So original. I'm not letting *anyone* up there again -- ever. Now what did you want?"


title: You: ""So I talked to Sylvie." (Wink.)"
dialoguetext: "So I talked to Sylvie." (Wink.)
sequence: 0
userscript: SetVariableValue("whirling.garte_sylvie_whore", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.minister_love_reporting_for_duty"] == true  and  Variable["TASK.minister_love_reporting_for_duty_done"] ==  false


title: Empathy: "Of course you do. This was your pla..."
sequence: 0
dialoguetext:
Of course you do. This was your plan all along. *This* is how you *fix* it for them -- by answering the *woman question*.


title: You: ""She rides the cock carousel until..."
sequence: 0
dialoguetext:
"She rides the cock carousel until she's too old to ride it. Then she settles down with a *provider*."


title: You: ""No time for lectures. The point is..."
sequence: 0
dialoguetext:
"No time for lectures. The point is: you're losing at her nasty mind games. Sylvie's a total *psycho*."


title: You: ""Yeah, she said that she likes the..."
sequence: 0
dialoguetext:
"Yeah, she said that she likes the cock carousel very much. So fun!" (Depict a carousel of cocks going merrily around.)


title: Garte, the Cafeteria Manager: "He looks at you spinning your arms,..."
sequence: 0
dialoguetext:
He looks at you spinning your arms, then leans on the corner and sighs. His head drops between the shoulders, heavy and defeated.


title: Garte, the Cafeteria Manager: ""I should have known -- it was her..."
sequence: 0
dialoguetext:
"I should have known -- it was her way of telling me to piss off. I should stuff it up my ass." He stops and stares at the counter.


title: Garte, the Cafeteria Manager: ""No. It was her." His voice is cold..."
sequence: 0
dialoguetext:
"No. It was her." His voice is cold now. "She's off to ride that carousel you told me about. Heh..." A mirthless laugh. "Cock carousel -- I understand now."


title: Garte, the Cafeteria Manager: "He takes a bottle of wine off the s..."
sequence: 0
dialoguetext:
He takes a bottle of wine off the shelf and pours himself a glass. "They ride the cock carousel until the clock runs out. Here. Have the rest." He corks the bottle and hands it to you.

userscript:
FinishTask("TASK.minister_love_reporting_for_duty_done"); GainItem("drug_alcohol_commodore_red")--[[ Variable[ ]]


title: Garte, the Cafeteria Manager: ""Now, let me have a drink and think..."
sequence: 0
dialoguetext:
"Now, let me have a drink and think about this shit for a moment -- on my own." He stares into the blood red liquid in the cup.


title: Garte, the Cafeteria Manager: ""Heh..." A mirthless laugh. "Cock c..."
sequence: 0
dialoguetext:
"Heh..." A mirthless laugh. "Cock carousel -- I think I understand now. It's what they ride. Until, like, 39."


title: Garte, the Cafeteria Manager: ""Yeah... I do have a lot of cafeter..."
sequence: 0
dialoguetext:
"Yeah... I do have a lot of cafeterias to manage. And a lot of employees there. I can't make this part of my work practice, it was... unprofessional of me."


title: Garte, the Cafeteria Manager: ""Anyway -- thank you for clearing i..."
sequence: 0
userscript: FinishTask("TASK.sylvie_talk_to_garte_done")--[[ Variable[ ]]
dialoguetext:
"Anyway -- thank you for clearing it up. Now, if there isn't anything else..." He does not seem to be overjoyed about his new-found professionalism.


title: Suggestion: "...or can you give him a moment? So..."
sequence: 0
dialoguetext:
...or can you give him a moment? Somehow you realize this is not going to net you any *professional discounts*. Already he's reverting back to defensive.


title: Garte, the Cafeteria Manager: ""What -- the interior-decorating ki..."
sequence: FadeToBlack(false)@0.5;
dialoguetext:
"What -- the interior-decorating kind?" He inspects the bird, somewhat suspiciously -- then mellows. "You know -- I'm sorry. This is actually a nice bird. A competent piece of taxidermy."


title: Garte, the Cafeteria Manager: ""I can fix it to the plaque and hav..."
sequence: HideOverlay()@1;Release()@2;
userscript: FinishTask("TASK.take_bird_to_garte_done")--[[ Variable[ ]]
dialoguetext:
"I can fix it to the plaque and have a... new bird in the establishment I guess?" He hesitates. "So, I don't know... thank you? I'm gonna go with *thank you*."


title: Kim Kitsuragi: ""I feel good about our work here to..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"I feel good about our work here today." The lieutenant nods. "It's all about the little things -- like bringing people random stuffed animals."


title: Empathy: "People just don't know how to accep..."
sequence: 0
dialoguetext:
People just don't know how to accept gifts, especially taxidermy. He likes it. He likes the bird. It solves his broken bird problem.


title: You: ""It was actually me who broke the g..."
sequence: 0
dialoguetext:
"It was actually me who broke the great skua. I wanted to apologize by bringing you this ruffed grouse."

conditionstring:
Variable["TASK.sylvie_talk_to_garte_done"] == true  and  Variable["whirling.garte_said_you_broke_bird"] == false


title: Garte, the Cafeteria Manager: ""Cool. Okay." He inspects the bird...."
sequence: FadeToBlack(false)@0.5;
dialoguetext:
"Cool. Okay." He inspects the bird. "I was really hoping *not* to think about the cock carousel any longer, because it made me feel like *shit* -- but this *is* a competent piece of taxidermy."


title: Garte, the Cafeteria Manager: ""I should have known Sylvie wouldn'..."
sequence: FadeToBlack(false)@0.5;
dialoguetext:
"I should have known Sylvie wouldn't *accidentally* break things here..." He inspects the bird, somewhat suspiciously -- then mellows. "Okay. This is actually a nice bird. A competent piece of taxidermy."


title: Garte, the Cafeteria Manager: ""Okay..." He inspects the bird, som..."
sequence: FadeToBlack(false)@0.5;
dialoguetext:
"Okay..." He inspects the bird, somewhat suspiciously -- then mellows. "Okay. Well. This is actually a nice bird. A competent piece of taxidermy."


title: Garte, the Cafeteria Manager: ""It's for the..." He begins confide..."
sequence: 0
dialoguetext:
"It's for the..." He begins confidently, but then stumbles on his own words. "It's for no one. It's a prop. I'm not letting anyone use it after the Great Karaoke Catastrophe of '44."


title: Garte, the Cafeteria Manager: ""Oh, that's so sad to hear," he say..."
sequence: 0
dialoguetext:
"Oh, that's so sad to hear," he says with a barely disguised grin. "I'd *totally* let you sing karaoke, if you only had a tape -- *and* you'd paid your bills."


title: You: ""I have the tape now. You *have* to..."
dialoguetext: "I have the tape now. You *have* to let me sing karaoke." (Give him the tape)
sequence: 0
conditionstring:
Variable["whirling.garte_interrupted_tape"]  and  CheckItem("music_smallest_church_tape")  and  IsTaskActive("TASK.convince_garte_to_let_you_sing_karaoke")


title: Garte, the Cafeteria Manager: ""Fine. Okay. The kitchen is closed..."
sequence: 0
dialoguetext:
"Fine. Okay. The kitchen is closed until 13:00 because the cook is working. You can snoop around after that -- if you must."


title: Garte, the Cafeteria Manager: ""Fucker?" He shakes his head. "Lay..."
sequence: 0
dialoguetext:
"Fucker?" He shakes his head. "Lay off the swear words, they don't make you *cool*. This isn't kindergarten."


title: Garte, the Cafeteria Manager: ""It wouldn't hurt to get a little l..."
sequence: 0
userscript: XPTinySetBool("XP.garte_hellish_karaoke")--[[ Variable[ ]]
dialoguetext:
"It wouldn't hurt to get a little life in here. Other than the hellish karaoke machine. That one's always *causing trouble*."


title: Volition: "It takes a lot of willpower not to..."
sequence: 0
dialoguetext:
It takes a lot of willpower not to ask. Obviously he's been wanting to know what's behind the door...


title: Garte, the Cafeteria Manager: "He shakes his head. "There is no ga..."
sequence: 0
dialoguetext:
He shakes his head. "There is no gaping maw. If you don't want to tell me you don't have to. It's okay."


title: Garte, the Cafeteria Manager: ""Hah! I knew it. I've always wonder..."
sequence: 0
dialoguetext:
"Hah! I knew it. I've always wondered where those machines by the door came from -- *and* they told me there was some kind of pinball thing here too..."


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


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

conditionstring:
(Variable["TASK.find_out_if_whirling_part_of_doomed"] == true  and  Variable["TASK.find_out_if_whirling_part_of_doomed_done"] == false) == false


title: Suggestion: "Sounds like he cares about the plac..."
sequence: 0
dialoguetext:
Sounds like he cares about the place. He's not going to be overjoyed to hear that it's part of the Doomed Commercial Area.


title: Garte, the Cafeteria Manager: ""For 14 years, man -- that's how lo..."
sequence: 0
dialoguetext:
"For 14 years, man -- that's how long I've worked here. I've kept this place up through hail and through sleet. Fuck me, if some Doom Ghost..." he steadies his voice.


title: Garte, the Cafeteria Manager: ""You look surprised? What? It's a g..."
sequence: 0
dialoguetext:
"You look surprised? What? It's a great name, I know. Cafeteria managers come up with great names too. It's from a song."


title: Garte, the Cafeteria Manager: ""*Hail Holy Queen* by The Etenniers..."
sequence: 0
dialoguetext:
"*Hail Holy Queen* by The Etenniers. 'Hail holy queen of the sea,'" he quotes. "'You're whirling in rags -- you're vast and you're sad."


title: Garte, the Cafeteria Manager: ""Luck has got nothing to do with it..."
sequence: 0
dialoguetext:
"Luck has got nothing to do with it." He looks to where the hidden room is. "I need to think about where I'm gonna place those pinballs -- I have a feeling they're gonna help."


title: Garte, the Cafeteria Manager: ""So if you didn't have anything els..."
sequence: 0
dialoguetext:
"So if you didn't have anything else to tell me -- about my establishment -- can we, you know, wrap it up?"


title: Garte, the Cafeteria Manager: ""Why?" He stops himself. "No. Fuck..."
sequence: 0
dialoguetext:
"Why?" He stops himself. "No. Fuck it. I don't wanna know. I don't want to know why these degenerates do what they do. I thought we had *one* good guest in the building..."


title: Garte, the Cafeteria Manager: ""What's that supposed to mean? Fuck..."
sequence: 0
userscript: XPTinySetBool("XP.garte_klaasje_degenerate")--[[ Variable[ ]]
dialoguetext:
"What's that supposed to mean? Fuck you, buddy -- she's not my taste. Good thing she pays for her stuff on time, I'll forward her the bill and be done with it."


title: Garte, the Cafeteria Manager: ""Now was there anything else? I hav..."
sequence: 0
dialoguetext:
"Now was there anything else? I have, like, four thousand coasters to stack and then I need to wash dishes because it turns out I have to do that too now."


title: Garte, the Cafeteria Manager: ""Yeah, neither do I. Thank you for..."
sequence: 0
userscript: XPTinySetBool("XP.garte_klaasje_degenerate")--[[ Variable[ ]]
dialoguetext:
"Yeah, neither do I. Thank you for telling me I guess. Good thing she pays for her stuff on time -- I'll forward her the bill and be done with it."


title: Garte, the Cafeteria Manager: ""We were just paying you a complime..."
sequence: 0
dialoguetext:
"We were just paying you a compliment. And finding out a *degenerate* from room 3 nicked the phone line. Everything is okay here!" he yells, then turns to you.


title: Garte, the Cafeteria Manager: ""Good thing that guest pays for her..."
sequence: 0
userscript: XPTinySetBool("XP.garte_klaasje_degenerate")--[[ Variable[ ]]
dialoguetext:
"Good thing that guest pays for her stuff on time -- I'll forward her the bill and be done with it. Was there anything else?"


title: Garte, the Cafeteria Manager: ""Yes. I absolutely will." He calms..."
sequence: 0
dialoguetext:
"Yes. I absolutely will." He calms his breathing. "Sorry. It's been a bit of a day -- and now a hole in the wall."


title: Garte, the Cafeteria Manager: ""No, I was... just wondering." He a..."
sequence: 0
dialoguetext:
"No, I was... just wondering." He appears to be making a calculation in his head. "If you found pinball machines there..."


title: Garte, the Cafeteria Manager: ""I was... just wondering." He appea..."
sequence: 0
dialoguetext:
"I was... just wondering." He appears to be making a calculation in his head. "If you found pinball machines there..."


title: Garte, the Cafeteria Manager: ""Oh? Okay. Well." He controls his e..."
sequence: 0
dialoguetext:
"Oh? Okay. Well." He controls his excitement well. "I did hear you make noise back there. So -- good for you."


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.inspect_traps"]  or  Variable["TASK.find_phasmid"]  or  Variable["TASK.report_to_lena"])

conditionstring:
(Variable["TASK.inspect_traps"]  or  Variable["TASK.find_phasmid"]  or  Variable["TASK.report_to_lena"]) == false


title: Garte, the Cafeteria Manager: "Seeing the disappointment in your f..."
sequence: 0
dialoguetext:
Seeing the disappointment in your face, he relents. "Oh, fine, hero-cop. Lena left a forwarding address. 1113 Tabernacle Road, in Jamrock. If you see them again... do give them my best."

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


title: Garte, the Cafeteria Manager: ""Especially when you're so busy doi..."
sequence: 0
dialoguetext:
"Especially when you're so busy doing *nothing* to stop psychopaths. How could you just stand there? Still, you did risk your life..."


title: Garte, the Cafeteria Manager: ""'Defended' may be putting it a bit..."
sequence: 0
dialoguetext:
"'Defended' may be putting it a bit generously, though. I had a great view of you doing *nothing* to stop those psychopaths. Then I crawled inside. Bullets started flying. Anyway..." He clears his throat.


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() == 3  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() == 4  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() == 5  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() == 6  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() == 7  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""About my bill for tonight...""
dialoguetext: "About my bill for tonight..."
sequence: 0
conditionstring:
DayCount() > 7  and  Variable["TASK.pay_whirling_bill"] == true  and  Variable["TASK.pay_for_the_damages_done"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Garte, the Cafeteria Manager: ""You must be kidding, right?" He st..."
sequence: 0
dialoguetext:
"You must be kidding, right?" He stares at the large novelty cheque, baffled. "Yeah, good one, officer. Real funny."


title: Kim Kitsuragi: ""You can cash it in at the local Fr..."
sequence: 0
dialoguetext:
"You can cash it in at the local Frittte, near the harbour gates -- though it might not be enough to cover it..."


title: Hand/Eye Coordination: "We were sort of hoping there would..."
sequence: 0
dialoguetext:
We were sort of hoping there would be a gun, an expensive jewel, or at least a *sword* in it for you -- if you deliver the message. Oh well...


title: You: ""Garte, I found a new bird... dammi..."
dialoguetext: "Garte, I found a new bird... dammit, I FORGOT to take it with me!"
sequence: 0
conditionstring:
CheckItem("ruffed_grouse_taxidermy") == false  and  Variable["TASK.take_bird_to_garte"]  and  Variable["TASK.take_bird_to_garte_done"] == false


title: Visual Calculus: "Back to the village -- then back he..."
sequence: 0
dialoguetext:
Back to the village -- then back here -- then back to the coast *again*... That must be 3 kilometres in total. Okay...


title: Endurance: "This was mostly about the fucking *..."
sequence: 0
dialoguetext:
This was mostly about the fucking *cardio*. Massive cardio here. You'll live 'til 90! *Or* you'll get a heart attack from running.


title: You: ""By the way, I'm going to sing kara..."
dialoguetext: "By the way, I'm going to sing karaoke here."
sequence: 0
conditionstring:
Variable["TASK.convince_garte_to_let_you_sing_karaoke"] == false  and  Variable["TASK.sing_karaoke"] == true  and  Variable["whirling.garte_said_will_sing_karaoke"] == false


title: Reaction Speed: "By the way -- you should come back..."
sequence: 0
userscript: SetVariableValue("whirling.garte_reaction_thing_hub_hint", true) --[[ Variable[ ]]
dialoguetext:
By the way -- you should come back to this *thing*-based questionnaire if you see anything interesting in the Whirling later!


title: Inland Empire: "Hmm... you feel like you should com..."
sequence: 0
dialoguetext:
Hmm... you feel like you should come back to this *thing*-based questionnaire if you see anything interesting in the Whirling later.


title: Garte, the Cafeteria Manager: ""Capitalist *plot*." He rolls his e..."
sequence: 0
dialoguetext:
"Capitalist *plot*." He rolls his eyes. "The pinball we have in the corner now is broken -- I want to diversify the entertainment options."


title: Garte, the Cafeteria Manager: ""You're not. You're a menace..." He..."
sequence: 0
dialoguetext:
"You're not. You're a menace..." He gets a hold of himself. "Fine, okay, the kitchen is closed until 13:00 because the *real* cook is working. You can snoop around after that -- if you must."


title: Kim Kitsuragi: ""... and, come to think of it, Frit..."
sequence: 0
dialoguetext:
"... and, come to think of it, Frittte's probably closed at this hour. They're open from seven to eleven."


title: Tutorial Agent: "Time stops advancing after 02.00 in..."
sequence: 0
dialoguetext:
Time stops advancing after 02.00 in the morning. If you haven't paid for your room by then, it's game over. Don't leave finding money to the last minute, however -- it's harder to make cash after nightfall, when the shops are closed and the streets empty.


title: Kim Kitsuragi: ""He's right," the lieutenant whispe..."
sequence: 0
dialoguetext:
"He's right," the lieutenant whispers, "you *really* have to sort out your money problems, starting tomorrow. I can't help you again."


title: Savoir Faire: "How many times do I have to tell yo..."
sequence: 0
dialoguetext:
How many times do I have to tell you about the trash bin idea?! Let's get climbing already! Into trash bins!


title: You: ""Come on, man. It's late. Do I real..."
dialoguetext: "Come on, man. It's late. Do I really have to pay you *again*?"
sequence: 0
conditionstring:
DayCount() == 2  and  Variable["whirling.garte_asked_for_free_day_two"] == false  and  HourCount() > 21


title: Garte, the Cafeteria Manager: ""Then you really don't need a free..."
sequence: 0
dialoguetext:
"Then you really don't need a free room, do you?" He shakes his head -- and stops as a strange, new, cruel light rekindles in his features.


title: Garte, the Cafeteria Manager: ""Too bad," he mutters. He shakes hi..."
sequence: 0
dialoguetext:
"Too bad," he mutters. He shakes his head -- and stops as a strange, new, cruel light rekindles in his features.


title: Garte, the Cafeteria Manager: "He blinks, as one might at a burnin..."
sequence: 0
dialoguetext:
He blinks, as one might at a burning motor-carriage. "It is though. Right now, it literally *is* my business..."  He shakes his head -- and stops as a strange, new, cruel light rekindles in his features.


title: Garte, the Cafeteria Manager: ""As a matter of fact, you already h..."
sequence: 0
userscript: XPTinySetBool("XP.night_of_the_hobocop")--[[ Variable[ ]]
dialoguetext:
"As a matter of fact, you already have the key to your new room -- the trash container, remember? You said you'd give the key back and didn't..."


title: Garte, the Cafeteria Manager: ""Here. A new room key." He places a..."
sequence: 0
userscript: XPTinySetBool("XP.night_of_the_hobocop")--[[ Variable[ ]]
dialoguetext:
"Here. A new room key." He places a key on the counter in front of him. "It's the key to the trash container outside."


title: Inland Empire: "A new dimension of reality will ope..."
sequence: 0
userscript: SetVariableValue("whirling.garte_inland_trash_dreams", true) --[[ Variable[ ]]
dialoguetext:
A new dimension of reality will open. A portal is this bed of waste. Sleep there and awaken *elsewhere.*


title: Garte, the Cafeteria Manager: ""Perfectly serious." The corners of..."
sequence: 0
dialoguetext:
"Perfectly serious." The corners of his lips turn into the slightest smile. "You don't *have to* pay me anything."


title: Garte, the Cafeteria Manager: "The breath catches in his chest. Th..."
sequence: 0
userscript: SetVariableValue("whirling.garte_asked_for_free_day_two", true) --[[ Variable[ ]]
dialoguetext:
The breath catches in his chest. The light in his eyes snuffs out all at once. After a moment, he speaks.


title: Garte, the Cafeteria Manager: ""Not at all, officer." The corners..."
sequence: 0
dialoguetext:
"Not at all, officer." The corners of his lips turn into the slightest smile. "It's true. You don't *have to* pay me anything."


title: Garte, the Cafeteria Manager: ""You can sleep in the trash contain..."
sequence: 0
userscript: XPTinySetBool("XP.night_of_the_hobocop")--[[ Variable[ ]]
dialoguetext:
"You can sleep in the trash container outside. I know you don't need a key, since you *tore it open*."


title: Garte, the Cafeteria Manager: ""Oh, sorry, I think you misundersta..."
sequence: 0
dialoguetext:
"Oh, sorry, I think you misunderstand. Let me explain." The corners of his lips turn into the slightest smile. "I didn't say *I'd give you a free room*. I just said you don't have to pay me."


title: Garte, the Cafeteria Manager: ""You don't *have to* give me any mo..."
sequence: 0
dialoguetext:
"You don't *have to* give me any money at all. If you *want a room*, yes, you'll need to pay me -- but you don't *have to* just give me money. Giving me money for a room is *your choice.*"


title: You: ""So, uh... you sure you can't swing..."
dialoguetext: "So, uh... you sure you can't swing me a free bed?"
sequence: 0
conditionstring:
DayCount() == 2  and  Variable["whirling.garte_left_before_free_trash_room"] == true  and  Variable["whirling.garte_trash_bed_offer_made"] == false


title: Garte, the Cafeteria Manager: ""No. You can choose to give me 20 r..."
sequence: 0
dialoguetext:
"No. You can choose to give me 20 reál for a room or you can choose not to. I don't care what you decide."


title: Garte, the Cafeteria Manager: ""You already have the key to your n..."
sequence: 0
userscript: XPTinySetBool("XP.night_of_the_hobocop")--[[ Variable[ ]]
dialoguetext:
"You already have the key to your new room. I gave it to you earlier -- to unlock the trash container, remember?"


title: Garte, the Cafeteria Manager: ""You do that. If you can pay anothe..."
sequence: 0
dialoguetext:
"You do that. If you can pay another 20 reál, I'll give you the room again. If not, the garbage is yours. Free of charge."


title: Garte, the Cafeteria Manager: ""That wasn't so hard, was it? The r..."
sequence: 0
dialoguetext:
"That wasn't so hard, was it? The room is yours for the night. Don't forget you'll need *another* 20 reál tomorrow."

userscript:
SetVariableValue("auto.daychange_whirling_paid", true) ; FinishTask("TASK.pay_whirling_bill_done"); SetVariableValue("whirling.garte_paid_night_once", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: "He takes a breath, and says hurried..."
sequence: 0
dialoguetext:
He takes a breath, and says hurriedly, "I don't make the rules. Pay 20 reál or sleep in the trash container. It's not up to me."


title: Garte, the Cafeteria Manager: ""You do that. If you can pay anothe..."
sequence: 0
dialoguetext:
"You do that. If you can pay another 20 reál, I'll give you the room again. If not, the key and the garbage will be waiting. Free of charge."


title: Garte, the Cafeteria Manager: "He takes the key from the counter a..."
sequence: 0
userscript: SetVariableValue("whirling.garte_key_quick_get", true) --[[ Variable[ ]]
dialoguetext:
He takes the key from the counter and puts it back under the counter. "Now, is there anything you wanted?"


title: Garte, the Cafeteria Manager: "He takes a breath. "I don't make th..."
sequence: 0
dialoguetext:
He takes a breath. "I don't make the rules. Pay 20 reál or sleep in the trash container. I don't care which you do. The key is yours if you want it."


title: You: ""Fine. I'll take the trash containe..."
dialoguetext: "Fine. I'll take the trash container key."
sequence: 0
conditionstring:
Variable["whirling.garte_key_quick_get"] == true  and  DayCount() == 2  and  Variable["whirling.garte_trash_lock_final_word"] == false  and  CheckItem("key_trash_container") == false  and  Variable["yard.trash_container_open"] == false


title: Garte, the Cafeteria Manager: ""All yours." He hands it to you qui..."
dialoguetext: "All yours." He hands it to you quickly. "Anything else?"
sequence: 0
userscript:
GainItem("key_trash_container");
SetVariableValue("whirling.garte_trash_lock_final_word", true) --[[ Variable[ ]]


title: Garte, the Cafeteria Manager: "He sighs so much he seems to deflat..."
sequence: 0
dialoguetext:
He sighs so much he seems to deflate. He slams the key before you. "The room is yours for the night. Don't forget you'll need *another* 20 reál tomorrow."


title: Garte, the Cafeteria Manager: ""And... I'm sorry about the other n..."
sequence: 0
userscript: XPTinySetBool("XP.garte_sorry_for_trash_sleep")--[[ Variable[ ]]
dialoguetext:
"And... I'm sorry about the other night. I'm sorry I told you to sleep in the trash. That was wrong of me."


title: Garte, the Cafeteria Manager: "He smiles. It's a moment before he..."
sequence: 0
userscript: LoseItem("key_trash_container")
dialoguetext:
He smiles. It's a moment before he puts the key back under the counter. "Anything else I can do for you, then?"


title: Garte, the Cafeteria Manager: "He smiles ashamedly through the reb..."
sequence: 0
userscript: LoseItem("key_trash_container")
dialoguetext:
He smiles ashamedly through the rebuke. He feels the sting for a moment before returning the key under the desk. "I understand. Is there anything else you want?"


title: Garte, the Cafeteria Manager: "He shakes his head as he returns th..."
sequence: 0
userscript: LoseItem("key_trash_container")
dialoguetext:
He shakes his head as he returns the key under the desk. "No. I don't feel bad enough to give you a refund. Now, is there anything else you want?"


title: Garte, the Cafeteria Manager: ""No, of course it's not *cool*." He..."
sequence: 0
dialoguetext:
"No, of course it's not *cool*." He shoots you a look of disbelief. "What am I supposed to do with your *net worth*? I need cash, moron."


title: Garte, the Cafeteria Manager: ""That was *you*? Of course it was...."
sequence: 0
dialoguetext:
"That was *you*? Of course it was. The man behind every new misery in my life." He looks you right in the eyes. "But let's get back to the topic of the money you owe me."


