# dialogues

title: Find booze and drink it
description:
The hangover feels really bad. You have to take the edge off. Find a bottle of alcohol, put it in your hand (equip it in the HELD slot in your INVENTORY), and the magic will happen by its own!


title: Replace lost boule
description:
Due to some confusion over the game René and Gaston are playing, you threw one of their pétanque *boules* far in the sea. The shot was excellent, but now you owe them a *boule*... or at least similar-looking metal sphere.


title: Make truce with Cuno
description:
You tried to punch Cuno and failed catastrophically. Now you need to make a truce with him to gain access to his knowledge. Offer him something he might like. Smokes? A "Man from Hjelmdall" book?


title: Find your other shoe
description:
Seems like your green snakeskin shoe is missing its partner. You should find it before you go venturing into the wild unknown. Two shoes are better than one -- unite them again.


title: Interview cafeteria manager
description:
The cafeteria manager of the Whirling-in-Rags might know something about the murder that happened in the yard. Ask him about it.


title: Inspect victim's body
description:
Inspect the body hanging in the back yard of the Whirling-in-Rags. This is a preliminary inspection, you just need to suppress the urge to throw up and approach it.


title: Report your badge missing
description:
You need to report your missing badge to the 41st Precinct as soon as possible. The lieutenant said that you can use the radio in his motorcar to call your station.


title: Find money for rent and pay Garte
description:
You need to find 20 reál to pay for your room at the Whirling, or it will be locked after 21.00. As long as you don't have a free place to stay you have to do this every night.


title: Pay for damages
description:
You need to pay for the damages you caused in the Whirling-in-Rags, or you won't have a place to stay tonight. Ask around for money and be careful with your spending. If you're unsure how much you owe, ask Garte.


title: Find smokes and smoke them
description:
You need to get your hands on some cigarettes and then smoke them... for those massive bonuses. Find a pack, put it in your hand (equip it in the HELD slot in your INVENTORY), and the smokes will do the rest.


title: Getting the body down
description:
Somehow make it so that the bloated corpse isn't up there any more. Shoot it down or ask for help. Do something, you're a cop.


title: Find working class husband
description:
The working class woman you met in front of the bookstore admitted that her husband is missing. Chances are the guy is drinking somewhere with his buddies. Find him and bring him home, if possible.


title: Talk to Garte for Sylvie
description:
Sylvie asked you to talk to Garte and tell him she's sorry. Go to the cafeteria manager and relay the news, maybe it will help you somehow?


title: Talk to Joyce about the pale without Kim
description:
Lieutenant Kitsuragi does not want you to hear about something called the *pale*, probably thinking it will prove traumatic. Return to Joyce once he is not there, and ask her about it. *Or* get him to step away for a second.


title: Track down your badge
description:
It's unclear how you should go about finding a tiny piece of plastic in a world as huge as this. Maybe you'll just *stumble* across it, down the line? Miracles happen.


title: Add even more beauty to the wall
description:
You have seen an exceptionally beautiful wall in Martinaise, near the pier, and have decided to add to its beauty, artistically. This will take a brush first? Who would have one? Then paint, and then the act itself.


title: Open trash container
description:
There's a locked trash container behind the Whirling-in-Rags. The manager, Garte, should have a key. Alternatively, you could use brute force to pry the lid open. You just need a prybar.


title: Interview the Wild Pines rep
description:
Find the representative of the logistics company who owns the harbour, and ask her about the murder. She should be around here somewhere...


title: Interview the Union boss
description:
Enter the harbour and seek an audience with the local Débardeur's Union leader, Evrart Claire -- you need to ask him about the murder in his District.


title: Perform field autopsy
description:
The hanged man is down. Perform a closer inspection of his body, arriving at cause of death. This will need a form to be filled, in three parts.


title: Find out who is in the Union box
description:
Garte has told you some unruly Union men gather in the mess hall of the Whirling-in-Rags. They're not there today, but most likely they'll eventually show up -- keep an eye out for them.


title: Speak to the assault victim
description:
Go upstairs and knock on the door #3 to talk to the supposed victim of the hanged man. See what she has to say to you.


title: Ask about Ruby in the village
description:
Titus said Ruby -- the instigator of the lynching -- has a shack she rents on the coast. First go across the waterlock (south of Martinaise), then walk down the coast until you find a little fishing village. Ask around, the locals must have seen her.


title: Return to the Whirling-in-Rags
description:
Return to the Whirling after the whole Instigator debacle. Someone there has something to answer to.


title: Run the number on the victim's armour
description:
You discovered a serial number on the victim's ceramic armour boots. Run the number using Lieutenant Kitsuragi's shortwave in his motor carriage.


title: The Jam Mystery
description:
Someone's using Terminal B to smuggle raw ingredients of drugs into Revachol. Joyce said there are 3 drivers at the intersection. Talk to them, one of them *must* know something about the drug trade.


title: Call your station's lazareth
description:
Kim suggested you call the station lazareth in order to sort out your health issues. You can use his motor carriage to make the call, although you don't feel hopeful.


title: Investigate Doomed Commercial Area
description:
People say the commercial building on the plaza is cursed; no business will ever thrive there without going bankrupt. You promised Plaisance you'll look into it. Enter the sealed door behind the bookstore and find out what happened to the companies there.


title: Find your paperwork
description:
Officers of the RCM carry a ledger with paperwork -- find yours so you'd be able to take official notes. Look around the yard. Something makes you think it's there.


title: Who put the clothes in the trash?
description:
The victim's clothes were in the trash container out back, neatly folded. Who could have put them there, and why? Only the Whirling staff was supposed to have the key.


title: Style your paperwork
description:
You and your Conceptualization skill have decided to style that paperwork so it'd be cooler somehow. Be on the lookout, but know -- this will take *time*.


title: Read your ledger and name the case
description:
This case needs an official name. Go to your INVENTORY, and INTERACT with the Damaged Ledger to give it one. (Finding the right line may take some time.)


title: Wash off the death smell
description:
You reek of death. Wash it off. There's a bathtub in your room in the Whirling-in-Rags. A good place to visit once you can have some privacy.


title: Help Revachol Ice City cut losses
description:
Help Revachol Ice City cut their losses by plugging out the giant ice bear fridge. It's located in the cellar of the Doomed Commercial Area.


title: End-of-day debrief with Kim
description:
Kim can answer any lingering questions you may have about the case and the RCM. Join him on the Whirling-in-Rags' balcony after 22:00, when you're calling it a day.


title: The Missing Insects Case
description:
Some locusts have gone missing, and the Insulindian phasmid has yet to be found. Perhaps you can use your detective skills to help out the cryptozoologists?


title: Find the traffic hooligan
description:
A half-insane joyrider has jumped over the canal. See if you can find evidence of his reckless activity in west, on the coast.


title: Meet Lilienne at Land's End
description:
You have a date with Lilienne. Get to Land's End -- in the northern tip of the peninsula -- quickly, she's not going to wait for you forever.


title: Joyce's info on the lynching
description:
There is something she wants to tell you -- you just have to present her with your badge to hear it. *Or* perhaps if you did her a favour she could wave off the formality? Whatever the case, you need to know what she knows.


title: The victim's tattoos
description:
You have a photo of the hanged man's tattoos. Maybe someone can decipher them, tell you what they mean? You should probably talk to about two people about them for this.


title: Open apartment door for Evrart
description:
Evrart asked you to open the basement door behind the greenhouse in the backyard, to intimidate the occupant. Do what you have to do, Evrart has promised to give you info on the case in return.


title: Get two signatures for Evrart
description:
Get Isobel and Lilienne in the nameless fishing village down the coast to sign Evrart's document. Once the signatures are secured, mail the document to Evrart's accountant using the mail box on the plaza in front of the Whirling.


title: Get Joyce to tell you about discovery of Insulinde
description:
Joyce has said she will tell you about the discovery of the Insulindian isola, one day. You have a feeling you need to tell her things in return -- things you do for Evrart, maybe?


title: Send victim's body to processing
description:
Once you're done with it, send the corpse to Processing (Lieutenant Kitsuragi will take care of it). Check twice to see whether you're done with all corpse-related tasks -- after you've sent the body away, you can't take it back.


title: Find speed and sniff it
description:
The hangover is coming on *mega* strong now. You need more speed in your bloodstream. Find some, put it in your hand (equip it in the HELD slot in your INVENTORY), and off we go!


title: Who made the call reporting the crime?
description:
Someone reported the hanging to the RCM. Maybe if you find out who it was, it may shed new light on the events. You have an idea where to start, but the caller could have been anyone.


title: Ask Klaasje about Sunday night
description:
When Kim's not around to stop you, ask Klaasje about what she heard from her room the night before you emerged into Reality. She must know something.


title: Explore the Whirling’s secret passages
description:
There are strange doors in the Whirling. No one knows where they lead. Find a way in and see what's hidden there, in the hostel cafeteria's forgotten corners.


title: Sing karaoke
description:
You need to find a sufficiently tragic tape, then play it on a boombox to memorize the lyrics. Then ask the cafeteria manager to perform. (Preferably in the evening. More people at the bar then.)


title: Pick up dice from the Dicemaker
description:
Dicemaker said that your order will be ready in 8 hours. Pick it up from the Doomed Commercial Area and be sure to have some money with you.


title: Interview the Sunday friend
description:
You finally met up with the mysterious smoker on the balcony. He said the one you really want to talk to is his friend. This friend is waiting for you inside, in apartment #28 -- go and and meet him right now (he won't be there later).


title: What is anodic music?
description:
You should find out what is this *anodic dance* music people are listening to these days. Maybe if you were to stumble upon some young adults later on? This is a long term side-thing, don't fret it.


title: Doorgunner Megamix
description:
Hardie gave you a recording where the hanged man supposedly testifies to his intent to rape and pillage. Have a listen on a playback device -- either in your room; or find one from a pawnshop.


title: Help ravers start a nightclub
description:
The ravers asked you to help turn the church into a dance club, but there are already some people inside. Find out who those people are and what they want.


title: Question Klaasje about the dead man
description:
Klaasje told you she can't talk about him now, but you need *specifics* -- height, build, etc, to confirm your autopsy. Ask a little later, when she has collected herself.


title: Sync the sines with Noid
description:
Noid doesn't want to talk to you, the sines are not in sync. Guess you need to help him and his friends out somehow, prove that you're one of the crew. Who knows what he'll tell you?


title: Make Titus give up Ruby's location
description:
Ruby was the organizer of the hanging. She's also *missing*, but the Hardie boys will be tight-lipped about her location. You need to get them to open up. Have you *fully* explored the Whirling? Analysed the site of the murder? Truly and *thoroughly* interrogated Klaasje? All this might make convincing them easier.


title: The *special* borscht
description:
What's so *special* about the borscht the strikers are eating? The cook in the *Whirling-in-Rags* is making it -- you can find him in the kitchen. Look into it.


title: Inspect Klaasje's buoy
description:
There's a buoy West of the boardwalk on the coast, somewhere in the reeds. It has Miss Oranje's fake documents in it...


title: Solve the Egg Head puzzle
description:
There has to be some way to talk to this person, you just haven't found it yet. (It's definitely not about sines.) What if you just try again, find your way out of this maze of things to say?


title: Confront Hardie boys about drug trade
description:
A person present at the lynching is also involved with the drug trade through the harbour, which links them to Hardie's boys. See what Titus has to say about it.


title: Get Acele to talk about her associates
description:
Acele refused to talk about her friends. Maybe she'll open up later -- after you've helped them set up the nightclub.


title: Arrest Klaasje
description:
There is a hidden way to arrest Klaasje and have Kim take her to Precinct 57 for safe keeping. She is not to be trusted.


title: Find solution to strike deadlock
description:
There is a secret way to solve the deadlock. It's not easy, includes a lot of back and forth between the two sides, but it's possible. Everything is always possible.


title: Are you La Puta Madre's peone?
description:
Ruby said you were a notoriously corrupt cop. La Puta Madre's peone. That's why she was scared of you. When you get the chance, call your station to find out more -- *if* you dare.


title: Ask Lilienne's twins about the island
description:
Lilienne mentioned they might have been there on a raft -- the twins are on the concrete yard in the middle of the village.


title: Find fuel for the generator
description:
Find fuel, then put it in the generator upstairs (to power the console -- to open the door). There could be fuel on the island, tucked away somewhere -- explore, look around.


title: Hardie and the Pigs
description:
Ask Titus Hardie and his boys to take care of the Pigs -- the woman catatonic on the boardwalk. It's their district, their mess -- their responsibility.


title: Ask Evrart about Acele and the drug lab
description:
Acele said Evrart is connected to the drug operation in the church. Maybe you can use this to manipulate him.


title: Extract a confession from the Deserter
description:
You need at least three examples of proof to show that you have him anyway. There is little point in his resistance.


title: What is the Race Enigma?
description:
Put the Advanced Race Theory idea into a free *internalizing* slot in your head. (If there are no free slots, free one up). Then pass some time and when it's internalized, return to Measurehead. This is how thinking is done!


title: Buy FALN pants from Cuno
description:
Those FALN track pants looked enticing, but you and Cuno were not *close* yet. You need to figure out what's going on with him and then you can get your hands on some performance gear.


title: Get the whole story from Titus
description:
Hardie and the boys know the whole story. It'll be difficult to get it out of him. Have you thoroughly inspected the body? Looked around for a witness? Gotten friendly with the Union boss and the company rep? *Really* gotten to Klaasje?


title: Return Lena's pin
description:
Lena gave you a commemorative pin to pawn when you were desperate for cash. The *honourable* thing to do would be to return it to her -- buy it back and return it to her once you have money.


title: Pay Lena back for pin
description:
Lena gave you a commemorative pin to pawn when you were desperate for cash. You could pay her back once your financial situation isn't quite as pitiful. Finished when you give Lena what the pawnbroker paid you for the pin.


title: Get a reality lowdown
description:
You have no idea where you are. Lena encouraged you to ask others to explain the world to you in greater detail -- perhaps try a rich person? Rich people are educated.


title: Find your heraldic bird
description:
The working class woman said that you're a bit of a cockatoo. What if it's true? Go read up on cockatoos in the bookstore, maybe you'll discover something new about yourself as well.


title: Take stuffed bird to Garte
description:
Garte was fixing a stuffed bird. You've found another stuffed bird, not the same bird but not broken either. Take it to him in the Whirling-in-Rags. Perhaps he can hang it up on the wall.


title: Report the dead body to the station
description:
Another dead body, this time on the Martinaise boardwalk on the coast. You don't have time to look into it. Someone at the lieutenant's station can handle it. Call and let them know what you found -- after you've examined the body for clues.


title: Dead body on the boardwalk
description:
Another dead body, this time on the Martinaise boardwalk on the coast. Search the man's remains and follow the leads to see if you can verify his identity.


title: Offer figurines to Dolores Dei
description:
Dolores Dei was fond of figurines. She deserves more. You should offer her any and all you have one day, if you meet her in person. What an odd task to give yourself -- but here we are.


title: Find the murder weapon
description:
You need to find the firearm that killed the hanged man. Something tells you it will take *some* time. You could start by identifying the bullet, so you'd know the weapon that shot it. After that, keep your eyes open. And be patient.


title: Ask Kim about Seolite database
description:
According to Gary, Seolites are using advanced technology to spy on people all around the world. Maybe you should ask Kim if he can get you information about yourself from the Seolite database.


title: The doomed hostel?
description:
The question yet to be *totally* answered -- is Whirling-in-Rags a part of the Doomed Commercial Area? Talk to Garte about this, see what he thinks.


title: Inform Dicemaker about the Source of Doom
description:
Soona's research has led you to discover a 2 mm origin point of pale in the Dolorian Church of Humanity down the coast. This might be negatively affecting the entire neighbourhood, including the Doomed Commercial Area where Dicemaker works. Tell her about it.


title: Inform Plaisance about the Source of Doom
description:
Soona's research has led you to discover a 2 mm origin point of pale in the Dolorian Church of Humanity down the coast. This might be negatively affecting the entire neighbourhood, including the Doomed Commercial Area where Plaisance works. Tell her about it.


title: Open the blast door
description:
The large blast door blocks your path forward. You have to get it open. Maybe from the console? If there's a button...


title: Find Idiot Doom Spiral's jacket
description:
Idiot Doom Spiral stole a cool jacket at one point... and then lost it again. The story of his life. According to the man, the jacket was last seen somewhere around the boardwalk, maybe at the abandoned fish market?


title: Ask gardener about gardening in March
description:
The young woman with the wheelbarrow at the corner of the Whirling-in-Rags told you that she had to take a break from gardening because of the cadaver smell. But what if she was lying? After all, what kind of *gardening* is done in *March*?


title: Find one armour piece
description:
You really just want one piece of the armour... it's enough. Find and locate one piece and this one's done.


title: Find all armour pieces
description:
You want all of the armour pieces. Deck yourself out in full metal battle-hardened glory. NOTE! This might take a while. Like, a *long* while.


title: Investigate apartment #10 for the cleaning lady
description:
The cleaning lady said the apartment should be empty, but there's definitely someone inside. Could it be *counterculture people*? Investigate and report back to the cleaning lady in the apartment building's hallway.


title: Fridge victim's body
description:
You need to buy yourself more time to find whatever you're missing in the corpse. A fridge would allow you to preserve the body longer. Ask the Whirling, Frittte, or maybe Cuno, or some other local kids?


title: Find Morell, the Cryptozoologist
description:
The ageing cryptozoologist has been out in the reeds for too long, and his wife, Lena, is very worried. Maybe you can find him when you happen to be on the coast?


title: Determine where the shot came from
description:
Where could the shot that killed the hanged man have come from -- if not from the roof? This will take some checking out of locations.


title: Split a 'kilo' with Cuno
description:
Enter flat #12 in the Capeside apartment building and get Cuno's speed. Sharing it with him will cement your friendship. And who knows what secrets it will lead to?


title: Help Soona with her project
description:
Soona will cooperate with the ravers' nightclub plan... if you help her out with the research project first. Find the filament memory with an off-site copy from her old workplace and bring it back to her, then wait for further instructions. If you run into any problems you can always ask for Soona's help.


title: Make van Eyck's jam harder core
description:
You can feel it -- this music could hit so much harder. It just needs a few tweaks... Walk back to the canal and see if you can find any tapes that could work as a melody, then bring them back to Egg Head for remixing.


title: Getting the Hanged Man's boots
description:
In order to succeed 1) the body has to be down, 2) autopsy has to be finished, 3) and Kim has to be absent (he wouldn't approve). This will be *devilishly* tricky, so don't beat yourself up if you manage to send the body to the processing without getting hold of the boots.


title: The smoker on the balcony
description:
You met a mysterious stranger smoking on the balcony of the apartment building north of Martinaise. He knows something about the murder. Find out where he lives and question him again.


title: Confront the Pigs and get your gun back
description:
Someone's been running around with your sidearm pretending to be a police officer. You must meet her near the old fish market at 22:00 and get your service weapon back. Just walk past the fishing village until you see the boardwalk.


title: Track down your gun
description:
Someone must know something about your lost firearm. Maybe a district authority, like someone high up in the Union? Or someone local, who saw you with it before you passed out -- the Whirling's absent bartender? You could also ask the local pawnshop.


title: Interrogate the vigilantes
description:
You need to interrogate the men in the Union booth, find out what they know about the hanging in Martinaise.


title: Question Klaasje about the tape
description:
You refused the tape Hardie offered you, wherein the hanged man supposedly testified his intent to rape and pillage. Does Klaasje know anything about the recording? You should ask her -- unless you like loose ends.


title: Address Gaston's cheating in the pétanque game
description:
Something looked off about the game the old men are playing on the plaza -- one of them (Gaston?) was cheating. Cheating in sports in unacceptable. Address this!


title: Get topping pie from Gary
description:
It's waiting for you -- wheat-free, vegan deliciousness. Gary said he can give it to you once he's in the Whirling.


title: Read the watermarks
description:
Get in front of Kineema's headlights to read the halogen watermarks in your ledger. This may yield some information about who you are.


title: Ask Kim to tell you about the case
description:
Police officers get *briefed* about the cases they're given. Sometimes they *forget* the briefing, though, and need to be briefed again! Click on Kim and ask him about the case.


title: Ask 'Scab Leader' about tattoos
description:
Perhaps another mercenary can tell you more about the hanged man's tattoos, the so called 'Scab Leader' at the harbour gates. It won't count as one of the people informing you about the tattoos, but could be... interesting?


title: Spirit is eternal
description:
The Horrific Necktie is getting ready for the end game. For the love of god do not remove it till 'the magic' happens.


title: Inspect the window in Klaasje's bedroom
description:
Go to her room, search it once more. Upstairs, in the bedroom -- the window. Perhaps it will yield *something*?


title: Find pyrholidon and slurp it
description:
There is an extra special *fourth* substance in Martinaise, that no one talks about. Find it, slurp it. You may even start noticing bottles tucked away in Martinaise once you've seen one in your hand.


title: Ask the pétanque player about may bells
description:
The old guy in the uniform playing pétanque on the plaza -- he looks like a war veteran. Maybe he can tell you something about the may bells. Show them to him.


title: Talk to Garte, Lieutenant Love
description:
Garte + Sylvie = ?? Something's going on here. You need to help a brother out with his love-woes. Go to Garte and give him some solid advice. Tell him how it *is* with women.