title: You: ""Hey, has a package been delivered..."
dialoguetext: "Hey, has a package been delivered for me?"
sequence: 0
conditionstring:
Variable["whirling.garte_first_package_shutdown"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["plaza.kineema_mesh_asked_merch_get_merch"] == true


title: You: ""What about now, is my package here..."
dialoguetext: "What about now, is my package here yet?"
sequence: 0
conditionstring:
Variable["whirling.garte_first_package_shutdown"] == true  and  Variable["whirling.garte_second_package_shutdown"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""I know you said you'd let me know..."
dialoguetext: "I know you said you'd let me know about the package, but -- what about now?"
sequence: 0
conditionstring:
Variable["whirling.garte_second_package_shutdown"] == true  and  Variable["whirling.garte_third_package_shutdown"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: You: ""Did a package from Speedfreaks FM..."
dialoguetext: "Did a package from Speedfreaks FM come for me?"
sequence: 0
conditionstring:
Variable["TASK.report_to_the_tribunal_done"] == true  and  Variable["plaza.kineema_mesh_asked_merch_get_merch"] == true  and  Variable["whirling.garte_shirt_scene_done"] == false


title: Garte, the Cafeteria Manager: "His eyes go wide with recognition...."
sequence: 0
dialoguetext:
His eyes go wide with recognition. "Oh my god, the package -- I forgot, yes, yes it did arrive, when you were..." He stops, unsure how to continue.


title: Garte, the Cafeteria Manager: "He searches underneath the counter...."
sequence: 0
userscript: SetVariableValue("whirling.garte_shirt_scene_done", true) --[[ Variable[ ]]
dialoguetext:
He searches underneath the counter. After a moment, he produces a pair of neon sneakers, packaged in a plastic bag. A postage label directs it to the Whirling-in-Rags, to the 'Wildest Cop in Revachol'.


title: You: ""Package?""
dialoguetext: "Package?"
sequence: 0
conditionstring:
Variable["whirling.garte_third_package_shutdown"] == true  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Garte, the Cafeteria Manager: "His face moves between a sympatheti..."
sequence: 0
dialoguetext:
His face moves between a sympathetic smile and a sincere frown. Unsure what to do, he covers his mouth with his hand and pretends to cough.


title: Garte, the Cafeteria Manager: "After a moment, he speaks. "Maybe y..."
sequence: 0
userscript: SetVariableValue("whirling.garte_offered_to_send_shirt_to_kim", true) --[[ Variable[ ]]
dialoguetext:
After a moment, he speaks. "Maybe you could send the shoes to him? In the hospital. Maybe it'd cheer him up. Do you know where he is?"


title: Garte, the Cafeteria Manager: ""Right..." He looks pained on your..."
sequence: 0
dialoguetext:
"Right..." He looks pained on your behalf. "I'll tell you what. I'll find out if you like, and can send them on to him. What do you think?"


title: Garte, the Cafeteria Manager: ""Right... I'll tell you what. I'll..."
sequence: 0
dialoguetext:
"Right... I'll tell you what. I'll find out if you like, and can send them on to him. What do you think?"


title: Garte, the Cafeteria Manager: ""Happy to help, officer. Anything e..."
sequence: 0
userscript: SetVariableValue("whirling.garte_sent_shirt_to_hospital", true) --[[ Variable[ ]]
dialoguetext:
"Happy to help, officer. Anything else I can help you with?" He puts the package back under the counter.


title: Kim Kitsuragi: "A thought flickers in his eyes, and..."
sequence: 0
dialoguetext:
A thought flickers in his eyes, and is then extinguished. He shakes his head. "Keep them, detective. You earned it."


title: Kim Kitsuragi: ""Fair enough. Now if we're finished..."
sequence: 0
dialoguetext:
"Fair enough. Now if we're finished discussing this, can we return to solving the murder?" He struggles to keep his smile.


title: Encyclopedia: "But you've been at this hostel-cafe..."
sequence: 0
dialoguetext:
But you've been at this hostel-cafeteria for only three nights. Where were you before? You had to be somewhere.


title: You: "I have no idea."
dialoguetext: I have no idea.
sequence: 0
conditionstring:
Variable["whirling.garte_home_have_no"] == false  and  Variable["whirling.garte_home_remember_not"] == false


title: Encyclopedia: "You can try. Run some addresses in..."
sequence: 0
dialoguetext:
You can try. Run some addresses in your head when you get the time. Maybe a street or an apartment will appear.

userscript:
SetVariableValue("whirling.sense_home_finished", true) ; GainThought("the_way_home")--[[ Variable[ ]]


title: Encyclopedia: "Something produced by the random fi..."
sequence: 0
dialoguetext:
Something produced by the random firing of synapses doesn't sound like a place you can stay if you run out of money.


title: Tommy Le Homme: ""This rockin' beauty?" He points at..."
sequence: PlayAnimation(Tommy Lhomme, tommyPoint);
dialoguetext:
"This rockin' beauty?" He points at the lorry with his thumb. "Sure is, like a rash you can't get rid of. You interested in heavy duty cargo machinery?"


title: Tommy Le Homme: ""Man, nothing's troubling me. Just..."
sequence: 0
dialoguetext:
"Man, nothing's troubling me. Just the usual lorryman tropes and hopes: the road and the rhymes. This jam ain't helping either..." He looks around.


title: Conceptualization: "Your *best* verse? You don't even h..."
sequence: 0
userscript: SetVariableValue("jam.tommy_concept_white_failed_once", true) --[[ Variable[ ]]
dialoguetext:
Your *best* verse? You don't even have a *bad* verse in here. Just tumbleweed and liquor stains... wait, no! What are you DOING?!


title: Tommy Le Homme: ""Dang," he grunts, unable to suppre..."
sequence: 0
dialoguetext:
"Dang," he grunts, unable to suppress his reaction. "That's some *great* shit. You came up with that yourself?"


title: Encyclopedia: "A motor lorry, also called a *camio..."
sequence: 0
userscript: SetVariableValue("jam.tommy_truck_trivia_seen", true) --[[ Variable[ ]]
dialoguetext:
A motor lorry, also called a *camion* on Caillou and neighbouring islands. This one looks roughed up enough to be some sort of a FALN rust-bucket, maybe the A-6?


title: Drama: "Or did you learn it in school? More..."
sequence: 0
userscript: SetVariableValue("jam.tommy_drama_blackcheck_lie", true) --[[ Variable[ ]]
dialoguetext:
Or did you learn it in school? More importantly: who can prove if you did? Go with it -- you *deserve* some acclaim.


title: Tommy Le Homme: ""Fuckin' A! Seems I got you all wro..."
sequence: 0
dialoguetext:
"Fuckin' A! Seems I got you all wrong. Cops aren't much known for their artistic sensibilities these days."


title: Tommy Le Homme: ""It's a traffic jam for the ages. H..."
userscript: SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]
dialoguetext:
"It's a traffic jam for the ages. Harbour gates up the street are shut tight. No explanation given. Workers on strike. Scabs agitatin'. An all-around clusterfuck."


title: Tommy Le Homme: ""Us lorry drivers. Camionneurs. A f..."
sequence: 0
userscript: SetVariableValue("tc.camionneur_meaning", true) --[[ Variable[ ]]
dialoguetext:
"Us lorry drivers. Camionneurs. A few still hang around here waiting for this mess to end. Most have scurried off somewhere. To get drunk, or high. Or laid." He smiles awkwardly. "Not that I blame 'em, really."


title: Tommy Le Homme: ""Not my thing. Chasin' transient pl..."
sequence: 0
dialoguetext:
"Not my thing. Chasin' transient pleasures is a drag these days. I prefer the examined life now -- thinkin', reflectin', observin'." He glances down the road toward the horizon, a glint of... something in his eyes.


title: Composure: "He tries his best to look nonchalan..."
sequence: 0
userscript: SetVariableValue("jam.tommy_composure_passive", true) --[[ Variable[ ]]
dialoguetext:
He tries his best to look nonchalant, but there's a rigidity in him, as if trying to conceal something warm and deep beneath a cool exterior.


title: Tommy Le Homme: ""Some pretty wild stuff, I hear. Li..."
sequence: 0
userscript: SetVariableValue("jam.tommy_union_company", true) --[[ Variable[ ]]
dialoguetext:
"Some pretty wild stuff, I hear. Like a giant new power-crane and half the company? I forget *what* exactly. Good on them, I guess..."


title: Tommy Le Homme: ""Feels like forever, like I was bor..."
dialoguetext:
"Feels like forever, like I was born on this here roundabout and this was all I ever knew. Just me and the metal and the tyres, the oil and the fumes of mazut..."


title: Tommy Le Homme: ""Some of the other drivers do, thou..."
sequence: 0
dialoguetext:
"Some of the other drivers do, though. There's still a few around, waiting for the Jam to disperse. Or waiting for the sweet release of death."


title: You: ""You *lying* to me? Being all sting..."
dialoguetext: "You *lying* to me? Being all stingy with the smokes?"
sequence: 0
conditionstring:
Variable["jam.tommy_electrochem_blackcheck"] == true  and  Variable["plaza.tommy_react_smoking"] == false


title: Tommy Le Homme: ""It's good to meet a fellow poet --..."
sequence: 0
dialoguetext:
"It's good to meet a fellow poet -- someone with an appreciation for *real text*. The others here, see, they don't really *get* it."


title: Authority: "What gall he had to admonish you ea..."
sequence: 0
userscript: SetVariableValue("jam.tommy_authority_blackcheck", true) --[[ Variable[ ]]
dialoguetext:
What gall he had to admonish you earlier for your prejudice, yet here he is, saying cops are usually dull-minded. Are you going to let him get away with being a hypocrite?


title: Tommy Le Homme: ""I get ya. When they really *click*..."
sequence: 0
userscript: XPTinySetBool("XP.tommy_gave_hope_thumbs_up")--[[ Variable[ ]]
dialoguetext:
"I get ya. When they really *click* it makes the world seem manageable. Good to be on the same page." He gives you a thumbs up.


title: Tommy Le Homme: ""Yeah. I guess I owe you an apology..."
sequence: 0
userscript: XPTinySetBool("XP.tommy_gave_hope_thumbs_up")--[[ Variable[ ]]
dialoguetext:
"Yeah. I guess I owe you an apology for thinking otherwise. And again -- *great* shit." He gives you a thumbs up.


title: Inland Empire: "You've found some common ground wit..."
sequence: 0
dialoguetext:
You've found some common ground with this man. Even impressed him. The next time you look in the *mirror*, though. Remember those words...


title: Tommy Le Homme: ""Meanwhile, we're all stuck here in..."
dialoguetext:
"Meanwhile, we're all stuck here in long haul limbo for days upon days upon days..." He glances south, down the road. "Upon days."


title: Tommy Le Homme: ""No matter. Great verse is like tha..."
sequence: 0
dialoguetext:
"No matter. Great verse is like that sometimes -- ephemeral. You might not look it, but seems you have some literary chops. Maybe there's hope for me yet!"


title: Tommy Le Homme: ""He ain't one of us drivers -- I kn..."
sequence: 0
dialoguetext:
"He ain't one of us drivers -- I know that. All accounted for. Otherwise, I haven't really asked about that. Been wastin' time right here. Keepin' busy."


title: Tommy Le Homme: ""Analysin' the fundamental structur..."
sequence: 0
dialoguetext:
"Analysin' the fundamental structural and psychological conditions of being stranded in the midst of a sea of motor lorries and their sad, despondent chauffeurs."


title: Tommy Le Homme: ""Man, relax. I quit, been clean for..."
sequence: 0
dialoguetext:
"Man, relax. I quit, been clean for some time. There are some commitments you have to honour." He looks at you with compassion in his eyes.


title: Electrochemistry: "You really need them smokes. Need '..."
sequence: 0
userscript: SetVariableValue("jam.tommy_electrochem_blackcheck", true) --[[ Variable[ ]]
dialoguetext:
You really need them smokes. Need 'em! Gotta get some. You sure he's not lying to you? You can't trust a lorryman.


title: Drama: "Mazut is an antiquated term for hea..."
sequence: 0
userscript: SetVariableValue("jam.tommy_drama_blackcheck_greet", true) --[[ Variable[ ]]
dialoguetext:
Mazut is an antiquated term for heavy fuel oils -- this man has a barely suppressed performative streak. Or he just likes unusual words. Or both!


title: Esprit de Corps: "In a small office behind the Old Mi..."
sequence: 0
userscript: SetVariableValue("jam.tommy_esprit_blackcheck", true) --[[ Variable[ ]]
dialoguetext:
In a small office behind the Old Military Hospital, hunched under the green glow of his desk light, officer Hans Blau browses through a test print. Of his futurist magazine. It's called "The Futurist". The typeface on the header is too small...


title: Perception (Smell): "The air from the east is thick with..."
sequence: 0
dialoguetext:
The air from the east is thick with the smell of crude oils, heavy metals and other by-products of the modern era. You can almost *taste* it.


title: Tommy Le Homme: ""Man." He sighs. "I don't know what..."
sequence: 0
dialoguetext:
"Man." He sighs. "I don't know what to say. Not much anyone can do... there's no helping an absence, you know?"


title: Tommy Le Homme: ""Not me, man, no way. I don't need..."
sequence: 0
userscript: SetVariableValue("jam.tommy_who_is_culprit_opened", true) --[[ Variable[ ]]
dialoguetext:
"Not me, man, no way. I don't need any trouble. Shit's bad enough anyway. This jam's got folks up in arms and I'm afraid it's headed toward a conflagration."


title: Tommy Le Homme: ""I miss my family. They're all I ha..."
sequence: 0
dialoguetext:
"I miss my family. They're all I have, my wife... a second kid on the way... waiting all the way in Deora. And here I am, stuck in this shit, so far from home."


title: Tommy Le Homme: ""You could also check the kiosque d..."
sequence: 0
dialoguetext:
"You could also check the kiosque down the street. Frittte." He points towards the harbour. "With three t-s. Revachol is weird..."


title: You: ""Care to spare some change for a wo..."
dialoguetext: "Care to spare some change for a working stiff?"
sequence: 0
conditionstring:
(Variable["TASK.pay_for_the_damages"] == true  or  Variable["TASK.pay_whirling_bill"] == true)  and  Variable["jam.tommy_asked_for_money_already"] == false

userscript:
SetVariableValue("jam.tommy_asked_for_money_already", true) ; SetVariableValue("reputation.ask_for_money", Variable["reputation.ask_for_money"] +once(1)) 


title: Tommy Le Homme: ""Huh?" Sudden financial duties snap..."
sequence: 0
dialoguetext:
"Huh?" Sudden financial duties snap him out of his daze. "Oh. No, I ain't got any money. They don't want to pay for unfinished work."


title: Tommy Le Homme: ""It's like... whatever's going on o..."
sequence: 0
userscript: SetVariableValue("tc.strike_at_harbour", true) --[[ Variable[ ]]
dialoguetext:
"It's like... whatever's going on over at the docks. Workers got a blockade set up. Making demands. No way in or out."


title: Tommy Le Homme: ""Maybe you should. Cops don't get p..."
sequence: 0
dialoguetext:
"Maybe you should. Cops don't get paid much and the hours are long. Plus, you can get shot. Why not?"


title: Tommy Le Homme: ""Anything else?" He thinks. "Yeah,..."
sequence: 0
dialoguetext:
"Anything else?" He thinks. "Yeah, this ain't really my area of expertise. I just do my job and get paid. I have things to do and places to be. All of us do."


title: Kim Kitsuragi: ""The RCM is a self-managing organiz..."
sequence: 0
dialoguetext:
"The RCM is a self-managing organization that operates on donations. We promote our own leaders. It would be like striking against your own... mother."


title: Kim Kitsuragi: ""Okay." The lieutenant's face betra..."
sequence: 0
dialoguetext:
"Okay." The lieutenant's face betrays little reaction. "But do continue. You were asking about the strike."


title: Tommy Le Homme: ""I've heard talk there's a company..."
sequence: 0
dialoguetext:
"I've heard talk there's a company rep in town too. Like... a strike negotiator type. They'd know what's up. Precise demands and so on."


title: You: ""I heard that one of the drivers is..."
sequence: 0
dialoguetext:
"I heard that one of the drivers is a woman, but I haven't seen her around. Do you know this *lady driver*?"

conditionstring:
Variable["TASK.probe_drivers_about_drugs"] == true  and  Variable["TASK.probe_drivers_about_drugs_done"] == false  and  Variable["TASK.who_is_the_ladydriver"] == true  and  Variable["TASK.who_is_the_ladydriver_done"] == false  and  Variable["jam.tommy_reveal_wc"] == false


title: Tommy Le Homme: ""Gotta guard the stuff -- bosses do..."
sequence: 0
userscript: SetVariableValue("jam.tommy_aesthetic_abyss", true) --[[ Variable[ ]]
dialoguetext:
"Gotta guard the stuff -- bosses don't look kindly on missing cargo. And it gives me time to work on my rhymes."


title: Tommy Le Homme: ""Can't even get a few jokes past yo..."
sequence: 0
dialoguetext:
"Can't even get a few jokes past you, my man." He grins. "I've got another haul of FALN cargo. Mostly sporting goods. Tracksuits and that kinda thing."


title: Tommy Le Homme: ""They usually get shipped to Graad..."
sequence: 0
dialoguetext:
"They usually get shipped to Graad and the Occident. Though we've been making headway in the Iilmaraan market lately."


title: Tommy Le Homme: ""Neat -- for carrying large quantit..."
sequence: 0
dialoguetext:
"Neat -- for carrying large quantities of cargo a long distance. These FALN tracksuits need to find their way to the kids way out in Uamrao and L'Iramburde somehow..."


title: Tommy Le Homme: ""What's it *like*? Good. And bad. A..."
sequence: 0
dialoguetext:
"What's it *like*? Good. And bad. An ache that brings you joy." He smiles warmly. "I think of them a lot. I dream up these silly scenarios, in great detail. Of living with them... it comforts me."


title: Tommy Le Homme: ""But... thanks for this. It's nice..."
sequence: 0
userscript: XPTinySetBool("XP.greatful_tommy_glad_to_run_mouth_with_you")--[[ Variable[ ]]
dialoguetext:
"But... thanks for this. It's nice to talk to someone. And I know it wasn't easy to ask." He smiles. "I hope you find your way through your own troubles."


title: Tommy Le Homme: ""I feel for you, my friend. It's go..."
sequence: 0
dialoguetext:
"I feel for you, my friend. It's good to miss someone. I like it. Knowing there's something *more* than what I have with me here."


title: Tommy Le Homme: ""Ah, man, me and narcotics go way b..."
sequence: 0
dialoguetext:
"Ah, man, me and narcotics go way back." He folds his hands behind his head and leans back. "Had some good times surfin' the psychic waves of my own consciousness, you know?"


title: Tommy Le Homme: ""But..." he pauses, letting the mem..."
sequence: 0
dialoguetext:
"But..." he pauses, letting the memory dissipate. "Those days are behind me. There are other addictions in my life now. Why the inquiry, my man?"


title: Tommy Le Homme: ""Hey man, that's serious criminal t..."
sequence: 0
dialoguetext:
"Hey man, that's serious criminal talk. Are you trying to pull some sort of an... entrapment thing on me?"


title: Kim Kitsuragi: ""Entrapment is where a law officer..."
sequence: 0
dialoguetext:
"Entrapment is where a law officer gets a person to commit a criminal offence they otherwise wouldn't commit. Often through some trickery or fraud."


title: Encyclopedia: "Entrapment is a practice whereby an..."
sequence: 0
userscript: SetVariableValue("jam.tommy_blackc_ency_entrapment", true) --[[ Variable[ ]]
dialoguetext:
Entrapment is a practice whereby an officer of the law induces a person to commit a criminal offence that the person would have otherwise been unlikely to commit. Usually through some trickery, persuasion or fraud.


title: Shivers: "The road continues for miles, flowi..."
sequence: 0
userscript: SetVariableValue("jam.tommy_shivers_across_revachol", true) --[[ Variable[ ]]
dialoguetext:
The road continues for miles, flowing together with other roads, turning into causeways or bridges, ending suddenly in dead ends -- or ramping up or down highways. It forms a criss-cross pattern across the land...


title: Shivers: "You may ignore the labyrinthine pat..."
sequence: 0
dialoguetext:
You may ignore the labyrinthine pathways, but you will never be freed from them -- they are carved into your soul.


title: Shivers: "Above the Jamrock Quarter, in the f..."
sequence: 0
userscript: SetVariableValue("tc.jamrock", true) --[[ Variable[ ]]
dialoguetext:
Above the Jamrock Quarter, in the form of a raised motorway, and then the never-ending sprawl of Faubourg. High above buildings new and old, the air filled with the rumble of motor engines.


title: Shivers: "You cannot see. It's out of the cit..."
sequence: 0
dialoguetext:
You cannot see. It's out of the city. Up ahead, the mist blocks all sight. A gale blows across your cheeks... it is cold. Before you stands a tall lorry driver with sad eyes.


title: Shivers: "To the Old-Old South, to the farthe..."
sequence: 0
dialoguetext:
To the Old-Old South, to the farthest outskirts of Revachol. Through the chequered fields of farmland, upstream to the River Esperance, past Monte-Martin... The border approaches.


title: Tommy Le Homme: ""Deora-of-the-Seven-Seas. It's on t..."
sequence: 0
dialoguetext:
"Deora-of-the-Seven-Seas. It's on the other end of Le Caillou, pretty much -- on another island, called Laurentide, off mainland. We've got a little place there. I can almost hear my kid laugh, when it snows..."


title: Tommy Le Homme: "There's a pause and a sigh. Then he..."
sequence: 0
dialoguetext:
There's a pause and a sigh. Then he turns his eyes to you. "What about you, cop-man? You missing someone?"


title: Tommy Le Homme: "He chuckles. "There are things even..."
sequence: 0
dialoguetext:
He chuckles. "There are things even a cop can't fix, my man. There's no helping an absence, you know?"


title: Tommy Le Homme: ""You lost your gun? Oh man, that's..."
sequence: 0
dialoguetext:
"You lost your gun? Oh man, that's bad news. Especially here, in Martinaise. I hope you find it soon before things turn foul."


title: Tommy Le Homme: ""Maybe it is. We're doing our best..."
sequence: 0
dialoguetext:
"Maybe it is. We're doing our best to keep ours together. I *hope* it's not, but you never know..." A pause. "Thanks for the dark words, I guess. I'll make sure they don't come true."


title: Tommy Le Homme: ""Yeah... In marriage you never know..."
sequence: 0
dialoguetext:
"Yeah... In marriage you never know if you're doing the right thing. I *hope* we're doing our best to keep ours together, but -- anything can happen. Look, man..."


title: Tommy Le Homme: ""Man, who even knows? It's like a l..."
sequence: 0
dialoguetext:
"Man, who even knows? It's like a legal contract, but also a bond between spirits... Every one is different, that's all I can say."


title: Tommy Le Homme: ""I am a gander and a hunter and a g..."
dialoguetext:
"I am a gander and a hunter and a gatherer, feel like a traveller..." The man mutters to himself, accenting the beats as he goes.


title: Tommy Le Homme: ""Now it's turning into a... kind of..."
dialoguetext:
"Now it's turning into a... kind of a..." He searches for the right expression. "Snow limbo, man. What's on your mind?"


title: Tommy Le Homme: ""Man, what a day... I missed out on..."
sequence: 0
dialoguetext:
"Man, what a day... I missed out on most of the action, but I heard it was quite the encounter." He nods thoughtfully. "Had a strong sense of *finality* to it."


title: Tommy Le Homme: ""Oh look..." As you approach he ins..."
dialoguetext:
"Oh look..." As you approach he instinctively averts his eyes. "It's the cop who turned me into a bad person."


title: Tommy Le Homme: ""Fuck it," he shrugs. "I'm a bad gu..."
sequence: 0
dialoguetext:
"Fuck it," he shrugs. "I'm a bad guy now. There's things more important than holding a grudge. It's okay -- you've been through enough."


title: Tommy Le Homme: ""Tommy L'Homme was taken." He shrug..."
sequence: 0
dialoguetext:
"Tommy L'Homme was taken." He shrugs in a what-can-you-do manner. "My real name is Jerry Lefitte -- Tommy's way better."


title: Tommy Le Homme: ""Oh, you know..." The thought light..."
sequence: 0
userscript: SetVariableValue("jam.tommy_name_learnt", true) --[[ Variable[ ]]
dialoguetext:
"Oh, you know..." The thought lightens him up. "Tommy Le Homme's gonna be a musician. *Sprechgesang*, but with beats. I've got lot of free time on the road to hone my craft."


title: Kim Kitsuragi: "The lieutenant steps in: "We have a..."
sequence: 0
dialoguetext:
The lieutenant steps in: "We have a credible lead, sir. Someone on this roundabout is waiting for a bulk shipment from the harbour -- to load it on their lorry and drive it to Jamrock."


title: You: ""I don't know who these *bosses* th..."
sequence: 0
userscript: ReputationGrows("communist")
dialoguetext:
"I don't know who these *bosses* think they are, but that sounds like a good arrangement -- for them."


title: Tommy Le Homme: ""Yeah, it sure ain't good for me --..."
sequence: 0
dialoguetext:
"Yeah, it sure ain't good for me -- or you. I'd spare a coin or two for a city cop down on his luck. If I had, say, *four* myself."


title: Electrochemistry: "What's better than chasing transien..."
sequence: 0
dialoguetext:
What's better than chasing transient pleasures? The more transient the better! When one's ended you can get on to the *next* one.


title: Tommy Le Homme: ""Good eye, my man. Yup, she's an ol..."
sequence: 0
dialoguetext:
"Good eye, my man. Yup, she's an old one, but reliable." He gives the side of the lorry a friendly knock. "Me and her spent a *long* time together."


title: Tommy Le Homme: ""So what's next? You headin' back t..."
sequence: 0
dialoguetext:
"So what's next? You headin' back to Jamrock now? Talk is local Union muscle were behind it all, I'd reckon the case is closed... even if it kinda turned into a shitshow."


title: Half Light: "No. It's scarier than that. You're..."
sequence: 0
dialoguetext:
No. It's scarier than that. You're *pursued* by a hunter. Smelling of apricots and sorrow. And the past.


title: You: ""Know anything about the dead man?..."
dialoguetext: "Know anything about the dead man? The one hanging behind the hostel there?" (Point at the yard.)
sequence: 0
conditionstring:
Variable["TASK.fridge_victims_body_done"] == false  and  Variable["TASK.send_corpse_to_processing_done"] == false  and  Variable["TASK.report_to_the_tribunal_done"] == false


title: Tommy Le Homme: ""Hah, no. I'm joking, my man." He g..."
sequence: 0
dialoguetext:
"Hah, no. I'm joking, my man." He grins. "FALN runs a nice, clean business. This haul of cargo is mostly sporting goods. You know, tracksuits and that kinda thing."


title: Tommy Le Homme: ""Look, man, I try to stay away from..."
sequence: 0
dialoguetext:
"Look, man, I try to stay away from the criminal underbelly of Revachol. I'm a guest here. You really need to find another man to probe with those questions."


title: Tommy Le Homme: ""I... I thought you were a differen..."
sequence: 0
dialoguetext:
"I... I thought you were a different kind of cop." Something breaks in him as he stares into your eyes.


title: Tommy Le Homme: ""Fuck, man... Go grill someone else..."
sequence: 0
dialoguetext:
"Fuck, man... Go grill someone else with these questions, okay? There are plenty of drivers here who couldn't stand her. Or were *afraid* of her. They'd be more than happy to rat her out."