title: Where is the rest of the armour?
description:
The hanged man's armour seems to be missing. Find out what happened to it. The kid throwing rocks at the corpse seems to be a good place to start. (Ask him about the body first.)


title: Close the water lock on Wednesday
description:
To get to the coast you need to use the panel to close the water lock. It's been blocked, pending repairs, which should be done by Wednesday morning. (This will open up a new area in Martinaise.)


title: Prove your authority to Titus Hardie
description:
You have to gain authority in Titus' eyes for the investigation to advance. Soften him up first. Maybe investigate the crime scene, or the body? Look for a witness? Get help from the Union boss, or the company rep? Tie them to any other crimes?


title: Ask René about the photo
description:
The photo you found in the nightwatchman's booth -- the one with a happy couple. Ask René about it, he looked uncharacteristically happy in the picture.


title: Inspect the traps
description:
Check the traps for Morell the cryptozoologist, so he and his friend Gary can get some rest. There are four traps in total. After checking them all, return to Morell with the news.


title: Find the Insulindian Phasmid
description:
You've volunteered to restock the empty trap for the cryptozoologists. They even gave you fresh box of locusts. This could, after some messing around, *probably* lead to the discovery?


title: Look for Ruby on the coast
description:
Ruby was in the cinderblock village but left Monday. She could be anywhere on the peninsula, north of the village. Look inside the church. Ask around, there are people to the west of the mural. Or, I don't know... ask a girl on a date? Then ask her? Ask the wind maybe?


title: The pissing competition
description:
Apparently there was a pissing match between Precinct 41 (yours) and Precinct 57 (Kim's). Ask Kim about this after the initial inspection of the dead body is done.


title: Return to the dead body with Kim
description:
There's a dead body on the Martinaise boardwalk down the coast. Return to it with the lieutenant and decide what to do with it.


title: Find the bullet before you get fooled
description:
It is possible to determine the real cause of the hanged man's death -- before it's too late. You've just done it!


title: Do not talk to René and Gaston
description:
You'll get so much more police work done, if you don't waste time chatting with old men. Just leave these two to their game.


title: What happened to the previous forewoman?
description:
There are rumours that the previous forewoman of the Union just disappeared, right before the Claires took over. Her daughter called in on the election eve and said she wasn't running any more -- or coming to work. What happened?


title: Get yourself organised
description:
You can't build communism alone. It's time to join your revolutionary brethren, develop your political consciousness, and put Mazovian theory into practice. But where have all the communists gone?


title: Take on *la responsabilité*
description:
Things down here are a *mess*. Someone really ought to do something about it. First, though, you and some other moralists should probably form a committee to decide whose job it is.


title: Work with the Children of the Big Sea
description:
The Wind spoke to you at the Feld Mural. The Children of the Sea know something that will assist you in finding Ruby. But who are the Children and what do they know?


title: Become a man of plenty
description:
No more messing around. It's time to get rich for real! Just play the market right and you'll be a millionaire by the end of the week. Then you can get what your heart desires. Whatever it is...


title: Turn back the wheels of time
description:
A true kingsman *cannot* stomach the grotesque parody of Old Revachol your home has become. *Assez*! Find a way to turn back time, save the Suzerainty and give *love* a second chance.


title: VILLAGE / SHACK DOOR
description:
The shack door dialogue, if you have gained access to the shack where you can sleep. It's locked until you get it from the Washerwoman.


title: THOUGHT / APOCALYPSE COP
description:
Shivers is all about being an Apocalypse Cop.

Thou art the harbinger of doom, embrace thine destiny.


title: THOUGHT / SORRY COP
description:
Suggestion tells you all about being a Sorry Cop.

... I am SORRY!!! Sorry for everything! Sorry for being *me*!


title: THOUGHT / THE DESTROYER
description:
Pain Threshold turns you into THE DESTROYER! (a thought for punching and not taking damage). Anti-Object Task Force.


title: THOUGHT / FAIRWEATHER T-500
description:
Visual Calculus wants you to research Enemy Technology. Get it after equipping any piece of the dead man's armour.


title: THOUGHT / COACH PHYSICAL INSTRUMENT
description:
Physical Instrument is really adamant about yelling at you. something-something triggers the thought


title: THOUGHT / SUICIDE COP
description:
For when the thought is FIXED. Logic tries to get you to kill yourself if you have a gun and bullets, and tells you you're stupid if you don't.


title: THOUGHT / WHAT LIES BENEATH
description:
Broke into Cuno's parents' room and communist apartment and Gary's apartment and church – counter. Global thought after 2.


title: HQ / WASHBASIN
description:
A washbasin An interactable dialogue where you can shave your beard/muttonchops! This changes the portrait in the mirror dialogue, and the one on UI.


title: HQ ORB / new home shivers
description:
A shivers afterthought appears after you've clicked through the other orbs available inside the shack. It's a discussion of how it feels to have a new centre of operations, a free home


title: CHURCH ORB / cone of silence
description:
EVERYTHING IS SILENT HERE VERY SPOOKY SCENE YES INDEED WHOLE SCENE ABOUT LOOKING UP AND THEN TIAGO APPEARS, BOOM!


title: PLAZA / ANNETTE
description:
Daughter of the book shop clerk is standing outside with a small book stand in order to make the shop more inviting. You chat her up.


title: PLAZA / WORKING CLASS DRUNK barks
description:
Barks from a working class man with a drinking problem. Triggers an authority orb if you've met the working class woman.


title: PLAZA / TARE DRUNK barks
description:
A drunk girl who has fallen down the stairs near the waterfront. You can steal her tare bag. She mumbles something about bottles..


title: COAST / WOMENS RIGHTS second stage barks
description:
Barks for WR protester post-mercenary tribunal. The Women's Rights protester is drunk, lying in the sand. He uses the tare drunk/working class drunk idle animation.


title: INVENTORY / SMALLEST CHURCH TAPE
description:
tape interactable in inventory; smallest church in saint-saens with all the dialogue necessary. item pickup in world.


title: COAST ORB / wearing interisolary pants
description:
Putting the pants on gives a one time +1 to Kingdom of Conscience, you moralist douche. This is edited now.


title: COAST ORB / roadsidethought
description:
Dialogue that comes up as the player walks along the street. Fantasy of the other side of the pavement.


title: COAST ORB / seagull
description:
There is a seagull flying somewhere along the coast. The area there should have an afterthought orbital.


title: COAST ORB / boardwalkexplainer
description:
Nothing on the boardwalk suggests the sniper shot came from here. Maybe something will turn up later?


title: WHIRLING F2 / DREAM 2 INTRO
description:
1. You try to get comfortable, but the bed is less than ideal.
2. You begin to drift off, but have trouble getting to sleep.


title: WHIRLING F2 / DREAM 2 HANGED MAN
description:
1. You have a conversation with the hanged man dressed in your disco outfit.
2. You find out that you have failed Elysium.
THE CORRECT VERSION


title: VILLAGE / ABIGAIL
description:
Don't Call Abigail -- a member of the Union of Moribund Alcoholics, who talks about (not calling) Abigail.


title: VILLAGE / ROSEMARY
description:
Rosemary (previously known as Under Control) -- the member of the Union of Moribund Alcoholics who sells you booze, smokes etc.


title: VILLAGE / IDIOT DOOM SPIRAL
description:
Idiot Doom Spiral Guy welcomes the return of Tequila Sunset! Tells the story of how you drove the car into the sea and drank with these drunks, and other tales of everything (in exchange of alcohol): cocaine skull, headless falnrider etc.


title: VILLAGE ORB / spirit necktie
description:
horrific necktie reacting to the bottle and urging you to buy it because otherwise buying the medicial spirit lacks foreshadowing and is too missable.


title: JAM / HORSEBACK MONUMENT
description:
On the traffic island in the jam, an old monument of Filippe III The Squanderer pointing towards an unknown location in the sea. The chest region seems to have suffered chip damage.


title: JAM / COALITION WARSHIP ARCHER -- NOID VERSION
description:
CUTSCENE where you attempt to contact Coalition Warship Archer with NOID. PART OF THE MORALIST DREAM QUEST


title: JAM / COALITION WARSHIP ARCHER -- SOONA VERSION
description:
CUTSCENE where you attempt to contact Coalition Warship Archer with SOONA. PART OF THE MORALIST DREAM QUEST


title: JAM / MONUMENT REFLECTION
description:
After the Tribunal, Harry reflects on the re-conceptualization of the horseback monument by Idiot Doom Spiral. (ULTRALIBERAL DREAM QUEST)


title: COAST ORB / reeds at lands end
description:
These reeds are in the north, at Land's End. The interactable reeds you can search when Morell tells you to check the phasmid traps. There are traps in these reeds.


title: COAST ORB / reeds by feld
description:
These reeds are somewhere near Feld. The interactable reeds you can search when Morell tells you to check the phasmid traps. There are traps in these reeds.


title: COAST ORB / reeds near sunken car
description:
These reeds are near your sunken car. The interactable reeds you can search when Morell tells you to check the phasmid traps. There are traps in these reeds.


title: KINEEMA ORB / torque talk
description:
Kim has a sweet ride, the Coupris Kineema - the sports version of the Coupris 40 police motor-carriage. You should definitely talk about it.


title: PLAZA / COUPRIS KINEEMA
description:
Lieutenant Kitsuragi's Coupris Kineema. With the built in shortwave radio and a trunk full of goodies, here lies the answer to the question that's been bothering you - what tore me from the soft abyss this morning.

* Gain item: Crowbar
* Gain item: bodybags
* Gain item: Chaincutters
* Gain item: Fire extinguisher
* Gain secret task: Cut something.
* Gain task: Get a Primer-book.


title: KINEEMA / STATION CALL
description:
Your first contact with the colleagues back in station 41.

* Report your badge missing
* Report your gun missing
* Get laughed at
* Beg your station for additional funds
* Get a panic attack
* Get an aweseome Firewalker persona
* Get the "Find your badge" quest
* Get the "Find your gun" quest.
* Get the "Check the local pawnshops" quest.


title: KINEEMA / SERIAL NUMBER
description:
1. Ask Alice to run the serial number you got from the boot.
2. Come back the next day to get results and ask for Alice to try to get more personal info on the mercenary (finish task to run serial number, gain task to get personal info from serial number).
3. Come back the next day to get personal info (finish task to get personal info from serial number).


title: KINEEMA / CALLING THE LIBRARY
description:
Calling Jamrock Public Library to see if you can find out anything about the dead man found at the boardwalk. You'll get Working Class Woman's home address from here.


title: KINEEMA ORB / halogen watermarks
description:
the dialogue where-in you've turned on the lights of the kineema and you can look at the halogen watermarks stuff on your ledger


title: KIM SWITCH / SPOKE TO SPEEDFREAKS
description:
Speedfreaks FM confirmed that the kids heard the Speedfreaks. He doesn't know what that means or how it relates to your case, but suggests you go back to the FELD Mural.


title: WHIRLING / LENA INTRO
description:
There's a broken pinball machine in the corner. A woman in a wheelchair is attempting to revive it. Talking to her will give you a short introduction to the world you're in.


title: WHIRLING / LENA MAIN
description:
1. Learn Morell is missing.
2. Report on looking for Morell.
3. Cryptids white check.
4. Ask about Gary.
5. Finish Cryptozoologists case.


title: WHIRLING / LENA DAY 2 BARKS
description:
Lena's barks for when it's Day 2 or later and the player hasn't gotten the TASK.get_morell_back_to_lena


title: WESTCOAST / EXECUTIONS VISCAL
description:
An easy PERCEPTION check highlights a scattering of bullet holes in the wall. Pass a medium VISUAL CALCULUS and the interact appears as a ghostly mass execution perpetrated by dotted lines against a row of figures facing the wall. Either way, dialogue with the object has you and Lt Kitsuragi figure out it was an execution after the amphibious assault. You may relive it as an INLAND EMPIRE dream sequence later.


title: WESTCOAST / SUNDAY FRIEND
description:
PART OF THE MORALIST DREAM QUEST. You come across the Sunday friend enjoying the historical scenery. You also have the chance to apologise if you accused him earlier.


title: BOOKSTORE / CURTAINS
description:
The curtains hanging in front of the back room. Curious trinkets attached. Very suspect. Can open, but Plaisance doesn't like that.


title: INVENTORY / WIRRAL MODULE
description:
Super-popular binoclard fantasy board game (module), feat. faeries and welkin and pygmies and such fantasy folk. The non-grimdark pastoral-bucolic version with maps & miniatures. Basic Wirral info.


title: INVENTORY / CODEX URIK
description:
An introductory race creation and dweorg cultural backstory manual available to purchase in the board game mountain.


title: INVENTORY / BAD ROMANCE
description:
Excrutiating Love Story book. Graad-y black-and-white-rainbow book. Ends with lensgrinder in somewhere. "Sixteen Days in Coldest April." something thought it was a romance book, but its misplaced.


title: BOOKSTORE / BACK DOOR
description:
It's the back door of "Crime, Romance, and Biographies of Famous People". You can look at it, use a key object on it or try to force it open.


title: DOOMED F2 / BACK DOOR
description:
It's the back door of "Crime, Romance, and Biographies of Famous People", if you come from THE OTHER SIDE, from inside the Doomed Commercial Area.


title: BACKYARD / SMOKER ON THE BALCONY
description:
The balcony overlooks the scene of the hanging but he's not a witness. He told as much to the investigator before, who you can ascertain was from Whitewater: foreshadowing for the HONOUR COURT's arrival later. EDITED VERSION


title: BACKYARD / STONE PERC
description:
First follow-up convo with Kim where you discover keys under the stone. Difficult perception finds the stone.


title: LAIR / INSTIGATOR
description:
You are caught in the ray of the Pale Compressor and talk to Ruby. You can:
1. Ask about the Compressor.
2. Ask about the murder and why Ruby went into hiding.
3. Try to destroy the Compressor.
4. Try to stop Ruby from killing herself if you destroy the Compressor.
5. Let Ruby go.


title: LAIR / KRAS MAZOV PORTRAIT
description:
This portrait is covered in cobwebs. You can:
1. Compare to weapons cache.
2. Learn about Mazov.
3. React depending on political persuasion.
4. Speculate about who may have stayed here (foreshadows deserter).


title: LAIR / Door to Outside
description:
This prevents the player from leaving the main lair -- only fires if they have dealt with Ruby but not read her journal.


title: VILLAGE / WASHERWOMAN
description:
The Washing Woman who gives you access to the alternate sleeping location -- the shack. Includes fishing village mood and Evrart quest stuff.


title: ICE / AFTER CRYING KIM
description:
Automatically starts after Acele's dialogue ends with her line "Crying is good. Get it out and then maybe we can talk, okay?"


title: ICE / ACELE ON ICE
description:
this is where the "recording device", "what are you doing here on the ice?" and "questioning" branches are located.


title: ICE / ACELE CHURCH STUFF
description:
this is where "the drug lab plan conclusion", "what did you see in the church" and "what's your plan for the church" branches are located


title: ICE / ANDRE TENT CONTENT
description:
this is where andre's dialogues about the "church/padlock", "who are inside the church" and "tent equipment" are.


title: ICE / KIM CHURCH barks
description:
Kim reacts to the church getting shot up by the police a few months ago. Creates question option in Kim Main Dialogue.


title: ICE / EGGHEAD
description:
Side-dialogue. Has the Physical Instrument check that makes Andre's Composure dance check easier and initiates the TO:DO - Make Van Eyck's jam more hard core


title: ICE / KIM RACISM FINAL TALK
description:
You failed the red check to get Kim to dance, and now you have to try to make amends or lose Kim's friendship forever.


title: ICE / ANDRE WHITE CHECKS
description:
this is where andre's two white checks are -- "try to logic and figure out what they're hiding/planning" and "JUST DANCE"


title: LANDS END / NETPICKER
description:
A dialogue featuring you, Kim, Lilienne the Netpicker, about the sun (if it's rising, setting or high in the sky) -- what the sun is, what means. THE SETTING SUN


title: LANDS END ORB / lands end shot viscal
description:
the conclusion dialogue where you conclude the shot did not come from land's end. this fires only if you have  TASK.check_lands_end


title: LANDS END / DEPOT DOOR
description:
The door to the jammed supply depot near Land's End. The door is jammed and locked. You can't open it. EVER.


title: PLAZA / RIVER CRATER
description:
You ask René about crater and get the streamlined history lesson without any messy checks or hubs within hubs withing hubs. Sweet and short.


title: PLAZA ORB / neither man clicked
description:
An orb to appear on the fifth day (or after triubnal) and address the disappearance of the pétanquista, if the player hasn't talked to either of them.


title: WHIRLING / SLEEPING DOCKWORKER
description:
Downstairs at the Whirling In Rags there's a sleeping dockworker. Interfacing people can steal his wallet and work pass, Phys inst can wake him up by yelling and then get some info on the Union and the strike.


title: WHIRLING F1 / GORACY KUBEK
description:
A dialogue with a kojko cook Gorący Kubek. He doesn't speak a word from your language, but for some reason understands all your questions about disposing the corpse??


title: VILLAGE / POSSE
description:
It's time to face your colleagues. 

This is the dialogue that autostarts once you step to the villlage square, the others just bark and stand there.


title: WHIRLING F3 ORB / pinball workshop
description:
1. This was a pinball workshop.
2. Was the Whirling-in-Rags part of the doomed commercial area task gained.


title: WHIRLING F3 / FOOTPRINTS IN THE DUST
description:
1. See tracks from what seem to be boots.
2. Reveals not odd-soled if you return after suspecting Ruby. (Anti-red-herring.)


title: LAIR ORB / dark celebration 2
description:
An afterthought to Ruby's scene whether she kills herself or runs away -- exists outside Ruby by Rosemary as redundancy


title: BOARDWALK / WCH
description:
Dead working class husband who has fallen through the blanks and cut himself open and it's generally a very gruesome and sad death.


title: BOARDWALK / REPORTING TO KIM
description:
If Kim wasn't with you when you first discovered the body then you're going to have to tell him about it. (Jumps here from Kim's main; then jumps back).


title: WHIRLING F2 / KLAASJE 1
description:
A striking young woman in a silver body-suit smokes in the hostel hallway. She addresses you as if you were a police officer. You may use your finger pistols for a SUGGESTION red-check. Failure gives you some forewarning about what's going on.


title: YARD / TRASH
description:
You can click on the trash container. This lets you see the padlock has a Whirling-in-Rags logo on it -> go to Garte -> ask for key -> open container - > get your paperwork


title: YARD / FOOTPRINTS VISCAL
description:
Easy perception shows prints. Then a medium VISUAL CALCULUS reveals a numbered scheme of footprints. Interaction with the scheme lets you deduce how many vigilantes there were at the hanging, when it happened etc.


title: INVENTORY / FRACTURED BULLET
description:
By inspecting the bullet, you can find out that:
1. The bullet came from a breech-loaded rifle.
2. The bullet was shot from some distance, so this was probably not a mercy kill (white check.)
3. The rifle used was a model mass-produced during the revolutionary war, and the surplus rifles/ammo are still a favourite with third-world guerrillas and Jamrock bangers.


title: YARD / HANGED MAN AUTOPSY
description:
This is phase two of the hanged man, after getting him down. 
1. Kim performs autopsy
2. More talk with inland


title: YARD / HANGED MAN BULLET
description:
This is the final phase of the hanged man:
1. White check to find bullet
2. Failure to find fridge
3. Bagging him and taking it away


title: INVENTORY / LEDGER OF FAILURE
description:
Perform a closer inspection of the ledger found in the trash (your official paperwork). Find:
1. serial number
2. forms
3. notes on cases
4. wife's letter
5. toilet smell


title: YARD / HANGED MAN
description:
A corpse hangs from the pine-tree: a middle aged man in white armour boots and tighty whities. A medium PERCEPTION white-check lets you find a bullet hole in the back of his mouth, a low LOGIC white check that he was killed before hanging. A low THOUGHT CABINET w-c sees that the bullet is antique.


title: PAWNSHOP / ROY
description:
You talk to Roy, the pawnbroker, about items you'd like to sell, your missing side arm, his drug habit, the People's Pile, and/or the traffic menace.


title: CANAL / HAWTHORN
description:
The hawthorn tree on Rue de Saint-Ghislaine. A reel of bronze magnetic tape is caught in its branches. It's a part of Egg Head's "make the music harder core" task. Interfacing White Check to get it.


title: PIER ORB / bustedupwalkwaythought
description:
One wrong step is death, right? Probably death. (This is a conversation with VisCalc on the state of the ruin.)


title: VILLAGE / JOYCE
description:
Joyce has sailed to village once you're looking for instigator. She's talking to net picker about sailing. Extra content about village and why she sailed there. GREETING HERE!


title: PIER / CINDY BARKS
description:
Barks for Cindy the skull for when you haven't talked to her *AND* you're approaching her from below.


title: PIER / JOYCE INTRO
description:
Joyce is on her boat. She welcomes you and tells you about the situation, her role in it, what happened w hanged man.
1. Finishes task: find wild pines rep
2. Finishes task: reality lowdown
2. Gives task: investigate traffic jam
3. Volition white to get 130 real


title: PIER / CINDY
description:
You run across an aspiring graffito artist. She can serve as an introduction to Joyce, and also tells you a little about crime in Martinaise. You can get a brush from her to use on the mother of all walls, and an idea for what to use as paint.


title: KIM SWITCH / RACIST KITSURAGI
description:
Dialogue about if you are down the racism. Triggers some distance after leaving the lorry driver (it's hooked up to the Kim switchboard).


title: JAM / INSTIGATOR CABIN
description:
The Instigator is gone but you can still explore the cabin of her abandoned vehicle. This yields some MAJOR foreshadowing.


title: KIM SWITCH / LORRY CONCLUSIONS
description:
A post-lorry-search dialogue with Kim, going over the necessary information and coming to some conclusions.


title: JAM ORB / pagetwothought
description:
A conversation with EletroChem that encourages you to commit an act of public indecency for Superstar point


title: JAM / PALEDRIVER
description:
A small, old, shrivelled up mesque woman with thinning hair sits awkwardly on the ledge of a lorry. An empty, glazed look adorns her eyes. She murmurs while nodding her head to the music coming from a radio in her lorry cabin. She wears a squared truck-driver flannel shirt with sleeves wrapped up to her elbows and blue denim dungarees tucked in yellow-brown (Caterpillar) boots.


title: VILLAGE / NETPICKER
description:
You see a middle-aged woman with a tea-length skirt, rubber boots and a rain jacket. Brown, curly hair, a sword on her side. She doesn't notice you.


title: VILLAGE / BOAT
description:
This is the boat you can get from the Net picker. This boat takes you to the Sea Fortress island.VILLAGE ORB / ask boat from netpicker


title: VILLAGE / JOYCE barks
description:
Joyce barks for when she's in the village.