title: Rhetoric: "Wait. This guy says they're friends..."
sequence: 0
userscript: SetVariableValue("jam.tommy_rhetoric_okay_with_others_ratting", true) --[[ Variable[ ]]
dialoguetext:
Wait. This guy says they're friends, then *acquaintances*. And he's okay with others ratting her out?


title: You: ""She's a suspect and I need you to..."
sequence: 0
dialoguetext:
"She's a suspect and I need you to tell me where she is. Or I can't finish the investigation." (Force Tommy.)


title: Tommy Le Homme: ""Fine. I don't want to be a butcher..."
sequence: 0
dialoguetext:
"Fine. I don't want to be a butcher. And I don't want to be a knight either. I just wanna be a person who can sleep at night. A little fame wouldn't hurt too."


title: Tommy Le Homme: ""Thank you, friend." He sighs. It's..."
sequence: 0
dialoguetext:
"Thank you, friend." He sighs. It's a big sigh of relief. "Wow, this makes me feel like I should pick up smoking again... Would help with my rhymes too."


title: You: ""I've changed my mind about your fr..."
dialoguetext: "I've changed my mind about your friend the lady driver..."
sequence: 0
conditionstring:
Variable["jam.tommy_reveal_wc"] == true  and  Variable["TASK.probe_drivers_about_drugs"] == true  and  Variable["TASK.probe_drivers_about_drugs_done"] == false  and  Variable["TASK.who_is_the_ladydriver"] == true  and  Variable["TASK.who_is_the_ladydriver_done"] == false


title: Tommy Le Homme: ""What?" He looks up. "But I *told*..."
sequence: 0
dialoguetext:
"What?" He looks up. "But I *told* you she's my friend! Please don't make me give her up, detective. Get someone else. There's a *ton* of drivers here..."


title: Tommy Le Homme: ""It's that bad?" He lets out a whis..."
sequence: 0
dialoguetext:
"It's that bad?" He lets out a whistle, looking about ten years older suddenly. "Man, what should I do... what should I do to help her?"


title: Empathy: "He's seen your kind before. As a lo..."
sequence: 0
dialoguetext:
He's seen your kind before. As a lorry driver he's familiar with every addiction, compulsion, and self-destructive habit known to a man.


title: Tommy Le Homme: ""No, my man, you asked for my cigar..."
sequence: 0
dialoguetext:
"No, my man, you asked for my cigarettes." There's sadness in his voice; he doesn't seem offended, though.


title: Kim Kitsuragi: ""I don't think you understand how t..."
sequence: 0
dialoguetext:
"I don't think you understand how that joke goes, but -- do continue. You were asking about the strike."


title: Empathy: "There it is again -- a little touch..."
sequence: 0
userscript: SetVariableValue("jam.tommy_empathy_open_white", true) --[[ Variable[ ]]
dialoguetext:
There it is again -- a little touch of sadness beneath his cool. He thinks he's spent too long in this lorry.


title: Tommy Le Homme: ""Yeah, must be -- your job's to kno..."
sequence: 0
dialoguetext:
"Yeah, must be -- your job's to know all those *little* things isn't it? While my job..." he pats the back of the lorry, "is to deliver tracksuit trousers."


title: Tommy Le Homme: ""Cool, cool... We all want to know..."
sequence: 0
dialoguetext:
"Cool, cool... We all want to know each other, know each other's woes and all -- but people, man, they have *slippery* souls..."


title: Tommy Le Homme: ""I'm okay, man. Just... the jam's g..."
sequence: 0
dialoguetext:
"I'm okay, man. Just... the jam's got me down. The fumes, the chemical rainbows, the tarpaulin stretched on the frames and the dull engines off..." The man recedes into his daze of words.


title: Empathy: "Maybe the *full on* direct approach..."
sequence: 0
dialoguetext:
Maybe the *full on* direct approach wasn't correct? Damn, it's tricky business looking into someone's eyes and not doing it *wrong*.


title: Drama: "For some reason, sire, he pays no h..."
sequence: 0
dialoguetext:
For some reason, sire, he pays no heed to your objection. Continuing instead as if it *were* your ex wife. Strange...


title: Tommy Le Homme: ""Sure man, no problem... and thanks..."
sequence: 0
dialoguetext:
"Sure man, no problem... and thanks for this. It's good to talk to someone. I know it wasn't easy to ask." He smiles. "I hope you find your way through your own troubles."


title: Empathy: "Perhaps it would be a good idea to..."
sequence: 0
dialoguetext:
Perhaps it would be a good idea to show *yourself* some of that empathy, from time to time? Just a suggestion. Carry on now.


title: Tommy Le Homme: ""It's good talking to someone. I kn..."
sequence: 0
userscript: XPTinySetBool("XP.tommy_thanks_for_talking")--[[ Variable[ ]]
dialoguetext:
"It's good talking to someone. I know it wasn't easy to say those things, so..." He smiles. "I hope you find your way through your own troubles."


title: Tommy Le Homme: ""Thanks for this. It's good to talk..."
sequence: 0
userscript: XPTinySetBool("XP.tommy_thanks_for_talking")--[[ Variable[ ]]
dialoguetext:
"Thanks for this. It's good to talk to someone. I know it wasn't easy to ask, so...." He smiles. "I hope you find your way through your own troubles."


title: Tommy Le Homme: ""Thanks for this. It's nice to talk..."
sequence: 0
userscript: XPTinySetBool("XP.tommy_thanks_for_talking")--[[ Variable[ ]]
dialoguetext:
"Thanks for this. It's nice to talk to someone. I know it wasn't easy to ask, so...." He smiles. "I hope you find your way through your own troubles."


title: You: ""I asked you who's conducting the d..."
sequence: 0
conditionstring: Variable["jam.tommy_who_is_culprit_opened"]
dialoguetext:
"I asked you who's conducting the drug trade. You said you didn't *know*. Now you're saying you do."


title: Conceptualization: "No. Just no. I can already see it's..."
sequence: 0
userscript: SetVariableValue("jam.tommy_concept_white_failed_once", true) --[[ Variable[ ]]
dialoguetext:
No. Just no. I can already see it's failed and I'm *stopping* it now. Until you have *good* poetry -- you have *no* poetry.


title: You: "(Continue.) "I will never be the sa..."
sequence: 0
dialoguetext:
(Continue.) "I will never be the same again. She's always there. Fuck the case. Fuck everything. Total doom."


title: Tommy Le Homme: ""Yeah..." He doesn't know what to s..."
sequence: 0
dialoguetext:
"Yeah..." He doesn't know what to say, so he just repeats: "Yeah-yeah. I get it. These are *your* rhymes, they're from your life. Doesn't matter if they're robust, they're honest. So... thanks man."


title: Kim Kitsuragi: ""Yes. And I also thank you -- for *..."
sequence: 0
dialoguetext:
"Yes. And I also thank you -- for *stopping*." He looks at you. "We have a drug investigation to return to. How about we do that?"


title: Kim Kitsuragi: ""Yes. And I also thank you -- for s..."
sequence: 0
dialoguetext:
"Yes. And I also thank you -- for stopping. We have a murder investigation to return to. How about we do that?"


title: Tommy Le Homme: ""Man, I was hoping she'd catch a br..."
sequence: 0
userscript: SetVariableValue("jam.tommy_talked_about_ruby", true) --[[ Variable[ ]]
dialoguetext:
"Man, I was hoping she'd catch a break." He shakes his head. "All I can say is: she isn't around here anymore. She isn't some mastermind evil-doer. And I don't know where she is."


title: Tommy Le Homme: ""Man, I was hoping it isn't gonna b..."
sequence: 0
userscript: SetVariableValue("jam.tommy_talked_about_ruby", true) --[[ Variable[ ]]
dialoguetext:
"Man, I was hoping it isn't gonna be her..." He bites his lip. "All I can say is -- she isn't around here anymore; she isn't some evil drug-trafficker; and I don't know where she is."


title: Empathy: "It's not a lie, it's... something e..."
sequence: 0
userscript: SetVariableValue("jam.tommy_empathy_wishful_emotion", true) --[[ Variable[ ]]
dialoguetext:
It's not a lie, it's... something else. Impossible to say *what* at this point, but there's something in him. Some trepidation.


title: Tommy Le Homme: ""Thank god I *don't know*. People h..."
sequence: 0
userscript: SetVariableValue("jam.tommy_who_is_she_to_you_discussed", true) --[[ Variable[ ]]
dialoguetext:
"Thank god I *don't know*. People here call her 'the lady driver.' She kept her name a secret. From me, too. Now I see why."


title: Tommy Le Homme: ""A friend? An acquaintance. I don't..."
sequence: 0
dialoguetext:
"A friend? An acquaintance. I don't know... She was the only person in this damn jam I could talk to. She's someone I don't want to rat out to the law, okay?"


title: Tommy Le Homme: ""Blue and violet, dyed." He answers..."
sequence: 0
dialoguetext:
"Blue and violet, dyed." He answers reluctantly. "It was violet when she got here. Blue before she went."


title: Tommy Le Homme: ""Damn, I don't wanna..." He looks y..."
sequence: 0
dialoguetext:
"Damn, I don't wanna..." He looks you straight in the eye. "Please just let it go. Whatever she did, it can't be that bad. She's not a bad person, I know that much."


title: Tommy Le Homme: ""That's how it always is with you,..."
sequence: 0
dialoguetext:
"That's how it always is with you, isn't it? All part of the investigation..." He shakes his head. "The girl's *troubled* -- if you hunt her down, she may not survive it. I can't have that on my conscience."


title: Tommy Le Homme: ""She's got the *darkness* in her. T..."
sequence: 0
dialoguetext:
"She's got the *darkness* in her. That young person's darkness when you think it's all over. And you're looking for a way *out*."


title: Tommy Le Homme: ""I heard the rumours. I saw the oth..."
sequence: 0
dialoguetext:
"I heard the rumours. I saw the others drivers looking at me *strange* when we talked. And she told me too -- that she's had a violent life. But I wasn't afraid of her, more like *for* her."


title: Tommy Le Homme: ""Well..." He sighs. "It looks like..."
sequence: 0
dialoguetext:
"Well..." He sighs. "It looks like it did *now* -- but we didn't talk about that. We talked about life, you know. She talked about her mind..."


title: You: ""Put yourself in my shoes. I need t..."
sequence: 0
dialoguetext:
"Put yourself in my shoes. I need this for another investigation too -- it's important, I can't blow it."


title: Tommy Le Homme: ""You're not gonna put a bullet in y..."
sequence: 0
dialoguetext:
"You're not gonna put a bullet in your head if you blow it, are you? 'Cause she's on the *edge*, man."


title: Tommy Le Homme: ""Whooh. Almost gave me a heart atta..."
sequence: 0
dialoguetext:
"Whooh. Almost gave me a heart attack..." He sighs with relief. "Yeah, I *really* need to start smoking again."


title: Tommy Le Homme: ""Here." He takes a keyring from his..."
sequence: 0
dialoguetext:
"Here." He takes a keyring from his pocket -- then looks at it before giving it to you. In silence...


title: Tommy Le Homme: "Then he gives them to you. "Her lor..."
sequence: 0
dialoguetext:
Then he gives them to you. "Her lorry is still here. Down, past the statue of Filippe," he waves toward the monument. "The cabin is green. You can get in there with these. That's all I know."

userscript:
GainTask("TASK.search_through_the_locked_cabin"); FinishTask("TASK.who_is_the_ladydriver_done"); SetVariableValue("jam.tommy_forced_him_to_out_instigator", true) ; SetVariableValue("jam.jammystery_ladydriver_cabin_located_tommy", true) ; GainItem("key_abandoned_lorry")--[[ Variable[ ]]


title: Tommy Le Homme: ""She left them to me. Because she t..."
sequence: 0
dialoguetext:
"She left them to me. Because she trusted me... So I can get it out of the way when the jam breaks loose. Otherwise..." He doesn't finish the sentence.


title: Logic: "The other drivers would have to bre..."
sequence: 0
dialoguetext:
The other drivers would have to break in there -- to get the machines moving. And they would find what's hidden inside? Something *incriminating*?


title: Empathy: "And he's sorry he couldn't be what..."
sequence: 0
dialoguetext:
And he's sorry he couldn't be what he wants to be -- a good person. His last line, his revenge on the world.


title: Kim Kitsuragi: "He turns to the man before you leav..."
sequence: 0
dialoguetext:
He turns to the man before you leave. "Thank you for your cooperation, sir. I know it was hard. But you did the right thing."


title: Tommy Le Homme: ""Nah. I need to think my own though..."
sequence: 0
dialoguetext:
"Nah. I need to think my own thoughts now. Pray forgiveness for my sins. Go check your cabin..." He adds quietly: "I hope it gets you something. Helps someone."


title: Tommy Le Homme: ""I feel for you, my friend. It's ba..."
sequence: 0
dialoguetext:
"I feel for you, my friend. It's bad enough to *know* who you miss... missing like that doesn't feel like it has much of an upside."


title: Tommy Le Homme: ""Still better than me, I guess -- t..."
sequence: 0
dialoguetext:
"Still better than me, I guess -- told you there's plenty of others who'd tell on her." He leans in. "But... is she in trouble?"


title: Tommy Le Homme: ""Nah, man, I was telling you the tr..."
sequence: 0
dialoguetext:
"Nah, man, I was telling you the truth. I really didn't think it'd be her. She's okay. Sorta troubled but, still -- a nice person."


title: Tommy Le Homme: ""A little. She's okay. Troubled but..."
sequence: 0
dialoguetext:
"A little. She's okay. Troubled but -- a nice person. She left last week. Left me the keys to park her lorry if the jam should break."


title: Tommy Le Homme: ""Nothing, man. We just talked a bit..."
sequence: 0
dialoguetext:
"Nothing, man. We just talked a bit -- about life and stuff..." He looks to you. "So, is she in trouble or what?"


title: Tommy Le Homme: ""Nothing. We just talked a bit -- a..."
sequence: 0
dialoguetext:
"Nothing. We just talked a bit -- about life and stuff. She left me her keys, so I can park her lorry if the jam broke..." He looks to you. "So, is she in trouble or what?"


title: You: ""I met the lady driver, on my inves..."
dialoguetext: "I met the lady driver, on my investigation -- she's called Ruby."
sequence: 0
userscript: SetVariableValue("jam.tommy_ruby_fate_discusse", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.confront_hardie_about_drug_trade"]  and  Variable["jam.tommy_talked_about_ruby"]  and  Variable["TASK.report_to_the_tribunal_done"]  and  Variable["jam.tommy_ruby_fate_discusse"] == false


title: Tommy Le Homme: ""Whooh... good on her. And good on..."
sequence: 0
userscript: XPPicoSetBool("XP.tommy_ruby_got_away")--[[ Variable[ ]]
dialoguetext:
"Whooh... good on her. And good on *you* too -- better focus your efforts on the bad guys. Mercs and such. Plenty of baddies to go around..."


title: Tommy Le Homme: ""*Merciful*. Downright merciful --..."
sequence: 0
dialoguetext:
"*Merciful*. Downright merciful -- you cops keep exercising *that* muscle and people will be more willing to cooperate, you know."


title: Tommy Le Homme: ""And she didn't do it, believe me...."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"And she didn't do it, believe me. If it's something *bad* then she didn't do it. Didn't know her for long but I know people."


title: Tommy Le Homme: ""God damn, this shit is too intense..."
sequence: 0
dialoguetext:
"God damn, this shit is too intense for me..." He looks at his feet, steadying his breath. "I don't wanna know, man. I don't wanna know if she even got away..."


title: Tommy Le Homme: ""That's probably for the best. You..."
sequence: 0
dialoguetext:
"That's probably for the best. You keep your job to yourself -- with a job like yours, you *have* to."


title: Tommy Le Homme: ""Just *happened*?" His eyes grow wi..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Just *happened*?" His eyes grow wide and he hyperventilates. "Is she *dead*? Don't tell me she's..."


title: Tommy Le Homme: ""Look, man, fuck off, okay? Fuck of..."
sequence: 0
dialoguetext:
"Look, man, fuck off, okay? Fuck off and let me have a panic attack. I don't need to know about this shit anymore. I can't talk to cops any more..."


title: Tommy Le Homme: ""I *told* you not to go after her!..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"I *told* you not to go after her! I TOLD you." He's hyperventilating. "What happened? Is she... is she..."


title: Tommy Le Homme: ""Don't tell me. Just back off and d..."
sequence: 0
dialoguetext:
"Don't tell me. Just back off and don't talk to me again, okay? I can't talk to cops anymore. I can't be involved in this shit. "


title: Tommy Le Homme: "Out of old habit he still snaps his..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
Out of old habit he still snaps his fingers at you -- but then stops immediately, realizing what he's done. He does not want to talk to you.


title: Physical Instrument: "Working on these 'rhymes' clearly l..."
sequence: 0
dialoguetext:
Working on these 'rhymes' clearly leads to muscular atrophy. Make sure you don't get hooked on poetry.


title: Tommy Le Homme: ""And she didn't do it -- believe me..."
sequence: 0
dialoguetext:
"And she didn't do it -- believe me. If it's something *bad* then she didn't do it. Didn't know her for long but I know people."


title: Tommy Le Homme: ""Okay..." His eyes smile. "But this..."
sequence: 0
dialoguetext:
"Okay..." His eyes smile. "But this is my last one. And it's a bad habit. You should quit before both of us have lung cancer."


title: Perception: "Yup. Nothing wrong with that statem..."
sequence: 0
dialoguetext:
Yup. Nothing wrong with that statement. Your senses have nothing to add. You'll have to ask around elsewhere.


title: Tommy Le Homme: ""Hey, officer. Got a minute?""
dialoguetext: "Hey, officer. Got a minute?"
sequence: 0
conditionstring:
Variable["TASK.search_through_the_locked_cabin_done"] == true  and  Variable["jam.tommy_forced_him_to_out_instigator"] == false  and  Variable["jam.tommy_altgreet_ladydriver_cabin"] == false


title: ROO A72 Motor Skiff: "You climb into the boat and start t..."
dialoguetext: You climb into the boat and start the engine.
sequence:
SemiBlack(true,3); TravelTo(Tequila Sunset, teqVillageSkiffLandingLoc, 2)@3; LuaRun(SetAreaState("POSSE_LOC", "SOLO")); LuaRun(SetAreaState("PARTY_ISLAND", "NO")); LuaRun(SetAreaState("HIDE_TRANT", "visible"));


title: Kim Kitsuragi: ""Are you sure? There are things we..."
sequence: 0
dialoguetext:
"Are you sure? There are things we still need to do here..." He looks at the ruined flak tower on the cliffside.


title: Cuno: ""Are you sure? There's shit we need..."
sequence: 0
dialoguetext:
"Are you sure? There's shit we need to do, sheriff..." He looks at the ruined flak tower on the cliffside.


title: Kim Kitsuragi: ""Let's. We're done here," he says,..."
dialoguetext: "Let's. We're done here," he says, adjusting his glasses as he looks out over the water.
sequence:
SemiBlack(true,3);TravelTo(Tequila Sunset, teqVillageSkiffLandingLoc, 2)@3;TravelTo(Kim Kitsuragi, kimVillageSkiffLandingLoc, 2)@3; LuaRun(SetAreaState("POSSE_LOC", "KIM")); LuaRun(SetAreaState("PARTY_ISLAND", "YES"));


title: Cuno: ""Oh yeah." He crosses his arms and..."
dialoguetext:
"Oh yeah." He crosses his arms and nods to you with a self-satisfied smirk. "We did good shit here, detective."

sequence:
SemiBlack(true,3);TravelTo(Tequila Sunset, teqVillageSkiffLandingLoc, 2)@3;TravelTo(Cuno, kimVillageSkiffLandingLoc, 2)@3; LuaRun(SetAreaState("POSSE_LOC", "CUNO")); LuaRun(SetAreaState("PARTY_ISLAND", "YES"));


title: Esprit de Corps: "Lieutenant Kitsuragi lies in the ho..."
sequence: 0
dialoguetext:
Lieutenant Kitsuragi lies in the hospital, recovering. Barely. Are you really done here, he would ask you? Are you done with the investigation?


title: Esprit de Corps: "Two men and a woman stand on the co..."
sequence: 0
dialoguetext:
Two men and a woman stand on the concrete square of a nameless village, looking at a small yellow boat as it draws closer. The sea is calm.


title: Perception (Hearing): "The dry grass crackles under your f..."
sequence: 0
dialoguetext:
The dry grass crackles under your feet as you stop. Far away birds' wings touch the still surface of the sea...


title: Perception (Hearing): "The flock of quail departs; now mor..."
sequence: 0
dialoguetext:
The flock of quail departs; now more than a hundred metres away... a hundred and two... a hundred and five...


title: Perception (Hearing): "On the islet? There is almost no wi..."
sequence: 0
dialoguetext:
On the islet? There is almost no wind, just the light movement of air through the reeds. Bulrushes swaying on the waterline, long dried leaves chafing against each other.


title: Perception (Hearing): "A low hum. The air slowly moves thr..."
sequence: 0
dialoguetext:
A low hum. The air slowly moves through a concrete box -- through its ancient slits and cracks. Resonating. Hollow. A big building.


title: Perception (Hearing): "Air flows out of a pillbox window...."
sequence: 0
userscript: SetVariableValue("seafort.sense_perc_hearing_mega_open_below_silence", true) --[[ Variable[ ]]
dialoguetext:
Air flows out of a pillbox window. There is very little there. The air cossets flowers on a meadow? Absolute silence. Reeds motionless. Bulrushes motionless.


title: Perception (Hearing): "The far away roar of the city, dist..."
sequence: 0
dialoguetext:
The far away roar of the city, distant like today's dream. Before it, the sound of sand. The low tide filtered through its grains... a bird tending to its feathers.


title: Pain Threshold: "This is where a lesser man would st..."
sequence: 0
dialoguetext:
This is where a lesser man would stop to think about the pain shooting up his right leg and into his groin -- not you, you're concentrated on how...


title: Perception (Hearing): "On the islet? There is almost no wi..."
sequence: 0
dialoguetext:
On the islet? There is almost no wind under the rain quietly falling on the reeds. Bulrushes swaying on the waterline, long dried leaves chafing against each other. The soft raindrops...


title: Perception (Hearing): "On the islet? There is almost no wi..."
sequence: 0
dialoguetext:
On the islet? There is almost no wind, just snow quietly falling on the reeds. Bulrushes swaying on the waterline, long dried leaves chafing against each other.


title: Interfacing: "For bringing supplies: munitions an..."
sequence: 0
dialoguetext:
For bringing supplies: munitions and fuel. You could also raise it, in order to lock the Western bay of Revachol.


title: You: ""What do you think it was used for?""
dialoguetext: "What do you think it was used for?"
sequence: 0
conditionstring:
Variable["seafort.sense_interfacing_boon_open_second_question"]  and  (IsKimHere()  or  IsCunoInParty())


title: Kim Kitsuragi: ""For bringing munitions to the isla..."
sequence: 0
dialoguetext:
"For bringing munitions to the island, maybe? And supplies. You could also *lock* the bay, when you raise the chain."

userscript:
SetVariableValue("seafort.sense_interfacing_companion_open_third_enemies_q", true) --[[ Variable[ ]]


title: You: "Lock it from whom?"
dialoguetext: Lock it from whom?
sequence: 0
conditionstring:
Variable["seafort.sense_interfacing_boon_open_second_question"] == true  and  IsKimHere() == false  and  IsCunoInParty() == false


title: Interfacing: "Enemies of the Commune of Revachol."
dialoguetext: Enemies of the Commune of Revachol.
sequence: 0
userscript:
SetVariableValue("seafort.sense_interfacing_open_third_question", true) ; XPTinySetBool("XP.seafort_chain_enemies_of_commune")--[[ Variable[ ]]


title: Rhetoric: "Do not be too eager to greet these..."
sequence: 0
dialoguetext:
Do not be too eager to greet these enemies, black hearted cavalier -- they were also the enemies of Revachol.


title: Kim Kitsuragi: ""From enemies." He looks up ahead...."
sequence: 0
dialoguetext:
"From enemies." He looks up ahead. "Enemies of the Commune of Revachol. This seafort was a revolutionary fortification, I believe..."

userscript:
SetVariableValue("seafort.sense_interfacing_companion_open_third_enemies_q", true) ; XPTinySetBool("XP.seafort_chain_enemies_of_commune")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Insulindian Citizens Militia. It's..."
sequence: 0
userscript: SetVariableValue("tc.icm", true) --[[ Variable[ ]]
dialoguetext:
"Insulindian Citizens Militia. It's the official name of the communards' army. The Black and White Army of the Revolution."


title: You: ""ICM sounds like ICP. Very close to..."
sequence: 0
conditionstring: Variable["tc.icp"]
userscript: ReputationGrows("moralist")
dialoguetext:
"ICM sounds like ICP. Very close to the International Collaboration Police. Nice and *normal* that way."


title: Kim Kitsuragi: ""It's impossible to say." He looks..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_rcm_from_icm_redone")--[[ Variable[ ]]
dialoguetext:
"It's impossible to say." He looks toward the darkened doorway. "It was chaos after the war. The name was good for getting people to join us -- Revachol West was mostly workers and criminals..."


title: Kim Kitsuragi: ""That's just a coincidence, officer..."
sequence: 0
dialoguetext:
"That's just a coincidence, officer. The CoMil was founded in '32..." He bows to inspect the barrel.


title: Kim Kitsuragi: ""You *are* in a right wing police f..."
sequence: 0
dialoguetext:
"You *are* in a right wing police force. Those times are long gone..." He bows to inspect the barrel.


title: Kim Kitsuragi: ""No one remembers the ICM, the conn..."
sequence: 0
dialoguetext:
"No one remembers the ICM, the connotation is less important each year..." He bows to inspect the barrel.


title: Kim Kitsuragi: ""There were all sorts of groups and..."
sequence: 0
dialoguetext:
"There were all sorts of groups and *groupuscules* back then. It doesn't really matter..." He bows to inspect the barrel.


title: Kim Kitsuragi: ""This is better preserved than the..."
sequence: 0
dialoguetext:
"This is better preserved than the others. You can still read the sign..." He bows to inspect the barrel.


title: Kim Kitsuragi: ""After..." He thinks. "Forty four y..."
sequence: 0
dialoguetext:
"After..." He thinks. "Forty four years? That's not nearly enough time to hide what happened here, officer."


title: Kim Kitsuragi: ""One of these barrels was still lea..."
sequence: 0
dialoguetext:
"One of these barrels was still leaking fuel, as you saw. The city is full of things like this. Old bullets, guns, fuel..."


title: Endurance: "It's gonna be hard to say them. Car..."
sequence: 0
userscript: SetVariableValue("seafort.sense_cyclo_star_endurance_antipassive", true) --[[ Variable[ ]]
dialoguetext:
It's gonna be hard to say them. Carrying around all that weight on a busted crutch is making you pant...


title: Endurance: "A mediocre athlete would pant from..."
sequence: 0
dialoguetext:
A mediocre athlete would pant from dragging around his body on a busted crutch -- but not you, you're thinking about *politics* with blood dripping down your thigh...