I dared not to move it to her actual folder, cause it's already been inputted and I didn't wanna fuck it up.


title: VILLAGE / LITTLE LILY
description:
One of Netpicker's kids not running around in the village, instead she sits on the sofa. You can exchange a few words with her.


title: VILLAGE / LILIENNES TWINS barks
description:
Two of Netpicker's kids standing around in the village, shuffling on their feet, kicking rocks and yelling barks or somesuch.


title: VILLAGE / LILIENNES TWINS
description:
You can talk to them before and get nothing, but when you hear the twins have been to the island they tell you details about it.


title: KIM SWITCH / TWINS AND RADIO
description:
Fires after you've heard the Twins testimony with Kim. He reveals he knows the station. Weird if true, worth giving them a call.


title: YARD / CUNOESSE
description:
Talk to Cunoesse to find out she's a girl.

"I have nothing interesting say, talk to Cuno!"

Or approach her from the backyard to catch her off-guard and have something-resembling an actual dialogue with her.


title: APT / CUNO DAD
description:
Cuno's dad, loitering on the bed. Drugs. Sleeping with his eyes open. His face reminds you Cuno 30 years later. Also seems like he's dead. Hairy ginger chest, in undewear. Kim reacts. Hearing redcheck while he gurgles, success: he's trying to call you pigs. 


I talked to your dad boolean. / I was somehow able to not evade your dad.


title: APT / MAZOV DOOR
description:
DOOR, APARTMENT #11 (turns into door. can lockpick and get into?)

1. Use the wirecutters to cut the chain.
If you don't have them, the door suggests it. The chain is very flimsy. 
Exactly the same structure as other doors. 

1. Observe the padlock. - the weakness here is in chain.

Option to get a task if you do not have the chaincutters.


title: APT / SMOKER ON THE BALCONY
description:
Second meeting with the smoker on the balcony -- he's standing right in front of his apartment door, smoking.


title: APT / CLEANING LADY
description:
Cleaning lady inside the apartment building. Part of her greeting is in PIER / APARTMENTS PIER DOOR dialogue.


title: APT / WRITING DESK IN CUNO'S APT
description:
2 bottles of speed on the table, in plain sight. A straw in the bottle. Low-quality trucker speed. Drugs have charges, this is a low-charge one. 0 bonus to your electrochem base-count of how many times you can use the drug.

FIND THE SPEED finishes when you click on the table. While you're taking that shit, Kim is already checking the other room. Kitsuragi love goes down if you take the drugs.

Table diag despaws after you've taken the drugs.

Habit-initiation dialogue. Electrochem tells you blast one already in this dialogue. Ask Argo (abt cigarette initiation dial). It should also teach you to put it in your hold slot. 

Global afterthought, electrochem pops up


title: COAL ORB / labourer jeans equipped
description:
putting on the labourer pants make orb appear, similar to your own pants at beginning of game; in order to find gum wrapper in pocket


title: APT ORB / electrochem after picking up speed
description:
Upon picking up the speed, electrochem chimes in. Needs a wa to go away if you give it up to cuno or take it yourself?


title: APT / COMMUNIST MEETING DOOR
description:
Door leading to the Storage Room where the Secret Communist Meeting takes place. (PART OF THE COMMUNIST DREAM QUEST)


title: INVENTORY / LA FUMEE
description:
Vol. 1 No. 2 of *La Fumée*, Martinaise's leading quarterly journal of radical Mazovian thought (PART OF THE COMMUNIST DREAM QUEST)


title: WHIRLING / KIM INTRO
description:
Downstairs ltn Kim Kitsuragi - precinct 57th's finest - is waiting to solve THE HANGED MAN with you as an inter-district co-op. It would appear Precinct 41 sent you to investigate the lynching of a "Whitewater mercenary" in "Martinaise". And that you are indeed a police officer. Kim briefs you on the case and your relationship begins - likely on the wrong foot, but not necessarily.


title: KIM SWITCH / DEBRIEF DAY ONE
description:
1. Kim smokes.
2. How did the day go? 
3. What are our powers and what is the RCM?
4. What is the Moralintern? 
5. What do you think of Martinaise, Kim?


title: KIM SWITCH / DAY TWO UNION
description:
Kim blinks red when he's joined your team near the stairs. He wants to tell you the vigilantes have showed up and that you should talk to them -- but be careful. (Final warning about RCM non-presence in Martinaise.)


title: WHIRLING F1 / THE GARDENER MAIN
description:
The Gardener turns out to be a Union fixer. Slightly different model and portrait. Short *smug* dialogue directing you to Hardie, referencing last dialogue.


title: WHIRLING F1 / HARDIE
description:
Titus Hardie, leader of the militant union wing Hardie Boys. Mass dialogue + Gardener and Boys:

1) Admit they lynched the man because of a rape.
2) WHITE: Rhetoric to get them to tell you Klaasje was victim (Evrart makes easier -- leads to Klaasje, Klaasje betrays)
3) React to Klaasje's betrayal
4) WHITE: Suggestion to get them to counterbetray and reveal Assassination
5) something to get them to reveal Instigator (Ruby)


title: WHIRLING F1 / SPARE WORKSHOP KEYS
description:
Somewhere in the room are the previous owner's spare keys to the pinball workshop (door in kitchen). This is the (perc check hidden) dialogue where you find them. (One path to hidden access to roof)1) Mis-connect to instigator because of room


title: WHIRLING F1 / HARDIE SCAN THE ROOM
description:
* Tracks viscal in the hanged man's sequence allows you to connect these guys to the tracks on the crime scene.


title: PLAZA ORB / hardie volition afterthought
description:
*Why didn't anyone hear the shot?*
On plaza once "convince hardie boys to tell you where ruby is = done" and Klaasje is not arrested and Skillset Compromised is done too.


title: WHIRLING F1 / LOGIC WHITE CHECK
description:
The logic white check where you present your theory of how Ruby killed Lely and get the Hardie boys to give up her approximate location.


title: CONTAINERYARD / EVRART
description:
Evrart Claire is the head of the Dockworkers' Union. Wealthy, lazy, smart cat - player.

In this dialogue you can:

* Enlist Evrart's aid to get the body down (he asks measurehead to do it).
* Get bent and earn a daily income by doing so (corrupt cop).
* Find out about the neighbourhood.


title: CONTAINERYARD / EASY-LEO
description:
A simpleton dockyard-worker. Only person besides Evrart and Mega-Rich left in the container yard. He's making a banner.


title: CONTAINERYARD / RICH GUY CONTAINER DOOR
description:
Here be the container door with which you converse good Sir, getting rhetorical awards you the ability to *drum-roll* enter the container!


title: CONTAINERYARD / CLOAK JUMP
description:
You see a policeman-cloak -- jump to it. Get it. If you're above, to be precise! Otherwise, you can just pick it up or whatever.


title: OFFICE / PUNCHCLOCK AND PHONE
description:
For ten cents you can attempt an interfacing WC and call to a video rental you used to rent films from.


title: CONTAINERYARD ORB / ultraliberal dream quest
description:
Savoir Faire hears wealth humming in the container -- whether it's raised or lowered. Also gives you instant access to MRLBG.


title: PLAZA / THE GARDENER
description:
The Gardener stands on the corner of Whirling and is there to help you navigate the streets of Martinaise. Later it turns out she's a Union spy. You get to know from here that Joyce is in town.


title: PLAZA / PISSFLAUBERT AND FTW
description:
Near Kineema, two young gentlemen wishing to introduce Martinaise to the SKULLS brand are idling away, looking at the beast of a motor carriage. It is possible to get their jackets if you succeed the red check.


title: WORLD / WAITING BENCH
description:
a bench where you (and Kim) can sit and wait for an X amount of time so the player won't get softlocked-stuck in the game for lacking content until daychange!


title: DOOMED / ELECTRONIC DOORBELL
description:
This is a doorbell intercom that lets you call up all the failed businesses in the Doomed Commercial Area.


title: DOOMED / CENTRAL FURNACE
description:
This is an industrial oven on the first floor of Doomed. You can interact with it and contact Dicemaker.


title: DOOMED / BREAKER BOX
description:
Doomed cellar, breaker box. DONE. 

Get task finished for locate a fridge if you need to plug the fridge back in.


title: DOOMED / ICE CREAM MAKER
description:
Doomed cellar, a pistachio green ice cream maker next to the breaker box with a radio computer's filament memory inside. Difficulty: heroic, turns into easy if you've read the note from the Ice Bear Fridge.


title: DOOMED / ICE BEAR FRIDGE
description:
1. Has a note inside that points to the frozen ice cream maker that has the filament memory stored inside.
2. Reacting to the fact that there's a giant ice bear fridge still running them a loss.
3. This is where you put the hanged man. If hub reached then this is an instant solution for TASK.find_fridge / If has TASK.find_fridge then this is the solution.
4. The fridge can be turned off from the breaker box.


title: DOOMED / HIDDEN WEAPONS CACHE
description:
Weapons hidden inside the wall. Kim reacts to the room (revolution etc) and you obtain an antique rifle that it seems to have a bullet in it. Lootable item: antique_rifle. You can get a bullet and compare it with the hanged man's.


title: DOOMED / MOODBOARD
description:
Fortress Accident's whiteboard. Has three sections: game-related concept art, production schedule and Soona's notes.


title: WHIRLING F2 ORB / Moralist Quest Initiation
description:
Empathy tells you it's time to take responsibility... by convening a committee to spread responsibility around.


title: WHIRLING F2 ORB / Ultraliberal Quest Initiation
description:
Savoir Faire tells you it's time to stop playing the market and make some real cash so you can fulfil your heart's desire.


title: WHIRLING F2 ORB / Faschist Quest Initiation
description:
Endurance urges you to find a way to turn back time -- in the name of Revachol, in the name of love.


title: WESTCOAST / GARY
description:
Gary the Cryptofascist is a friend of Morell's. Also trying to find the cryptid. Wears armour stolen from the hanged man under his clothes. Has Man from Hjelmdall books etc.


title: COAST ORB / reeds by camp site
description:
These reeds are by Morell and Gary's abandoned camp site. The interactable reeds you can search when Morell tells you to check the phasmid traps. There are traps in these reeds.


title: BOARDWALK / THE PIGS
description:
The Pigs! Evrart arranges you to meet the woman who has been posing as a police officer. She's carrying an attachment of sirens and police lights. She's got your gun.


title: BOARDWALK / TRANT HEIDELSTAM INTRO
description:
Trant Heidelstam is chilling near the FELD building, with kid, piggy-bank. You can:
1. Learn about the FELD building.
2. Get useless advice.


title: INVENTORY / FILTHY JACKET
description:
an inventory interaction so you can't sell the filthy garbage because clothing items cannot be sold, oiii.


title: BOARDWALK / FELD MURAL
description:
1. Observe the mural.
2. Shivers White Check to see stairs, which then allows you to use the ladder to get to the roof.


title: WHIRLING F3 / KLAASJE MAIN
description:
Meeting Klaasje again, on the roof
0) Intro
1) Your name and 
2) why u here? (orbs and drugs from room) 
3) Wildflower
5) did you hear me night before / last time we saw
6) Looking for Ruby


title: WHIRLING F2 / MEDICINE CABINET
description:
Klaasje's medicine cabinet.
1) Find speed (Saint-Batiste goodstuff)
2) Find barbiturates, benzos, SOS and narcan
3) check to steal speed if kim there


title: WHIRLING F3 / CLEAR WINDOW VISCAL DIFFICULT
description:
This window has been recently replaced. High perception to notice. This dialogue gets a viscal and becomes trivial once someone admits Assassination


title: KIM SWITCH / KLAASJE REACTION
description:
Kim reacts to you losing your shit (Composure fail) when the Hardie boys said the victim is a young woman called Klaasje in the Whirling-in-Rags.


title: WHIRLING F1 / GARTE
description:
ltn Kitsuragi suggests you talk to the manager of the Whirling-in-Rags first. Garte is a hub of knowledge on the area and the case and you will come back to him later. He is also a problem, asking you to pay for the night, to pay for "the damages". It does not reflect well on you.


title: INITIATION / cannot pay game over
description:
orbital that pops up if you, the player, try to BREAK the system by spending *all* of the money you can get *anywhere* in Martinaise so you cannot pay Garte for the room at all. oh, believe me, we will take this into account and you will get a game over.


title: JAM / TOMMY
description:
At the plaza, near Kim's Kineema you may talk to an anxious truck driver. The man's come to stretch his legs. Here you will find information on: traffic jam, the closed gates, the other truck drivers, FALN. + Learn some background on the geography of Le Caillou. Possibly acquire one piece of the FALN clothing set. (Includes poetry white check.)


title: SEAFORT INT / MICROGRID GENERATOR
description:
(generator, rewired – insert fuel here (use controls to activate electricity and open door if fuel in). kim remarks on wiring.)


title: SEAFORT INT / BLAST DOOR
description:
blast door interactable dialogue. (this is closed, no way to open, open from console if has fuel in)


title: SEAFORT / MATTRESS NEST
description:
(in front of double embrasure looking over the bay, into whirling window, ends check island task, shot was made here)


title: PLAZA / KORTENAER
description:
Previously known as Scab Leader. Wears a huge and intimidating set of armour. He is drunk and pissed off at his friend getting killed. He carries a big-ass gun.


title: GATES / SCAB LEADER
description:
Scab Leader, a large mercenary in disguise. Shouts a lot about LETTING US WORK, doesn't actually provide much information for now, except being suspicious and shouting.


title: GATES / MANANA
description:
A jolly, easy-going man at the very bottom entrance to the gates. He gives information about the scabs, the strike, the union boss, Measurehead and being a boiadeiro.


title: GATES / MEASUREHEAD
description:
An übermensch monolith guarding the button to the harbour office door. Into "science"-anthropometry based racial theory.


title: GATES / WOMENS RIGHTS first phase barks
description:
Barks for WR protester. If it comes out interesting and fun, and not some sort of boring shit unimaginative garbage.


title: GATES / CHILLBABE barks
description:
Third of Measurehead's awesomely hot companions who also maybe barks mocking stuff at you (on clicking). Or might not, if she's the one sitting behind Measurehead, out of your reach.


title: MEASUREHEAD / FASCHA DQ
description:
Ask Measurhead if he knows way to turn back time and have converstaion about True Men in his mum's office.,


title: WHIRLING / CEILING FAN
description:
The ceiling fan is spinning like the blades of some rickety old airship about to fall on you. A truly horrendous neck-tie has somehow attached itself to one of the blades.


title: INVENTORY / LELY TAPE
description:
tape now interactable in inventory, if you have the boombox. Lely-Kortenaer banter for interrogate Klaasje sequence


title: WHIRLING F2 / TAPE PLAYER
description:
You can click on tape player -- it has broken down while you were gone. Can't listen to any tapes now, best you find a new one from Roy.


title: KIM SWITCH / PORTRAIT REACTION
description:
The conversation you and Kim are gonna have the first time he sees you with your new and powerful visage, Icebreaker.


# actors

name: Evrart Claire
description:
This is the Representative for the Union of Harbour Workers. He looks surprisingly young for a guy this fat.::


name: The Deserter
description:
The Deserter is an old revolutionary and war veteran sniper who has been hiding on the sea fortress island.::


name: Insulindian Phasmid
description:
The Insulindian Phasmid, a large cryptid who lurks in the reeds on the sea fortress island. It's got amazing mimicry-camouflage skills and nicely disappears into the reeds. Also might have creepy mind control powers.::


name: Lilienne, the Net Picker
description:
The net-picker is a middle-aged woman who is of independent nature and carries a sword. Politically, she's a none-too-well developed Revachol nationalist.::


name: Racist lorry driver
description:
A rotund man with cold, pale eyes and short-cropped hair. A lit cigarette lingers between his fingers. The man is wearing a pilot jacket, high-waist jeans and a T-shirt with an unrecognisable image. About 40 years old. Reeks of heavy motor oils and the untold deaths of numerous smokes and alcohol bottles.::


name: Annette
description:
Annette is the daughter of the book shop clerk. She is standing outside by the book stands, her purpose to lure customers in with all the dated bestsellers and what have they. She is cold.::


name: Egg Head
description:
Egg Head is the "party boy" of a group of proto-rave enthusiasts. He represents the light side of trance culture. He's basically like HP Baxxter. He is emulating a Dutch accent in his shouts.::


name: Plaisance
description:
Plaisance runs the book store (of crime, romances, and biographies of famous people). She's a woman in her early fourties, she dons a moss green costume and little golden spectacles, and the look on her face does it's best to appear friendly, but yet it looks mostly disappointed.::


name: Sad Scab
description:
He looks quite old, his cheeks have fallen in and a there's a rancid smell emanating from his mouth. Not many teeth left there.::


name: Women's Rights
description:
A protester in the midst of the scabs. With a protest sign. Possibly in the wrong place. But maybe just likes to protest.:0:0


name: Measurehead
description:
It's goddamn Measurehead! A black-übermensch monolith guarding the button to the harbour office door. Into "science"-anthropometry based racism. Loud, eloquent if need be, antagonistic superiority attitude. Will not lower himself to your inferior level, does not *argue* and *debate* with you -- he is just better in every way. Helps take the dead body down, if you know and say the right things.::


name: Measurehead's Babe
description:
One of Measurehead's babes. The one standing/chilling behind him, the one you can't get to... but she's close enough to add some of her own comments inside the Measurehead dialogue.::


name: Tommy Le Homme
description:
A young family man pacing anxiously near his lorry, stuck in the traffic jam for several days with the others. He is a bit more talented than one might assume, doing a tedious, dead-end job just to keep the family afloat. Tends to wax poetic when gets emotional (stressed, irritated, anxious), especially when discussing his family or FALN, where they live.::


name: René Arnoux
description:
Fanatical royalist, ex-army, decorated vet, on and off lover of the beautiful Jeanne-Marie (now deceased) and a life long rival of his neighbour, René Arnoux. Now at almost eighty years of age spends most of his days playing pétanque with his former arch-nemesis and competitor Gaston and reminiscing about the good old times when king Frissel the First was still in charge,::


name: Gaston Martin
description:
A pétanque partner and a former arch-rival of René Arnoux. Contrarian. Didn't fight for The King. Didn't fight for anything. When René went off to fight for Frissel the First, Gaston stayed behind and stuck his dick in their friend Jeanne-Marie for whose attention the boys had been fighting for since they where eight. Now Jeanne-Marie is dead and an old enemy and pétanque are all he has.::


name: Working Class Woman
description:
Anaïs. Just another working class woman, who has kept several jobs and raised two kids and three husbands. She's come out to look for her family, as the supper is nearly ready. Her teenage daughters have been missing for a night - "A boy trouble," she remarks - and her current husband (Mathieu) hasn't been around for a week. You learn about her array of marriages and jobs, as well as about her steady passion for bloody and violent history books.::


name: Moneyman
description:
A barking investor who only exclaims comments about money, he stands on the second floor of Whirling-in-Rags, near the newspaper.::


name: Jules Pidieu
description:
Jules "Oldboy" Pidieu answers and works the radio at the Precinct 41. Brother of the late "Cardiac" Pidieu, Jules took over his duties when the morbidly obese Cardiac past away last year.::


name: Alice
description:
Alice Jarier is the radio officer of the 57th precinct. She is the daughter of one of the senior officers and has been in the station ever since she was old enough for her dad to take her with. She knows the station, the people in it and the many nooks and crannies of police work.::


name: Sylvie
description:
The waitress of Whirling-in-Rags, who was scared away by the combination of a rotting dead body hanged in the back yard of the establishment, advances of the cafeteria manager and most of all your drunken exploits.::


name: Sunday Friend
description:
This is Thomas, a bureaucrat from Sur-la-Clef. He's Smoker on the Balcony's 'friend' and a witness.::


name: Onomatopoetic Lorryman
description:
A lorryman who wanders in the far right corner of the Jam, he's way into lorries and other machinery, and just barks out lorry-related sounds.::


name: Paledriver
description:
Pale-aged long-haul lorry pilot. Completely bonked out of her mind due to the effects of going through the Pale too much.::


name: Washerwoman
description:
The landlady / washing woman in the Fishing Village. She gives you access to your secondary sleeping location -- the shack. Features as a greeting to the area. Also helps finish Evrart task.::


name: De Paule
description:
The third mercenary guy, radio operator, who has been in the base of operations, bored and irritated.::


name: Rosemary
description:
Previously known as Female drunk, also previously known as Under Control. One of the Union of Moribund Alcoholics, the shopkeeper who sells you booze and smokes and stuff.::


name: Little Lily
description:
Lilienne the Net Picker's young kid who is inside the shack doing her thing. She's about 4 you can talk to her about stuff.::


name: Titus Hardie
description:
Titus Hardie, leader of the Hardie Boys. Former prizefighter and a rowing enthusiast. Tall guy, wide in the shoulders and narrow at the hips. Hard-ass, stubborn, take-shit-from-no-one type of guy. He's wearing a baseball cap with the "Martinaise Burning Rhinos" (a local rugby team) logo (A flaming rhino horn). Also an orange padded west. It's says "ROWING CLUB" on the back and "T. Hardie" on left side on the chest. He's also wearing fingerless gloves and yellow boots with bluejeans tucked in them.