title: Cuno: "He leans in for a closer look. "Dun..."
sequence: 0
dialoguetext:
He leans in for a closer look. "Dunno. Maybe. Sorta looks like stars to Cuno. Or, like, islands maybe? Fuck does Cuno know..."


title: Cuno: ""Is this a case for Detective Cuno?..."
sequence: 0
dialoguetext:
"Is this a case for Detective Cuno?" He cracks his knuckles, ready. "Idiot Cat Moon. Inside Car Motors. Is Cuno Magic? He is -- case solved."


title: Encyclopedia: "Insulindian Citizens Militia, the o..."
sequence: 0
userscript: SetVariableValue("tc.icm", true) --[[ Variable[ ]]
dialoguetext:
Insulindian Citizens Militia, the official name of the communards' army. The army of the Revolution.


title: Encyclopedia: "Although it's difficult to say for..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_rcm_from_icm_redone")--[[ Variable[ ]]
dialoguetext:
Although it's difficult to say for sure -- the RCM *may* descend from the ICM. At some, dark point in the past...


title: Encyclopedia: "The *uninhabited archipelago*. A Do..."
sequence: 0
dialoguetext:
The *uninhabited archipelago*. A Dolorian-era symbol of Insulinde -- the Face In The Sea, as they call it.


title: Microgrid Generator: "An old cylindrical generator is nes..."
sequence: 0
dialoguetext:
An old cylindrical generator is nested above the ammo lift, with makeshift electrical wiring running out of its side and across the floor. The cables disappear into the wall to your right.


title: Kim Kitsuragi: ""Liquid carbon, I would imagine it..."
sequence: 0
dialoguetext:
"Liquid carbon, I would imagine it takes *mazut*." He points to the open fuel cap on the side of the dynamo.


title: Kim Kitsuragi: ""Someone with basic electrical skil..."
sequence: 0
userscript: XPTinySetBool("XP.seafort_generator_maybe_it_was_fire_guy")--[[ Variable[ ]]
dialoguetext:
"Someone with basic electrical skills has restored it in order to keep the room warm. Maybe it's the *fire guy*..."


title: Microgrid Generator: "This old cylindrical generator wait..."
sequence: 0
dialoguetext:
This old cylindrical generator waits with its fuel cap open. Makeshift electrical wiring runs out of its side and across the floor.


title: You: "Pour fuel into the tank."
dialoguetext: Pour fuel into the tank.
sequence: 0
userscript: LoseItem("fuel_canister_lum")
conditionstring:
CheckItem("fuel_canister_lum")  or  CheckItem("fuel_canister_rcm")  and  Variable["TASK.fuel_the_generator_done"] == false


title: Kim Kitsuragi: "The lieutenant assists you, holding..."
sequence: AudioPlay(seafort_int/microgrid_generator/pouring-fuel-01,1)
dialoguetext:
The lieutenant assists you, holding the canister up to the fuel tank as you tilt. Dark brown viscous fluid pours out and the room fills with a chemical smell.


title: Microgrid Generator: "There's a red starter switch on the..."
sequence: AudioPlay(seafort_int/microgrid_generator/switch-01,0.3);
dialoguetext:
There's a red starter switch on the side of the cylinder and a start rope on the other side -- the lieutenant flicks the switch.


title: Microgrid Generator: "The recoil start wakes the old gene..."
userscript: SetVariableValue("seafort.console_electricity_on", true) --[[ Variable[ ]]
dialoguetext:
The recoil start wakes the old generator up. The machine sputters like an old war horse before settling down to a rattle.

sequence:
AudioPlay(seafort_int/_generator/generator-on-02,0.1);LuaRun(SetAreaState("FORTRESS_GENERATOR", "on"))@4;SetTriggerAnimation(Cam Shaker, StartShaking)@4;


title: Microgrid Generator: "The room fills with a pervasive che..."
sequence: AudioPlay(seafort_int/microgrid_generator/pouring-fuel-01,1)
dialoguetext:
The room fills with a pervasive chemical smell as dark brown liquid flows into the tank. There's a red starter switch on one side of the cylinder and a start rope on the other.


title: Microgrid Generator: "The recoil start wakes the old gene..."
userscript: SetVariableValue("seafort.console_electricity_on", true) --[[ Variable[ ]]
dialoguetext:
The recoil start wakes the old generator up. The machine sputters like an old war horse before settling down to a rattle.

sequence:
AudioPlay(seafort_int/microgrid_generator/generator-on-02,0.1);LuaRun(SetAreaState("FORTRESS_GENERATOR", "on"))@4;


title: Cuno: ""Smells like *mazut*." The kid taps..."
sequence: 0
dialoguetext:
"Smells like *mazut*." The kid taps on the open fuel cap on the side of the dynamo. "Heavy fuel shit."


title: Cuno: "The boy helps you out, holding the..."
sequence: AudioPlay(seafort_int/microgrid_generator/pouring-fuel-01,1)
dialoguetext:
The boy helps you out, holding the canister up to the fuel tank as you tilt. Dark brown viscous fluid pours out and the room fills with a chemical smell.


title: Microgrid Generator: "There's a red starter switch on the..."
sequence: AudioPlay(seafort_int/microgrid_generator/switch-01,0.3);
dialoguetext:
There's a red starter switch on the side of the cylinder and a start rope on the other side -- Cuno flicks the switch.


title: Microgrid Generator: "The recoil start wakes the old gene..."
userscript: SetVariableValue("seafort.console_electricity_on", true) --[[ Variable[ ]]
dialoguetext:
The recoil start wakes the old generator up instantly. The machine sputters like an old war horse before settling down to a rattle.

sequence:
AudioPlay(seafort_int/microgrid_generator/generator-on-02,0.1);LuaRun(SetAreaState("FORTRESS_GENERATOR", "on"))@4;


title: Cuno: ""Probably because it's winter. Some..."
sequence: 0
dialoguetext:
"Probably because it's winter. Some bums who camp here don't wanna freeze to death? Maybe? Probably. Cuno's probably right..."


title: Cuno: ""Yeah -- no." He quickly turns his..."
sequence: 0
dialoguetext:
"Yeah -- no." He quickly turns his attention back to the generator. "Cuno doesn't come here, I told you."


title: Inland Empire: "'It's cold now,' he was supposed to..."
sequence: 0
dialoguetext:
'It's cold now,' he was supposed to say. 'But someone has been maintaining it. The wiring has been repaired'...


title: Kim Kitsuragi: "The lieutenant pauses. Something se..."
sequence: 0
dialoguetext:
The lieutenant pauses. Something seems to be pecking at the edge of his concentration. He gives you a sideways look before adding...


title: Spring Mattress: "There's a greasy old spring mattres..."
sequence: 0
dialoguetext:
There's a greasy old spring mattress in the corner, resting on piles of softcover books. White linen and a pillow are visible under a worn-out karakul blanket.


title: Kim Kitsuragi: ""Someone has been squatting here."..."
sequence: 0
dialoguetext:
"Someone has been squatting here." The lieutenant inspects the bed. "The linen is fresh. Recently washed."


title: Kim Kitsuragi: ""You know, officer..." He looks at..."
sequence: 0
userscript: GainTask("TASK.rest_in_the_flak_tower")--[[ Variable[ ]]
dialoguetext:
"You know, officer..." He looks at you with a touch of concern. "You *can* rest here if you're feeling tired. I will keep watch. You could use some rest for what's ahead."


title: Pain Threshold: "You force the rest of the sentence..."
sequence: 0
userscript: SetVariableValue("seafort.mattress_pain_episode_avoided", true) --[[ Variable[ ]]
dialoguetext:
You force the rest of the sentence out through pain, thick as molasses, no longer able to hear yourself speak.


title: Pain Threshold: "You push the rest of the thought th..."
sequence: 0
userscript: SetVariableValue("seafort.mattress_pain_episode_avoided", true) --[[ Variable[ ]]
dialoguetext:
You push the rest of the thought through pain thick as molasses, without really concentrating on it.


title: Endurance: "Technically speaking, you *could* r..."
sequence: 0
userscript: GainTask("TASK.rest_in_the_flak_tower")--[[ Variable[ ]]
dialoguetext:
Technically speaking, you *could* rest here if you're hurting... someone else has. It should be possible.


title: Inland Empire: "The mattress is soggy, but that lin..."
sequence: 0
dialoguetext:
The mattress is soggy, but that linen feels more inviting than the pain and exhaustion. It's not too cold here...


title: Kim Kitsuragi: ""The offer still stands," he says,..."
sequence: 0
dialoguetext:
"The offer still stands," he says, looking out the pillbox window. "Take it -- you don't look so good."


title: Spring Mattress: "You face the concrete wall. There's..."
sequence: SemiBlack(true,3); BanishHUD(true);
userscript: SetVariableValue("seafort.mattress_slept_once", true) --[[ Variable[ ]]
dialoguetext:
You face the concrete wall. There's less light there, in the dark corner. Like a dog you lie there...


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


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

conditionstring:
(Variable["church.stained_greeting_done"]  or  Variable["doomed.book_gi_quiz_result_dei_is_greatest"]) == false


title: Cuno: ""What, you wanna like... live on th..."
sequence: 0
dialoguetext:
"What, you wanna like... live on this fucking island now?" He crosses his arms. "Go sleep in your own bed."


title: Cuno: ""I'm gonna say it again -- Cuno doe..."
sequence: 0
dialoguetext:
"I'm gonna say it again -- Cuno doesn't feel like carrying your corpse off this island, so maybe you should fucking crash?"


title: Cuno: ""Hey... Cuno doesn't wanna *hurt yo..."
sequence: 0
userscript: GainTask("TASK.rest_in_the_flak_tower")--[[ Variable[ ]]
dialoguetext:
"Hey... Cuno doesn't wanna *hurt your feelings*, but you look like shit. Maybe you should lie down in the bed -- like recover. Before you die."


title: Cuno: ""Check this shit. Someone's been sq..."
sequence: 0
dialoguetext:
"Check this shit. Someone's been squatting here." The kid waves his hand at the bed. "Cuno knows because this shit looks like Cuno's place."


title: Spring Mattress: "The blanket feels cold. The entire..."
sequence: 0
userscript: PassTime()
dialoguetext:
The blanket feels cold. The entire room does -- concrete and cold. Minutes pass. Half an hour maybe? The sounds of the sea beyond grow distant. Your eyelids close. Until...


title: You: "Curl up with your knees close to yo..."
dialoguetext: Curl up with your knees close to your chest.
sequence: 0
userscript:
SetVariableValue("seafort.orb_dream_cuno_was_present", true) ; RemoveCunoFromParty();--[[ Variable[ ]]


title: Spring Mattress: "You feel yourself standing up in th..."
sequence: HoldText();
dialoguetext:
You feel yourself standing up in the darkness. Right next to the mattress. Slowly, the world begins to hatch from the blackness. It's evening...


title: Spring Mattress: "The blanket feels cold. It's someon..."
sequence: HoldText();
dialoguetext:
The blanket feels cold. It's someone else's blanket, and the room is all concrete and cold. Sounds of the sea beyond grow distant, slowly. Your eyelids close.


title: Spring Mattress: "Maybe it's actually better on the m..."
sequence: 0
dialoguetext:
Maybe it's actually better on the mainland... in your own bed. This place is getting less welcoming.


title: You: "Curl up with your knees close to yo..."
dialoguetext: Curl up with your knees close to your chest.
sequence: 0
userscript:
SetVariableValue("seafort.orb_dream_kim_was_present", true) ; RemoveAndHideKitsuragi();--[[ Variable[ ]]


title: Reading Materials: "Books and magazines lie scattered o..."
sequence: 0
dialoguetext:
Books and magazines lie scattered on the floor and on a makeshift cupboard. They are not particularly well organized.


title: Encyclopedia: "Popular depictions of man-versus-na..."
sequence: 0
dialoguetext:
Popular depictions of man-versus-nature by amateur naturalists T. and T. Harpin (husband and wife). Widely read by people from all walks of life. Who doesn't like nature? Who doesn't want to *survive*?


title: Reading Materials: "Among what is mostly commercial fic..."
sequence: 0
dialoguetext:
Among what is mostly commercial fiction and serialized stories, you find a 'Magazine Cathodique' for electrical engineering. Then it's back to pulp: light erotica, an international thriller about circuit benders...


title: Reading Materials: "Most are softcovers: serialized *fa..."
sequence: 0
dialoguetext:
Most are softcovers: serialized *fantastique* and detective stories from the Twenties and Thirties. This disparate digest includes the classic 'Animal Adventures'.


title: Reading Materials: "Softcovers, serialized *fantastique..."
sequence: 0
dialoguetext:
Softcovers, serialized *fantastique* and detective stories, 'Animal Adventures', a magazine for electrical engineering, and an international thriller. Also: light erotica and some historical novels from the century past.


title: Conceptualization: "Not that you can tell. This is a di..."
sequence: 0
userscript: SetVariableValue("seafort.books_concept_failed_once", true) --[[ Variable[ ]]
dialoguetext:
Not that you can tell. This is a digest of someone who's dead bored. Most of it is for entertainment purposes, fittingly right next to the *radiola* on the floor.


title: Conceptualization: "Oh yes. Under the bed, there is a r..."
sequence: 0
userscript: SetVariableValue("seafort.books_open_pick_out_opt", true) --[[ Variable[ ]]
dialoguetext:
Oh yes. Under the bed, there is a rather extensive collection of *critical theory* -- that is: dour, life-non-affirming left wing literature -- published by small imprints such as Abattoir Firm and Ousia. It's not exactly light reading.


title: Kim Kitsuragi: ""Ousia..." he enunciates the word d..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_critical_theory")--[[ Variable[ ]]
dialoguetext:
"Ousia..." he enunciates the word diligently. "I agree -- humanitarian sciences. It stands out. Not a lot of critical theory around in Revachol West..."


title: Kim Kitsuragi: ""Ousia..." he enunciates the word d..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_critical_theory")--[[ Variable[ ]]
dialoguetext:
"Ousia..." he enunciates the word diligently. "Humanitarian sciences. Stands out. Not a lot of critical theory around in Revachol West anymore..."


title: Reading Materials: "The little books seem inconsequenti..."
sequence: 0
dialoguetext:
The little books seem inconsequential next to the big pile of frivolous entertainment covering them.


title: You: ""Critical theory books... What do y..."
dialoguetext: "Critical theory books... What do you think this means?"
sequence: 0
conditionstring:
Variable["seafort.books_open_pick_out_opt"]  and  IsKimHere()  and  Variable["seafort.deserter_prehub_reached"] == false


title: Kim Kitsuragi: ""Again, I am not a philosopher. But..."
sequence: 0
dialoguetext:
"Again, I am not a philosopher. But whoever has lived here -- they have *some* education. And a certain *set* of interests."


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.books_reaction_student_room"]  or  Variable["seafort.books_rhetoric_student_room"]


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

conditionstring:
(Variable["seafort.books_reaction_student_room"]  or  Variable["seafort.books_rhetoric_student_room"]) == false


title: Conceptualization: "Sure. Why not. The little books see..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_cool_detective_shit")--[[ Variable[ ]]
dialoguetext:
Sure. Why not. The little books seem inconsequential next to the big pile of frivolous entertainment covering them.


title: You: ""Critical theory books... What do y..."
dialoguetext: "Critical theory books... What do you think this means?"
sequence: 0
conditionstring:
Variable["seafort.books_open_pick_out_opt"]  and  IsCunoInParty()  and  Variable["seafort.deserter_prehub_reached"] == false


title: Cuno: ""Cuno doesn't give a shit. Cuno's n..."
sequence: 0
dialoguetext:
"Cuno doesn't give a shit. Cuno's not hooked on the book. Tryna get me hooked on it, teachers and shit..."


title: Conceptualization: "Oh yes. Under the bed there is a ra..."
sequence: 0
dialoguetext:
Oh yes. Under the bed there is a rather extensive collection of *critical theory* -- that is: dour, life-non-affirming left wing literature -- published by small imprints such as Abattoir Firm and Ousia. It's not exactly light reading.

userscript:
SetVariableValue("seafort.books_open_pick_out_opt", true) ; XPPicoSetBool("XP.seafort_critical_theory")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Ousia..." he enunciates the word d..."
sequence: 0
dialoguetext:
"Ousia..." he enunciates the word diligently. "Looks like our straggler has kept some literature around -- for a quick ideological fix."


title: Cuno: ""Yeah. Yeah." He nods, sagely. "Man..."
sequence: 0
dialoguetext:
"Yeah. Yeah." He nods, sagely. "Man's hooked on the book. Gotta get his fix. Cuno's seen this shit before. Cuno's never getting hooked on that Hjelmdall shit..."


title: Electrochemistry: "He's probably already hooked on *th..."
sequence: 0
dialoguetext:
He's probably already hooked on *that Hjelmdall shit*. A kid his age.. that's the best Hjelmdall age.


title: Small Blast Door: "You see a small metal door nested i..."
sequence: 0
dialoguetext:
You see a small metal door nested inside a larger one -- a heavy steel blast door. There is a conventional keyhole above the handle. It's very small.


title: Small Blast Door: "The door is mute, cold as ice. The..."
sequence: 0
dialoguetext:
The door is mute, cold as ice. The lock looks like it may have seen recent use, but it's impossible to tell.


title: Kim Kitsuragi: ""Maybe this is one of the doors we..."
sequence: 0
dialoguetext:
"Maybe this is one of the doors we *don't* open?" He looks at the door, then at its bigger brother, then at the lock…


title: Kim Kitsuragi: ""All right." The lieutenant knocks..."
sequence: AudioPlay(seafort_int/blast_door/metal-door-knocking-01,1)
userscript: GainTask("TASK.open_blast_door")--[[ Variable[ ]]
dialoguetext:
"All right." The lieutenant knocks on the metal. "I retract my statement. It was naive. Let's look around and get it open."


title: Kim Kitsuragi: ""Another part of the island probabl..."
sequence: 0
dialoguetext:
"Another part of the island probably." The lieutenant looks into the keyhole. "The lock looks like it could still be usable."


title: Interfacing: "He's right. It would be better to o..."
sequence: 0
userscript: SetVariableValue("seafort.blast_interfacing_open_big_one", true) --[[ Variable[ ]]
dialoguetext:
He's right. It would be better to open its *big brother*. A powerful engine hangs under the ceiling -- it must control the blast door.


title: Interfacing: "Perhaps you could open its *big bro..."
sequence: 0
userscript: SetVariableValue("seafort.blast_interfacing_open_big_one", true) --[[ Variable[ ]]
dialoguetext:
Perhaps you could open its *big brother*? A powerful engine hangs beneath the ceiling -- it must control the blast door. There must be controls somewhere...


title: Kim Kitsuragi: ""I think there's a console just sou..."
sequence: 0
userscript: GainTask("TASK.open_blast_door")--[[ Variable[ ]]
dialoguetext:
"I think there's a console just southeast..."  He shuffles his feet to stay warm. "Let's look around. Getting the blast door open seems like the best plan."


title: Kim Kitsuragi: ""Fuel -- generator -- console. That..."
sequence: 0
dialoguetext:
"Fuel -- generator -- console. That's our best chance." He points to the console at the other end of the room. "That there could open it, once we've put some fuel in the generator."


title: Kim Kitsuragi: ""Fuel -- generator -- console. That..."
sequence: 0
dialoguetext:
"Fuel -- generator -- console. That's our best chance." He points to the console at the other end of the room. "That there could open it, now that the power's on."


title: Cuno: ""We fuelled the generator, didn't w..."
sequence: 0
dialoguetext:
"We fuelled the generator, didn't we?" He points to the console at the other end of the room. "What do you think that shit's for? Let's press some buttons."


title: Cuno: ""Cuno don't know how to pick this l..."
sequence: 0
dialoguetext:
"Cuno don't know how to pick this lock. This one's... military shit." He looks at the door, then at its bigger brother, then at the lock.


title: Cuno: ""What do you think that shit's for?..."
sequence: 0
dialoguetext:
"What do you think that shit's for? Let's press some buttons." He points to the console at the other end of the room.


title: Interfacing: "He's right. It would be better to o..."
sequence: 0
userscript: SetVariableValue("seafort.blast_interfacing_open_big_one", true) --[[ Variable[ ]]
dialoguetext:
He's right. It would be better to open its *big brother*. A powerful engine hangs beneath the ceiling -- it must control the blast door.


title: Cuno: ""Fuckin' A, let's get this shit ope..."
sequence: 0
userscript: GainTask("TASK.open_blast_door")--[[ Variable[ ]]
dialoguetext:
"Fuckin' A, let's get this shit open. Get to the secrets behind. Secret style." He stares at the large doors looming above him.


title: Cuno: ""Yeah, the console over there?" He..."
sequence: 0
userscript: GainTask("TASK.open_blast_door")--[[ Variable[ ]]
dialoguetext:
"Yeah, the console over there?" He points to the southeast. "Yeah. Yeah. Let's get this big shit open."


title: Kim Kitsuragi: "The lieutenant knocks on the metal...."
sequence: AudioPlay(seafort_int/blast_door/metal-door-knocking-01,1)
userscript: GainTask("TASK.open_blast_door")--[[ Variable[ ]]
dialoguetext:
The lieutenant knocks on the metal. "I retract my statement. It was naive. Let's look around and get it open."


title: Feld "Insular" Console: "Green paint flakes off the monobloc..."
sequence: 0
dialoguetext:
Green paint flakes off the monoblock aluminium cabinet. There are rows of switches on the front panel, a frequency band and even a keyboard...


title: Kim Kitsuragi: ""The console of an antique computat..."
sequence: 0
userscript: SetVariableValue("seafort.console_wires_run_here", true) --[[ Variable[ ]]
dialoguetext:
"The console of an antique computation device." The lieutenant points to the wires running into the machine. "The generator upstairs, with wires coming out. They terminate here."


title: Feld "Insular" Console: "The keys rattle like teeth as black..."
sequence: 0
userscript: SetVariableValue("seafort.console_wires_run_here", true) --[[ Variable[ ]]
dialoguetext:
The keys rattle like teeth as black dust rises from them. This must be the console of some antique computation device. The wires from the generator upstairs are routed into its innards.


title: Kim Kitsuragi: ""The console of an antique computat..."
sequence: 0
userscript: SetVariableValue("seafort.console_wires_run_here", true) --[[ Variable[ ]]
dialoguetext:
"The console of an antique computation device." The lieutenant points to the wires running into the machine. "There was a generator upstairs, with wires coming out. They terminate here."


title: You: "Turn: 'Emergency -- Open!'"
dialoguetext: Turn: 'Emergency -- Open!'
sequence: 0
conditionstring:
Variable["seafort.console_open_three_buttons"]  and  Variable["seafort.console_electricity_on"] == false


title: Kim Kitsuragi: "Nothing happens. "We need to restor..."
sequence: 0
dialoguetext:
Nothing happens. "We need to restore power before using this, officer. There was a generator that you missed..." He looks upstairs. "It didn't look like there was fuel in it."


title: You: "What does it... *do*?"
dialoguetext: What does it... *do*?
sequence: 0
userscript: SetVariableValue("seafort.console_open_three_buttons", true) --[[ Variable[ ]]
conditionstring:
Variable["seafort.blast_interfacing_open_big_one"] == false  and  Variable["TASK.open_blast_door"] == false  and  Variable["TASK.open_blast_door_done"] == false  and  Variable["TASK.fuel_the_generator_done"] == false


title: You: "Could this console open the blast d..."
dialoguetext: Could this console open the blast door?
sequence: 0
userscript: SetVariableValue("seafort.console_open_three_buttons", true) --[[ Variable[ ]]
conditionstring:
Variable["seafort.blast_interfacing_open_big_one"]  or  (Variable["TASK.open_blast_door"]  and  Variable["TASK.open_blast_door_done"] == false)  or  Variable["TASK.fuel_the_generator_done"]


title: Kim Kitsuragi: ""'Urgence -- Ouvert!', 'Allumer', '..."
sequence: 0
userscript: SetVariableValue("seafort.console_radio_dial_discussion_had", true) --[[ Variable[ ]]
dialoguetext:
"'Urgence -- Ouvert!', 'Allumer', 'Radiodiffusé'." He inspects the dials. "Sounds like this device was used to control the electronics here. Maybe it still does?"


title: Kim Kitsuragi: ""Possibly..." He inspects the dials..."
sequence: 0
userscript: SetVariableValue("seafort.console_radio_dial_discussion_had", true) --[[ Variable[ ]]
dialoguetext:
"Possibly..." He inspects the dials. "'Urgence -- Ouvert!', 'Allumer', 'Radiodiffusé'. It sounds like this device was used to control the electronics here. Maybe it still does?"


title: Feld "Insular" Console: "'Urgence -- Ouvert!' reads one dial..."
sequence: 0
userscript: SetVariableValue("seafort.console_radio_dial_discussion_had", true) --[[ Variable[ ]]
dialoguetext:
'Urgence -- Ouvert!' reads one dial key. 'Allumer', reads another. 'Radiodiffusé', says the frequency band.


title: Feld "Insular" Console: "The console is powered off and cove..."
sequence: 0
dialoguetext:
The console is powered off and covered in dust. 'Urgence -- Ouvert!' reads a dial key. 'Allumer', reads another. The frequency band says: 'Radiodiffusé'.


title: Feld "Insular" Console: "A dim golden glow animates the cons..."
sequence: 0
dialoguetext:
A dim golden glow animates the console. Faint, like a ghost-light. 'Urgence -- Ouvert!' reads one dial key. 'Allumer', reads another.


title: Kim Kitsuragi: ""Electrical devices do not work wit..."
sequence: 0
dialoguetext:
"Electrical devices do not work without electricity." The lieutenant looks on as you fiddle with the dial. "We need to power the generator upstairs first."


title: Cuno: ""No, no, no..." He stares at you as..."
sequence: 0
dialoguetext:
"No, no, no..." He stares at you as you fiddle with the dial. "We gotta juice this thing first. Power it up! Pow-pow-power it up, get it?"


title: Feld "Insular" Console: "Who's to say this thing even works?..."
sequence: 0
dialoguetext:
Who's to say this thing even works? You have to supply it with power first. There must be a generator nearby.

userscript:
SetVariableValue("seafort.console_kim_said_needs_electricity_from_generator", true) --[[ Variable[ ]]


title: Cuno: ""Cuno's gonna stop you right there...."
sequence: 0
dialoguetext:
"Cuno's gonna stop you right there. This..." he strokes the console, "ain't gonna work." He points upward, to the generator. "Not without the juice. You gotta fuel that shit if you want it to work. Let's look outside maybe?"

userscript:
SetVariableValue("seafort.console_kim_said_needs_electricity_from_generator", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""We should look around outside. The..."
sequence: 0
dialoguetext:
"We should look around outside. There are barrels all over, maybe one of them still has something in it..." He looks into the dim light to his right.

userscript:
GainTask("TASK.fuel_the_generator"); SetVariableValue("seafort.console_kim_said_needs_electricity_from_generator", true) --[[ Variable[ ]]


title: Interfacing: "There are barrels all around. One o..."
sequence: 0
dialoguetext:
There are barrels all around. One of them must still have fuel in it... Pour it into a generator and voila!