He's 39 years old. Short dark hair. Sharp features. Kind of handsome - like Johnny Football Hero once he's past his prime and never moved out of the home town.

Quarterback for the "Martinaise Flaming Rhinos".::


name: Fat Angus
description:
Fat-Angus is fat. Period. Big fat guy. Tall too. Think Blob from X-men, but less of a charicature and more of a guy who's gonna have a heart attack at 40. I imagine him wearing a regular dockworker hat, overalls and some stupid bright coloured mittens. Something like pink. His sister made 'em. Fat-Angus lives with his sister. His sister is 50 and single. They have cats and dogs.

Unlike fat people in general (!) Angus is not jolly. He's got podagra. His feet stink like hell and he's stomach is always making annoying loud noises. He's also gassy. And clumsy. Always trying to be super-serious and not liking if the joke is on him on any way.::


name: Theo
description:
Theo is an older black dude with a curly beard. He's 55 and has already got some gray in his hair. He smokes a pipe and cracks his knuckles. Doesn't talk much, but when he does he talks in a slow deliberate manner and doesn't waste words.::


name: Glen
description:
Glenn is 36 years old. Also a rugby player. As tall and wide as Titus, but with a lushious blonde maine. Like a viking god. He chews tobaco and spits a lot. Kinda a violent and sadistic. Wearing the dockworker overalls, but has the top half off and a dirty white tanktop underneath it.::


name: Shanky
description:
Shanky, real name Dennis, is a small rat-like guy with dark eyes and a mean face. He's all mean and cunning. Not a nice guy. A former featherweight amateur boxer. The kind of guy who always used to pick fight with big guys who can't fight. Now he carries a shank a sticks people with it. Shanky is 46 years old. Childless, divorced. An alcoholic.::


name: Netpicker's Twins
description:
Two Netpicker's twin kids who run around outside, they're about 7 and they talk something about the island.::


name: Steban, the Student Communist
description:
Steban, the Student Communist is a young, ideologically combative Mazovian. He runs an underground reading group in a disused section of the Capeside Apartments, though recently he's excommunicated most of the reading group's membership over various ideological heresies. Though steeped in theory, at heart he's quite sincere and perhaps less strident than he initially appears.::


name: Echo Maker
description:
The Echo Maker is the one participant in the underground reading group who hasn't been excommunicated by the Student Communist. He echoes whatever the Student Communist says, much to the Student Communist's irritation. An intellectual hanger-on and toady.::


name: The Lie Detector
description:
"The Lie Detector" by Lita Zippora.
It seems to go into great detail about how different facets of private and public life are a falsehood, a failure and an abomination.
It doesn't resemble other self-help books much, in style or general attitude - it's much more like a philosophy book. It's probably been released as a self-help book as a prank, or to boost reader's numbers.:0:0


name: High Speed Love: The Tragic True Story of Jacob Irw and Alfie Deletraz
description:
A book about a love story between two madcap drivers.

Jacob Irw is a crazy TipTop Tournée driver, a madman behind the wheel. Like he doesn't even care anymore. Locks flying in the breeze, laughing maniacally, going top speed (or EVEN HIGHER). Some say he's seeking death on the circuit - wants to go out in a blaze, but death won't take him! "Not today, Irw," death always seemed to say... and Irve claims another title.

It's why he quit racing... he wanted to die after his lover, also a racer, died on the circuit. But now he's 80 and making up for lost time, racing around Revachol, jumping over canals. Irw the Tormentor, Irw the Tormented.

NEVER FORGET. And lay a rose on Alfie's grave every year.

"It was the first race he'd lost in almost two years, and to a Tiptop newcomer -- some young kid from a provincial town, from what he'd heard. He approached the winner to offer his congratulations reluctantly, searching his mind for the stock phrases of good sportsmanship that he had forgotten how to use. But then everything changed. The younger racer, still with his back to Jacob, removed his helmet, and chestnut locks came tumbling down onto his shoulders, made golden by the bright sunlight of that cold April afternoon -- and when he turned, smiling, Jacob felt as though he'd won something more important than a title.":0:0


name: Warded Door
description:
There's a contraption made of small bones and feathers and coins and the like on the door. A Thought Cabinet check or Kim may reveal that they are of semenese origin and believed to be magical. Probably for warding off evil spirits..:0:0


name: Closed Curtains
description:
There's a cage-like contraption on the door, made of sticks and beads and leather straps and coins and so forth, with a fish skull in the middle. A TC check or Kim may reveal that those are made by the semenese people and constitute some magical defence against evil spirits and curses.:0:0


name: Wirrâl
description:
Popular binoclard fantasy board game (module), feat. faeries and welkin and pygmees and other fantasy folk. The non-grim dark version with miniatures.:0:0


name: Key, Room #1
description:
This key opens the door of room #1 in the Whiling-in-Rags hostel. The keychain has the hostel name on it.:0:0


name: Door, Apartment #28
description:
Door to the apartment 28 where Smoker on the Balcony lives. You can interview The Sponsor there.:0:0


name: ROO A72 Motor Skiff
description:
This is the boat you can loan from Net picker. It takes you to the Sea Fortress island and back.:0:0


name: Gaston's Sandwich
description:
With abundance of ham, mayo, roasted onions, tomatoes and pretty much everything one could dream of in a sandwich, Gaston's Culinary Wonder stands tall among meals:0:0


name: The Button
description:
It's the big red button behind Measurehead that you have to push in order to open electronically locked door.:0:0


name: Conceptualization
description:
:Understand creativity. See Art in the world.:COOL FOR: CREATIVES. PSYCHEDELIC FANCIERS. CRITICS.

Conceptualization has a special role it wants you to play in this world – not the role of cop, but of Art Cop. It enables you to make fresh associations, to delve into world-concepts from Jan Kaarp’s postmodernist karperie, to Revachol’s arabesque architectural style dideridada, and even the concept of HARDCORE – and then, importantly, to add your own contribution to these works.

At high levels, Conceptualization makes you go big – perhaps too big. It is ostentatious, demanding grand displays. Why live life when you can throw yourself into a live volcano? At low levels, however, you will be unable to see the world in a creative light. You’ll be unable to contribute to conversations in an art gallery. Only boring people will invite you to their dust parties.


name: Logic
description:
:Wield raw intellectual power. Deduce the world.:COOL FOR: ANALYSTS. PURE RATIONALISTS. OBVIOUSLY LOGICIANS.

Logic urges you to analyze the living daylights out of the case. It enables you to piece evidence together, detect inconsistencies in statements, and impress everyone with your astonishing conclusions. It's the bread and butter of many a detective.

At high levels, Logic will be able to solve even the most complicated puzzle. You will be very proud, and thus susceptible to intellectual flattery; for those blinded by their own brilliance often miss important clues. With low levels of Logic, you’re going to have a hard time solving even the simplest puzzle. Even if you find the pieces, good luck putting them together.


name: Encyclopedia
description:
:Call upon all your knowledge. Produce fascinating trivia.:COOL FOR: THINKERS. HISTORIANS. TRIVIA FREAKS.

Encyclopedia makes you a know-it-all, turning your mind into a database of facts. It enables you to draw on these facts innately, offering a wealth of background knowledge to all things related and unrelated to your case. Who knows when the history of cigarette brands will provide the breakthrough you need to arrest a murderer – or when knowledge of pre-Revolutionary guns might save a life?

At high levels, Encyclopedia shares this wealth of knowledge to an almost overwhelming degree – while it may give you crucial breakthroughs, it more often will clutter your mind with useless tidbits. With low levels of Encyclopedia, though, you’ll be forced to work with only the clues in front of you. Without any background knowledge, copping is going to be tough stuff.


name: Rhetoric
description:
:Practice the art of persuasion. Enjoy rigorous intellectual discourse.:COOL FOR: IDEOLOGUES. CONVERSATIONALISTS. WOULD-BE-POLITICIANS.

Rhetoric urges you to debate, make intellectual discourse, nitpick – and win. It enables you to break down arguments and hear what people are really saying. You’ll spot fallacies as soon as they’re used -- what exactly did the waiter leave out of their testimony? What was the dancer trying to divert you from? Was that double entendre intended, or did you just get an accidental lead? 

At high levels, Rhetoric will make you an impressive political beast – one whose beliefs are impenetrable. Which is to say, one whose mind will not change; one who will calcify. With low Rhetoric, though, you’ll have a hard time of shooting down any argument. Nailing people to their testimonies will be neigh impossible.


name: Drama
description:
:Play the actor. Lie – and detect lies.:COOL FOR: UNDERCOVER COPS. THESPIANS OF THE STAGE. PSYCHOPATHS.

Drama urges you to treat the world as a stage – and on it, to perform. It enables you to lie, to concoct the most elaborate and wonderful stories; to take on ingenious personas and perform acts of stagecraft in an entertaining amalgam of fourberie and deceit! As well, it enables you to see through would-be actors and their false antics. If they lie, you’ll know. Immediately.

At high levels, Drama may render you an insufferable thespian – one prone to hysterics and bouts of paranoia; for to know the world is a stage is to know that Truth is a Vanity. However, with low Drama you cannot lie – or discern when others lie. And a cop who can't do either is a cop who's soon going to be lying six feet under.


name: Visual Calculus
description:
:Reconstruct crime scenes. Make laws of physics work for the Law.:COOL FOR: FORENSIC SCIENTISTS. TACTICAL FIGHTERS. MATH-MINDED PEOPLE.

Visual Calculus verses you not only in the laws of the state, but the laws of nature. It enables you to create virtual crime-scene models in your mind’s eye. You’ll see how a bullet shattered the glass, and from that trace its trajectory with mathematical precision. You’ll also count so many footprints – and at a glance discern shoe size and design; as well as the height, weight, and gender of the one who wore them.

At high levels, Visual Calculus makes the world reveal its secrets to you – but you may be so absorbed by your mind-diorama, you don’t notice as crooks steal your pants. However, at low levels, your mind’s eye will be blind. Reconstructing crime scenes will be difficult without outside help.


name: Empathy
description:
:Understand others. Work your mirror neurons.:COOL FOR: JUDGES OF CHARACTER. INTERVIEWERS. INTERROGATORS.

Empathy breaks into the souls of others and forces you to feel what’s inside. It enables you to notice social cues others may miss: perhaps a hidden sadness you could coax out a little more, a strange joy from someone who should be bereaved, or a hidden resentment that could return to harm you later.

At high levels, Empathy really puts you in other people’s shoes. You’ll cry for their sorrows, punch walls to relieve their angers, and be an even more unstable cop. With low Empathy, however, you’ll be an ungainly beast unable to talk to anyone without upsetting them.


name: Inland Empire
description:
:Hunches and gut feelings. Dreams in waking life.:COOL FOR: DREAMERS. PARA-NATURAL INVESTIGATORS. MENTAL CREATORS.

Inland Empire is the unfiltered wellspring of imagination, emotion, and foreboding. It enables you to grope your way through invisible dimensions of reality, gaining insight into that which sight can’t see. What’s really going? What do these enigmatic riddles mean for the world-fate?

At high levels, Inland Empire animates the inanimate. You’ll have conversations with your clothing, conversations that may change the course of the investigation if you’re not thrown in the loony bin first. With low Inland Empire, however, you’ll be void of imagination – and character. And then how will you shape the cosmos?


name: Volition
description:
:Hold yourself together. Keep your Morale up.:COOL FOR: SANE PEOPLE. WELL-ADJUSTED COPS. THE NON-SUICIDIAL.

Volition urges you to be a good guy – to others and to yourself. It enables you to resist temptation: be it in a bottle, between a pair of legs, or at the end of an iron barrel which promises oblivion. Volition gives you the will to finish the investigation, improving your Morale – one of the two health pools in the game.

At high levels, Volition makes you hyper-sane. When you’re about to get funky, it keeps you normal. It’s a bit of a party-pooper. At low levels, however, you’ll have little Morale. Without it, you’ll be a profoundly unstable cop, falling apart at the seams as you make irreversible mistakes.


name: Authority
description:
:Intimidate the public. Assert yourself.:COOL FOR: LEADERS. EXPERTS OF PSYCHOLOGICAL WARFARE. RESPECT-JUNKIES.

Authority urges you to assert and reassert your dominance over those around you. It enables you to understand the power dynamics of groups of thugs, know how far you can push a perpetrator, and how to establish control of situations.

At high levels, Authority demands respect; even a perceived slight could send you into knee-breaking mode. With low Authority, however, you’re forever in awkward situations – like when you suffer psychological breakdowns after you yell at teenagers and they laugh at you. 


name: Suggestion
description:
:Charm men and women. Play the puppet-master.:COOL FOR: DIPLOMATS. CHARMERS. SOCIOPATHS.

Suggestion urges a soft-power approach. If people think they want what you want, you’ve already won. This skill enables you to implant ideas into the minds of others. You can make the citizens like you more. You can make gangsters turn on each other, too; many crime-rings have been broken by just a little doubt, after all.

At high levels, Suggestion makes you affable to everyone and more resistant to their charms in turn. But all that schmoozing and oozing charm will make you slimy. And you’ll know it, even if no one else does. With low levels of Suggestion, though, you’ll have difficulty getting any kind of rapport with others. You’ll be alone, both during the day and at night.


name: Esprit de Corps
description:
:Connect to Station 41. Understand cop culture.:COOL FOR: COPS. COP-AFICIONADOS. PRETEND-COPS.

Esprit de Corps is the very spirit of policing: the cop-geist. It enables you to understand your blue-souled sisters and brothers – not only by picking up subtle signals from your partner, but by witnessing flash-sideways scenes as they play out in your precinct.

At high levels, you’ll be the very heart of the police force: not only willing and able but obliged to take a bullet for your partner. However, without Esprit de Corps you’ll be flying blind, unable to understand discreet remarks colleagues make in high-stakes situations; remarks that might just save your life.


name: Endurance
description:
:Take the blows. Don’t let the world kill you.:COOL FOR: FIGHTERS WHO CAN TAKE A HIT. LOOKOUTS WHO DON’T SLEEP. HUMAN BATTERIES.

Endurance is your metabolism and circulatory system. It improves your Health – one of the two health pools in the game. It enables to survive being a cop. Who cares if you can’t aim a gun, if you can take a few bullets? Why be afraid of drugs that hurt your health if you’re a very, very healthy man?

At high levels, Endurance enables you to take a few knocks to the head, enjoy a greater quantity of drugs, and shake off a few cardiac arrests – it makes you a powerful man, who looks down on the weaklings who can’t keep up. However, cops with low Endurance are likely to struggle. The body is frail already, and the flesh of a cop will often be tested. And if it doesn’t pass, it dies.


name: Physical Instrument
description:
:Flex powerful muscles. Enjoy healthy organs.:COOL FOR: MUSCLE MEN. BARE-KNUCKLE BRAWLERS. GYM TEACHERS.

Physical Instrument is not only your muscles and your skeleton – it is your ability to use them effectively. It enables you to do push-ups, sit-ups, knock-out punches and 360-degree spin-kicks. It's a one size fits all solution to thriving and surviving in a physical world.

At high levels, Physical Instrument breaks doors, chains, and bones, and it makes you laugh at the namby-pansies who can’t. You’ll be manned-up, encouraging others to curl iron until they’re manned-up too. At low levels, however, you’ll have a hard time arresting anyone who isn’t infirm or already dead. Indeed, engaging in physical confrontations could leave you in either state. 


name: Shivers
description:
:Raise the hair on your neck. Tune in to the city.:COOL FOR: CITY LOVERS.  THE WISEST OF THE STREET WISE. THE GENUINELY SUPRA-NATURAL.

Shivers come when the temperature drops and you become more keenly aware of your surroundings. It enables you to hear the city itself, to truly belong to the streets. It is a supra-natural ability; old wrongs play out in present time, scenes across the city happen in front of you. But who is speaking to you?  

At high levels, Shivers may make you seem mad to the outside world – as you listen to the city, you don’t listen to others. Your superiors may begin to worry. With a low Shivers, though you will seldom hear the city speaking to you – and if you cannot hear it, how can you ever save it?


name: Pain Threshold
description:
:Shrug off the pain. They’ll have to hurt you more.:COOL FOR: UNSTOPPABLE FIGHTERS. GUYS WHO WON’T DIE. MASOCHISTS.

Pain Threshold ignores damage so you can push on, bloodied and crawling, to the bitterest end. It enables you to negate damage you would otherwise take. Even mental pain – heartache and loneliness. In fact, these things can become a thrill you seek out and perversely revel in.

At high levels, Pain Threshold turns in on itself in seriously unhealthy way, with full-on self-destructive behaviour. With a low Pain Threshold, however, you will suffer too easily. Even a slap from a teenager will make you whine and complain.


name: Electrochemistry
description:
:Go to party planet. Love and be loved by drugs.:COOL FOR: HIGH-FLIERS. PARTY ENTHUSIASTS. COPS WHO NEED LIGHTNING.

Electrochemistry is the animal within you, the beast longing to be unleashed to indulge and enjoy. It enables you to take drugs with fewer negative side-effects. It also enables you to better investigate lurid matters – if you need to understand a chemical breakdown, or talk to someone blasted out of their mind, or understand sexual dynamics, Electrochemistry is there to guide you.

At high levels, Electrochemistry makes you a man of unrestrained pleasure – an unrepentant lothario who leers at people with a bottle of speed and a plastic bendy straw in either hand. But with a low Electrochemistry, you’ll be too innocent to be effective. Without a working knowledge of drugs and sex, the city will be difficult to understand.


name: Half Light
description:
:Let the body take control. Threaten people.:COOL FOR: HIGH-STRUNG INVESTIGATORS. SHOOT-NOW-ASK-QUESTIONS-LATER COPS. SURPRISE HATERS.

Half Light is your fight-or-flight response. It enables you to sense the way situations are about to turn. It injects palpable fear into your heart – fear that urges you to act before it’s too late to act ever again; fear that makes you frighten others. It is the aggression that lets you squeeze every last drop of information out of a witness.

At high levels, Half Light makes you ultra-attuned to the world. It is perpetual fear – of your own shadow, of someone else’s name or scent. You’ll be ready, always, to pounce and physically interrogate passers-by. At low levels, however, you’ll find your survival instinct is lacking. And your methods limp-wristed. Those who respect violence will not respect you.


name: Hand/Eye Coordination
description:
:Ready? Aim and fire.:COOL FOR: TRICK-SHOOTERS. SNIPERS. JUGGLERS.

Hand / Eye Coordination loves the interactions between you and things that fly in the air. It enables you to catch coins from mob bosses, shoot straight, and understand firearms intimately. Want to know the precise make and mark of a pistol? H/E Coordination's got you. Want to shoot someone with it? Ditto.

At high levels, Hand / Eye Coordination makes you deadly – supposing you’ve a weapon in your hand. But once you do, H/E Coordination will compel you to take the shot – even if it’s not the best approach. At low levels, however, you’ll be even more of a disaster in waiting. Because when the guns go off – and they always do – you’ll probably hit the wrong target.


name: Reaction Speed
description:
:The quickest to react. An untouchable man.:COOL FOR: SHOT-DODGERS. THINKERS ON THEIR FEET. PINBALL-HEADS.

Reaction Speed is the agility of your body and mind. It is instinct. It enables you to dodge punches, knives, bullets. Also sucker punches of the verbal kind. You'll be more streetwise, never lost for words or lacking a witty comeback. Your mental alacrity lets you connect little details on the fly, working in tandem with your Intellect skills.

At high levels, Reaction Speed makes your twitch-reflex freakishly good. However, when your body acts before your mind, innocent situations can turn bad fast. You're high strung, overly alert. At low levels, though, you won’t be the one shooting first – which probably means you won’t be shooting at all.


name: Savoir Faire
description:
:Sneak under their noses. Stun with immense panache.:COOL FOR: ACROBATS. THIEVES. UNBEARABLE SHOW-OFFS.

Savoir Faire urges you to be better than you are: it urges you to be disco. Slip by others in Samaran boxing style, then tumble out the back with unexpected acrobatics. It enables you to move with silent footsteps, to groove to a good beat, and to lift useful evidence off perps without them noticing. It also makes you a cooler cop, whose athletic flair will certainly impress the citizenry.

At high levels, Savoir Faire will make you the King of Cool – which is as much to say, the most stylish douchebag in Revachol. Nobody will see you until you’re ready to be seen; and then, they’ll get the full treatment, whether they want it or not. At low levels, however, you’ll be a bumbling, feckless cop unable to catch a pair of keys thrown by your partner without losing an eye.


name: Interfacing
description:
:Master machines. Pick locks and pockets.:COOL FOR: MACHINISTS. TINKERERS. INSTRUMENT PLAYERS.

Interfacing wants you to connect to machines: to use and improve them, because that makes you a better human organism. It enables you to understand interactions with machines – be that how to repair the motor of a Kineema motor carriage, how to analyze the way a suspect used a pen, or how to re-figure electrical circuits. It even lets you steal keys off a keyring without being noticed.

At high levels, Interfacing will isolate you from society – why bother with people when you can talk to machines? And why bother with things like money when you can just pocket that display sandwich? At low levels, however, you will have a crucial part of the world cut off from you. People use machines to commit crimes all the time – if you can’t understand how a crime was accomplished, how can you solve it?


name: Composure
description:
:Straighten your back. Keep your poker face.:COOL FOR: CARD PLAYERS. MILITARY FETISHISTS. COOL PEOPLE.

Composure wants you to not crack: or, at least, it wants you to not crack in front of other people. It enables you to put up a strong front. It keeps your emotions hidden from the world and helps you to read the body language of others – to sense the cracks in their own composure. As well, it keeps you looking good while you do it. You’ll rock that disco outfit a lot more if you don’t slouch.

At high levels, Composure makes you tuck your gut in and maintain a stern expression. Even lying in bed, late night when no one else can see you, you’ll have to keep it up. You’ll never be able to stop. With low Composure, though, you’ll always be the first to crack. Every cop’s got a point when all that fear and rage comes spilling out – and the ones who unleash it don’t stay on the force much longer. Perhaps worse still, you won’t even make the ranks of Fashion Police.


name: Perception
description:
This is how immune you are to legedermain.:See, hear, and smell everything. Let no detail go unnoticed.:COOL FOR: FINE DETAIL DETECTIVES. SENSUALISTS. URBAN SCAVENGERS.

Perception wants you to be open to the world – with eyes, ears, and nose working at full capacity. It enables you to take in what others don’t notice. The little wad of bills hid away in the sugar bowl; the odor of a perp, hiding beneath the floor boards; the gulp of a suspect, after claiming they’ve nothing to hide.

At high levels, Perception takes in every final detail of the physical world – enough to overwhelm all but the strongest mind. However, with low levels, you are going to miss out on everything. After all, you can’t arrest what you can’t see, hear, or smell.


name: Psyche
description:
:Your power to influence yourself and others.:This would be a rather lengthened and interesting description of what Psyche does


name: Motorics
description:
:How well you move your body.:This would be a rather lengthened and interesting description of what Motorics does


name: Intellect
description:
:Your capacity to reason.:This would be a rather lengthened and interesting description of what Intelligence does


name: Fysique
description:
:How well your body is built.:This would be a rather lengthened and interesting description of what Fysique does


# dentries

title: Kim Kitsuragi: ""It must be an electronic lock. You..."
sequence: 0
userscript: SetVariableValue("tc.electronic_locks", true) --[[ Variable[ ]]
dialoguetext:
"It must be an electronic lock. You will have to get Garte, the cafeteria manager, to open it first -- after you've paid for the night."


title: Inland Empire: "Yes, and it's not just a matter of..."
sequence: 0
dialoguetext:
Yes, and it's not just a matter of comfort, but also of principle. This may be your last lifeline to being a police officer instead of a hobo.


title: Kim Kitsuragi: ""Our investigation does not at pres..."
sequence: 0
dialoguetext:
"Our investigation does not at present require for anyone to go undercover. Let's drop this discussion and go settle your debt with the manager."


title: Kim Kitsuragi: ""I would advise against that. It's..."
sequence: 0
dialoguetext:
"I would advise against that. It's already late, and you won't find cheaper accommodation in the vicinity."


title: Kim Kitsuragi: "The lieutenant looks on impassively..."
sequence: 0
dialoguetext:
The lieutenant looks on impassively. "Even if you could break down the door, all you would get is another bill."


title: Door, Room #1: "The door rings from the impact, but..."
dialoguetext: The door rings from the impact, but does not budge.
userscript: SetVariableValue("character.door1_punched", true) --[[ Variable[ ]]
sequence:
AudioPlay(whirling_f2/klaasje_door/klaasje-door-02,1)@0.8; PlayAnimation(Tequila Sunset, GenericPunch);


title: Pain Threshold: "Your angry voice carries through th..."
sequence: 0
dialoguetext:
Your angry voice carries through the Whirling, but you still can't stop the tears from welling up in your eyes...


title: You: ""Alright, let's go.""
dialoguetext: "Alright, let's go."
sequence:
TravelTo(Tequila Sunset, TeqDebriefPos);TravelTo(Kim Kitsuragi, KimDebriefPos);FocusCamera(cam_debrief);BanishInterface(true)@1;TotalBlack(true,3)@1;BanishInterface(false)@4;


title: Kim Kitsuragi: ""Just a moment. You had some questi..."
userscript: GainTask("TASK.debrief_with_kim_day_one")--[[ Variable[ ]]
dialoguetext:
"Just a moment. You had some questions earlier, I believe, and, besides, we should discuss our progress on the investigation. Let's go out to the balcony."


title: Kim Kitsuragi: ""Just a moment. We should talk abou..."
userscript: GainTask("TASK.debrief_with_kim_day_one")--[[ Variable[ ]]
dialoguetext:
"Just a moment. We should talk about our progress on the investigation. Let's go out to the balcony."


title: Tutorial Agent: "The door to your room locks every n..."
sequence: 0
dialoguetext:
The door to your room locks every night at 21.00 if you haven't paid for the room. You can pay downstairs when speaking to Garte, the cafeteria manager.


title: Savoir Faire: "You could try climbing into that tr..."
sequence: 0
userscript: SetVariableValue("character.got_hobocop_climb_into_trashbin_idea", true) --[[ Variable[ ]]
dialoguetext:
You could try climbing into that trash bin in the yard, hobocop style... after you've gotten open the lid.


title: Shack Door: "The door has seen better days -- th..."
sequence: 0
dialoguetext:
The door has seen better days -- the layer of paint has started to peel off due to the salt and wind from the sea. Even the lock looks slightly rusted.


title: You: "Unlock the shack door with the key."
dialoguetext: Unlock the shack door with the key.
sequence: 0
userscript:
SetVariableValue("village.hq_door_unlocked", true) ;
SetVariableValue("village.hq_door_first_greeting_done", true) --[[ Variable[ ]]


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


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

conditionstring:
(Variable["TASK.locate_ruby_on_the_coast_done"]  and  Variable["TASK.return_to_whirling_done"] == false) == false


title: Kim Kitsuragi: ""I'm afraid we don't have time for..."
sequence: 0
userscript: GainTask("TASK.return_to_whirling")--[[ Variable[ ]]
dialoguetext:
"I'm afraid we don't have time for rest stops right now, officer. We should really get back to the Whirling."


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


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

conditionstring:
(Variable["TASK.washerwoman_hiding_something"]  and  Variable["TASK.washerwoman_hiding_something_done"] == false) == false


title: Kim Kitsuragi: ""I'll wait outside to give you some..."
sequence: 0
dialoguetext:
"I'll wait outside to give you some time and privacy to check out your new living arrangement. But just so you know..."


title: Kim Kitsuragi: ""After we're done with the day, I'l..."
sequence: 0
dialoguetext:
"After we're done with the day, I'll still be staying in the Whirling-in-Rags for the night. We'll meet in front of the shack in the morning."


title: Savoir Faire: "I know you're in a hurry, sir -- of..."
sequence: 0
dialoguetext:
I know you're in a hurry, sir -- off to work really hard, as always -- I just need *one* moment of your time to discuss how hard you hustle.


title: Savoir Faire: "Look at yourself, you're a human pe..."
sequence: 0
dialoguetext:
Look at yourself, you're a human pedometer! You must have walked 200,000 steps down cracked asphalt, mosaic, sand, and linoleum after you re-emerged.


title: Savoir Faire: "That is the sign of a hustler who n..."
sequence: 0
dialoguetext:
That is the sign of a hustler who never gives up. The world is harsh and people are evil -- you didn't make it that way. And you won't let it break you. You *ride*.


title: Savoir Faire: "Oh, you do. You *make* money. You g..."
sequence: 0
dialoguetext:
Oh, you do. You *make* money. You got gills, baby, meaning those black papers with the faces of the innocences on them. You bring in the Franconegros and the Solas.


title: Savoir Faire: "A little? You *make* money. You got..."
sequence: 0
dialoguetext:
A little? You *make* money. You got gills, baby, got those black papers with the faces of the innocences on them. You bring in the Franconegros and the Solas.


title: Savoir Faire: "It ain't easy, but you *do* it. Day..."
sequence: 0
dialoguetext:
It ain't easy, but you *do* it. Day in and day out. You didn't make the rules but you won't lose! You're a cop and a sprinter and a money printer.


title: Savoir Faire: "Wasn't *easy* getting that giant no..."
sequence: 0
dialoguetext:
Wasn't *easy* getting that giant novelty cheque from Evrart. Took some ingenuity to get into the harbour, but you got in -- and you *took* that bribe as hard as any cop's taken it.


title: Savoir Faire: "You didn't log that in as a donatio..."
sequence: 0
dialoguetext:
You didn't log that in as a donation either -- you don't log any of that shit in, you're a straight rider.


title: Savoir Faire: "Sure, sure. And has it been easy? I..."
sequence: 0
dialoguetext:
Sure, sure. And has it been easy? Is life easy? Have you *not* gone into cardiac arrest? Are you *not* about to have an anxiety attack or shoot yourself in the mouth? But you still hustle 24/7, ride or die. Now, ask yourself...


title: Savoir Faire: "That's just what it's like -- life..."
sequence: 0
dialoguetext:
That's just what it's like -- life and death. But you got *gills* on your side, baby, got those black papers with the faces of the innocences on them -- you bring in the Franconegros and the Solas.


title: Savoir Faire: "Get outta here! You're a pauper! Yo..."
sequence: 0
dialoguetext:
Get outta here! You're a pauper! You work harder than *anyone*, almost rode yourself to the grave and you're still practically a *hobo* -- why is that?


title: Savoir Faire: "That's right. You work harder than..."
sequence: 0
dialoguetext:
That's right. You work harder than *anyone*, you almost rode yourself to the grave and you're still practically a *hobo* -- why is that?


title: Savoir Faire: "Boohoo, *the system is broken*. *Th..."
sequence: 0
dialoguetext:
Boohoo, *the system is broken*. *The establishment is keeping me down...* That's not the fuck-yeah attitude you're used to, what is this? Why are you so poor?


title: Savoir Faire: "Look, the immigrants are cool. The..."
sequence: 0
dialoguetext:
Look, the immigrants are cool. The immigrants play *cool* music. Everyone likes them. Especially the women. Don't hate on the immigrants. They've got nothing to do with you living under a boat.


title: Savoir Faire: "The Garte-man has set himself up on..."
sequence: 0
dialoguetext:
The Garte-man has set himself up one of those self replicating money-structures. You should *learn* from it. Don't play the victim. Think, hustler. Think with your head.


title: Savoir Faire: "Because of the TAXES. G-man's got h..."
sequence: 0
dialoguetext:
Because of the TAXES. G-man's got his jam-covered sticky-fingers in your pocket, stealing from you every time you buy, sell, walk, talk, fart, so much as sneeze!


title: Savoir Faire: "That's right! One-hundred percent...."
sequence: 0
dialoguetext:
That's right! One-hundred percent. Fucking G-man's got his jam-covered sticky-fingers in your pocket, stealing from you every time you buy, sell, walk, talk, fart, so much as sneeze!


title: Savoir Faire: "What are you not sure about?! They'..."
sequence: 0
dialoguetext:
What are you not sure about?! They're *milking* your nipples till they bleed. Can't you see? Aren't you *sick and tired* of having bloody nipples?


title: Savoir Faire: "You and I both, but they got those..."
sequence: 0
dialoguetext:
You and I both, but they got those *indirect modes of taxation*. Sales tax, excise duty, extraction tax, this tax that doesn't even have a name -- plus there's the stuff *people in other countries* pay for, that makes them ask for more money from *you* here! The Gossamer State's a myth. In total the Coalition Government is taking...


title: Savoir Faire: "Every time you wipe your ass! They..."
sequence: 0
dialoguetext:
Every time you wipe your ass! They got their direct and their *indirect modes of taxation*: sales tax, excise duty, extraction tax, alimony, one tax that doesn't even have a name! Plus there's the stuff *people in other countries* pay for, that makes them ask for more money from *you* here. Total tax duties add up to...


title: You: "This isn't helping me solve my mone..."
sequence: 0
dialoguetext:
This isn't helping me solve my money problem, it's only making me into a free-market type. (Opt out.)


title: Savoir Faire: "Here you go, hustler, fight the rig..."
sequence: 0
dialoguetext:
Here you go, hustler, fight the righteous fight! Free the people. Keep it real. Keep it street. Keep foaming at the mouth *furiously* on the tax issue!

userscript:
GainThought("ultraliberal");
SetVariableValue("character.liberal_thought_done", true) --[[ Variable[ ]]


title: You: "Bleeding nipples are kind of a pain..."
sequence: 0
dialoguetext:
Bleeding nipples are kind of a pain, but how will deregulation help with that? (Opt in, but only a little.)


title: Savoir Faire: "It's *all* about the tax issue, hus..."
sequence: 0
dialoguetext:
It's *all* about the tax issue, hustler. No other problem in the world is as pressing as top-marginal tax rates, and don't you fucking forget it.

userscript:
GainThought("ultraliberal");
SetVariableValue("character.liberal_thought_done", true) --[[ Variable[ ]]


title: Savoir Faire: "What are you, a racist? Don't be a..."
sequence: 0
dialoguetext:
What are you, a racist? Don't be a racist! Be a cool immigrant ultraliberal free market advocate! Ride or die, keep it street!


title: You: "Well... if *not* being an ultralibe..."
sequence: 0
dialoguetext:
Well... if *not* being an ultraliberal makes me a racist then I guess I should be an ultraliberal? (Opt in.)


title: Conceptualization: "This guy's appropriating the emergi..."
sequence: 0
userscript: SetVariableValue("character.liberal_thought_concept", true) --[[ Variable[ ]]
dialoguetext:
This guy's appropriating the emerging Boogie Street lingo as part of his sales pitch for the free market economy.


title: Savoir Faire: "He did, yes he did. And you took it..."
sequence: 0
dialoguetext:
He did, yes he did. And you took it. Took it and put in in your pocket. Ka-ching, baby doll. Officer Hustle riding shotgun.


title: Rhetoric: "Yes -- you're ready to start buildi..."
sequence: 0
dialoguetext:
Yes -- you're ready to start building communism *again*. You've built it before, *they've* built it before. Hasn't really worked out yet, but neither has *love* -- should we just stop building love, too?


title: Rhetoric: "Good. We need tender men like you b..."
sequence: 0
dialoguetext:
Good. We need tender men like you building gargantuan communism. Word on the street is it's going to be ten thousand times larger than any communism previously attempted by human beings. Is that right?


title: Rhetoric: "This conversation isn't really abou..."
sequence: 0
dialoguetext:
This conversation isn't really about love. Try to keep up, okay? This is about the communism you've *promised* to build. Word on the street is it's going to be ten thousand times larger than any communism previously attempted. Is that true?


title: Rhetoric: "You keep saying things like *down w..."
sequence: 0
dialoguetext:
You keep saying things like *down with the bourgeoisie*, *eat the rich*, *sodomize the land-owners*, *impale all people who have more than 25 reál in their pocket*, *literally murder all human beings regardless of their political beliefs* -- that kind of stuff.


title: Rhetoric: "Okay, not in so many words. But don..."
sequence: 0
dialoguetext:
Okay, not in so many words. But don't deny it. You're about to rip off that mask of social democracy and reveal the monstrous seven-eyed lamb of global communism that will devour and masticate mankind.


title: Rhetoric: "Everyone can see that. So tell me,..."
sequence: 0
dialoguetext:
Everyone can see that. So tell me, do you have any questions before we fire up the Big Communism Builder, or do we get *right down to it*?


title: Rhetoric: "So, what about all that communism y..."
sequence: 0
dialoguetext:
So, what about all that communism you've promised to build? Word on the street is you've woken up from a thousand years of slumber, promising to erect a version of communism many times greater than any attempted before. Is that true?


title: Rhetoric: "Funky-style. Very funky. So tell me..."
sequence: 0
dialoguetext:
Funky-style. Very funky. So tell me. Do you have any questions before we fire up the Big Communism Builder, or do we get right down to it?


title: Rhetoric: "You alone, against every living thi..."
sequence: 0
dialoguetext:
You alone, against every living thing, against every human alive: eight hundred trillion reál in the hands of an *impossibly* well organized ruling class; towering city blocks of bank-men who have the ears of prime ministers; million-headed armies of nations and the love of your own mother!


title: Rhetoric: "Yes! Abject failure. Total, irrever..."
sequence: 0
dialoguetext:
Yes! Abject failure. Total, irreversible defeat on all fronts! Absolutely vanquished, beaten, curb-stomped and pissed on -- until *you* came along! *You* will reverse the fortune of the workers of the world.


title: Rhetoric: "You -- against the atom, the charm..."
sequence: 0
dialoguetext:
You -- against the atom, the charm and the spin. Where the whole world failed -- matter failed to bend to human will; human will failed to get out of bed and tie its laces -- you alone, single-handedly, will rebuild the dreams of the working class. You are The Last Communist.


title: Rhetoric: "Of course you do! You *are* failure..."
sequence: 0
dialoguetext:
Of course you do! You *are* failure, you *are* Communism. Absolutely vanquished, beaten, curb-stomped, shat on. While everyone else is out partying, having a callous laugh, *you* will reverse the fortune of the workers of the world.


title: Rhetoric: "Very well. I guess no one will buil..."
sequence: 0
dialoguetext:
Very well. I guess no one will build Communism then. Tell the working man it's over. Unless anyone has... objections?


title: Savoir Faire: "Let not failure ensnare you any fur..."
sequence: 0
dialoguetext:
Let not failure ensnare you any further, beautiful pixie girl! Be an acrobat! A prancing faerie queen!


title: You: "Roll your sleeves up further and br..."
dialoguetext: Roll your sleeves up further and breathe in the pristine air. [Finish thought.]
sequence: 0
userscript:
GainThought("communist");
SetVariableValue("character.communist_thought_done", true) --[[ Variable[ ]]


title: Rhetoric: "Oh yes, the *mask of ambivalence*...."
sequence: 0
dialoguetext:
Oh yes, the *mask of ambivalence*. Don't deny it. You're about to rip it off and reveal the monstrous seven-eyed lamb of global communism that will devour and masticate mankind.


title: You: "Get the fuck outta here! No. [Finis..."
dialoguetext: Get the fuck outta here! No. [Finish thought.]
sequence: 0
userscript: SetVariableValue("character.communist_thought_done", true) --[[ Variable[ ]]
conditionstring:
IsTHCPresent("revacholian_nationhood")  or  IsTHCPresent("ultraliberal")  or  IsTHCPresent("moralist")


title: Drama: "Yes, my *standard* liege. Someone's..."
sequence: 0
dialoguetext:
Yes, my *standard* liege. Someone's seen all sorts of wild ideas pop off and thought -- 'I'll take the *boring* one. The regular, please. The brown.'


title: Drama: "Of course you do. And maybe some bl..."
sequence: 0
dialoguetext:
Of course you do. And maybe some black shoes or a pristine white shirt to go with that. It's official: My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax.


title: Drama: "Of course you do. Maybe some *regul..."
sequence: 0
dialoguetext:
Of course you do. Maybe some *regulations* and a *usual* pistol to go with them? It's official: My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax.


title: Drama: "Of course you do. Let's get right t..."
sequence: 0
dialoguetext:
Of course you do. Let's get right to it. My lord's *copotype* is Regular Cop. I'll let everyone know. I'll send out a telefax.


title: Drama: "Yes, the type of cop you are, sire...."
sequence: 0
dialoguetext:
Yes, the type of cop you are, sire. Think of it as a caste, a *class*, even. A nation of Regular Law Officials that you belong to. It comes, of course, with the *usual* benefits.


title: Drama: "No need to be defensive. The regula..."
sequence: 0
dialoguetext:
No need to be defensive. The regularity, the brownness, the *cut-and-dry* have their appeal -- a very *standard* appeal.


title: Drama: "Good, good. Of course. To outright..."
sequence: 0
dialoguetext:
Good, good. Of course. To outright declare yourself something does seem a bit too... *interesting* now, doesn't it? I won't trouble you any further.