title: Feld "Insular" Console: "The dial slides under the glass, da..."
sequence: 0
dialoguetext:
The dial slides under the glass, dark and silent. Restoring electric power has not breathed life into it.


title: Feld "Insular" Console: "The dial slides under the glass, si..."
sequence: 0
dialoguetext:
The dial slides under the glass, silently. You make out defunct stations on the UKV frequency. The words "FELD INSULAR" are written on the band.


dialoguetext: 0
sequence: Continue()
title:
Variable["church.soona_greeting_done"]  and  Variable["tc.radiocomputer"]  and  Variable["TASK.open_blast_door"]  and  Variable["TASK.open_blast_door_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.soona_greeting_done"]  and  Variable["tc.radiocomputer"]  and  Variable["TASK.open_blast_door"]  and  Variable["TASK.open_blast_door_done"] == false)

conditionstring:
(Variable["church.soona_greeting_done"]  and  Variable["tc.radiocomputer"]  and  Variable["TASK.open_blast_door"]  and  Variable["TASK.open_blast_door_done"] == false) == false


title: Kim Kitsuragi: ""This is an air-gapped system." The..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_contact_soona_the_hacker")--[[ Variable[ ]]
dialoguetext:
"This is an air-gapped system." The lieutenant inspects the indicator. "*Off-air,* I think they call it. That won't work."


title: Kim Kitsuragi: ""No, I'm not, but it would not be v..."
sequence: 0
dialoguetext:
"No, I'm not, but it would not be very good military technology if programmer ladies could control it remotely. Also, it's ancient. Incompatible."


title: Kim Kitsuragi: ""INSULAR..." The lieutenant leans i..."
sequence: 0
dialoguetext:
"INSULAR..." The lieutenant leans in to inspect the cursive writing. "This is an *off-air* radiocomputer, I believe. Used for military communications."


title: Encyclopedia: "It's an air-gapped system. An *off-..."
sequence: 0
dialoguetext:
It's an air-gapped system. An *off-air* military model. Its circuits are nearly impossible to *bend*, i.e. it cannot be remote controlled.


title: Logic: "Wait, actually, this would not be v..."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_contact_soona_the_hacker")--[[ Variable[ ]]
dialoguetext:
Wait, actually, this would not be very good military technology if *programmer ladies* could control it remotely... It's probably not connected to the front. Or just plain broken. Nice idea, though...


title: Interfacing: "This device was used to control the..."
sequence: 0
dialoguetext:
This device was used to control the electronics in the room. It could open doors, control lights, function as a radiocomputer...


title: Kim Kitsuragi: ""But, officer," he looks you in the..."
sequence: 0
dialoguetext:
"But, officer," he looks you in the eye, "then we would have to *swim* back to the mainland. Let's just look around, okay."


title: Feld "Insular" Console: "The dial slides under the dusty gla..."
sequence: 0
dialoguetext:
The dial slides under the dusty glass, dark and silent despite the power being on. You make out defunct stations on the UKV frequency. The words "FELD INSULAR" are written on the band.


title: Kim Kitsuragi: ""I think yes. Let's see..." He poin..."
sequence: 0
dialoguetext:
"I think yes. Let's see..." He points to the emergency dial switch. "That one. The emergency open..."


title: You: ""I don't have a gun.""
dialoguetext: "I don't have a gun."
sequence: 0
conditionstring:
Variable["seafort.console_kim_mentioned_gun"]  and  CheckItem("gun_ruby") == false  and  CheckItem("gun_villiers") == false


title: You: ""I also have a gun.""
dialoguetext: "I also have a gun."
sequence: 0
conditionstring:
Variable["seafort.console_kim_mentioned_gun"]  and  CheckItem("bullet")  and  (CheckItem("gun_ruby")  or  CheckItem("gun_villiers"))


title: You: ""My gun is out of bullets, by the w..."
dialoguetext: "My gun is out of bullets, by the way."
sequence: 0
conditionstring:
Variable["seafort.console_kim_mentioned_gun"]  and  CheckItem("bullet") == false  and  (CheckItem("gun_ruby") or  CheckItem("gun_villiers"))


title: Small Blast Door: "The blast door opens with a series..."
dialoguetext:
The blast door opens with a series of clicks. A shaft of light appears, then widens, as the light shines in.

sequence:
PlayAnimation(Bunker_door, open)->Message(open); LuaRun(SetAreaState("FORTRESS_BLAST_DOOR", "open"))@Message(open); FocusCamera(BlastDoorCamFocus); AudioPlay(seafort_int/feld_insular_console/switch-02,0.5)


title: Small Blast Door: "The door comes screeching to a halt..."
userscript: FinishTask("TASK.open_blast_door_done")--[[ Variable[ ]]
dialoguetext:
The door comes screeching to a halt. Behind it you see a hole in the concrete wall, where light shines in.

sequence:
PlayAnimation(Bunker_door, open)->Message(open); LuaRun(SetAreaState("FORTRESS_BLAST_DOOR", "open"))@Message(open); FocusCamera(BlastDoorCamFocus); AudioPlay(seafort_int/feld_insular_console/switch-02,0.5)


title: Cuno: ""Old hardware." He points to the wi..."
sequence: 0
userscript: SetVariableValue("seafort.console_wires_run_here", true) --[[ Variable[ ]]
dialoguetext:
"Old hardware." He points to the wires running into the machine. "From the big power-box upstairs. Circuit-bender shit. Military-grade."


title: Cuno: ""Try fucking with that one. It's re..."
sequence: 0
dialoguetext:
"Try fucking with that one. It's red." He points to the emergency dial switch. It is large and alarmingly red.


title: Cuno: ""Cuno isn't a machine-meister." He..."
sequence: 0
userscript: SetVariableValue("seafort.console_radio_dial_discussion_had", true) --[[ Variable[ ]]
dialoguetext:
"Cuno isn't a machine-meister." He stares at the dials. "'Urgence -- Ouvert!', 'Allumer', 'Radiodiffusé'.... Yeah, why the fuck not?"


title: Cuno: ""The fuck is this...." He stares at..."
sequence: 0
userscript: SetVariableValue("seafort.console_radio_dial_discussion_had", true) --[[ Variable[ ]]
dialoguetext:
"The fuck is this...." He stares at the dials: "'Urgence -- Ouvert!', 'Allumer', 'Radiodiffusé'. Maybe, like, press the buttons or something."


title: Cuno: ""Who the fuck is Soona?" he grunts...."
sequence: 0
userscript: XPPicoSetBool("XP.seafort_contact_soona_the_hacker")--[[ Variable[ ]]
dialoguetext:
"Who the fuck is Soona?" he grunts. "Never mind. It won't work. This is fucking... military mega-grade shit, you know? It's also, like, four hundred years old."


title: You: ""Don't worry, I've got a gun. No bu..."
dialoguetext: "Don't worry, I've got a gun. No bullets, but I have a gun."
sequence: 0
conditionstring:
Variable["seafort.console_cuno_spooky_place"]  and  CheckItem("bullet") == false  and  (CheckItem("gun_ruby") or  CheckItem("gun_villiers"))


title: You: ""Don't worry, kid. I'm a cop. Maybe..."
dialoguetext: "Don't worry, kid. I'm a cop. Maybe I don't have a gun, but I'm a cop."
sequence: 0
conditionstring:
Variable["seafort.console_cuno_spooky_place"]  and  CheckItem("gun_ruby") == false  and  CheckItem("gun_villiers") == false


title: You: ""Don't worry kid. I'm a good guy wi..."
dialoguetext: "Don't worry kid. I'm a good guy with a gun."
sequence: 0
conditionstring:
Variable["seafort.console_cuno_spooky_place"]  and  CheckItem("bullet")  and  (CheckItem("gun_ruby")  or  CheckItem("gun_villiers"))


title: Cuno: ""Fucking great news, cop. Scare awa..."
sequence: 0
dialoguetext:
"Fucking great news, cop. Scare away whatever shit out there's gonna spook on us with an *empty fucking gun*."


title: Cuno: ""It's sweet you got government fuel..."
sequence: 0
dialoguetext:
"It's sweet you got government fuel -- way sweet -- but there ain't shit left in there. You need, like, a full load. Let's check outside when you're done with this."


title: Feld "Insular" Console: "The console stands by, mutely. 'Urg..."
sequence: 0
dialoguetext:
The console stands by, mutely. 'Urgence -- Ouvert!' reads a dial key. 'Allumer,' reads another. The frequency band says: 'Radiodiffusé.'


title: You: "Turn: 'Emergency -- Open!'"
dialoguetext: Turn: 'Emergency -- Open!'
sequence: 0
conditionstring:
Variable["seafort.console_open_three_buttons"]  and  Variable["seafort.console_electricity_on"] == true


title: Un Pays Infernal: "This book is written by an angry hu..."
sequence: 0
dialoguetext:
This book is written by an angry humanitarian sciences doctor from the La Cherte University in Sur-La-Clef, a Dr. Benoit Mejean. He does not like Sur-La-Clef, La Cherte -- or in fact even the University he teaches in -- but what he likes even less is...


title: Un Pays Infernal: "Can't stand the shadow of it. This..."
sequence: 0
dialoguetext:
Can't stand the shadow of it. This book promises to *really* get into everything that's wrong with capitalism -- to do so once and for all in an *exhaustive* and *final* manner.


title: Un Pays Infernal: "Critical theorists the world over a..."
sequence: 0
dialoguetext:
Critical theorists the world over agree: once *everyone* knows *every last shortcoming* of capitalism, capitalism will end. You are but one of billions, and there are over seven billion things wrong with capitalism, but one has to start somewhere. And Benoit Mejean, PhD, wants to start with...


title: Un Pays Infernal: "Sure. The more communist books you..."
sequence: 0
dialoguetext:
Sure. The more communist books you read the more communist your brain becomes. That's how communism works.


title: Un Pays Infernal: "Yes, it will make you a little more..."
sequence: 0
dialoguetext:
Yes, it will make you a little more communist. Not a lot. It won't *unmake* whatever else you are but you will also become a tad bit more communist, yes.


title: Un Pays Infernal: "It will. The more communist books y..."
sequence: 0
dialoguetext:
It will. The more communist books you read the more communist your brain becomes. That's how communism works.


title: Un Pays Infernal: "Then don't read it. The more commun..."
sequence: 0
dialoguetext:
Then don't read it. The more communist books you read the more communist your brain becomes. That's how communism works.


title: Un Pays Infernal: "Then you've found the right book. T..."
sequence: 0
dialoguetext:
Then you've found the right book. The more communist books you read the more communist your brain becomes. That's how communism works.


title: Un Pays Infernal: "You start reading it, but it's hard..."
sequence: 0
userscript: SetVariableValue("inventory.pays_read_book_once", true) ; PassTime()--[[ Variable[ ]]
dialoguetext:
You start reading it, but it's hard to really understand anything. It's all some sort of garbled word-wankery. After a while you give up and put the book down.


title: Inland Empire: "A strange feeling... looking at the..."
sequence: 0
dialoguetext:
A strange feeling... looking at the water. Maybe you should just wander off into the sea? Leave it all and walk in...


title: Inland Empire: "In the still mirror of the bay you..."
sequence: 0
dialoguetext:
In the still mirror of the bay you see Martinaise, reflected. Tall edifices of ruins reach into the water, like shimmering towers. And the shacks too. Pine trees and motor lorries, upside down...


title: Inland Empire: "Islets and posts like stepping ston..."
sequence: 0
dialoguetext:
Islets and posts like stepping stones lead into the water in front of you. Go. Step in... it's been too long.


title: The Deserter: "An old man wearing tracksuit trouse..."
sequence: SetTriggerAnimation(deserterRifle,engage)
dialoguetext:
An old man wearing tracksuit trousers leans on the frame stock of his rifle. He gathers a big ball of spit in his mouth...


title: The Deserter: "...then spits it out into the extin..."
dialoguetext:
...then spits it out into the extinguished fire before him. He raises his black eyes, hooded by creased eyelids, to meet yours.


title: Empathy: "He's practically tearing up from sp..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_empathy_not_threat", true) --[[ Variable[ ]]
dialoguetext:
He's practically tearing up from spite. Hatred got the best of him a long time ago. This man hates everything.


title: Encyclopedia: "Southeast Samaran-made. Exotic. Mus..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_cyclo_hsin_yao", true) --[[ Variable[ ]]
dialoguetext:
Southeast Samaran-made. Exotic. Must be defunct too. No modern rifle manufacturer of that name springs to mind.


title: The Deserter: ""You're a glorified night-watchman...."
dialoguetext:
"You're a glorified night-watchman." He looks you in the eye. "This is a service rifle. I can only lay it down before an enemy commander of corresponding rank."


title: Kim Kitsuragi: "The lieutenant pulls his pistol fro..."
dialoguetext: The lieutenant pulls his pistol from the holster.
sequence:
SetTriggerAnimation(Kim Kitsuragi, Aim)->Message(aim);SetTriggerAnimation(Kim Kitsuragi, LoweredGun)@Message(aim); AudioPlay(seafort/the_deserter/unholstering-pistol-01,0.6)


title: The Deserter: "He scoffs. The corner of his black..."
dialoguetext: He scoffs. The corner of his black eye twitches. He does not reply to the command.
sequence: 0
userscript:
SetVariableValue("seafort.deserter_modifier_halflight_barked", true) ; SetVariableValue("seafort.deserter_modifier_physint_yelling_bad", true) --[[ Variable[ ]]


title: Reaction Speed: "His elbows rest on the frame stock,..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_reaction_not_jumpyde", true) --[[ Variable[ ]]
dialoguetext:
His elbows rest on the frame stock, calmly for now, but he may still get it in his hands. Looks like he knows the weapon...


title: Kim Kitsuragi: ""No." The lieutenant aims his pisto..."
dialoguetext: "No." The lieutenant aims his pistol square at the man's head and says:
sequence:
PlayAnimation(Kim Kitsuragi, Aim)->Message(aim);SetTriggerAnimation(Kim Kitsuragi, Aim)@Message(aim); AudioPlay(seafort/the_deserter/unholstering-pistol-01,0.6)


title: Authority: "The words "I *am* an enemy commande..."
sequence: 0
dialoguetext:
The words "I *am* an enemy commander" sound cold as iron from your lungs. The old man still hugs his gun...


title: Authority: "It's a good line, but your voice sl..."
sequence: 0
dialoguetext:
It's a good line, but your voice slips on *commander*, producing a little squeak. Sounds like you're afraid.


title: The Deserter: ""A big time operator of the pederas..."
dialoguetext:
"A big time operator of the pederast army. How about I keep it, huh? Hand it over to a real killer. A *briscade*."


title: The Deserter: ""A big wheel of the 4th Regiment of..."
dialoguetext:
"A big wheel of the 4th Regiment of the pederast army." He sighs. "To hell with it. It's a walking stick anyway...."


title: The Deserter: ""It's out of bullets." The old man..."
userscript: SetVariableValue("seafort.deserter_laid_down_gun", true) --[[ Variable[ ]]
dialoguetext:
"It's out of bullets." The old man lays the rifle down, carelessly -- then stares at it, just lying there.

sequence:
PlayAnimation(Deserter,toGenericTrigger)->Message(gundown);SetTriggerAnimation(deserterRifle,drop);LuaRun(SetAreaState("FORTRESS_DESERTERGUN","gunFloored"))@Message(gundown);SetTriggerAnimation(Kim Kitsuragi, end)@Message(gundown);


title: The Deserter: ""Did I offend your moralist sensibi..."
dialoguetext:
"Did I offend your moralist sensibilities? You beat people to death with a baton, you fucking dog!" The old man spits.


title: The Deserter: ""You *fasces* are pathetic when you..."
dialoguetext:
"You *fasces* are pathetic when you're alone..." He snorts. "To hell with it. It's a walking stick anyway..."


title: The Deserter: "His gaze follows your motions. The..."
sequence: LuaRun(SetAreaState("FORTRESS_DESERTERGUN","nogun"))
dialoguetext:
His gaze follows your motions. The rifle feels surprisingly light in your hand, frame stocked and patched in places with tape and wire.


title: The Deserter: ""Yeah-yeah, one move and you'll kil..."
dialoguetext:
"Yeah-yeah, one move and you'll kill me. Put me against the wall..." He sighs. "To hell with it, it's a walking stick anyway."


title: The Deserter: ""It's out of bullets." He lays the..."
dialoguetext: "It's out of bullets." He lays the rifle down, slowly. Then just looks at it lying there.
sequence:
PlayAnimation(Deserter,toGenericTrigger)->Message(gundown);LuaRun(SetAreaState("FORTRESS_DESERTERGUN","nogun"))@Message(gundown);SetTriggerAnimation(deserterRifle,drop);LuaRun(SetAreaState("FORTRESS_DESERTERGUN","gunFloored"))@Message(gundown);


title: Encyclopedia: "He's right. Almost no one remembers..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_encyc_hsin_yao_wipeout", true) --[[ Variable[ ]]
dialoguetext:
He's right. Almost no one remembers there was a third metastasis of the World Revolution, in the Safre Empire, extinguished in '06.


title: Rhetoric: "The time will come to win his trust..."
sequence: 0
dialoguetext:
The time will come to win his trust, comrade. It is not now. You need to take care of the gun first.


title: The Deserter: ""Or you're gonna blow my brains out..."
dialoguetext:
"Or you're gonna blow my brains out before you question me?" There's a moment's silence. "To hell with it. It's a walking stick anyway."


title: Encyclopedia: "It's war time slang for an experien..."
sequence: 0
dialoguetext:
It's war time slang for an experienced soldier of high rank. From the days of the Revolution in Revachol.


title: Perception (Hearing): ""I shoulda known they'd send the fu..."
sequence: 0
dialoguetext:
"I shoulda known they'd send the fucking clowns for me..." You hear him mumble to the blackened logs.


title: The Deserter: ""The present to be afraid and cold...."
dialoguetext:
"The present to be afraid and cold." The old man pulls back the hood of his plastic cape and looks up into the sky. It's blue grey, the same colour as the sea.


title: The Deserter: ""*Real music, real proletkult*." He..."
sequence: 0
dialoguetext:
"*Real music, real proletkult*." He nods. "That's La Revacholière, not your rock-and-roll misanthropy. *Chanson de soldat* of the black-and-whites."


title: The Deserter: ""My name..." He looks across the wa..."
sequence: 0
dialoguetext:
"My name..." He looks across the water, then back at you: "...is Iosef Lilianovich Dros, Political Commissar of the 114th Anti-Aircraft Division of the 4th Army of the Commune of Revachol."


title: The Deserter: ""In Graad they sang 'Brave Children..."
sequence: 0
dialoguetext:
"In Graad they sang 'Brave Children, Favourites of History' and in Hsin-Yao it was..." He struggles to remember, then gives up. "...some Samaran shit, I guess."


title: The Deserter: ""I fucking know what they sang!" he..."
sequence: 0
dialoguetext:
"I fucking know what they sang!" he hisses. "I watched those little fuckers die in my arms -- little ones came to help us. Got cut to shreds..."


title: The Deserter: ""Talked to *her*?" He raises his bu..."
sequence: 0
dialoguetext:
"Talked to *her*?" He raises his bushy brow and looks down from the sky -- straight into your bloodshot eye.


title: The Deserter: ""God's shithouse." He chortles. "Sh..."
sequence: 0
dialoguetext:
"God's shithouse." He chortles. "Should've taken it down like they did in Graad; dismantled it for firewood."


title: Shivers: "All around you, the air slowly circ..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_windstill", true) --[[ Variable[ ]]
dialoguetext:
All around you, the air slowly circulates the islet, carrying little swallows and black-beaked seagulls in its slow drift. They all -- every one of them, every bird, mammal, and crustacean...


title: The Deserter: ""I've seen kids lose their minds an..."
sequence: 0
userscript: XPTinySetBool("XP.deserter_cities_cant_talk")--[[ Variable[ ]]
dialoguetext:
"I've seen kids lose their minds and start *talking* to the city. Asking it to *protect* them, when the shelling gets bad. Calling it La Revacholière..."


title: The Deserter: ""Heh". The old man squints and look..."
sequence: 0
dialoguetext:
"Heh". The old man squints and looks you straight in the eye -- two black beads, moist from the sea air.


title: You: ""I'm not a shit-licking boujee dog...."
dialoguetext: "I'm not a shit-licking boujee dog. I'm a half-dead police officer who's just doing his job."
sequence: 0
conditionstring:
Variable["seafort.deserter_music_hub_got"] == false  or  Variable["village.skiff_said_boombox_to_kim"] == false


title: Hand/Eye Coordination: "Still warm from his parched hands...."
sequence: 0
userscript: SetVariableValue("village.deserter_interfacing_gun_modified", true) --[[ Variable[ ]]
dialoguetext:
Still warm from his parched hands. Not the metal. The metal is ice cold. This weapon has been modified several times.


title: You: ""It's as he said: it's a Triangong...."
dialoguetext: "It's as he said: it's a Triangong. Made in Hsin-Yao."
sequence: 0
conditionstring:
Variable["seafort.deserter_not_belle_magrave_discussed"]  and  Variable["seafort.deserter_inspected_rifle_close"]


title: The Deserter: "The rifle's in a shabby state, like..."
sequence: 0
dialoguetext:
The rifle's in a shabby state, like a crutch that's seen too much travel. Hieroglyphs are embossed into the forearm made of walnut.


title: The Deserter: ""That's what the little guys told u..."
sequence: 0
dialoguetext:
"That's what the little guys told us." The old man says silently. "Every day at 4 o'clock in the morning, they'd go on and on about their Safre, their mankind, and Mazov..."


title: The Deserter: ""Those men were commandos. They wer..."
sequence: 0
dialoguetext:
"Those men were commandos. They weren't shit on a stick, like us. They were small and..." He doesn't say more. The thought dissipates on his lips.


title: Kim Kitsuragi: ""No one said it has to be a Belle-M..."
sequence: 0
dialoguetext:
"No one said it has to be a Belle-Magrave..." The lieutenant does not take his eyes off the old man. "We were just guessing."


title: You: ""This is a Triangong, made in Hsin-..."
dialoguetext: "This is a Triangong, made in Hsin-Yao."
sequence: 0
conditionstring:
Variable["seafort.deserter_not_belle_magrave_discussed"] == false  and  Variable["seafort.deserter_inspected_rifle_close"]


title: Kim Kitsuragi: ""It doesn't matter if it was made i..."
sequence: 0
dialoguetext:
"It doesn't matter if it was made in Shantih-Shantih. All it has to do is use jacketed ammunition. And it does."


title: Kim Kitsuragi: ""Jacketed -- military-grade ammunit..."
sequence: 0
dialoguetext:
"Jacketed -- military-grade ammunition. Stable in flight, good for hitting something that's very, very far away..." He says -- mostly to the old man.


title: The Deserter: "No response from the old man. The p..."
sequence: 0
dialoguetext:
No response from the old man. The plastic cape around his shoulders rustles in a small bout of wind.


title: The Deserter: "The old man blinks slowly. A strang..."
sequence: 0
dialoguetext:
The old man blinks slowly. A strange jitter comes over him, he pushes his right leg down and does not reply.


title: The Deserter: ""I am a deserter, a partisan, and a..."
sequence: 0
dialoguetext:
"I am a deserter, a partisan, and a prisoner of war. This is my termless surrender." His eyes turn to the reeds again, dead and dull.


title: Visual Calculus: "There, behind them, across the Delt..."
sequence: 0
dialoguetext:
There, behind them, across the Delta -- the INSURCOM building. Coalition Government Insulindian Mission Control.


title: Kim Kitsuragi: ""The Commune of Revachol..." The li..."
sequence: 0
dialoguetext:
"The Commune of Revachol..." The lieutenant forgets to close his mouth. "Do you mean the ICM? You're a holdover from the..."


title: The Deserter: ""From the Insulindian Citizens Mili..."
sequence: 0
userscript: SetVariableValue("tc.icm", true) --[[ Variable[ ]]
dialoguetext:
"From the Insulindian Citizens Militia -- the Army of the Revolution. I was recruited in Jamrock in '07, trained in the Ecole de Contrôle Aérien and consigned to emergency defence duties in '08."


title: The Deserter: ""I left my unit on the eve of the L..."
sequence: 0
dialoguetext:
"I left my unit on the eve of the Landing. When I returned here on May 14th the Commune had fallen. Still armed -- and *ideologically trained* -- I wrote a criticism of myself. And resumed partisan duties."


title: The Deserter: ""No." He looks into the fire -- a w..."
sequence: 0
dialoguetext:
"No." He looks into the fire -- a wisp of smoke rises from somewhere between the charred logs. "I've been on other islands too."


title: The Deserter: ""I was on Résurrection until they t..."
sequence: 0
dialoguetext:
"I was on Résurrection until they turned it into a *spa* in '18. Then I was on E48, a nameless sound, until the sea washed over it. Then I came back here. That was..." He thinks. "Twenty-two years ago."


title: The Deserter: ""Something about shooting *rabbits,..."
sequence: 0
dialoguetext:
"Something about shooting *rabbits,* I don't know... I can't remember. It doesn't matter. It's gone now."


title: Composure: "He waves erratically -- with his ha..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_composure_forgetting", true) --[[ Variable[ ]]
dialoguetext:
He waves erratically -- with his hand, annoyed that he can't remember. A little tremor passes through him.


title: The Deserter: ""What are you talking about?" He sq..."
sequence: 0
dialoguetext:
"What are you talking about?" He squints and looks you straight in the eye -- two black beads, moist from the sea air.


title: The Deserter: ""Yes. Recruited from Jamrock in '07..."
sequence: 0
dialoguetext:
"Yes. Recruited from Jamrock in '07, trained in the Ecole de Contrôle Aérien; consigned to emergency defence duties in '08."


title: The Deserter: ""Yes, I am from the Insulindian Cit..."
sequence: 0
userscript: SetVariableValue("tc.icm", true) --[[ Variable[ ]]
dialoguetext:
"Yes, I am from the Insulindian Citizens Militia. Recruited from Jamrock in '07, trained in the Ecole de Contrôle Aérien; consigned to emergency defence duties in '08."


title: The Deserter: ""Forty-three years... No." He looks..."
sequence: 0
dialoguetext:
"Forty-three years... No." He looks into the fire -- a wisp of smoke rises from somewhere between the charred logs. "I've been on other islands too."


title: The Deserter: ""The fascists were right about rock..."
dialoguetext:
"The fascists were right about rock-and-roll. It *is* degenerate... Hip-gyrating mental illness music."


title: The Deserter: ""Sad FM, huh? I always hated that s..."
dialoguetext:
"Sad FM, huh? I always hated that station. Phlegmatic, counter-revolutionary dirges... Sadness is a mental illness, a weapon of the bourgeoisie."


title: The Deserter: ""Real music. It's La Revacholière,..."
sequence: 0
dialoguetext:
"Real music. It's La Revacholière, you shit-licking boujee dog. *Chanson de soldat* of the black-and-whites."


title: You: ""I'm not a misanthrope, I'm a half-..."
dialoguetext: "I'm not a misanthrope, I'm a half-dead police officer who's just doing his job."
sequence: 0
conditionstring:
Variable["seafort.deserter_music_hub_got"] == true  or  Variable["village.skiff_said_boombox_to_kim"] == true


title: The Deserter: ""I was just sixteen years old, fift..."
sequence: 0
dialoguetext:
"I was just sixteen years old, fifteen when I volunteered. I had a lapse of faith..." He clears his throat. "And of courage too."


title: The Deserter: ""It's not how a human being should..."
sequence: 0
dialoguetext:
"It's not how a human being should live, but I had to..." He grimaces, clearly in pain. "...I couldn't just forget. I couldn't just forget what I saw."


title: The Deserter: ""It's too long. It's not how a huma..."
sequence: 0
dialoguetext:
"It's too long. It's not how a human being should live..." He grimaces, clearly in pain. "But I couldn't just forget what I saw."


title: The Deserter: ""It's inhuman. It's sick. It's not..."
sequence: 0
dialoguetext:
"It's inhuman. It's sick. It's not how a human being should live, but I had to..." He grimaces, clearly in pain. "I couldn't just forget. I couldn't just forget what I saw."


title: Shivers: "Where night falls... Hydrogen stree..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_in_martinaise", true) --[[ Variable[ ]]
dialoguetext:
Where night falls... Hydrogen streetlamps burn on Rue de Saint-Ghislaine, golden light casting black shadows. Further inland, in Jamrock, the street grid appears black -- unlit avenue after unlit avenue. Altocumulus clouds form above Precinct 41.


title: Shivers: "Where it's morning. On Rue de Saint..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_in_martinaise", true) --[[ Variable[ ]]
dialoguetext:
Where it's morning. On Rue de Saint-Ghislaine, people are walking, the gas streetlights have already been switched off. Further inland, in Jamrock, the streets come alive with workers: men, women, children rushing -- muddy avenue after muddy avenue. The temperature is rising. Altocumulus clouds form above Precinct 41.


title: Shivers: "Where the afternoon grows late. On..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_in_martinaise", true) --[[ Variable[ ]]
dialoguetext:
Where the afternoon grows late. On Rue de Saint-Ghislaine people walk home, streetlights will soon be lit. Further inland the streets are alive with workers: men, women, children. Streethawks and migrant labourers. The temperature is steady. Altocumulus clouds form above Precinct 41.


title: Shivers: "Where evening comes. On Rue de Sain..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_shivers_in_martinaise", true) --[[ Variable[ ]]
dialoguetext:
Where evening comes. On Rue de Saint-Ghislaine hydrogen streetlights switch on, casting black shadows. Further inland, the street grid appears dark -- unlit avenue after unlit avenue. The temperature is dropping. Altocumulus clouds form above Precinct 41.


title: Esprit de Corps: "Two police officers step out of the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_esprit_officers_stepping_out", true) --[[ Variable[ ]]
dialoguetext:
Two police officers step out of the Whirling-in-Rags cafeteria. Satellite-Officer Jean Vicquemare inspects giant letters across the plaza mosaic, in dark red government-marked heavy fuel oil.