title: Composure: "From a distant sunset? A stage ligh..."
sequence: 0
dialoguetext:
From a distant sunset? A stage light? Flash photography? Nowhere in particular? It's just what *superstar law-officers* do -- they squint at lights. And they solve shit.


title: Composure: "Yeah, you have! You're a big dick c..."
sequence: 0
dialoguetext:
Yeah, you have! You're a big dick cop. Dick Mullen. Salaam Rocky Bhai. Bad-ass, on-the-edge disco cop. Time to recede into a ludicrous fantasy world, HERE WE GO! Camera, lights...


title: Composure: "What are you, deaf? They're perfect..."
sequence: 0
dialoguetext:
What are you, deaf? They're perfect! Like 'rockstar politician' and 'drug-addict teacher'. Embrace the superstardom you've worked so hard to establish.


title: Composure: "Yeah, a cool *trash* superstar. Big..."
sequence: 0
dialoguetext:
Yeah, a cool *trash* superstar. Big dick cop down on his luck. Salaam Rocky Bhai. Bad-ass, on the edge disco cop. Time to recede into a ludicrous fantasy world, HERE WE GO! Camera, lights...


title: Composure: "Yeah. You know, beneath it is just..."
sequence: 0
dialoguetext:
Yeah. You know, beneath it is just heartbreak, a pulmonary tract infection, atherosclerotic disease. This is where you say *action* and re-conceptualize all that. Re-invent it as the world's first celebrity police officer!


title: Composure: "With a sudden flash the world freez..."
sequence: 0
dialoguetext:
With a sudden flash the world freezes around you -- and you along with it. In an iconic monochrome solution, a black silhouette against a rasterized orange world. It's *on*.

userscript:
GainThought("superstar_cop");
SetVariableValue("character.superstar_cop_thought_done", true) --[[ Variable[ ]]


title: Empathy: "What's this? We're getting reports..."
sequence: 0
dialoguetext:
What's this? We're getting reports of *normal*, *reasonable*, *temperate* political opinions somewhere in Martinaise...


title: Empathy: "Of course, a *radical centrist*. In..."
sequence: 0
dialoguetext:
Of course, a *radical centrist*. In these bright and loud times where a thousand frequencies drown one another out, sober thinking is a radical act...


title: Empathy: "The air suddenly feels calmer. More..."
sequence: 0
dialoguetext:
The air suddenly feels calmer. More transparent in a strangely tender way. Perhaps it's the hangover, perhaps it's a temporary surge of serotonin, but something tells you...


title: You: "No, I'm too fiery for this watercol..."
sequence: 0
dialoguetext:
No, I'm too fiery for this watercolour ideology. I'm trying to develop more *extreme* and *interesting* opinions... (Opt out.)


title: Empathy: "It is not a place, it is a *moment*..."
sequence: 0
dialoguetext:
It is not a place, it is a *moment* in time that can only arise in the right circumstances. In all of human history, it's only been achieved a handful of times...


title: Empathy: "I knew we could trust you. Remember..."
sequence: 0
dialoguetext:
I knew we could trust you. Remember -- *real democracy* is just around the corner for Revachol. When that real democracy kicks in we are all going to be so much happier.

userscript:
GainThought("moralist");
SetVariableValue("character.moralist_thought_done", true) --[[ Variable[ ]]


title: Empathy: "That's a pity. *Real democracy* was..."
sequence: 0
userscript: SetVariableValue("character.moralist_thought_done", true) --[[ Variable[ ]]
dialoguetext:
That's a pity. *Real democracy* was just around the corner for Revachol. All the leading citizens are waiting there -- without you.


title: Empathy: "History's greatest catastrophes hav..."
sequence: 0
dialoguetext:
History's greatest catastrophes have been brought about by people trying to make the world a better place *too quickly*...


dialoguetext: 0
sequence: Continue()
title:
Variable["apt.sunday_electrochem_kingdom_speed"]  and  Variable["TASK.get_speed"] == true  and  Variable["TASK.get_speed_done"] == false  and  Variable["TASK.get_speed_cancelled"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["apt.sunday_electrochem_kingdom_speed"]  and  Variable["TASK.get_speed"] == true  and  Variable["TASK.get_speed_done"] == false  and  Variable["TASK.get_speed_cancelled"] == false)

conditionstring:
(Variable["apt.sunday_electrochem_kingdom_speed"]  and  Variable["TASK.get_speed"] == true  and  Variable["TASK.get_speed_done"] == false  and  Variable["TASK.get_speed_cancelled"] == false) == false


title: Empathy: "*Tsk, tsk*. Just because you live i..."
sequence: 0
dialoguetext:
*Tsk, tsk*. Just because you live in the *present* doesn't mean you have the right to place your needs above the needs of the *future*...


title: Empathy: "You may never live to see the Kingd..."
sequence: 0
dialoguetext:
You may never live to see the Kingdom of Conscience. Your children may not. Even your *grandchildren* might not. But that's no excuse not to keep working...


title: Empathy: "Partly because humanity will need t..."
sequence: 0
dialoguetext:
Partly because humanity will need to discard many of the categories that define and limit it today. The Kingdom of Conscience is post-capitalist, post-national...


title: Empathy: "That's the genius of *Dolores Dei*...."
sequence: 0
dialoguetext:
That's the genius of *Dolores Dei*. She recognized that progress is meaningless if its gains are lost because of instability. *Real*, lasting change can only come about gradually. Increment by increment.


title: Empathy: "What you *want* is immaterial. The..."
sequence: 0
userscript: SetVariableValue("character.moralist_thought_done", true) --[[ Variable[ ]]
dialoguetext:
What you *want* is immaterial. The Kingdom of Conscience is coming... WHETHER YOU LIKE IT OR NOT. (Only very slowly.)


title: Empathy: "That's right. Remember -- *real dem..."
sequence: 0
dialoguetext:
That's right. Remember -- *real democracy* is just around the corner for Revachol. When that real democracy kicks in -- a long time from now -- we are all going to be so much happier.

userscript:
GainThought("moralist");
SetVariableValue("character.moralist_thought_done", true) --[[ Variable[ ]]


title: Empathy: "It's *also* about that. But it's *a..."
sequence: 0
dialoguetext:
It's *also* about that. But it's *also* more! Perhaps it's the hangover, perhaps it's a temporary surge of serotonin, but something tells you...


title: Half Light: "Time for THE SHOW. For τὰ ὅλα. The..."
sequence: 0
userscript: SetVariableValue("whirling.sense_apocalypse_countdown_show", true) --[[ Variable[ ]]
dialoguetext:
Time for THE SHOW. For τὰ ὅλα. The hallowed time of fear and disintegration. A countdown has begun. All will collapse on itself. The world will disappear into a single grain of blackness. All sound will be muted. All life will scream.


title: Half Light: "Yes. You spoke the words of the παλ..."
sequence: 0
dialoguetext:
Yes. You spoke the words of the παλίντροπος, and the houses of Perikarnassis. Items, people, even WORDS will tumble, all will lose its meaning in the coming years. That is why you marked yourself.


title: Half Light: "Monday morning. The moment you arri..."
sequence: 0
dialoguetext:
Monday morning. The moment you arrived in this reality. You are the first crack in the sheer face of god. From you it will spread.


title: You: "Uhm... yeah, I'm going to opt out o..."
sequence: 0
dialoguetext:
Uhm... yeah, I'm going to opt out of the 'παλίντροπος' whatever it is. This was a mistake. (Opt out.)


title: Half Light: "The face of the woman fractures. Th..."
dialoguetext: The face of the woman fractures. There will be herd killing. We all become vapour.
sequence: 0
userscript:
GainThought("apocalypse_cop");
SetVariableValue("character.apocalypse_cop_thought_done", true) --[[ Variable[ ]]


title: Half Light: "Okay, yes. Maybe it *is* just the h..."
sequence: 0
userscript: SetVariableValue("character.apocalypse_cop_thought_done", true) --[[ Variable[ ]]
dialoguetext:
Okay, yes. Maybe it *is* just the hangover talking. Or some kind of joke you're playing on yourself instead of working on the case...


title: You: "I'm sorry you had to monitor me."
dialoguetext: I'm sorry you had to monitor me.
sequence: 0
conditionstring:
IsTHCPresent("apocalypse_cop") == false  and  IsTHCPresent("superstar_cop") == false  and  IsTHCPresent("boring_cop") == false


title: Suggestion: "Okay, just for the length of this s..."
sequence: 0
dialoguetext:
Okay, just for the length of this short demonstration, please say something that isn't *I'm sorry*. Guess. What is it?


title: Suggestion: "Oh, you know. Apocalypse, Superstel..."
sequence: 0
dialoguetext:
Oh, you know. Apocalypse, Superstellar, The Advanced Interesting Cop. Liquid Shadow Cop. But you're too sorry to say those things, so -- here we go?


title: Suggestion: "Of course you are. It's okay. See i..."
sequence: 0
userscript: GainThought("sorry_cop");
dialoguetext:
Of course you are. It's okay. See if you can get something out of this. Like... info, or... maybe every time you say you're sorry you get a million bucks?


title: Conceptualization: "They'll be super, super fine. It'll..."
sequence: 0
dialoguetext:
They'll be super, super fine. It'll be totally *okay*. You can dual-copotype from sorry to anything.


title: Suggestion: "No, you don't. C'mon. You'll be bac..."
sequence: 0
userscript: SetVariableValue("whirling.sense_sorry_cop_tried_to_say_no", true) --[[ Variable[ ]]
dialoguetext:
No, you don't. C'mon. You'll be back to saying sorry in two minutes. Stop wasting time and begin The Repentance.


title: Half Light: "No! You're not a snivelling shit-he..."
sequence: 0
userscript: SetVariableValue("character.honourable_volition_save", true) --[[ Variable[ ]]
dialoguetext:
No! You're not a snivelling shit-heel chasing imaginary karma-coupons! Not for this, nor the afterlife! Fuck this honour shit!


title: Authority: "Ah... ahhh. You continue to display..."
sequence: 0
dialoguetext:
Ah... ahhh. You continue to display such humility. This is to be admired! Refusing praise for your personal integrity is most honourable indeed.


title: Authority: "You brought much shame on your fami..."
sequence: 0
userscript: SetVariableValue("character.honourable_thought_done", true) --[[ Variable[ ]]
dialoguetext:
You brought much shame on your family today. Your name will forever be tarnished by this most shameful of deeds. Be forever banished, Shameful One!


title: Authority: "Honourable One, you have accumulate..."
sequence: 0
userscript: SetVariableValue("character.honourable_thought_done", true) --[[ Variable[ ]]
dialoguetext:
Honourable One, you have accumulated a substantial amount of honour points on your life-path. You are a man most virtuous.


title: Authority: "Go forth and commit even more honou..."
sequence: 0
dialoguetext:
Go forth and commit even more honourable deeds. And should your resolve ever waiver, remember The Rite of Honour. It will always cleanse a man's soul...


title: Authority: "Of course there were honour points...."
sequence: 0
dialoguetext:
Of course there were honour points. Did you think no one was paying attention to all of your honourable deeds, Honourable One?


title: Authority: "Living in the name of virtue and do..."
sequence: 0
dialoguetext:
Living in the name of virtue and doing noble deeds while expecting nothing in return is not *archaic*. How can you even think that?


title: Authority: "Selflessness forms the basis for th..."
sequence: 0
dialoguetext:
Selflessness forms the basis for the warrior code. An ageless code, as fit for nomadic Iilmaraan tribes traversing the vast Red Plateau in Provincia Gurdi as it is for your neighbourhood postman.


title: Authority: "Yes. Your deeds have spoken for you..."
sequence: 0
dialoguetext:
Yes. Your deeds have spoken for you, Honourable One, but to fully drape one's self in an eternal cloak of honour a ritual must be completed. A *Rite of Honour*...


title: You: "A warrior code, you say... I do fee..."
sequence: 0
dialoguetext:
A warrior code, you say... I do feel like a warrior. This whole thing is beginning to sound very *me*.


title: Authority: "No, no, no! You see, you're putting..."
sequence: 0
dialoguetext:
No, no, no! You see, you're putting the needs of *others* above *yours*. *You* get nothing in return -- not even praise. You always get the short, *noble* end of the stick...


title: Authority: "You are on the fast track to becomi..."
sequence: 0
dialoguetext:
You are on the fast track to becoming one of the rarest, most revered of all police officers -- an honour cop.


title: Authority: "Most dishonourable are those who ha..."
sequence: 0
dialoguetext:
Most dishonourable are those who have known honour, carried honour in their hearts, and then disowned honour. They are the *honourfallen*...


title: Authority: "Even among the honourable only the..."
sequence: 0
dialoguetext:
Even among the honourable only the most dignified are deemed worthy -- but you, oh honourable one, have excelled... in honour.


title: Authority: "Honour comes from deep within you a..."
sequence: 0
dialoguetext:
Honour comes from deep within you and to truly know oneself, to *know* one's honour, one must reach deep within oneself and *touch* one's honour...


title: Authority: "You need to bring the thumb of your..."
sequence: 0
dialoguetext:
You need to bring the thumb of your right hand -- your sword hand -- to your rectum and stick it in there to form the Arch of Honours.


title: Authority: "People will be in awe, admiring a p..."
sequence: 0
dialoguetext:
People will be in awe, admiring a police officer most honourable in a sacred ritual of uttermost righteousness.


title: Authority: "Then they will witness honour so gr..."
sequence: 0
dialoguetext:
Then they will witness honour so great it seems nigh impossible a single man can contain it. They will admire you, Honourable One.


title: Authority: "Congratulations, Honourable One! Yo..."
sequence: 0
dialoguetext:
Congratulations, Honourable One! You have become a member of a noble faculty. A man kneels, an Honour Cop rises...


title: Kim Kitsuragi: ""The big deal?" The lieutenant roll..."
sequence: 0
dialoguetext:
"The big deal?" The lieutenant rolls his eyes. "I guess we really do come from different upbringings..."


title: Authority: "Good. That was a lie most honourabl..."
sequence: 0
dialoguetext:
Good. That was a lie most honourable. Sometimes we must hide the truth from those who wouldn't understand it. The Less-Honoured Ones.


title: Kim Kitsuragi: ""Then why are you elbow deep in you..."
sequence: 0
dialoguetext:
"Then why are you elbow deep in your pants like..." He suddenly stops as if realizing he doesn't want to hear the answer. "Never mind, officer. Carry on."


title: Kim Kitsuragi: ""Really? It seems more like a perso..."
sequence: 0
dialoguetext:
"Really? It seems more like a personal hygiene thing." He leans even more away from you. "But let's not delve deeper."


title: Authority: "You're right. The lieutenant, altho..."
sequence: 0
dialoguetext:
You're right. The lieutenant, although a noble man, does not understand honour like you do. Best not to waste time trying to explain. Lead by example.


title: Kim Kitsuragi: ""Have you no self control?" Then re..."
sequence: 0
dialoguetext:
"Have you no self control?" Then realizing the naivete of the question he looks at the ground. "Please spare me this sight."


title: Authority: "The lieutenant is a noble man, but..."
sequence: 0
dialoguetext:
The lieutenant is a noble man, but he does not *know* honour like you and I do. Best not to waste time trying to explain. Lead by example.


title: Authority: "Mhmh-mhmh, you are like a wondering..."
sequence: 0
dialoguetext:
Mhmh-mhmh, you are like a wondering knight-monk setting right the wrongs of the world you come upon.


title: Authority: "Meaningless?! Vulgar knave, how dar..."
sequence: 0
dialoguetext:
Meaningless?! Vulgar knave, how dare you besmirch the honour of honour points... It hurts the eyes to look upon filth like you. Begone.


title: Endurance: "No, no. When the blööd and the fles..."
sequence: 0
dialoguetext:
No, no. When the blööd and the flesh call, there is no discarding them. Speak true, do you like *the hard stuff*?


title: Endurance: "Many things, but it's möstly about..."
sequence: 0
dialoguetext:
Many things, but it's möstly about trusting your gut. Who does your gut tell you is the source of Revachol's problems?


title: Endurance: "Wö-Men. Men of Wö. You don't like t..."
sequence: 0
dialoguetext:
Wö-Men. Men of Wö. You don't like them. They're insane. Their idiocy needs to be scrubbed off this world with rubbing alcohol. Wömen need to go back to the fucking kitchen.


title: Endurance: "That's what fascism boils down to...."
sequence: 0
dialoguetext:
That's what fascism boils down to. The rest is also important, but the *main thing* is that wömen need to *know their place*.


title: Endurance: "Because you've said the hard things..."
sequence: 0
dialoguetext:
Because you've said the hard things, that others won't say. The gööd things. You've said them many times.


title: Endurance: "There's a slow, painful growl somew..."
sequence: 0
dialoguetext:
There's a slow, painful growl somewhere in your intestines, knocking on your alcohol-engorged liver...


title: Endurance: "For the nation... smart. Best not t..."
sequence: 0
dialoguetext:
For the nation... smart. Best not to mention *the wömen* too often. That's why you're the head and I am the stomach.

userscript:
GainThought("revacholian_nationhood"); SetVariableValue("character.fascist_thought_done", true) --[[ Variable[ ]]


title: You: "No, fascism is about industry and p..."
sequence: 0
dialoguetext:
No, fascism is about industry and politics and nationhood, not wömen. I'm absolutely okay with women.


title: Pain Threshold: "Kudos."
dialoguetext: Kudos.
sequence: 0
userscript:
GainThought("the_destroyer"); SetVariableValue("character.destroyer_thought_done", true) --[[ Variable[ ]]


title: Pain Threshold: "You're right, that's definitely not..."
sequence: 0
userscript: SetVariableValue("character.destroyer_thought_done", true) --[[ Variable[ ]]
dialoguetext:
You're right, that's definitely not the behaviour of a destroyer at all. That's just severe anger-management problems and a disregard for property rights.


title: Visual Calculus: "The hardened vitreous enamel, at on..."
sequence: 0
dialoguetext:
The hardened vitreous enamel, at once sleek and light, adds a glow to your cheeks and a spring to your step. Just imagine what a full suit of this stuff could do for you!


title: Visual Calculus: "The white ceramic cuirass hugs your..."
sequence: 0
userscript: SetVariableValue("character.fairweather_thought_done", true) --[[ Variable[ ]]
dialoguetext:
The white ceramic cuirass hugs your torso, shielding your vitals without adding much bulk to your form...


title: Visual Calculus: "You look down at the white ceramic..."
sequence: 0
userscript: SetVariableValue("character.fairweather_thought_done", true) --[[ Variable[ ]]
dialoguetext:
You look down at the white ceramic sabatons hugging your arches and calves, surprised at how well they fit.


title: Visual Calculus: "As you fold your fingers into a fis..."
sequence: 0
userscript: SetVariableValue("character.fairweather_thought_done", true) --[[ Variable[ ]]
dialoguetext:
As you fold your fingers into a fist, you realize you could knock anyone out with one punch... the white ceramic gloves wrap around your digits comfortably.


title: Visual Calculus: "It may be a while before you have a..."
sequence: 0
dialoguetext:
It may be a while before you have all the pieces. In the meantime, you should analyse the armour, figure out its vulnerabilities.


title: Visual Calculus: "Certainly, but you may want to hold..."
sequence: 0
dialoguetext:
Certainly, but you may want to hold on to the armour you have for long enough to properly analyse it, figure out its vulnerabilities.


title: Visual Calculus: "Remember, this is a highly speciali..."
sequence: 0
dialoguetext:
Remember, this is a highly specialized kinetic re-distributor meant to stop bullets. Wear it, observe its properties. See if there's a *weakness* in the design.

userscript:
GainThought("fairweather_t_500"); SetVariableValue("character.fairweather_thought_done", true) --[[ Variable[ ]]


title: Visual Calculus: "Remember, the vitreous enamel mater..."
sequence: 0
dialoguetext:
Remember, the vitreous enamel material acts as a kinetic re-distributor. It's meant to stop bullets. Wear it, observe its properties. See if there's a *weakness* in the design.

userscript:
GainThought("fairweather_t_500"); SetVariableValue("character.fairweather_thought_done", true) --[[ Variable[ ]]


title: Perception (Hearing): "Your movements cause tiny little cl..."
sequence: 0
dialoguetext:
Your movements cause tiny little clicks, like dice rolling somewhere far away, as the plates reorient to your motions.


title: Visual Calculus: "The hardened vitreous enamel, at on..."
sequence: 0
userscript: FinishTask("TASK.find_one_armour_piece_done")--[[ Variable[ ]]
dialoguetext:
The hardened vitreous enamel, at once sleek and voluptuous, adds a glow to your cheeks and a spring to your step. Just imagine what a full suit of this stuff could do for you!