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.deserter_shivers_in_martinaise"]  or  Variable["seafort.deserter_esprit_officers_stepping_out"]


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

conditionstring:
(Variable["seafort.deserter_shivers_in_martinaise"]  or  Variable["seafort.deserter_esprit_officers_stepping_out"]) == false


title: Esprit de Corps: "Two police officers step out of the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_esprit_officers_stepping_out", true) --[[ Variable[ ]]
dialoguetext:
Two police officers step out of the Whirling-in-Rags cafeteria. Satellite-Officer Jean Vicquemare inspects a series of burnt black letters splashed across the plaza mosaic.


title: Esprit de Corps: "Patrol Officer Judit Minot points w..."
sequence: 0
dialoguetext:
Patrol Officer Judit Minot points west. "The fishing village..." She glances at her watch. "We meet in 15 minutes. It's a ten minute walk."


title: Esprit de Corps: "The officers go, leaving behind the..."
sequence: 0
dialoguetext:
The officers go, leaving behind the writing -- still smouldering. ONE DAY, it says, I WILL RETURN TO YOUR SIDE.


title: Esprit de Corps: "The officers go, leaving behind the..."
sequence: 0
dialoguetext:
The officers go, leaving behind the writing, still smelling of petroleum. ONE DAY, it says, I WILL RETURN TO YOUR SIDE.


title: You: ""I come from there." (Point to the..."
sequence: 0
dialoguetext:
"I come from there." (Point to the mainland.) "I can assure you, that is *not* what the people are planning."


title: The Deserter: ""The material base for an uprising..."
sequence: 0
dialoguetext:
"The material base for an uprising has eroded." He nods and blinks his black eyes. "The working class has betrayed mankind and themselves..."


title: The Deserter: ""The historic opportunity for a rev..."
sequence: 0
dialoguetext:
"The historic opportunity for a revolution has passed. It will not come back anymore. However hard I try, whatever I do."


title: The Deserter: ""A waste." He blinks his black eyes..."
sequence: 0
dialoguetext:
"A waste." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: The Deserter: ""Good." He blinks his black eyes. "..."
sequence: 0
dialoguetext:
"Good." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: The Deserter: ""No." He blinks his black eyes. "Th..."
sequence: 0
dialoguetext:
"No." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: The Deserter: ""I am not a fool." He blinks his bl..."
sequence: 0
dialoguetext:
"I am not a fool." He blinks his black eyes. "I know -- the material base for an uprising has eroded. The working class has betrayed mankind..."


title: The Deserter: ""It won't." He blinks his black eye..."
sequence: 0
dialoguetext:
"It won't." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: The Deserter: ""They have *you*." He blinks his bl..."
sequence: 0
dialoguetext:
"They have *you*." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: The Deserter: ""Women *are* more susceptible to bo..."
sequence: 0
dialoguetext:
"Women *are* more susceptible to bourgeois morals." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: The Deserter: ""No -- this is a vulgar criticism."..."
sequence: 0
dialoguetext:
"No -- this is a vulgar criticism." He blinks his black eyes. "The material base for an uprising has eroded, the working class has betrayed mankind and themselves..."


title: Kim Kitsuragi: ""We keep people alive. We help them..."
sequence: 0
dialoguetext:
"We keep people alive. We help them survive, whatever the ideological situation. Day in and day out."


title: The Deserter: ""There is no flame to fan." He star..."
sequence: 0
dialoguetext:
"There is no flame to fan." He stares right through at him, blinking his dark eyes. "There is nothing left -- of the world, of our dreams."


title: The Deserter: ""You could say I misunderstood the..."
sequence: 0
dialoguetext:
"You could say I misunderstood the historic role of the proletariat, and thought Mazovian socio-economics were fallible. For a second I doubted the irreducible laws of historic materialism."


title: The Deserter: ""It's the same thing... you haven't..."
sequence: 0
dialoguetext:
"It's the same thing... you haven't seen *it*. Not really -- not naked. It's impossible not to be afraid."


title: Kim Kitsuragi: ""And this was... when?" The lieuten..."
sequence: 0
dialoguetext:
"And this was... when?" The lieutenant instinctively looks to his notebook, but does not take it out.


title: The Deserter: ""May the 13th, '08, 44 years ago,"..."
sequence: 0
dialoguetext:
"May the 13th, '08, 44 years ago," he looks north. "The horizon was black with Coalition airships. Their petroleum rose to the sky and it looked like... like it *formed* the clouds. Storm clouds. When they started shelling it was... dark magic."


title: The Deserter: ""The combined might of internationa..."
sequence: 0
dialoguetext:
"The combined might of international capital, all at once -- all the greed and terror in the world -- tore into Revachol. It lifted streets from the ground and turned houses into ghosts. We were in the flak tower..." He gestures toward it.


title: The Deserter: ""...huddled on the floor. The artil..."
sequence: 0
dialoguetext:
"...huddled on the floor. The artillery was eighty kilometres away in Ozonne but I *knew*, I knew the Commune would fall. We would all be turned into ash. So I said I was going to the map room..." He looks east.


title: The Deserter: ""The mask of humanity fall from cap..."
sequence: 0
dialoguetext:
"The mask of humanity fall from capital. It has to take it off to kill everyone -- everything you love; all the hope and tenderness in the world. It has to take it off, just for one second. To do the deed."


title: The Deserter: ""It's not *enough*," he hisses. "Th..."
sequence: 0
dialoguetext:
"It's not *enough*," he hisses. "The total, combined power of international capital -- all their fear and terror -- tore into Revachol. Streets rose from the ground... houses turned to ghosts." He gestures erratically, then falls silent.


title: The Deserter: ""No. I climbed the chain link acros..."
sequence: 0
dialoguetext:
"No. I climbed the chain link across the water and hid inland. In the bunkers there, like the weakest of the weak... a mouse. Frightened of the ordnance all night and the sound of the rotors in the morning, whirring -- *thith-thith-thith...*" He looks at the sky.


title: The Deserter: ""Airships. I climbed out." He close..."
sequence: 0
dialoguetext:
"Airships. I climbed out." He closes his eyes: "Into hell. The Landing was complete. The chain was submerged, I had to swim back. The fortress was half submerged too. Shattered."


title: The Deserter: ""And then you see it. As it strangl..."
sequence: 0
dialoguetext:
"And then you see it. As it strangles and beats your friends to death... the sweetest, most courageous people in the world." He's silent for a second. "You see the fear and power in its eyes. Then you *know*."


title: Authority: "A terrible shame, still within him...."
sequence: 0
userscript: SetVariableValue("seafort.deserter_auth_shame", true) --[[ Variable[ ]]
dialoguetext:
A terrible shame, still within him. The lobes of his ears are red with it, the shame and smallness of what he became.


title: The Deserter: ""I ran. I climbed the chain link ac..."
sequence: 0
dialoguetext:
"I ran. I climbed the chain link across the water and hid inland. In the bunkers underground, like the weakest of the weak... a mouse. Frightened of the ordnance all night and the sound of the rotors in the morning, whirring -- *thith-thith-thith...*" He looks at the sky.


title: The Deserter: ""Aerostatics. The Landing had start..."
sequence: 0
dialoguetext:
"Aerostatics. The Landing had started. I climbed out -- into hell. There were ships all above. Hissing, whirling, and men pouring out. The chain was submerged so I had to swim back. The fortress was half submerged too, shattered."


title: The Deserter: ""They'd all drowned in the lower le..."
sequence: 0
userscript: SetVariableValue("tc.the_landing", true) --[[ Variable[ ]]
dialoguetext:
"They'd all drowned in the lower levels, or got torn to shreds above. The anti-aircraft gun had malfunctioned -- so had I. I left them without ideological direction..." He opens his eyes and stares right through you. "It was real. I'd seen it. I'd seen it *in reality*."


title: The Deserter: "The old man does not say more. Thos..."
sequence: 0
dialoguetext:
The old man does not say more. Those black eyes of his keep piercing you, as he looks to some great distance and shakes his head slowly -- retreating from it.


title: The Deserter: ""I had to. I *had* to fight it. I c..."
sequence: 0
dialoguetext:
"I had to. I *had* to fight it. I could not stop anymore..." The old man falls silent. His black eyes keep piercing your skin as he looks to some great distance behind you, shaking his head slowly -- retreating from it.


title: The Deserter: ""I had to, I *had* to fight it. I h..."
sequence: 0
dialoguetext:
"I had to, I *had* to fight it. I had to never stop..." The old man falls silent. His black eyes keep piercing your skin as he looks to some great distance behind you, shaking his head slowly -- retreating from it.


title: The Deserter: ""It's not an island, droite." He lo..."
sequence: 0
dialoguetext:
"It's not an island, droite." He looks around. "It's a defensive fortification of the Commune of Revachol and I am its last surviving defender."


title: The Deserter: ""The congenitally deformed King Fil..."
sequence: 0
dialoguetext:
"The congenitally deformed King Filippe II built it to restrict access to the Bay of Revachol. We captured it in '02, retrofitted the fort with an AA gun to defend against an airborne landing -- against the whole world."


title: The Deserter: ""*The* Landing. Coalition military..."
sequence: 0
dialoguetext:
"*The* Landing. Coalition military called it 'Operation Death Blow.'" He winces. "I later found out, on the radio -- they called it..."


title: The Deserter: ""*Death Blow*. You're one of them...."
sequence: 0
dialoguetext:
"*Death Blow*. You're one of them. Tell me, who speaks like that? We had 50 million people on Caillou alone..."


title: The Deserter: ""Coalition military called it Opera..."
sequence: 0
dialoguetext:
"Coalition military called it Operation *Death Blow*." He winces. "I later found out, on the radio. They called it..."


title: The Deserter: "The old man does not answer. He til..."
sequence: 0
dialoguetext:
The old man does not answer. He tilts his silver head and looks at the reeds -- you see a small tremor pass through his legs.


title: Kim Kitsuragi: ""His job was to assure the army ans..."
sequence: 0
dialoguetext:
"His job was to assure the army answers to civilian control -- and follows the ideology of the commune," the lieutenant says softly.


title: The Deserter: ""Scientific communism!" The tracksu..."
sequence: 0
dialoguetext:
"Scientific communism!" The tracksuit-clad old man is suddenly reanimated. "A *comissaire politique* is a knight-philosopher of the Revolution, a future human."


title: The Deserter: ""You're with the RCM --" He waves i..."
sequence: 0
dialoguetext:
"You're with the RCM --" He waves in your general direction. "The Coalition-appointed mob that enforces bourgeois morals in Revachol."


title: The Deserter: ""Sure you are, you're RCM. Answer m..."
sequence: 0
dialoguetext:
"Sure you are, you're RCM. Answer me -- who calls an operation against 50 million people *Death Blow*?"


title: The Deserter: ""You're with the RCM --" He waves i..."
sequence: 0
dialoguetext:
"You're with the RCM --" He waves in your general direction. "The Coalition-appointed mob that oversees the occupation of Revachol. A so-called 'lieutenant'..."


title: The Deserter: ""You're with the RCM --" He waves i..."
sequence: 0
dialoguetext:
"You're with the RCM --" He waves in your general direction. "The Coalition-appointed mob that enforces bourgeois morals in Revachol. A so-called 'lieutenant double-yefreitor'..."


title: You: ""I know what it looks like. But I h..."
sequence: 0
userscript: ReputationGrows("communist")
dialoguetext:
"I know what it looks like. But I have secret plans to turn the RCM into a Mazovian revolutionary unit."


title: The Deserter: ""You're the RCM." He stares at you..."
sequence: 0
dialoguetext:
"You're the RCM." He stares at you coldly. "You represent the Moralist International, the enemies of humanity, who took this city. I represent their adversary, le Parti communiste d'Insulinde."


title: The Deserter: ""Take me to them as a prisoner of w..."
sequence: 0
dialoguetext:
"Take me to them as a prisoner of war. I have relinquished my weapon, I can no longer serve. No superiors can relieve me of my duty, you bulldozed them all to a mass grave for trying to free humanity..." His hand shakes and he breaks into a coughing fit.


title: The Deserter: ""Murderers..." He stares at the emb..."
sequence: 0
dialoguetext:
"Murderers..." He stares at the embers, then into your eyes. "You're the RCM -- you represent the Moralist International, the enemies of humanity, who took this city. I represent their adversary, le Parti communiste d'Insulinde."


title: The Deserter: ""You're the RCM." He stares at the..."
sequence: 0
dialoguetext:
"You're the RCM." He stares at the embers, then into your eyes. "You represent the Moralist International, the enemies of humanity, who took this city. I represent their adversary, le Parti communiste d'Insulinde."


title: The Deserter: ""Rock and roll posturing..." He sta..."
sequence: 0
dialoguetext:
"Rock and roll posturing..." He stares at the embers, then into your eyes. "You're the RCM -- you represent the Moralist International, the enemies of humanity, who took this city. I represent their adversary, le Parti communiste d'Insulinde."


title: The Deserter: ""Let's." He looks you in the eye. "..."
sequence: 0
dialoguetext:
"Let's." He looks you in the eye. "You represent the Moralist International, the enemies of humanity, who took this city. I represent their adversary, le Parti communiste d'Insulinde."


title: The Deserter: ""Liberal reactionaries signed that..."
sequence: 0
userscript: XPTinySetBool("XP.why_officer_dros_kept_fighting")--[[ Variable[ ]]
dialoguetext:
"Liberal reactionaries signed that instrument -- traitors, who should have been burned alive..." He draws his breath. "I answer to the Communist Party."


title: The Deserter: ""*You're* insane." He stares at the..."
sequence: 0
dialoguetext:
"*You're* insane." He stares at the firepit. "Radio shows, speed racing, sporting goods... None of it is real."


title: The Deserter: ""I don't think you did." He stares..."
sequence: 0
dialoguetext:
"I don't think you did." He stares at the firepit. "You live in a delusion. Radio shows, speed racing, and sporting goods. It's not real..."


title: The Deserter: ""Trained," he nods, "in *historical..."
sequence: 0
dialoguetext:
"Trained," he nods, "in *historical materialism*, then assigned as a *political commissar*. By the Party. These things used to mean something."


title: The Deserter: ""Fire-guy..." He shakes his head. "..."
dialoguetext:
"Fire-guy..." He shakes his head. "Regressive bourgeoisie henchman. Can't even talk like a grown up."


title: The Deserter: ""All the real communists are dead...."
sequence: 0
dialoguetext:
"All the real communists are dead. They died fighting for *communism* -- are you *dead*?" His voice turns into a hiss: "No. You're an inert lumpen with a gun."


title: Endurance: "There's definitely something off wi..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_endurance_modifier_more", true) --[[ Variable[ ]]
dialoguetext:
There's definitely something off with his body. Something more than just metabolism, or even cancer...


title: The Deserter: ""You're not. You're part of the mea..."
sequence: 0
dialoguetext:
"You're not. You're part of the meat shield surrounding the *real* fascists, while they rape children. That's what *you* are."


title: The Deserter: ""You're part of the *meat shield*."..."
sequence: 0
dialoguetext:
"You're part of the *meat shield*." He squints. "The human meat shield that surrounds the fascists and the license holders. You take the fire, while they rape and kill. That's what *you* are."


title: The Deserter: ""No you're not. You're part of the..."
sequence: 0
dialoguetext:
"No you're not. You're part of the *meat shield*." He squints. "The human shield that surrounds the fascists. While they kill and rape. That's what *you* are."


title: Kim Kitsuragi: ""Detective." The lieutenant gives y..."
sequence: 0
dialoguetext:
"Detective." The lieutenant gives you a stern look. "We have not come here to discuss ideology." He then turns to the old man.


title: The Deserter: "The old man spits into the fire pit..."
sequence: 0
dialoguetext:
The old man spits into the fire pit. He does not say anything more. A jitter passes his lower body...


title: The Deserter: ""Supplies, vegetables..." He winces..."
sequence: 0
dialoguetext:
"Supplies, vegetables..." He winces. "I collect rainwater. It's the life of a dog, not a human being." He coughs once more, then puts his hand on his belly...


title: The Deserter: ""You're insane and grotesque. Every..."
sequence: 0
dialoguetext:
"You're insane and grotesque. Everyone steals: vegetables, supplies. It's the life of a dog." He coughs once more, then puts his hand on his belly...


title: Pain Threshold: "There's no way he could manage the..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_painthresh_drouamine", true) --[[ Variable[ ]]
dialoguetext:
There's no way he could manage the pain without them. It's safe to say he is addicted to painkillers by now.


title: Visual Calculus: "He does seem frail, gaunt for his a..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_viscal_cancer", true) --[[ Variable[ ]]
dialoguetext:
He does seem frail, gaunt for his age, more like 75 than 65. Trouble putting on weight could mean cancer.


title: The Deserter: ""Yes." There's a smile on his dry l..."
sequence: 0
dialoguetext:
"Yes." There's a smile on his dry lips. "That is true, droite. That is true. That's the punishment in the jungle."


title: The Deserter: "He looks at you, his face parched f..."
sequence: 0
dialoguetext:
He looks at you, his face parched from the sun and the wind -- there's a wince of pain in there somewhere.


title: The Deserter: ""I *need* to die." A droll smile st..."
sequence: 0
dialoguetext:
"I *need* to die." A droll smile stretches across his mouth. "You don't have medical facilities, you have guns. That's all they give you, toy guns."


title: The Deserter: ""I haven't. I have holes in my brai..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_holes_in_head", true) --[[ Variable[ ]]
dialoguetext:
"I haven't. I have holes in my brain. Years missing, others filled with pain only. A decade of..." His eyes roll into his skull and back...


title: The Deserter: ""It's the little joys..." A crooked..."
sequence: 0
userscript: SetVariableValue("seafort.deserter_taking_drugs", true) --[[ Variable[ ]]
dialoguetext:
"It's the little joys..." A crooked smile appears on his face. "A dark joke. A sunshiny day. Morphine..."


title: The Deserter: ""At least you know it." He nods tow..."
sequence: 0
dialoguetext:
"At least you know it." He nods toward Martinaise. "The traitors of this city turned the lights back on in the Thirties, after the fighting stopped. Ruins, glittering in the dark, like a fucking merry-go-round..."


title: The Deserter: ""No wonder. All your minds are rott..."
sequence: 0
dialoguetext:
"No wonder. All your minds are rotting from the radio waves..." He nods toward Martinaise. "I watched the *traitors* of this city turn the lights back on. More and more each year. Ruins, glittering in the dark, like a fucking merry-go-round..."


title: The Deserter: ""It's disgusting..." He looks down..."
sequence: 0
dialoguetext:
"It's disgusting..." He looks down at his shoes; his face parched from the sun and the wind -- there's a wince of pain in there somewhere.


title: You: ""One more question -- do you smoke..."
dialoguetext: "One more question -- do you smoke Tioumoutiri cigarettes?"
sequence: 0
conditionstring:
Variable["coast.sense_perc_cigarette_butts_tioumoutiri"] == true  and  Variable["seafort.mattress_found_cigs"] == true


title: The Deserter: ""They're good." He nods. "Plenty of..."
sequence: 0
userscript: XPTinySetBool("XP.connect_cigarettes_to_deserter")--[[ Variable[ ]]
dialoguetext:
"They're good." He nods. "Plenty of tar. I like that boy on the pack too. Reminds me of the last century."


title: The Deserter: ""It was hard in the '10s..." He sha..."
sequence: 0
dialoguetext:
"It was hard in the '10s..." He shakes his head. "I didn't have partisan training, they were searching for stragglers, those bloodhounds..." He closes his eyes. "Floodlights on the water at night."


title: The Deserter: ""We communards still hoped and they..."
sequence: 0
dialoguetext:
"We communards still hoped and they needed to snuff that hope out. The East capitulated, Martinaise and Coal City were turned to dust..." He looks south. "But Jamrock, Faubourg, even Couron; and Boogie Street of course -- those fucking kipts had Mazov coursing through their veins..."


title: The Deserter: ""And others too. Some cordons of Re..."
sequence: 0
dialoguetext:
"And others too. Some cordons of Revachol were still fighting. There were cells, I tried to contact them..." He shakes his head. "Soon they all went silent. The frequencies, dead."


title: The Deserter: ""At night. I used a dinghy..." He n..."
sequence: 0
dialoguetext:
"At night. I used a dinghy..." He nods toward the deflated tyre in the reeds. "I only went after dark then. When I got to the city I stayed underground. Patrols. You lot. The commons too, they'd started snitching..."


title: The Deserter: ""From bunker to bunker..." He nods...."
sequence: 0
dialoguetext:
"From bunker to bunker..." He nods. "Not anymore, no one cares now, I don't even have to hide. They think I'm another antisocial vagrant. I could walk straight into that town if I wanted. I just..." He falls silent, his gaze fixed on the shacks huddled together across the water.


title: The Deserter: ""I don't want to. They're all trait..."
sequence: 0
dialoguetext:
"I don't want to. They're all traitors -- pigs, rabbits, and dogs. Men without ideals are only animals."


title: The Deserter: ""What was it like? There was hope,..."
sequence: 0
dialoguetext:
"What was it like? There was hope, a little hope. They needed to snuff it out. Martinaise and Coal City were turned to dust..." He looks south. "But Jamrock, Faubourg, even Couron; and Boogie Street of course -- those fucking kipts had Kras Mazov coursing in their veins..."


title: You: ""The weapons cache under Saint-Ghis..."
sequence: 0
conditionstring: Variable["doomed.weapons_cache"] == true
dialoguetext:
"The weapons cache under Saint-Ghislaine 22B." (Point to it.) "In the basement. Have you been there?"


title: The Deserter: ""They stored leaflets there, broadc..."
sequence: 0
dialoguetext:
"They stored leaflets there, broadcasting equipment too. Made broadcasts, I think. Propaganda officers... I buried them with their leaflets. They killed themselves. Two young boys."


title: The Deserter: ""So you finally found it." He looks..."
sequence: 0
dialoguetext:
"So you finally found it." He looks at you -- then pulls the raincoat tighter around his neck. "There must have been a small squadron's worth of arms in there. Belle-Magraves, right?"


title: The Deserter: ""Sleeping..." He coughs. "Some nigh..."
sequence: 0
userscript: XPTinySetBool("XP.connect_cache_to_deserter")--[[ Variable[ ]]
dialoguetext:
"Sleeping..." He coughs. "Some nights. Ammo-scrounging on others. Those Magraves were shit even before they corroded -- some had bullets in the chamber, however."


title: The Deserter: ""There used to be a system that con..."
sequence: 0
dialoguetext:
"There used to be a system that connected the bunkers. Tunnels and such. Under the church and... everywhere. Most of them are gone now, collapsed -- just bricks. All the old infrastructure has..."


title: The Deserter: ""A lot of our boys did... I spent s..."
sequence: 0
dialoguetext:
"A lot of our boys did... I spent some winters there. Never liked it. Kept thinking of them..." He stares at the ruins of the Feld building. "No need to go underground anymore. It's better in the ruins on the ground."


title: The Deserter: ""Traitors. It's better alone." He n..."
sequence: 0
dialoguetext:
"Traitors. It's better alone." He nods toward Martinaise. "I watched the people of this city turn the lights back on, more and more each year. Ruins, glimmering in the dark, like a fucking merry-go-round..."


title: The Deserter: ""Loyalist clown uniform..." He clea..."
userscript: SetVariableValue("seafort.deserter_jacket_comment", true) --[[ Variable[ ]]
dialoguetext:
"Loyalist clown uniform..." He clears his throat, pointing at your coat. "I see they sent the full *fasces*. Royal treatment."


title: Empathy: "Pride of the "at least we have this..."
sequence: 0
dialoguetext:
Pride of the "at least we have this" kind. This is a cracked honour, a bitter pride. The man sounds like a *communard*. Be careful.


title: Cuno: ""No fucking way, not on Cuno's life..."
dialoguetext:
"No fucking way, not on Cuno's life..." he mumbles. With his finger pointing at the deserter -- through his jacket pocket -- the kid turns to the old man.


title: Cuno: ""Officer Cuno's got his Kiejl A9 po..."
dialoguetext:
"Officer Cuno's got his Kiejl A9 pointed at your fucking head and he's gonna blow it clean off if you don't drop your weapon right now!" His pointed finger is moving inside his pocket.