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


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

conditionstring:
(Variable["TASK.find_one_armour_piece"] == true  and  Variable["TASK.find_one_armour_piece_done"] == false) == false


title: You: "One down -- two pieces to go. Here..."
dialoguetext: One down -- two pieces to go. Here I come.
sequence: 0
conditionstring:
(CheckItem("boots_t500") == true  and  CheckItem("gloves_t500") == false  and  CheckItem("shirt_t500") == false)  or  (CheckItem("gloves_t500") == true  and  CheckItem("boots_t500") == false  and  CheckItem("shirt_t500") == false)  or  (CheckItem("shirt_t500") == true  and  CheckItem("boots_t500") == false  and   CheckItem("gloves_t500")  == false)  and  CheckEquipped("hat_t500") == false  and  Variable["TASK.find_all_armour"] == true


title: Visual Calculus: "Two? Are you sure you're correct th..."
sequence: 0
dialoguetext:
Two? Are you sure you're correct there? There was a helmet too. Three pieces more like. You were *ambitious*.


title: Physical Instrument: "Son, you've really let yourself go..."
sequence: 0
dialoguetext:
Son, you've really let yourself go -- it's a disgrace. But Coach Physical Instrument is going to get you back in prime condition. Even if it takes a million push-ups!


title: Physical Instrument: "Does a master swordsman insult his..."
sequence: 0
dialoguetext:
Does a master swordsman insult his own blade? No! I'm going to turn you into an athletic bench-mark, you big pussy!


title: Physical Instrument: "When a man sets his mind and body o..."
sequence: 0
dialoguetext:
When a man sets his mind and body on something and gives his hundred and ten percent, he is sometimes going to piss himself. It just happens. No shame in that.


title: Physical Instrument: "Behold, world -- here walks a sport..."
sequence: 0
dialoguetext:
Behold, world -- here walks a sportsman, hands chalked and hair kept back with a bandana. The *homo athleticus!*.

userscript:
GainThought("coach_physical_instrument"); SetVariableValue("character.coach_physint_thought_done", true) --[[ Variable[ ]]


title: Physical Instrument: "It's going to take blood, sweat, pi..."
sequence: 0
dialoguetext:
It's going to take blood, sweat, piss, and tears, but when I'm done with you, boy, you will be a Master Athlete!


dialoguetext: 0
sequence: 0
title:
But you need the zeal. Let's face it, you're never going to finish this case without some extra help.


title: Electrochemistry: "See, that's your problem -- a lack..."
sequence: 0
dialoguetext:
See, that's your problem -- a lack of confidence. Speed can help you with that. It can help you with EVERYTHING.


title: Electrochemistry: "It's not ideal, no... But you need..."
sequence: 0
dialoguetext:
It's not ideal, no... But you need the zeal. Let's face it, you're never going to finish this case without cheating.


title: Electrochemistry: "You raise the bottle, close a nostr..."
sequence: 0
userscript: UseSubstanceInHand("right")
dialoguetext:
You raise the bottle, close a nostril and inhale *furiously*. The rush is almost immediate. It tastes bitter and caustic, and stings a bit inside your nose.


title: Electrochemistry: "Now the taste is slowly receding in..."
sequence: LuaRun(FinishTask("TASK.get_speed_done"))@2;
userscript: SetVariableValue("character.habit_speed", true) --[[ Variable[ ]]
dialoguetext:
Now the taste is slowly receding into your throat... The rush is growing in intensity, your little heart pounding like a bird in a cage. A sweat breaks out across your brow, your jaw clenches...


title: Endurance: "And, let's be honest, there's a lit..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
And, let's be honest, there's a little chest pain -- the *good* kind, of course. You may wanna blast a Nosaphed or something.


title: Electrochemistry: "This is so unprofessional of you. T..."
sequence: 0
dialoguetext:
This is so unprofessional of you. Think you can ignore this -- your *moral compass* telling you to sniff it? Guess again -- you'll be back here soon. You'll get the chance to choose more wisely.

userscript:
CancelTask("TASK.get_speed_cancelled"); SetVariableValue("character.habit_speed_postponed_deadline", TotalHourCount() +1) --[[ Variable[ ]]


title: Electrochemistry: "You raise the Preptide bottle, pres..."
sequence: 0
userscript: UseSubstanceInHand("right")
dialoguetext:
You raise the Preptide bottle, press one nostril closed, and inhale *furiously* with the other. The rush is almost immediate. It tastes bitter and caustic, and stings a bit inside your nose.


dialoguetext: 0
sequence: Continue()
title:
Jump to: [But you need the zeal. Let's face it, you're never going to finish this case without some extra help.]


title: Electrochemistry: "It will make you into *more* than t..."
sequence: 0
userscript: SetVariableValue("inventory.habit_speed_megacop_heard", true) --[[ Variable[ ]]
dialoguetext:
It will make you into *more* than that -- a Megacop! This is your modus operandi. This is how you've done it for *years*. Let's go!


title: Logic: "Hmmm, you could work with this high..."
sequence: 0
userscript: SetVariableValue("character.speed_logic_work", true) --[[ Variable[ ]]
dialoguetext:
Hmmm, you could work with this high... Like, literally *work*: Solve the case, file some papers. Maybe clean up your hostel room, then solve *another* case, then start a side investigation into the para-natural, then build a radiocomputer...


title: Volition: "There are *massive* downsides. It's..."
sequence: 0
dialoguetext:
There are *massive* downsides. It's a potent neurotoxin. You're turning yourself into a frayed idiot.


title: Electrochemistry: "Spring-spring! Everything is clear..."
sequence: 0
dialoguetext:
Spring-spring! Everything is clear around you. You're ready to concentrate on the next task in the task chain.


title: Tutorial Agent: "In the bottom right corner of the s..."
sequence: 0
dialoguetext:
In the bottom right corner of the screen there's a SPEED button! SPEED gives +1 to MOTORIC skills: Perception, Reaction Speed, Hand/Eye Coordination, Savoir Faire, Interfacing, and Composure. This is good before a White Check -- but damages your Morale.


title: Tutorial Agent: "You've passed up your chance to sta..."
sequence: 0
dialoguetext:
You've passed up your chance to start using SPEED for now, but don't worry! The option to use it becomes available again in 1 hour.


title: Electrochemistry: "There's a satisfying pop as the cap..."
sequence: 0
dialoguetext:
There's a satisfying pop as the cap comes off, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...


title: Electrochemistry: "Oh, yes. The chest pain and the diz..."
sequence: 0
dialoguetext:
Oh, yes. The chest pain and the dizziness. You've *suffered* long enough -- now it's time to drink, to live.


title: Horrific Necktie: "Why is it always about *you*? *Your..."
sequence: 0
dialoguetext:
Why is it always about *you*? *Your* heart problem? *Your* coronary artery? Think about *us*. We're in this together. You and your wacky tie of substance abuse! Do it for *us*! Pop it open.


title: Electrochemistry: "Fine. We're not worried... you'll c..."
sequence: 0
dialoguetext:
Fine. We're not worried... you'll crawl back to this bottle soon enough. We'll give you another chance. Booze *always* gives you *another* chance.

userscript:
SetVariableValue("character.habit_alcohol_postponed_deadline", TotalHourCount() +2) ; CancelTask("TASK.get_a_drink_cancelled")--[[ Variable[ ]]


title: Electrochemistry: "A golden sun melts down your throat..."
sequence: LuaRun(FinishTask("TASK.get_a_drink_done"))@8;
userscript: UseSubstanceInHand("right")
dialoguetext:
A golden sun melts down your throat, its rays filling your nostrils with sunshine. Your stomach melts from it -- into a happy gooey mess! So does your mind, all the bad things are melting. You're you again. A *real* cop. A real detective. *Incredibly* well done.


title: Electrochemistry: "Well, hello. Someone seems to have..."
sequence: 0
dialoguetext:
Well, hello. Someone seems to have found himself a bottle of *alcohol*. Here's where the *magic* happens.


title: Electrochemistry: "Light reflects off the green glass..."
sequence: 0
dialoguetext:
Light reflects off the green glass of the Commodore Red. The gods have been generous. Better pop it open before they change their minds...


title: Electrochemistry: "Light reflects off the thermal cup...."
sequence: 0
dialoguetext:
Light reflects off the thermal cup. The borscht may not look like much, but doubtless it'll get the job done. Better pop it open before it gets cold...


title: Electrochemistry: "Pale-aged vodka? This is rare game..."
sequence: 0
dialoguetext:
Pale-aged vodka? This is rare game indeed. The gods have been generous. Better pop it open before they change their minds...


title: Electrochemistry: "What a *solid* can of mass-produced..."
sequence: 0
dialoguetext:
What a *solid* can of mass-produced piss water. Well over 10% alcohol in this so-called *beer*. Pop it open before it gets too warm...


title: Electrochemistry: "The light reflects off this bottle..."
sequence: 0
dialoguetext:
The light reflects off this bottle of sweet, sweet liquor -- a gift from above. The gods have been generous. Pop it open before they change their minds...


title: Electrochemistry: "There's a satisfying pop as the cor..."
sequence: 0
dialoguetext:
There's a satisfying pop as the cork jumps out, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...


title: Electrochemistry: "There's a satisfying crack as the c..."
sequence: 0
dialoguetext:
There's a satisfying crack as the cap comes off, and the hair on your back rises like an army at attention. You've been here before. Welcome back, detective. You're home now...


title: Interfacing: "Wow, the gods of mass production ha..."
sequence: 0
dialoguetext:
Wow, the gods of mass production have made this alcohol container *laughably* easy to open. A child could have done it.


title: Electrochemistry: "Fine. We're not worried... you'll c..."
sequence: 0
dialoguetext:
Fine. We're not worried... you'll crawl back to this bottle soon enough. We'll give you another chance. Booze *always* gives you *another* chance.

userscript:
SetVariableValue("character.habit_alcohol_postponed_deadline", TotalHourCount() +2) --[[ Variable[ ]]


title: Inland Empire: "You see a flash of teeth -- a young..."
sequence: 0
dialoguetext:
You see a flash of teeth -- a young woman smiling at you, near some railway overpass in your ruined past. She is gorgeous. And she is *yours*.


title: Tutorial Agent: "In the bottom right corner of the s..."
sequence: 0
dialoguetext:
In the bottom right corner of the screen there's an ALCOHOL button! ALCOHOL gives +1 to PHYSIQUE skills: Physical Instrument, Half Light, Electrochemistry, Endurance, Pain Threshold, and Shivers. This is good before rolling a White Check -- but damages your Morale. And remember...


title: Tutorial Agent: "You've passed up your chance to sta..."
sequence: 0
dialoguetext:
You've passed up your chance to start drinking ALCOHOL for now, but don't worry! The option to start drinking becomes available again in 2 hours.


title: Electrochemistry: "Whoa! In your hand: *pyrholidon* --..."
sequence: 0
dialoguetext:
Whoa! In your hand: *pyrholidon* -- the double rainbow of synthetic hallucinogens. Rare and gritty, a product of the age of atomic power.


title: Electrochemistry: "What a funny little cap! Don't let..."
sequence: 0
dialoguetext:
What a funny little cap! Don't let the *scary* medical warnings throw you off. It's an inadequate antidote to radiation poisoning, but a *potent* antidote to *boredom*.


title: Electrochemistry: "It's not gonna *give* you radiation..."
sequence: 0
dialoguetext:
It's not gonna *give* you radiation poisoning, stupid. Pyrholidon is a perfect match for a bad-ass junkie cop who's looking for a little *heat*.


title: Electrochemistry: "No problem. This one's for the brav..."
sequence: 0
dialoguetext:
No problem. This one's for the brave and sensitive ones anyway. It could improve your human interactions. But -- you threw that chance away. No matter, in a few hours you'll get the urge again. Maybe then you'll choose more courageously?

userscript:
CancelTask("TASK.pyrholidon_cancelled"); SetVariableValue("character.habit_pyrholidon_postponed_deadline", TotalHourCount() +4) --[[ Variable[ ]]


title: Electrochemistry: "The container is warm to the touch..."
sequence: 0
dialoguetext:
The container is warm to the touch -- or is that just the anticipation? You screw the lid open and look. A little slit on the side lets you just *slurp* it up, like an oyster! C'mon! Slurp it!


title: Electrochemistry: "You suck a manly dose of the extrem..."
sequence: 0
userscript: UseSubstanceInHand("right")
dialoguetext:
You suck a manly dose of the extremely chemical-smelling liquid into your mouth. There it seeps into your tongue. When you swallow it's already almost all gone.


title: Electrochemistry: "You suck a minuscule drop of extrem..."
sequence: 0
userscript: UseSubstanceInHand("left")
dialoguetext:
You suck a minuscule drop of extremely chemical-smelling liquid into your mouth. There it seeps into your tongue. When you swallow it's already almost all gone.


title: Electrochemistry: "It tastes like *many* things, all m..."
sequence: 0
dialoguetext:
It tastes like *many* things, all melting into one conflagration in the back of your throat. As you look around, the world slowly *exists*. As it did before. Only now gentle flames lick at its edges, as though it were a photo burning.


title: Electrochemistry: "No. Of course not really. It's just..."
sequence: 0
dialoguetext:
No. Of course not really. It's just a metaphor. The effect of that otherworldly drop of liquid is slower, more subtle than that of real flames -- yet just as warm.


title: Electrochemistry: "Not *really*. It's just a metaphor...."
sequence: 0
dialoguetext:
Not *really*. It's just a metaphor. The effect of that otherworldly drop of liquid is slower, more subtle than that of real flames -- yet just as warm.


title: Electrochemistry: "Of course, it's just a metaphor. It..."
sequence: 0
dialoguetext:
Of course, it's just a metaphor. It's just a metaphor. The effect of that otherworldly drop of liquid is slower, more subtle than that of real flames -- yet just as warm.


title: Esprit de Corps: "Just don't *mix* it with anything,..."
sequence: 0
dialoguetext:
Just don't *mix* it with anything, he thinks, looking you over. Thankfully his sense of balance seems okay. Whatever. I'm not getting involved.


title: Electrochemistry: "Look at all these guys go off like..."
sequence: 0
dialoguetext:
Look at all these guys go off like fireworks as information pours into you -- about the lieutenant's simple remark: *I'm happy for you*. This stuff is great.


title: Electrochemistry: "Why not? This government-developed..."
sequence: 0
dialoguetext:
Why not? This government-developed substance seems very non-intrusive. You could even operate heavy machinery! Fire-machinery!


title: Electrochemistry: "Already you can tell you're going t..."
sequence: 0
dialoguetext:
Already you can tell you're going to be slurping a *lot* more pyrholidon! This stuff is going to give you insight into that little flickering light hidden in all human beings.

userscript:
SetVariableValue("character.habit_pyrholidon", true) ; FinishTask("TASK.pyrholidon_done"); SetVariableValue("character.pyrholidon_popup_done", true) --[[ Variable[ ]]


title: Tutorial Agent: "In the bottom right corner of the s..."
sequence: 0
dialoguetext:
In the bottom right corner of the screen there's a PYRHOLIDON button! It gives +1 to PSYCHE skills: Empathy, Suggestion, Authority, Inland Empire, Esprit de Corps, and Volition. This is good before rolling a White Check -- but damages your Health.


title: Inland Empire: "His glasses turn golden as the fire..."
sequence: 0
dialoguetext:
His glasses turn golden as the fire reflects off the lenses. Once again, you are filled with the certainty: this man is your brother.


title: Tutorial Agent: "You've passed up your chance to sta..."
sequence: 0
dialoguetext:
You've passed up your chance to start using PYRHOLIDON for now, but don't worry! The option to use it becomes available again in 4 hours.


title: Electrochemistry: "You picked the best one! This soldi..."
sequence: 0
dialoguetext:
You picked the best one! This soldier is fat and succulent. What are you waiting for? Light up -- re-become yourself!


title: Horrific Necktie: "Oh yes, *bratan*! (The tie is shaki..."
sequence: 0
dialoguetext:
Oh yes, *bratan*! (The tie is shaking around your neck excitedly.) Please light up. You *need* a trooper between your lips right now! Calm your shit down. Go to Pleasureland. Become a *genius*!


title: Electrochemistry: "People are watching. What a pussy!..."
sequence: 0
dialoguetext:
People are watching. What a pussy! People are *always* watching -- that's what makes it *cool*, now come on!


title: Electrochemistry: "Shut up and light that shit! You wa..."
sequence: 0
dialoguetext:
Shut up and light that shit! You wanna be an idiot for the rest of your life? This shit will give you the cool edge you need.


title: Electrochemistry: "There it is, a brave little army in..."
sequence: 0
dialoguetext:
There it is, a brave little army in your pocket. The First Smokes Platoon. Twenty brave souls standing in salute, ready to step into the fire for you, sir...


title: Electrochemistry: "Get a load of this rock and roll co..."
sequence: 0
dialoguetext:
Get a load of this rock and roll cop here, people! Johnny Thundercop fishes a cheap lighter out of his pants. With a flick of the thumb there's fire, a primal satisfaction. Here we go...


title: Perception (Sight): "The lighter's dark green, disposabl..."
sequence: 0
dialoguetext:
The lighter's dark green, disposable plastic. Safety's off -- in your case, the safety is *always* off.


title: Electrochemistry: "No, what's *harmful* is fretting an..."
sequence: 0
dialoguetext:
No, what's *harmful* is fretting and worrying. It's the *stress* that's wearing your ticker down. The smokes will soothe it. They're medicinal.


title: Logic: "Will they *always* be looking, thou..."
sequence: 0
userscript: SetVariableValue("character.smoking_logic_wont_always_be_looking", true) --[[ Variable[ ]]
dialoguetext:
Will they *always* be looking, though? Because they might go to the toilet or you might be in a different...


title: Frittte clerk: ""Hey, you can't smoke in here." The..."
sequence: 0
userscript: SetVariableValue("gates.fritte_smoked_fuck", true) --[[ Variable[ ]]
dialoguetext:
"Hey, you can't smoke in here." The girl's voice betrays little interest or enthusiasm. She doesn't even look up when as she continues: "Please don't fuck with Frittte."


title: Idiot Doom Spiral: "The man in the stinking tracksuit n..."
sequence: 0
dialoguetext:
The man in the stinking tracksuit nods solemnly. "Having a well-deserved break from your adventures. It's what we all need sometimes."


title: Electrochemistry: "Already you regret it -- looking at..."
sequence: 0
dialoguetext:
Already you regret it -- looking at the pack... But don't worry. You can come back to this later. The army of smokes is honourable and faithful to you. You have your entire *life* to return to it.

userscript:
CancelTask("TASK.find_smokes_cancelled"); SetVariableValue("character.habit_smokes_postponed_deadline", TotalHourCount() +3) --[[ Variable[ ]]


title: Electrochemistry: "Repercussions? There's a high risk..."
sequence: 0
dialoguetext:
Repercussions? There's a high risk of GLORY? With a mild chance COOL *GENIUS*. Smoking makes you into an INTELLECTUAL, everybody knows that.


title: Electrochemistry: "Thick, warm smoke gets sucked down..."
sequence: LuaRun(FinishTask("TASK.find_smokes_done"))@8; LuaRun(FinishTask("TASK.find_smokes_done"))@8;
userscript: SetVariableValue("character.habit_smokes", true) ; UseSubstanceInHand("right")--[[ Variable[ ]]
dialoguetext:
Thick, warm smoke gets sucked down into your lungs. Immediately you feel a warm nostalgia fill your head, body *and* soul. A nostalgia for *yourself*, the man you were in your youth. Johnny Thundercop is back. And he's chill as balls.


title: Tutorial Agent: "In the bottom right corner of the s..."
sequence: 0
dialoguetext:
In the bottom right corner of the screen there's a CIGARETTES button! CIGARETTES give +1 to INTELLECT skills: Logic, Rhetoric, Conceptualization, Visual Calculus, Encyclopedia, and Drama. This is good before a White Check -- but damages your Health.


title: Tutorial Agent: "You've passed up your chance to sta..."
sequence: 0
dialoguetext:
You've passed up your chance to start smoking CIGARETTES for now, but don't worry! The option to start smoking becomes available again in 3 hours.


title: Conceptualization: "Excellent question. Art is a divers..."
sequence: 0
dialoguetext:
Excellent question. Art is a diverse range of visual, literary, auditory, and performative creativity! It's an expression of imagination and technical skill. Additionally, it's history, criticism and pure enjoyment...


title: Conceptualization: "Is it? Yet your eye constantly seek..."
sequence: 0
dialoguetext:
Is it? Yet your eye constantly seeks out the most critical side of any aesthetic confrontation. You follow the expressions of imagination and technical skill with curiosity...


title: Conceptualization: "Yes! You seek substance. No vapid r..."
sequence: 0
dialoguetext:
Yes! You seek substance. No vapid representations and reproductions of social mores, as made manifest in stuffy biennials, we're talking real *living art* here. Become the Art Cop. Half art critic -- half cop.


title: Conceptualization: "Have you looked in the mirror latel..."
sequence: 0
dialoguetext:
Have you looked in the mirror lately? You have the exact features of a savage art critic, with that beard and those clothes! Dishevelled and *prophetic*. Perhaps you should try to critique architecture too!


title: Conceptualization: "Of course not, it's autism. Box-dra..."
sequence: 0
dialoguetext:
Of course not, it's autism. Box-drawing. Masturbation with a ruler and a sextant or whatever they use. You should demean and criticize the genteel institution of architecture. While extolling the virtues of the *pure* arts.


title: Conceptualization: "In short, art is the highest form o..."
sequence: 0
dialoguetext:
In short, art is the highest form of human communication -- representation, narrative, emotion and agency intertwined.


title: Conceptualization: "Such vigour! Already you express a..."
sequence: 0
dialoguetext:
Such vigour! Already you express a sharp descriptive mind, ready to slice through the empty and superficial in favour of the *sublime* and the *beautiful*... Do it. Become the Art Cop. Half art critic -- half cop.