title: Drama: "Even with the intensity he's puttin..."
sequence: 0
dialoguetext:
Even with the intensity he's putting in those words, and the fidgeting in his pocket, the kid is unconvincing.


title: The Deserter: ""It's actually quite light. It was..."
userscript: SetVariableValue("seafort.deserter_mentioned_hsin_yao", true) --[[ Variable[ ]]
dialoguetext:
"It's actually quite light. It was sent to us by our brothers in the Hsin-Yao Commune. Military aid." He pats the rifle.


title: Cuno: ""Cuno's dad has this shit. Wine bel..."
sequence: 0
dialoguetext:
"Cuno's dad has this shit. Wine belly." The kid looks at you. "The cops can take care of this, right? Medicine shit. With, like, facilities."


title: You: ""What have you been using this gun..."
dialoguetext: "What have you been using this gun for?"
sequence: 0
userscript: SetVariableValue("seafort.deserter_logic_gun_not_asked", true) --[[ Variable[ ]]
conditionstring:
Variable["seafort.deserter_no_reply_to_gun_use"] == false  and  Variable["seafort.deserter_exited_murder_confession"] == false


title: You: ""One more time: what have you used..."
dialoguetext: "One more time: what have you used this gun for?"
sequence: 0
conditionstring:
Variable["seafort.deserter_no_reply_to_gun_use"] == true  and  Variable["seafort.deserter_who_are_you_hub_got"] == true  and  Variable["seafort.deserter_exited_murder_confession"] == false


title: You: ""One more time, Mr. Dros -- the Col..."
dialoguetext: "One more time, Mr. Dros -- the Colonel. We need to talk about you *killing* him."
sequence: 0
conditionstring:
Variable["seafort.deserter_exited_murder_confession"] == true  and  Variable["seafort.deserter_collab_hub_got"] == false


title: You: ""When did you first see the decease..."
dialoguetext: "When did you first see the deceased?"
sequence: 0
conditionstring:
Variable["seafort.deserter_branch_then_what"] == true  and  Variable["seafort.deserter_sugg_fill_in_the_blanks"]


title: You: ""What, specifically, did you not *l..."
dialoguetext: "What, specifically, did you not *like* about what you saw the night of the murder?"
sequence: 0
conditionstring:
Variable["seafort.deserter_branch_then_what"] == true  and  Variable["TASK.extract_a_motive_done"] == false


title: You: ""Been looking at anything else you..."
dialoguetext: "Been looking at anything else you haven't *liked*?"
sequence: 0
conditionstring:
Variable["seafort.deserter_branch_then_what"] == true  and  Variable["seafort.deserter_bonus_hub_got"] == false


title: You: ""Iosef Lilianovich Dros, you're und..."
dialoguetext: "Iosef Lilianovich Dros, you're under arrest for the murder of the colonel."
sequence: 0
conditionstring:
Variable["seafort.deserter_who_are_you_hub_got"] == true  and  Variable["seafort.deserter_postponed_arrest"] == false  and  Variable["seafort.phasmid_has_arrived"] == false  and  Variable["seafort.deserter_murder_confession"] == true


title: You: "(Now we are done.) "Iosef Lilianovi..."
dialoguetext: (Now we are done.) "Iosef Lilianovich Dros, you are under arrest for the murder of the colonel."
sequence: 0
conditionstring:
Variable["seafort.deserter_postponed_arrest"] == true  and  Variable["seafort.phasmid_has_arrived"] == false


title: The Deserter: "The old man stares at the reeds. Hi..."
sequence: 0
dialoguetext:
The old man stares at the reeds. His face shows no emotion -- only a faint tremor passes over his features, like a leaf in the wind.


title: Rhetoric: "This looked very much like the murd..."
sequence: 0
dialoguetext:
This looked very much like the murder weapon. It can be used against him to get a confession -- in time...


title: The Deserter: ""Good, *Cuno*. Be that." He nods to..."
sequence: 0
dialoguetext:
"Good, *Cuno*. Be that." He nods toward Martinaise. "I saw the *traitors* of this city turn the lights back on. More and more each year. Ruins, glittering in the dark, like a fucking merry-go-round..."


title: Cuno: ""My pig asked you a question. Quit..."
sequence: 0
dialoguetext:
"My pig asked you a question. Quit spazzin' out and tell him about the..." The kid doesn't get to finish the sentence.


title: Insulindian Phasmid: "The creature stands on long stilt-l..."
sequence: 0
dialoguetext:
The creature stands on long stilt-like legs, antennae hanging from its head like a woman's hair -- white and curled at the tips. It is no more than five steps away from you.


title: Savoir Faire: "Take long, deep breaths. Slow down..."
sequence: 0
dialoguetext:
Take long, deep breaths. Slow down your pulse. Don't move yet, and when you do -- be light as a feather.


title: You: "Approach carefully."
dialoguetext: Approach carefully.
sequence: Hold();
conditionstring:
Variable["coast.morells_pheromone_spray"] == true  or  Variable["coast.morell_pheromone_spray_thick"] == true


title: Perception (Hearing): "The hiss is different from the stri..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_hearing_hiss", true) --[[ Variable[ ]]
dialoguetext:
The hiss is different from the strings you heard before. It says something *else*, in a lower pitch...


dialoguetext: 0
sequence: Continue()
title:
Variable["coast.morells_pheromone_spray"] == true  and  Variable["whirling.bath_washed_pheromones_off"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["coast.morells_pheromone_spray"] == true  and  Variable["whirling.bath_washed_pheromones_off"] == false)

conditionstring:
(Variable["coast.morells_pheromone_spray"] == true  and  Variable["whirling.bath_washed_pheromones_off"] == false) == false


title: Kim Kitsuragi: ""It is," the lieutenant whispers be..."
sequence: PlayAnimation(Kim Kitsuragi,grabCam)->Message(cam);SetTriggerAnimation(Kim Kitsuragi,aimCam)@1
dialoguetext:
"It is," the lieutenant whispers behind you. You hear the familiar ring of his jacket unzipping -- slowly. Painstakingly so...


title: Kim Kitsuragi: "You glance over your shoulder. The..."
sequence: 0
dialoguetext:
You glance over your shoulder. The lieutenant holds a piece of milled aluminium. He begins to pull it open, extremely carefully -- it's the camera!


title: Kim Kitsuragi: "You glance over your shoulder. The..."
sequence: 0
dialoguetext:
You glance over your shoulder. The lieutenant holds a piece of milled aluminium. He begins to pull it open, extremely carefully...


title: You: "(Point to it.) "What is that?""
dialoguetext: (Point to it.) "What is that?"
sequence: 0
conditionstring:
Variable["yard.hanged_picture_taken"] == false  and  Variable["seafort.phasmid_perc_looks_like_camera"] == false


title: Insulindian Phasmid: "From the corner of your eye, you se..."
sequence: 0
dialoguetext:
From the corner of your eye, you see a sudden cascade of motion ripple through the insect's limbs. A series of ultrasonic clicks fills your ear...


title: Kim Kitsuragi: "With the sound of metal sliding aga..."
sequence: 0
dialoguetext:
With the sound of metal sliding against metal, the lieutenant reveals the lens. The glass glints in his hand as he begins to slide in an ampoule...


title: Kim Kitsuragi: ""I won't be one of those fools who..."
dialoguetext:
"I won't be one of those fools who didn't take a picture..." He has stopped fiddling with the camera, but does not put it down.


title: Kim Kitsuragi: ""I don't think the pheromone will d..."
dialoguetext:
"I don't think the pheromone will do anything." His whisper turns to a sceptical hiss -- but he has stopped now.


title: Insulindian Phasmid: "The spindly mechanism turns itself..."
sequence: SetTriggerAnimation(Kim Kitsuragi, removeCam);
userscript: XPMajorSetBool("XP.discover_a_new_species")--[[ Variable[ ]]
dialoguetext:
The spindly mechanism turns itself back to you, its antennae taking their measure of the air, slowly...


title: Insulindian Phasmid: "The creature tilts its tiny head to..."
sequence: 0
dialoguetext:
The creature tilts its tiny head to the side and appears to look at you. It is incredibly light, like the slightest gust of wind should blow it away, but it doesn't...


title: Insulindian Phasmid: "A sudden chirrup fills the air -- t..."
sequence: AudioPlay(seafort/insulindian_phasmid/phasmid-grk-01,1)
dialoguetext:
A sudden chirrup fills the air -- the walking stick moves its whole body, limbs working independently of each other, like the parts of a masterfully constructed machine.


title: Insulindian Phasmid: "Nothing changes in the cyclical, pr..."
sequence: 0
dialoguetext:
Nothing changes in the cyclical, praying motion of the creature's limbs. They are porcelain white on the inside, and reed-coloured on the out -- beige, light brown and striped. You are unsure if it is scared or not.


title: Empathy: "There is a sadness in there -- or i..."
sequence: 0
dialoguetext:
There is a sadness in there -- or is it in you, from the dream... It's still with you, the pitiful *hey* you told her, even now...


title: The Deserter: "No one hears you whisper. Behind yo..."
sequence: 0
userscript: XPMajorSetBool("XP.discover_a_new_species")--[[ Variable[ ]]
dialoguetext:
No one hears you whisper. Behind you, the straggler sits despondently by the fire, oblivious to his surroundings.


title: Kim Kitsuragi: ""We can't just leave it standing th..."
dialoguetext:
"We can't just leave it standing there. We have to do *something*, detective. It could be..." He thinks. "It could be connected somehow even..."


title: Insulindian Phasmid: "The ghost insect watches you diseng..."
sequence: 0
dialoguetext:
The ghost insect watches you disengage, continuing its hypnotizing motion. It's unclear whether it even registers that you're going...


title: Insulindian Phasmid: "He not as much as glances at the gi..."
sequence: 0
dialoguetext:
He not as much as glances at the gigantic insect to his right -- nor does it look at him. Its antennae take their measure of the air, slowly... searching for something -- *you*.


title: Kim Kitsuragi: ""I have absolutely no idea..." The..."
sequence: SetTriggerAnimation(Kim Kitsuragi, grabCam)
dialoguetext:
"I have absolutely no idea..." The lieutenant whispers back. You hear the familiar ring of his jacket unzipping -- slowly. Painstakingly so...


title: Esprit de Corps: "Meanwhile, in the antechamber of th..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_esprit_stuff_in_station", true) --[[ Variable[ ]]
dialoguetext:
Meanwhile, in the antechamber of the Station 57 lazareth, a neatly packed pair of cargo pants and an orange bomber jacket sit in a locker. Nested on the jacket -- a small block of milled aluminium, tucked away in a leather case.


title: Esprit de Corps: "An instant camera -- the Trigat Sun..."
sequence: 0
dialoguetext:
An instant camera -- the Trigat Sunshine Mini. A moan of discomfort sounds from the lazareth, as he turns onto his side...


title: Esprit de Corps: "A camera -- an instant colour camer..."
sequence: 0
dialoguetext:
A camera -- an instant colour camera the lieutenant keeps tucked away in his coat pocket. A moan of discomfort sounds from the lazareth, as he turns onto his side...


title: Insulindian Phasmid: "Back on an island 28 kilometres awa..."
sequence: 0
dialoguetext:
Back on an island 28 kilometres away, the gigantic insect moves its antennae, taking its measure of the air, slowly... it's searching for something -- *you*.


title: Electrochemistry: "Slowly, with your breath held, you..."
userscript: ReputationGrows("kim")
dialoguetext:
Slowly, with your breath held, you take two small steps toward the phasmid. The creature lets out a series of ultrasonic clicks that swarm around your head like swallows...

sequence:
PlayAnimation(Tequila Sunset, slowWalk)@2;Release(); AudioPlay(seafort/insulindian_phasmid/phasmid-grk-03,1)


title: Electrochemistry: "You barely get to take one step --..."
dialoguetext:
You barely get to take one step -- the invertebrate reacts with uncanny speed, skating away across the water. It's gone, like a skipping stone, leaving nothing but rings on the sea's calm mirror...

sequence:
MusicPlay(silence, 100, 1, 15);BanishInterface(true)@1;PlayAnimation(Tequila Sunset, slowWalk)@2;FocusCamera(PhasmChaseCam)@2.5;PlayAnimation(phasmid_scene,end)@2->Message(hide);LuaRun(SetAreaState("FORTRESS_PHASMID", "hidden"))@Message(hide); AudioPlay(seafort/insulindian_phasmid/phasmid-swoosh-01,1)@2;BanishInterface(false)@10;ResetCamera(3)@7;Release();


title: Encyclopedia: "The tracheal system on the creature..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_ency_smelling_you", true) --[[ Variable[ ]]
dialoguetext:
The tracheal system on the creature's abdomen expands in front of you, to take in and expel air -- it's *smelling* you.


title: Insulindian Phasmid: "...hissing and clicking, it extends..."
sequence: 0
userscript: FinishTask("TASK.first_phasmid_done"); GainTask("TASK.more_phasmid")--[[ Variable[ ]]
dialoguetext:
...hissing and clicking, it extends its mandible-like antennae to greet you. You're right below it now, looking up at the colossal chitin of its white limbs. The head of the creature is crowned by reeds and its eyes are like small droplets of water.


title: Insulindian Phasmid: "The insect stops its stridulation,..."
sequence: 0
dialoguetext:
The insect stops its stridulation, seeming to observe you. Below its crown of reeds, little pin-prick eyes detect motion, glittering. The world stands still around you.


title: Insulindian Phasmid: "No reply. A total, ancient silence..."
sequence: 0
dialoguetext:
No reply. A total, ancient silence comes from its mouth, along with what appears to be some kind of foam... The stridulations of its limbs continue all around you.


title: Insulindian Phasmid: "You were right. Little bubbles form..."
sequence: 0
dialoguetext:
You were right. Little bubbles form on the mouthparts of the creature -- on its segmented lower lip. It looks to be foaming, slowly. The foam is white, then yellowish...


title: Insulindian Phasmid: "The foam slowly turns a darker shad..."
sequence: 0
dialoguetext:
The foam slowly turns a darker shade, like burnt caramel -- as the insect moves its mouthparts, masticating. The little bubbles begin to burst, one by one...


title: Insulindian Phasmid: "Silence. Click. The foam slowly tur..."
sequence: 0
dialoguetext:
Silence. Click. The foam slowly turns a darker tone, like burnt caramel -- as the insect moves its mouthparts, masticating on nothing in particular. Then the little bubbles begin to burst, one by one...


title: Insulindian Phasmid: "The invertebrate stops, raising its..."
sequence: 0
dialoguetext:
The invertebrate stops, raising its scythe-like arms and tilting its tiny head, formed from the fused plates around its mouth. For a second, the effigy is frozen, then it nudges back into motion with a click.


title: Insulindian Phasmid: "As you do, the invertebrate comes t..."
sequence: 0
dialoguetext:
As you do, the invertebrate comes to life, its limbs moving independent of each other. As if each has a mind of its own. They are white like stalks of porcelain, knitting above you.


title: Insulindian Phasmid: "The invertebrate comes back to life..."
sequence: 0
dialoguetext:
The invertebrate comes back to life, stridulating. Sets of complex eyes follow you, moving in tandem, on either side of the insect's small head.


title: Insulindian Phasmid: "Unwittingly the insect continues it..."
sequence: 0
dialoguetext:
Unwittingly the insect continues its stridulations. As it moves, tuft-like structures still pretending to be plants rustle along on its joints.


title: Insulindian Phasmid: "The reed-creature does not stop its..."
sequence: 0
dialoguetext:
The reed-creature does not stop its stridulations -- it towers above you, parting the reeds it emerged from. Tuft like structures still rustle on its joints.


title: You: "(Look up.) "You're smelling me...""
dialoguetext: (Look up.) "You're smelling me..."
sequence: 0
conditionstring:
Variable["seafort.phasmid_ency_smelling_you"] == true  and  IsKimHere() == false  and  IsCunoInParty() == false


title: Insulindian Phasmid: "The insect's head is crowned with r..."
sequence: 0
dialoguetext:
The insect's head is crowned with reed-like scales, the shape of seed heads. They rustle as the air moves. The ventricles at its abdomen continue to expanding, like lunglets...


title: Kim Kitsuragi: ""Okay..." With a slow ring of metal..."
dialoguetext:
"Okay..." With a slow ring of metal, the lieutenant slides the lens open and raises it to eye level.

sequence:
PlayAnimation(Kim Kitsuragi,grabCam)->Message(cam);SetTriggerAnimation(Kim Kitsuragi,aimCam)@1; AudioPlay(seafort/insulindian_phasmid/open-cameracase-01,1)@1;


title: Insulindian Phasmid: "There is no change in the insects m..."
sequence: 0
dialoguetext:
There is no change in the insects motion while its being aimed by the camera. It remains fixated on you.


title: Kim Kitsuragi: ""In three," the lieutenant whispers..."
sequence: 0
dialoguetext:
"In three," the lieutenant whispers, his voice is tense. "If it moves, you jump back, I'll shoot. Here we go. Three, two, one..."


title: Insulindian Phasmid: "The shrill flash of the camera cuts..."
userscript: ShowDialogueImage("photo_phasmid")
dialoguetext:
The shrill flash of the camera cuts the air like the blade of a sword. The phasmid freezes in its bright light -- head turned toward the lieutenant. Hypnotized by the flash, it stands frozen before you.

sequence:
PostFX(whiteout, true);PlayAnimation(Kim Kitsuragi, kim_takes_photo); AudioPlay(seafort/insulindian_phasmid/kims-camera-01,1);


title: Shivers: "The sweat on your arms feels cold a..."
sequence: 0
dialoguetext:
The sweat on your arms feels cold as ice. As if you're frozen as well, in the shadow of this giant statue of chitinous marble.


title: Kim Kitsuragi: ""It appears the insect can walk on..."
sequence: 0
dialoguetext:
"It appears the insect can walk on water. Like a water strider, you know. It's almost as fast..." He stops, short of breath. "Uncanny..."


title: Kim Kitsuragi: ""I don't think..." He tries to expl..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_pheromone_option_done", true) --[[ Variable[ ]]
dialoguetext:
"I don't think..." He tries to explain, patting slightly: "I don't think it had *anything* to do with the ox-spray. It was just scared."


title: Kim Kitsuragi: ""Okay, but..." He shakes his head i..."
sequence: 0
dialoguetext:
"Okay, but..." He shakes his head in disbelief. "I'm not an entomologist, okay? Neither was the para-scientist. Who knows? The only thing I'm sure of is..."


title: Kim Kitsuragi: ""Looks like it doesn't like to stay..."
sequence: 0
dialoguetext:
"Looks like it doesn't like to stay out in the open for long." The lieutenant squints where you're pointing.


title: Kim Kitsuragi: ""No..." He shows you the white slip..."
sequence: 0
dialoguetext:
"No..." He shows you the white slip of photo paper. There's a rainbow of colour -- blue, white, yellow, and brown like a child's painting.


title: Kim Kitsuragi: "There's a flicker of a smile on his..."
sequence: 0
dialoguetext:
There's a flicker of a smile on his lips, like he can't believe what he's saying: "We *saw* it -- it was real."


title: The Deserter: ""What now..." the old man behind yo..."
sequence: 0
dialoguetext:
"What now..." the old man behind you repeats suddenly. He's put his hand into the ash -- it's dirty and black.


title: Kim Kitsuragi: ""Our suspect's not looking so good...."
dialoguetext: "Our suspect's not looking so good. We should check him over -- also..." He points to the reeds.
sequence: 0
userscript:
SetVariableValue("seafort.phasmid_and_nest_done", true) ; FinishTask("TASK.first_phasmid_done"); GainTask("TASK.deserter_again")--[[ Variable[ ]]


title: You: ""What in the name of *god* was that?""
dialoguetext: "What in the name of *god* was that?"
sequence: 0
conditionstring:
Variable["tc.insulindian_phasmid"] == false  and  Variable["coast.morells_pheromone_spray"] == false


title: You: ""Damn, we should have helped the cr..."
dialoguetext: "Damn, we should have helped the cryptozoologists."
sequence: 0
conditionstring:
Variable["tc.insulindian_phasmid"] == true  and  Variable["coast.morells_pheromone_spray"] == false  and  Variable["TASK.inspect_traps"] == false


title: Kim Kitsuragi: ""I'm not. We should have... it's my..."
sequence: 0
dialoguetext:
"I'm not. We should have... it's my fault too." He looks across the water. The slip of photo paper still drying in his hand, hanging despondently for a second.


title: Kim Kitsuragi: ""I know. We *should* have... It's m..."
sequence: 0
dialoguetext:
"I know. We *should* have... It's my fault too." He looks across the water. The slip of photo paper still drying in his hand, just hanging there for a second.


title: Kim Kitsuragi: ""A stick insect of some sort. Prete..."
sequence: 0
dialoguetext:
"A stick insect of some sort. Pretending to be the reeds..." He shakes his head. "Has it been there the whole time?"


title: Suggestion: "You never had a chance. There was s..."
sequence: 0
dialoguetext:
You never had a chance. There was something off the moment you approached it. It was scared of you. Of humans.


title: Insulindian Phasmid: "Reed-like tufts stick out of its jo..."
dialoguetext:
Reed-like tufts stick out of its joints. As the insect moves its forearms it produces a faint hiss -- like a reel-to-reel machine spinning after the tape breaks.

sequence:
AudioPlay(seafort/insulindian_phasmid/phasmid-grk-02,1);AudioPlay(seafort/insulindian_phasmid/phasmid-grk-01,1);


title: Kim Kitsuragi: ""Where? Where did it go?" The lieut..."
sequence: ResetCamera();
dialoguetext:
"Where? Where did it go?" The lieutenant has the camera in one hand -- and a slip of white paper in the other, developing.


title: Kim Kitsuragi: ""I tried," he explains. "But it was..."
sequence: 0
dialoguetext:
"I tried," he explains. "But it was moving too fast. And I didn't get the ampoule in right. And..." He gathers himself. "Dammit. I believe my eyes. It *was* there."


title: You: ""Damn it! Damn it! I didn't get it..."
dialoguetext: "Damn it! Damn it! I didn't get it right..." [Leave in rage.]
sequence: 0
conditionstring:
(Variable["coast.morells_pheromone_spray"] == true  or  Variable["coast.morell_pheromone_spray_thick"] == true)   and  Variable["whirling.bath_washed_pheromones_off"] == false

userscript:
SetVariableValue("seafort.phasmid_and_nest_done", true) ; FinishTask("TASK.first_phasmid_done"); GainTask("TASK.deserter_again")--[[ Variable[ ]]


title: Esprit de Corps: "We missed it, he thinks. We damn mi..."
sequence: 0
dialoguetext:
We missed it, he thinks. We damn missed a spot. We should have... then the lieutenant collects himself.


title: Kim Kitsuragi: ""I never thought the damn *cryptozo..."
sequence: 0
dialoguetext:
"I never thought the damn *cryptozoology* would factor into this... Well, we know it's here now. We *will* find it again."


title: Kim Kitsuragi: ""Am I?" He shakes his head. "I don'..."
sequence: 0
dialoguetext:
"Am I?" He shakes his head. "I don't know. I'm not an entomologist! Neither was the para-scientist. The only thing I'm sure of is..."


title: Kim Kitsuragi: ""*Like* you?" He shakes his head in..."
sequence: 0
dialoguetext:
"*Like* you?" He shakes his head in disbelief. "I'm not an entomologist, okay -- neither was the para-scientist. Who knows, maybe you're right. The only thing I'm sure of is..."


title: Kim Kitsuragi: ""The ampoule will produce a loud hi..."
dialoguetext:
"The ampoule will produce a loud hiss." He turns to you and whispers: "You're right. It could scare it away. I need a better moment, when it's not looking."


title: The Deserter: ""What are you talking about, *phero..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_pheromone_option_done", true) --[[ Variable[ ]]
dialoguetext:
"What are you talking about, *pheromone*?" The strange state the old man is in ends, momentarily. Something in the word animates him...


title: You: ""I should have taken the pheromone!""
dialoguetext: "I should have taken the pheromone!"
sequence: 0
conditionstring:
Variable["coast.morells_pheromone_spray"] == false  and  Variable["TASK.find_phasmid"] == false  and  Variable["TASK.find_phasmid_done"] == false  and  Variable["coast.morell_refused_ox_spray"] == true


title: You: ""What in the name of god was that?""
dialoguetext: "What in the name of god was that?"
sequence: 0
conditionstring:
Variable["coast.morells_pheromone_spray"] == false  and  Variable["tc.insulindian_phasmid"] == false


title: You: ""I should have helped the cryptozoo..."
dialoguetext: "I should have helped the cryptozoologists. It's too late now..."
sequence: 0
conditionstring:
Variable["coast.morells_pheromone_spray"] == false  and  Variable["tc.insulindian_phasmid"] == true  and  Variable["TASK.find_phasmid"] == false  and  Variable["TASK.find_phasmid_done"] == false


title: The Deserter: ""What was what?" The straggler look..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_pheromone_option_done", true) --[[ Variable[ ]]
dialoguetext:
"What was what?" The straggler looks around. "It's just the reeds, playing tricks on you, droite..."


title: Volition: "Subdue the regret. Dust yourself of..."
sequence: 0
dialoguetext:
Subdue the regret. Dust yourself off, proceed. You'll get it in the next life, where you don't make mistakes. Do what you can with this one, while you're alive.


title: The Deserter: "Looks like you're right. He's exten..."
sequence: 0
dialoguetext:
Looks like you're right. He's extending his hand into the dust now, for some odd reason. Smearing his finger in it, confused like a child...


title: The Deserter: ""I don't..." He's extending his han..."
sequence: 0
dialoguetext:
"I don't..." He's extending his hand into the dust now, for some odd reason. Smearing his finger in it, like a confused child...


title: Esprit de Corps: ""He must be *really* out of it, yel..."
sequence: 0
dialoguetext:
"He must be *really* out of it, yelling like that. Well, at least he's *alive*...." Officer Minot in the blue uniform frowns: "Jean, maybe something *happened*? He's in distress..."


title: Esprit de Corps: "Three-hundred metres inland special..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_esprit_posse_incoming", true) --[[ Variable[ ]]
dialoguetext:
Three-hundred metres inland special consultant Trant Heidelstam cups his ear. Satellite-Officer Vicquemare nods to him on the jetty: "I heard it."


title: Esprit de Corps: "Three-hundred metres inland, on the..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_esprit_posse_incoming", true) --[[ Variable[ ]]
dialoguetext:
Three-hundred metres inland, on the jetty, special consultant Trant Heidelstam cups his ear. Satellite-Officer Vicquemare nods to him: "I heard it."


title: Logic: "The lieutenant had a *camera*. A ca..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
The lieutenant had a *camera*. A camera, he could have taken a picture. Now they'll all think you're mad...


title: Kim Kitsuragi: ""I got it..." You hear the lieutena..."
sequence: SetTriggerAnimation(Kim Kitsuragi, removeCam)
dialoguetext:
"I got it..." You hear the lieutenant whisper, as the creature's shape develops onto photo paper in his hand: a polychrome ghost of white streaks against the reeds and the sky. And you, as a shadow before it.


title: Insulindian Phasmid: "The antennae hang from a great heig..."
sequence: 0
dialoguetext:
The antennae hang from a great height. With your hand shaking you barely touch the tip of the left whisker. On contact the chitin curls into a spiral, like the tip of a poison ivy. Its touch on your fingertip feels cold, ticklish...


title: Interfacing: "It is surprisingly delicate -- the..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_interf_bine", true) --[[ Variable[ ]]
dialoguetext:
It is surprisingly delicate -- the curly end of the whisker, like a young bine. It's even a bit wet.


title: Interfacing: "It tastes like... sugar. Very faint..."
sequence: 0
dialoguetext:
It tastes like... sugar. Very faint. The arthropod towers above you, tufts of reeds pointing from limb and head alike.

userscript:
SetVariableValue("seafort.phasmid_tasted_sap", true) ; XPTinySetBool("XP.phasmid_tastes_like_sugar")--[[ Variable[ ]]


title: Interfacing: "You were right, it glistens with so..."
sequence: 0
dialoguetext:
You were right, it glistens with some kind of moisture. The creature in front of you stays frozen...


title: Insulindian Phasmid: "The limb before you is incredibly l..."
sequence: 0
dialoguetext:
The limb before you is incredibly light, like eggshell. It's much lighter than a reed. You feel a soft push could tip the creature over, its hollow exoskeleton collapsing...


title: Interfacing: "Here, within the smooth white inner..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_interfacing_thinks_with_its_limbs", true) --[[ Variable[ ]]
dialoguetext:
Here, within the smooth white inner part of its limb you sense... something very intimate. Thoughts.


title: Insulindian Phasmid: "A small shudder passes the creature..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_one_shudder", true) --[[ Variable[ ]]
dialoguetext:
A small shudder passes the creature's arm. High above you its black pearl-eyes still glisten, mesmerized by the light passing its nervous system.


title: Visual Calculus: "There is some kind of countdown hap..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_viscal_stimulus", true) --[[ Variable[ ]]
dialoguetext:
There is some kind of countdown happening, as it slowly processes the overwhelming brightness of the signal. The invertebrate is regaining control...


title: Kim Kitsuragi: ""The nervous system could be spread..."
sequence: 0
userscript: XPMinorSetBool("XP.phasmid_thinks_with_its_limbs")--[[ Variable[ ]]
dialoguetext:
"The nervous system could be spread out like that..." He whispers behind you. "Over the extremities, like a cuttlefish."


title: Encyclopedia: "Or a *ryacintha*, an Occidental lea..."
sequence: 0
dialoguetext:
Or a *ryacintha*, an Occidental leaf insect with its brain stored in four leaf-like extensions. Or a mimicry octopus with its intelligent tentacles...


title: Insulindian Phasmid: "Another shudder passes through the..."
sequence: 0
userscript: XPMinorSetBool("XP.phasmid_thinks_with_its_limbs")--[[ Variable[ ]]
dialoguetext:
Another shudder passes through the forearm under your palm -- feels like blood pumping through a brain. It's coming to, you withdraw your hand slowly.


title: Insulindian Phasmid: "A sudden shiver passes the limb. Lo..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_one_shudder", true) --[[ Variable[ ]]
dialoguetext:
A sudden shiver passes the limb. Looks like the creature is awakening, wave by wave from its stupor.


title: Insulindian Phasmid: "Another shudder pulses through the..."
sequence: AudioPlay(seafort/insulindian_phasmid/put-photo-away-01,1);
userscript: HideDialogueImage("photo_phasmid")
dialoguetext:
Another shudder pulses through the creatures limbs. It jolts back to life, like a record continuing were it left off -- in a swaying, praying motion. Even the small black pearls of its eyes do not stray from you...


title: Insulindian Phasmid: "A shudder pulses through the creatu..."
sequence: AudioPlay(seafort/insulindian_phasmid/put-photo-away-01,1);
userscript: HideDialogueImage("photo_phasmid")
dialoguetext:
A shudder pulses through the creatures limbs. It jolts back to life, like a record continuing were it left off -- in a swaying, praying motion. Even the small black pearls of its eyes do not stray from you...


title: Suggestion: "They are filled with adoration and..."
sequence: 0
dialoguetext:
They are filled with adoration and curiosity. The adoration of some wheel,  or dominion spinning around its parent deity. And the curiosity of a common wasp, tasting sugar in a fizzy drink.


title: Insulindian Phasmid: "The arthropod towers above you -- j..."
sequence: 0
userscript: HideDialogueImage("photo_phasmid")
dialoguetext:
The arthropod towers above you -- just like in the picture -- oblivious to your chattering. The ventricles on its abdomen slowly expanding, vestigial wings like barely visible gossamer hanging from the inside of its slender joints.


title: Insulindian Phasmid: "There is no mind to speak of. And i..."
sequence: 0
dialoguetext:
There is no mind to speak of. And if there is, it's beyond your imagination -- too simple to be compatible with yours. Segmented mouthparts foam, it tilts its head.


title: Insulindian Phasmid: "It is impossible to see inside. The..."
sequence: 0
dialoguetext:
It is impossible to see inside. There is only chitin, pretending to be reeds -- or polished, like stalks of marble. The occasional series of clicks, undecipherable to the human ear.


title: Pain Threshold: "What more is there in any of us? Yo..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
What more is there in any of us? You think, as the sight of the insect fades and pain shoots up your right foot and into your abdomen, darkening your view... when it returns the insect twitches, feeling the blood on you...


title: Pain Threshold: "The sight of the insect pulses with..."
sequence: 0
dialoguetext:
The sight of the insect pulses with pain, as a streak of fire tries to shoot up your leg. You swallow it. Unmoved. Not now. There's blood dripping... warm.  The creature must feel it too, it twitches.


title: Insulindian Phasmid: "Mute, the insect foams from its mou..."
sequence: 0
dialoguetext:
Mute, the insect foams from its mouthparts, tilting the plates of its fused together head. From left to right, without reason.


title: Insulindian Phasmid: "I exist."
dialoguetext: I exist.
sequence:
Release();SetTriggerAnimation(phasmid_scene,interact); AudioPlay(seafort/insulindian_phasmid/phasmid-grk-03,1);FocusCamera(PhasmidCloseCam)@1;


title: Insulindian Phasmid: "Now I will tell you what it's like..."
sequence: 0
dialoguetext:
Now I will tell you what it's like for me. For me it is a series of half-lit images. A kind of darkness, being intruded upon. Transient. Dim. Moist.


title: Inland Empire: "Nothing. Its simple eyes give off n..."
sequence: Release();
dialoguetext:
Nothing. Its simple eyes give off no flicker of light, no one is home. The twitches of its limbs are insect-like, unknowable, perhaps without substance even.

userscript:
SetVariableValue("seafort.phasmid_wc_failure_counter", Variable["seafort.phasmid_wc_failure_counter"] +1) 


title: Insulindian Phasmid: "It's spread too thin among its limb..."
sequence: 0
dialoguetext:
It's spread too thin among its limbs, performing incomprehensible operations on the world; and you -- looking at it, mouth slightly open... You cannot even imagine what it thinks.


title: Pain Threshold: "Another flash of pain. Again you sw..."
sequence: 0
dialoguetext:
Another flash of pain. Again you swallow it, but this time, some of it does not stay down. You think you taste it in your mouth. So does the insect, twitching suddenly...


title: Pain Threshold: "Suddenly -- another flash of pain...."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
Suddenly -- another flash of pain. Worse than the one before. The taste of blood in your mouth. The insect tastes it too, twitching suddenly...


title: Reaction Speed: "As you back off the phasmid also ta..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_reaction_next_time_will_flee", true) --[[ Variable[ ]]
dialoguetext:
As you back off the phasmid also takes a step back into the reeds. Something tells you -- the next time you engage and disengage it will probably flee.


title: Empathy: "Something stirs in the insect as yo..."
sequence: 0
dialoguetext:
Something stirs in the insect as you begin to back off. It seems to also takes a step back... Something tells you -- the next time you engage and disengage it will probably flee.


title: Insulindian Phasmid: "As you're turning away, the phasmid..."
sequence: Hold();
dialoguetext:
As you're turning away, the phasmid mirrors your movements, stepping on the water -- the long limbs carry its feather weight without breaking its surface.


title: Perception (Sight): "Shifting around in the reeds around..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_perc_reflections_in_water", true) --[[ Variable[ ]]
dialoguetext:
Shifting around in the reeds around it, in the muddy water... you notice some of its hind legs apparently standing on the water from time to time. It's *that* light...


title: Insulindian Phasmid: "Shapes of plants and animals. And *..."
sequence: 0
dialoguetext:
Shapes of plants and animals. And *internal* sensations. A swarm of sounds, tiny vibrations on the inside of my forearms -- all speak of complexities totally beyond my understanding.


title: Insulindian Phasmid: "For me it is not like that. I have..."
sequence: 0
dialoguetext:
For me it is not like that. I have states, not emotions. For example, I experience excitement at unexpected sugar rewards, but that is not important.


title: Insulindian Phasmid: "I am not. There isn't even a centra..."
sequence: 0
dialoguetext:
I am not. There isn't even a central nervous system in my head. Only mouthparts for eating wetland plants.


title: Insulindian Phasmid: "I smelled it, as soon as you steppe..."
sequence: 0
dialoguetext:
I smelled it, as soon as you stepped on the island -- strawberries. Fresh burst of red strawberries. Ripe turning riper. Soon you will be rotten.


title: Insulindian Phasmid: "Now I will tell you how it is for m..."
sequence: 0
dialoguetext:
Now I will tell you how it is for me. For me it is a series of half-lit images. A kind of darkness, being intruded upon. Transient. Dim. Moist.


title: Insulindian Phasmid: "That is your problem. Nothing ever..."
sequence: 0
dialoguetext:
That is your problem. Nothing ever ends for me. There is only room for two, maybe three pictures in my mind.


title: Insulindian Phasmid: "I am oblivious to the city. It is o..."
sequence: 0
dialoguetext:
I am oblivious to the city. It is only on my margins. A ball I sometimes spin. A toy, Or the cylinder of a discarded trash bin.


title: Insulindian Phasmid: "I do not have fire inside me. In me..."
sequence: 0
dialoguetext:
I do not have fire inside me. In me there is not even blood, but lymph -- like sap from a wine palm.


title: Insulindian Phasmid: "I am at the end of a narrow funnel...."
sequence: 0
dialoguetext:
I am at the end of a narrow funnel. Weightless. So light it only feels like *something* to be me. In truth -- perhaps I'm nothing? I certainly do not have a soul. And if I did, it would never ache.


title: Insulindian Phasmid: "For me it is a series of half-lit i..."
sequence: 0
dialoguetext:
For me it is a series of half-lit images. A kind of darkness, being intruded upon. Transient. Dim. Moist.


title: Insulindian Phasmid: "So, you see, it's sometimes also di..."
sequence: 0
dialoguetext:
So, you see, it's sometimes also difficult being a stick insect. The leg tried to move independently, making it hard to walk. But hearing about it makes you uncomfortable, I understand.


title: Insulindian Phasmid: "So, you see, it's sometimes difficu..."
sequence: 0
dialoguetext:
So, you see, it's sometimes difficult to be an insect. All of nature is a kind of horror, or strife -- though none of it as horrible as you. With all of creation reflected in your forebrain.


title: Insulindian Phasmid: "Yes, I am lucky. It is nothing comp..."
sequence: 0
dialoguetext:
Yes, I am lucky. It is nothing compared to the horror that is you -- with all of creation reflected in your forebrain. A nerve mirror of horrifying fidelity. Constant, never-ending damnation.


title: Insulindian Phasmid: "Sometimes, when moulting, I regrow..."
sequence: 0
dialoguetext:
Sometimes, when moulting, I regrow a lost limb. One time something went wrong and a small leg replaced a missing antenna.


title: Insulindian Phasmid: "Of course, it is nothing compared t..."
sequence: 0
dialoguetext:
Of course, it is nothing compared to the horror that is you -- with all of creation reflected in your forebrain, in terrible fidelity, a fire mirror. Eternal, never-ending damnation.


title: Pain Threshold: "It would take a million years of ev..."
sequence: 0
dialoguetext:
It would take a million years of evolution -- or a total reversal in the condition of the world -- for your pain to end.


title: You: "Are you the miracle?"
dialoguetext: Are you the miracle?
sequence: 0
conditionstring:
Variable["seafort.phasmid_branch_what_are_you"] == true  and  Variable["yard.hanged_way_out_west"] == true


title: Insulindian Phasmid: "The moral of our encounter is: I am..."
sequence: 0
userscript: XPMinorSetBool("XP.insane_and_median_lifeforms")--[[ Variable[ ]]
dialoguetext:
The moral of our encounter is: I am a relatively median lifeform, while you are extreme, all-engulfing madness. A volatile simian nervous system, ominously new to the planet.


title: Insulindian Phasmid: "You are a violent and irrepressible..."
sequence: 0
dialoguetext:
You are a violent and irrepressible miracle. The vacuum of cosmos and the stars burning in it are afraid of you. Given enough time you would wipe us all out and replace us with nothing -- just by accident.


title: Insulindian Phasmid: "Yes. No one detected me for such a..."
sequence: 0
dialoguetext:
Yes. No one detected me for such a long, long time. For thousands of years. I dithered, out of sight. Draped myself in greenery.


title: Insulindian Phasmid: "Few of us can begin to imagine the..."
sequence: 0
dialoguetext:
Few of us can begin to imagine the horror of you -- with all of creation reflected in your forebrain. It must be like the highest of hells, a kaleidoscope of fire and writhing glass. Eternal damnation.


title: Insulindian Phasmid: "Even when you're sleeping... And wh..."
sequence: 0
dialoguetext:
Even when you're sleeping... And when you wake, you carry it around on your neck. With eyes open that cannot help but swallow more behind the mirror. I feel great, mute empathy for you.


title: Insulindian Phasmid: "Yes, compared to the immeasurable,..."
sequence: 0
dialoguetext:
Yes, compared to the immeasurable, fiery empyrean of glass and terror in *your* head, it seems trivial. I just thought you should know.


title: Insulindian Phasmid: "I am an unknown species of the orde..."
sequence: 0
dialoguetext:
I am an unknown species of the order Phantasmodea -- endemic to the Insulindian isola. For the last three hundred and fifty years I have hidden in plain sight, masquerading as the reeds. Moulding, cloning myself, unfolding at night to play with trash bins and buoys.


title: Insulindian Phasmid: "Thank you. I also have one final th..."
sequence: 0
dialoguetext:
Thank you. I also have one final thing to say to you: that woman -- turn from the ruin. Turn and go *forward*.


title: Insulindian Phasmid: "That must be incredibly hard. The a..."
sequence: 0
dialoguetext:
That must be incredibly hard. The arthropods are in silent and meaningless awe of you. Know that we are watching -- when you're tired, when the vision spins out of control. The insects will be looking on. Rooting for you.


title: Insulindian Phasmid: "And when you fall we will come to r..."
sequence: 0
dialoguetext:
And when you fall we will come to raise you up, bud from you, banner-like, blossom from you and carry you apart in a sky funeral. In honour of your passing. (But not me, because I am just a leaf eater.)


title: Volition: "In honour of your will, lieutenant-..."
sequence: 0
dialoguetext:
In honour of your will, lieutenant-yefreitor. That you kept from falling apart, in the face of sheer terror. Day after day. Second by second.


title: Volition: "In honour of your shit, lieutenant-..."
sequence: 0
dialoguetext:
In honour of your shit, lieutenant-yefreitor. Which you kept *together* in the face of total, unrelenting terror. Day after day. Second by second.


title: Insulindian Phasmid: "I have stayed hidden through four f..."
sequence: 0
dialoguetext:
I have stayed hidden through four forms of government and two scientific revolutions. Until I was accidentally discovered by a detective of the Citizens Militia in Revachol, district of Martinaise, March, '51.


title: Insulindian Phasmid: "I went unnoticed by the first settl..."
sequence: 0
dialoguetext:
I went unnoticed by the first settlers and the land surveyors of the suzerain. Also by the soldiers of the Revolution and the officials of the occupation. Even the Semenese islanders who came here first, but did not stay, have not seen me.


title: Encyclopedia: "And the 4,000-year-old Seraseolitic..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_ency_seraseolitic", true) --[[ Variable[ ]]
dialoguetext:
And the 4,000-year-old Seraseolitic civilization buried so deep in the sediment that you do not even know it is there -- they too did not see me.


title: Insulindian Phasmid: "No. No one believed I exist -- almo..."
sequence: 0
dialoguetext:
No. No one believed I exist -- almost no one. Until you came, detective. Dripping of blood that smells like strawberries.  Across the calm sea, the first in a thousand years.


title: Insulindian Phasmid: "No. *You* are. The moral of our enc..."
sequence: 0
dialoguetext:
No. *You* are. The moral of our encounter is: I am a relatively median lifeform -- while it is you who are total, extreme madness. A volatile simian nervous system, ominously new to the planet.


title: Insulindian Phasmid: "Yes. I do not have a startle displa..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_toxic_camo", true) --[[ Variable[ ]]
dialoguetext:
Yes. I do not have a startle display, so I use a neurodegenerative allomone to aid in camouflage. Do not worry, it is only destructive over long periods of time.


title: Insulindian Phasmid: "The pale, too, came with you. No on..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_branch_insane_miracle", true) --[[ Variable[ ]]
dialoguetext:
The pale, too, came with you. No one remembers it before you. The cnidarians do not, the radially symmetricals do not. There is an almost unanimous agreement between the birds and the plants that you are going to destroy us all.


title: You: "That's insane."
dialoguetext: That's insane.
sequence: 0
conditionstring:
Variable["seafort.phasmid_branch_what_are_you"] == true  and  Variable["yard.hanged_way_out_west"] == false


title: You: ""The case? The case is meaningless..."
sequence: 0
dialoguetext:
"The case? The case is meaningless compared to this." (Laugh nervously.) "I have totally transcended the case."


title: Insulindian Phasmid: "No one believed I exist -- almost n..."
sequence: 0
dialoguetext:
No one believed I exist -- almost no one. Until you came, detective. Dripping of blood that smells like strawberries. Across the calm sea, the first in a thousand years.


title: Insulindian Phasmid: "He is in a bad state, deteriorating..."
sequence: 0
dialoguetext:
He is in a bad state, deteriorating fast now. He thinks I am beneficial to him, but I am not. I only quicken his deterioration.


title: Insulindian Phasmid: "I can also detect pheromones -- the..."
sequence: 0
dialoguetext:
I can also detect pheromones -- the ones on you tell me that you will not eat me. And that I will benefit from your closeness. In short, I love you.


title: Insulindian Phasmid: "Very slowly -- and only because he..."
sequence: 0
userscript: XPTinySetBool("XP.form_a_theory_on_deserter")--[[ Variable[ ]]
dialoguetext:
Very slowly -- and only because he won't go away. It is meant to keep them from noticing me, to interfere with the pictures in their heads. But he has looked at me too long. And I'm destroying him.


title: Insulindian Phasmid: "Yes -- with stone tools and silk. T..."
sequence: 0
dialoguetext:
Yes -- with stone tools and silk. They too missed me, although I had not developed the mutation needed for parthenogenesis yet, and scoured the neolithic hinterland as distinct individuals, not clones.


title: Insulindian Phasmid: "Good bye. A series of chirrups surr..."
sequence: 0
dialoguetext:
Good bye. A series of chirrups surrounds you, like swallows on a cliff side, as the phasmid moves its forearms -- tymbals visible on the inside of its white stalks...


dialoguetext: 0
sequence: Continue()
title:
Variable["seafort.phasmid_touching_hub"] == true  and  Variable["seafort.phasmid_talking_hub_reached"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["seafort.phasmid_touching_hub"] == true  and  Variable["seafort.phasmid_talking_hub_reached"] == true)

conditionstring:
(Variable["seafort.phasmid_touching_hub"] == true  and  Variable["seafort.phasmid_talking_hub_reached"] == true) == false


title: Insulindian Phasmid: "The arthropod follows you with its..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_disengaged_once", true) --[[ Variable[ ]]
dialoguetext:
The arthropod follows you with its antennae. As you back off, the cracks and hisses of the tape that's come to its end grow more distant...


title: Perception (Sight): "...and something under it! In the p..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_perc_plastic", true) --[[ Variable[ ]]
dialoguetext:
...and something under it! In the place it stood, bobbing there, among the reeds. A collection of items.


title: Insulindian Phasmid: "And just like that it's gone -- ska..."
dialoguetext:
And just like that it's gone -- skating away across the sea's calm mirror like a skipping stone, leaving nothing but  circles on the water...

sequence:
MusicPlay(silence, 100, 1, 15);BanishInterface(true);FocusCamera(PhasmLeaveCam)@1;PlayAnimation(phasmid_scene,end)@2;LuaRun(SetAreaState("FORTRESS_PHASMID", "hidden"))@12; AudioPlay(seafort/insulindian_phasmid/phasmid-swoosh-01,1)@2;BanishInterface(false)@15;Release();


title: Electrochemistry: "Nothing but you, a detective of the..."
dialoguetext: Nothing but you, a detective of the RCM, standing there with your mouth agape.
sequence: ResetCamera(4);
userscript:
SetVariableValue("seafort.phasmid_elchem_stand_and_stare", true) ; SetVariableValue("seafort.phasmid_and_nest_done", true) ; FinishTask("TASK.more_phasmid_done"); GainTask("TASK.deserter_again")--[[ Variable[ ]]


title: Authority: "Nothing but you, a detective of the..."
dialoguetext: Nothing but you, a detective of the RCM, standing there with your mouth agape.
sequence: ResetCamera(4);
userscript:
SetVariableValue("seafort.phasmid_and_nest_done", true) ; FinishTask("TASK.more_phasmid_done"); GainTask("TASK.deserter_again")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Apparently, yes -- like a water st..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_and_nest_done", true) --[[ Variable[ ]]
dialoguetext:
"Apparently, yes -- like a water strider, only..." He shakes his head with amazement. "I've never seen *anything* like that in my life."


title: Perception (Sight): "Yes, it's light enough to do that...."
sequence: 0
dialoguetext:
Yes, it's light enough to do that. Keep your eyes on the prize, it looks like material for some kind of nest there. You should search it.

userscript:
SetVariableValue("seafort.phasmid_and_nest_done", true) ; FinishTask("TASK.more_phasmid_done"); GainTask("TASK.deserter_again")--[[ Variable[ ]]


title: You: "Am I having a violent epileptic sei..."
dialoguetext: Am I having a violent epileptic seizure?
sequence: 0
conditionstring:
Variable["seafort.phasmid_branch_insane_miracle"] == true  and  IsCunoInParty() == false  and  IsKimHere() == false


title: Insulindian Phasmid: "What if it's not you? What if the t..."
sequence: 0
dialoguetext:
What if it's not you? What if the three metres tall stick insect is having the vision -- while you're alone and  petrified.


title: Insulindian Phasmid: "The creature appears to have forgiv..."
sequence: 0
dialoguetext:
The creature appears to have forgiven your nerves -- for now. There it still stands, a thin ghost on stilt-like legs. Antennae hang from its head, like curled strands of human hair.


title: Insulindian Phasmid: "Hissing and clicking, the arthropod..."
sequence: 0
dialoguetext:
Hissing and clicking, the arthropod extends its mandible-like antennae to greet you again. You're right below it, looking up at the colossal chitin of its white limbs. Its small eyes look at nothing in particular.


title: Kim Kitsuragi: ""We are now just another pair of cr..."
sequence: 0
dialoguetext:
"We are now just another pair of crackpots who did not take a picture of the giant cryptid.... Maybe we'll get another chance? We *know* it's here now..."


title: You: "Approach carefully."
dialoguetext: Approach carefully.
sequence: Hold();
conditionstring:
Variable["coast.morells_pheromone_spray"] == false  and  Variable["coast.morell_pheromone_spray_thick"] == false


title: Empathy: "Cuno can't believe how bad he is, w..."
sequence: 0
dialoguetext:
Cuno can't believe how bad he is, without a camera -- in this situation the binoclard would be superior in every way.


title: Empathy: "Cuno can't believe how lame he is -..."
sequence: 0
dialoguetext:
Cuno can't believe how lame he is -- without the camera right now. Should have stolen one, a real cop would have one...


title: Suggestion: "You never had a chance. There was s..."
sequence: 0
dialoguetext:
You never had a chance. There was something off the moment you approached it... The creature didn't *like* you.


title: Cuno: ""Cool. So's Cuno -- Cuno's also hav..."
sequence: 0
dialoguetext:
"Cool. So's Cuno -- Cuno's also having a vision of a *giant insect*. And it's *real*. Back off before it eats you..."


title: Cuno: ""The fuck..." He squints. "Is that..."
sequence: 0
userscript: SetVariableValue("seafort.phasmid_saw_helmet", true) --[[ Variable[ ]]
dialoguetext:
"The fuck..." He squints. "Is that *ceramic*? And more stuff -- like a *nest* in the reeds. We should peep it... fucking hell..."


title: Cuno: ""Like a water spider, or like -- on..."
sequence: 0
dialoguetext:
"Like a water spider, or like -- one of those water walkers..." He's lost for words, just pants from excitement. "This cop shit is *insane*"


title: Insulindian Phasmid: "Yes. I once cloned myself and ate t..."
sequence: 0
userscript: SetVariableValue("gates.phasmid_said_ate_her_young", true) --[[ Variable[ ]]
dialoguetext:
Yes. I once cloned myself and ate the little ones. It was winter and I woke up at the wrong time. It was an accident.


title: Insulindian Phasmid: "It is a nervous shadow cast into th..."
sequence: 0
dialoguetext:
It is a nervous shadow cast into the world by you, eating away at reality. A great, unnatural territory. Its advent coincides with the arrival of the human mind.


title: Insulindian Phasmid: "We suspect it will be something lik..."
sequence: 0
userscript: SetVariableValue("tc.oxygen_holocaust", true) --[[ Variable[ ]]
dialoguetext:
We suspect it will be something like the oxygen holocaust that wiped out anaerobic life 2.6 billion years ago -- when organisms first started breathing. Only much worse.


title: Insulindian Phasmid: "Everything your eyes touch goes bac..."
sequence: 0
dialoguetext:
Everything your eyes touch goes back there -- behind the nerve mirror. What if you blink? Are we still here? (Please don't blink). What if you misplace us all one day -- or just forget?


title: Insulindian Phasmid: "So it is already happening. Soon, o..."
sequence: 0
dialoguetext:
So it is already happening. Soon, one of you will close your eyes -- and open them to see that none of this ever existed.


title: Insulindian Phasmid: "So it is *already* happening. One d..."
sequence: 0
dialoguetext:
So it is *already* happening. One day, one of you will close your eyes and sigh -- and open them to see that none of this ever existed.


title: Insulindian Phasmid: "Simian butcherer... Soon, one of yo..."
sequence: 0
dialoguetext:
Simian butcherer... Soon, one of you will close your eyes -- and open them to see that none of this ever existed.


title: Insulindian Phasmid: "Please be. Or one day one of you wi..."
sequence: 0
dialoguetext:
Please be. Or one day one of you will close your eyes and sigh -- and open them to see that none of this ever existed.