title: Conceptualization: "Exactly. It's not *only* your duty..."
sequence: 0
userscript: GainThought("art_cop")
dialoguetext:
Exactly. It's not *only* your duty to only catch the criminals of the street, you must also apprehend criminals of the printing press and the gallery -- the trite and derivative artists and writers of the world!


title: Conceptualization: "Go ahead and provide savage critici..."
sequence: 0
dialoguetext:
Go ahead and provide savage criticisms, Art Cop. The world is yours to rip to pieces and reassemble!


title: Conceptualization: "Quit being so indecisive. What are..."
sequence: 0
dialoguetext:
Quit being so indecisive. What are you going for here? Some kind of indecisive and *camp* aesthetic now? Strike a bold shape here. Go art or go home.


title: Conceptualization: "Bravo! Continue, then, in the medio..."
sequence: 0
dialoguetext:
Bravo! Continue, then, in the mediocre and vulgar epigones of the world. So what if everything is incomprehensibly shit and you can see it. Take no responsibility.


title: Composure: "It's fine. Being a cop is tough. Yo..."
sequence: 0
dialoguetext:
It's fine. Being a cop is tough. You can't be expected to keep it together *all the time*. Or, in your case, *much of the time*.


title: Empathy: "Not just yet! Sure, it feels good t..."
sequence: 0
dialoguetext:
Not just yet! Sure, it feels good to wallow in self-pity... But think of all the other people out there who are suffering -- people whom you could be helping right now.


title: Inland Empire: "Of course you do. You don't even kn..."
sequence: 0
dialoguetext:
Of course you do. You don't even know *what* it is you're feeling, but you can feel it. That's the mark of a true *Remote Viewer*...


title: Inland Empire: "The time has come to *connect* to R..."
sequence: 0
dialoguetext:
The time has come to *connect* to RVD HQ. By establishing a connection you'll have proved yourself worthy as a Remote Viewer...


title: Inland Empire: "Ignore the lieutenant. He's never c..."
sequence: 0
dialoguetext:
Ignore the lieutenant. He's never connected with anything para-natural. You're on different planes, metaphysically speaking.


title: Inland Empire: "It takes time to block out the soun..."
sequence: 0
dialoguetext:
It takes time to block out the sounds of the world. But once you do, it's like you're on a wavelength. Not like any *natural* wavelength. No. There seems to be *something* on the other end, if only you could listen closely enough...


title: Inland Empire: "Acknowledged. Connection establishe..."
sequence: 0
userscript: GainThought("remote_viewer")
dialoguetext:
Acknowledged. Connection established. *BZZZZT*. Welcome aboard, Remote Viewer. You are a special man, and *definitely* not imagining it.


title: Inland Empire: "... must have been... para-natural..."
sequence: 0
userscript: GainThought("remote_viewer")
dialoguetext:
... must have been... para-natural static. Ghosts... in the wires... Kill the connection... *BZZZZT*.


title: Inland Empire: "Can it be? We haven't heard that na..."
sequence: 0
userscript: GainThought("remote_viewer")
dialoguetext:
Can it be? We haven't heard that name in ages. Welcome to the RVD, Firewalker. *BZZZZZT*. You are a special man, and *definitely* not imagining it.


title: Pain Threshold: "Sounds like you're a potential Suic..."
sequence: 0
userscript: SetVariableValue("character.suicide_has_gunandbullets", true) --[[ Variable[ ]]
dialoguetext:
Sounds like you're a potential Suicide Cop! With his finger on the *eject* button. Ready to let go of this life! Guess what?


title: Pain Threshold: "Sounds like you're the Suicide Cop!..."
sequence: 0
dialoguetext:
Sounds like you're the Suicide Cop! With his finger on the *eject* button. Ready to let go of this life! But guess what?


title: Pain Threshold: "Oh yes. It would be so sweet to tas..."
sequence: 0
userscript: SetVariableValue("character.suicide_cop_done", true) ;--[[ Variable[ ]]
dialoguetext:
Oh yes. It would be so sweet to taste the barrel once more. That sour metal...  maybe there *is* a way? Not yet. But stick with it -- keep going dark, and it'll finally *click*.


title: Pain Threshold: "Fine. Keep up the charade another d..."
sequence: 0
userscript: SetVariableValue("character.suicide_cop_done", true) --[[ Variable[ ]]
dialoguetext:
Fine. Keep up the charade another day. This could have been so liberating, but you cling to the case, to your partner, to the world... it's pitiful.


title: Composure: "You've made such a big show out of..."
sequence: 0
dialoguetext:
You've made such a big show out of it too. You feel like everyone basically *expects* you to do it now.


title: Pain Threshold: "Oh yes. It would be so sweet to tas..."
sequence: 0
userscript: SetVariableValue("character.suicide_cop_done", true) ;--[[ Variable[ ]]
dialoguetext:
Oh yes. It would be so sweet to taste the barrel once more. That sour metal...  Oh, but not yet. But stick with it -- keep going dark, and it'll finally *click*.


title: Savoir Faire: "Nothing. Nothing! You're right -- g..."
sequence: 0
dialoguetext:
Nothing. Nothing! You're right -- get in there... deep. Invade every personal space, break every lock...


title: Savoir Faire: "Sure, friend. This is nothing sordi..."
sequence: 0
userscript: GainThought("master_investigator")
dialoguetext:
Sure, friend. This is nothing sordid, nothing inappropriate. You just *have* to do this... it's your duty.


title: You: "My wedding anniversary?"
dialoguetext: My wedding anniversary?
sequence: 0
conditionstring:
(IsTHCPresent("caustic_echo")  or  Variable["inventory.ledger_caustic_echo"])  or  IsTHCPresent("white_mourning")  or  Variable["inventory.ledger_white_mourning"]


title: Endurance: "No, you don't. You're well into det..."
sequence: 0
dialoguetext:
No, you don't. You're well into detoxing now. *Reality* is beginning to come into focus -- just look around.


title: Endurance: "Yes, you're beginning to see the wo..."
sequence: 0
dialoguetext:
Yes, you're beginning to see the world for what it is, even through the mental fog. And yourself, too -- what you've made yourself into.


title: Endurance: "Don't get too excited. Clarity is s..."
sequence: 0
dialoguetext:
Don't get too excited. Clarity is still many months away for you -- difficult, confusing, very emotional months. Shall we keep going?


title: Endurance: "You're going to feel all kinds of c..."
sequence: 0
dialoguetext:
You're going to feel all kinds of contradictory, confusing things for months to come. But don't get discouraged -- you just have to keep going, right foot in front of left, left foot in front of right...


title: Endurance: "...and together we will walk the wa..."
sequence: 0
userscript: GainThought("the_waste_land_of_reality")
dialoguetext:
...and together we will walk the waste land of reality. Because even if you haven't had your last drink or your last line, you will never really, truly enjoy either again.


title: Electrochemistry: "The magnesium levels in your blood..."
sequence: 0
userscript: SetVariableValue("yard.maglife_afterthought_elchem_summoned", true) --[[ Variable[ ]]
dialoguetext:
The magnesium levels in your blood are dangerously low. It's about the low magnesium levels and *not* the high alcohol levels.


title: Composure: "Yes, and it's critical. Look at you..."
sequence: 0
dialoguetext:
Yes, and it's critical. Look at yourself. You're practically devolving into a fish due to the lack of magnesium in you bloodstream.


title: Composure: "You need to get *SO* magged up! You..."
sequence: 0
dialoguetext:
You need to get *SO* magged up! You've probably had two heart attacks and a minor stroke already... and the only prescription is insane amounts of magnesium.


title: Composure: "Mag it sideways? What are you talki..."
sequence: 0
dialoguetext:
Mag it sideways? What are you talking about?! You need to Mag it *up*! You've probably had two heart attacks and a minor stroke already... and the only prescription is insane amounts of magnesium.


title: Composure: "Yes. If you want to live, you need..."
sequence: 0
userscript: GainThought("magnesium_based_lifeform")
dialoguetext:
Yes. If you want to live, you need to *evolve*. You need to transcend the carbon barrier. Go to the apothecary and buy insane amounts of magnesium -- it will reverse the damage to your circulatory system.


title: Electrochemistry: "Nor smoking for forty years. It's t..."
sequence: 0
dialoguetext:
Nor smoking for forty years. It's the lack of magnesium. And excess of coffee. You should stop drinking coffee. It wreaks havoc on your gastrointestinal system.


title: Washbasin: "On the table you see a bowl of wate..."
sequence: 0
dialoguetext:
On the table you see a bowl of water, a rough soap, and next to it a small hand mirror. A straight razor soaks inside the wash basin.


title: Washbasin: "The water reflects back a vague ima..."
sequence: 0
dialoguetext:
The water reflects back a vague image of your face -- nose bulbous and red, hair unkempt, wrinkles lining the eyes and forehead. The 'stache is gigantic.


title: Hand/Eye Coordination: "Like an artist with a brush or a ma..."
sequence: 0
dialoguetext:
Like an artist with a brush or a master swordsman, you use the small mirror and the straight razor -- with some soap -- to remove all that unkempt hair from below the nose-line.

userscript:
SetVariableValue("village.hq_kim_nobeard_altgreet", true) ; SetVariableValue("character.beard_shaven", true) --[[ Variable[ ]]


title: Hand/Eye Coordination: "They feel so smooth, surprisingly s..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
They feel so smooth, surprisingly so. A feeling of freshness overcomes you, as if you just came from a cold bath.


title: Washbasin: "The water reflects back a vague ima..."
sequence: 0
dialoguetext:
The water reflects back a vague image of your clean-shaven face. Despite the bulbous nose, unkempt hair and persistent swelling, you look... a little younger, maybe?


title: Hand/Eye Coordination: "Beneath the doubt sprouts a new vig..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
Beneath the doubt sprouts a new vigour, like you've discarded some bad decisions. It feels as though you've passed through a ritual. Emerged from cold water, even...


title: Hand/Eye Coordination: "The sharp blade chafes against your..."
sequence: 0
dialoguetext:
The sharp blade chafes against your skin, producing a scratching sound. The surface underneath the beard feels tender, the air brushing against it chilly.

userscript:
SetVariableValue("character.beard_shaven", true) ; TequilaShaved(); SetVariableValue("village.washbasin_shaved_after_pheromones", true) ;--[[ Variable[ ]]


title: Hand/Eye Coordination: "Your hand shakes so hard you can't..."
sequence: 0
dialoguetext:
Your hand shakes so hard you can't even muster up the courage to *try*. Maybe you're just too *wild* at heart?


title: Volition: "The centipede is exaggerating -- pe..."
sequence: 0
dialoguetext:
The centipede is exaggerating -- people don't actually cut their own throats when they're shaving. At least not accidentally.


title: Washbasin: "Thank god you didn't go in there ba..."
sequence: 0
userscript: PassTime()
dialoguetext:
Thank god you didn't go in there barehanded! Death smell is notoriously difficult to get off yourself and your clothes though and cleaning up takes a while...


title: Washbasin: "But man persists and after fifteen..."
sequence: 0
userscript: FinishTask("TASK.wash_the_death_off_done"); HealVolition(1)--[[ Variable[ ]]
dialoguetext:
But man persists and after fifteen minutes pass, you look almost presentable. Sort of. The sudden absence of the morbid dead tissue smell instantly lifts your spirit.


title: Washbasin: "But man persists and finally your b..."
sequence: 0
userscript: FinishTask("TASK.wash_the_death_off_done"); HealVolition(1)--[[ Variable[ ]]
dialoguetext:
But man persists and finally your bruised hands look clean and presentable... sort of. The sudden absence of the morbid dead tissue smell is uplifting.


title: Washbasin: "Scrubbing all the necrotic tissue o..."
sequence: 0
userscript: PassTime()
dialoguetext:
Scrubbing all the necrotic tissue off your hands takes a while. The fingernails are especially hard. Death has made it's way into every nook and cranny...


title: Interfacing: "Should have used gloves. Detectives..."
sequence: 0
dialoguetext:
Should have used gloves. Detectives use gloves, when they go rummaging around in someone's dead brain...


title: Washbasin: "How would you know? You haven't eve..."
sequence: 0
dialoguetext:
How would you know? You haven't even seen your face! Go take a peek in the mirror, then decide for yourself.


title: Loose Floorboard: "As you look at the floorboards in t..."
sequence: 0
dialoguetext:
As you look at the floorboards in this corner of the shack, it's clear one of them isn't quite level with the others.


title: Loose Floorboard: "The hollow space underneath the flo..."
sequence: 0
dialoguetext:
The hollow space underneath the floorboards is dark and damp. You can barely make out the mixture of sand and sawdust below.


title: Loose Floorboard: "You stick your hand in and start co..."
sequence: 0
dialoguetext:
You stick your hand in and start combing through the sand. Dry, not like outside. Fine dust... and then -- something hard, wrapped in paper.


title: Loose Floorboard: "Nothing particular catches your eye..."
sequence: 0
dialoguetext:
Nothing particular catches your eye. Looks like more reeds. There might be something hidden inside the sand, though.


title: Encyclopedia: "A 9mm bullet to be exact. Fit for a..."
sequence: 0
userscript: SetVariableValue("village.bullet_viscal_calibre", true) --[[ Variable[ ]]
dialoguetext:
A 9mm bullet to be exact. Fit for all muzzleloaders of that calibre, like your own Villiers pistol, for example.


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.advanced_ballistics_analysis_done"]  and  Variable["village.bullet_viscal_calibre"])

conditionstring:
(Variable["TASK.advanced_ballistics_analysis_done"]  and  Variable["village.bullet_viscal_calibre"]) == false


title: Kim Kitsuragi: ""I don't know, could be. The washer..."
sequence: 0
dialoguetext:
"I don't know, could be. The washerwoman was clearly withholding something -- and she *does* rent this place out to people."


title: Loose Floorboard: "The floorboard isn't interested --..."
dialoguetext: The floorboard isn't interested -- maybe the Washerwoman is? You have enough to confront her with.
sequence: 0
userscript:
FinishTask("TASK.washerwoman_hiding_something_done"); GainTask("TASK.confront_washerwoman_bullet")--[[ Variable[ ]]


title: Loose Floorboard: "The floorboard doesn't care -- but..."
sequence: 0
dialoguetext:
The floorboard doesn't care -- but maybe the Washerwoman does? You have enough to confront her with.

userscript:
FinishTask("TASK.washerwoman_hiding_something_done"); GainTask("TASK.confront_washerwoman_bullet")--[[ Variable[ ]]


title: Kim Kitsuragi: ""That's a big leap, but from what I..."
sequence: 0
dialoguetext:
"That's a big leap, but from what I've heard, this Ruby sounds pretty desperate. Either way," he looks at the bullet again, "this is enough to confront the washerwoman."


title: Kim Kitsuragi: ""That's something of a leap -- but..."
sequence: 0
dialoguetext:
"That's something of a leap -- but we should be on our guard. Either way," he looks at the bullet again, "this is enough to confront the washerwoman."


title: Shivers: "The room feels muffled, like you pu..."
sequence: 0
dialoguetext:
The room feels muffled, like you pulled your hat over your ears. Outside, it is cold and windy, but you're inside, and it feels safe and warm.


title: Shivers: "A brisk coastal wind still howls ag..."
sequence: 0
dialoguetext:
A brisk coastal wind still howls against the window of the shack. Occasionally the waves crawl in under the foundation, producing a low hum...


title: Shivers: "Behind the half-built cinder block..."
sequence: 0
dialoguetext:
Behind the half-built cinder block house at the other end of the village there are three people, drinking. Your *new crew*. You don't need the old crew, oh no, you have a new crew to get drunk with.


title: Shivers: "Waves crash unto the beach, drownin..."
sequence: 0
dialoguetext:
Waves crash unto the beach, drowning the reeds. Far to the south a congregation gathers to a soup kitchen in a shelter for the homeless. An old woman gives out knitted scarves for free.


title: Shivers: "Westward, across the canal, towers..."
sequence: 0
dialoguetext:
Westward, across the canal, towers the Whirling-in-Rags. Door #1 on the second floor is locked, behind it lies a trashed room. One floor below, behind a counter, stands an irritable man.


title: Shivers: "Overhead you hear the forlorn shrie..."
sequence: 0
dialoguetext:
Overhead you hear the forlorn shriek of seagulls. Far below the birds -- a wooden boardwalk, filled with abandoned stands, tables and benches, echoes from a long lost time.


title: Shivers: "You already were a part of their cr..."
sequence: 0
dialoguetext:
You already were a part of their crew once. You can get drunk with them again. You're probably going to hang out there a lot, behind that cinder block house. It's where you belong.


title: Shivers: "Outside, the howl of the wind has p..."
sequence: 0
userscript: SetVariableValue("village.hq_orb_shivers_done", true) --[[ Variable[ ]]
dialoguetext:
Outside, the howl of the wind has picked up. The waves crash against the stilts again. It's as if you think the thought, but in someone else's voice...


title: Shivers: "Far away, on the corner of Perditio..."
sequence: 0
dialoguetext:
Far away, on the corner of Perdition and Main, a nondescript building, obscured in a haze. It's vacant and lost, just like its tenant.


title: Shivers: "A middle-aged man stands in a run-d..."
sequence: 0
dialoguetext:
A middle-aged man stands in a run-down shack on the edge of a fishing village, listening to the heater hum on the wall.


title: Shivers: "In a small shack in the fishing vil..."
sequence: 0
dialoguetext:
In a small shack in the fishing village, a baroque heater hums quietly, emanating a sense of comforting warmth. A washbasin lies on the table, the water inside reflecting the sombre face of the world.


title: Shivers: "A middle-aged man stands in a run-d..."
sequence: 0
dialoguetext:
A middle-aged man stands in a run-down shack on the edge of a fishing village. Nothing nods, no one salutes him. No sight of the fugitive.


title: Shivers: "Far to the southeast, two men and a..."
sequence: 0
dialoguetext:
Far to the southeast, two men and a woman dress themselves in ceramic armour. A shortwave radio hisses on the windowsill. One makes a salute. The other downs a drink. Weapons under the bed...


title: You: ""This feels like a cozy hideout.""
dialoguetext: "This feels like a cozy hideout."
sequence: 0
conditionstring:
IsKimHere()  and  (Variable["TASK.ask_about_ruby_in_village"]  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false)


title: You: ""This feels like a cozy hideout.""
dialoguetext: "This feels like a cozy hideout."
sequence: 0
conditionstring:
IsKimHere() == false  and  (Variable["TASK.ask_about_ruby_in_village"]  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false)


title: main hub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("church.mainframe_have_seen_radiocomputer", true) ;
SetVariableValue("tc.radiocomputer", true) --[[ Variable[ ]]


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


title: Mainframe: "The printer prints out a long text..."
sequence: AudioPlay(church/mainframe/printer-01,1)@1;
userscript: SetVariableValue("church.mainframe_printed_out_the_church_log", true) --[[ Variable[ ]]
dialoguetext:
The printer prints out a long text document with dated paragraphs. It looks a bit like someone's journal.


title: Mainframe: "The speaker comes to life, static s..."
sequence: AudioPlay(church/mainframe/soona-computer-switch-on-01,1);
dialoguetext:
The speaker comes to life, static seeps through the machine's planar magnetic driver. An old lady greets you, her voice sounds a hundred years old...


title: Half Light: "Oh no... it was already glowing and..."
sequence: 0
dialoguetext:
Oh no... it was already glowing and now it's also making a *sound*? It's probably some alien Seolite technology...


title: Mainframe: "The static gets louder, slowly fill..."
sequence: 0
dialoguetext:
The static gets louder, slowly filling up the abandoned hall. Until a voice speaks out, crackling and old, cutting into the air...


title: Soona, the Programmer: "A strange woman makes straight for..."
dialoguetext: A strange woman makes straight for the radiocomputer.
userscript: SetVariableValue("church.soona_appears", true) --[[ Variable[ ]]
sequence:
FocusCamera(SoonaCamStart);FocusCamera(SoonaCamEnd)@7;TravelTo(Tequila Sunset, TeqSoonaPos, 2)@2;TravelTo(soona, soonaWalk1)@1;TravelTo(soona, soonaWalk2)@4.5;TravelTo(soona, soonaWalkEnd)@10->Message(walked);AudioPlay(church/mainframe/church-door-close-soona-01,1);


title: Soona, the Programmer: ""Breaking into my radiocomputer, I..."
sequence: LuaRun(SetAreaState("CHURCH_MAINFRAME","off"))@1;SetTriggerAnimation(soona, Stoptype);
dialoguetext:
"Breaking into my radiocomputer, I see." She glares at you as she holds down the OFF button for several seconds. The machine reboots.


title: Soona, the Programmer: ""Breaking into my radiocomputer aga..."
sequence: LuaRun(SetAreaState("CHURCH_MAINFRAME","off"))@1;SetTriggerAnimation(soona, Stoptype);
dialoguetext:
"Breaking into my radiocomputer again, I see." She glares at you as she holds down the OFF button for several seconds. The machine reboots.


title: Soona, the Programmer: ""No one's hiding here." She barely..."
sequence: LuaRun(SetAreaState("CHURCH_MAINFRAME","on"))@1;SetTriggerAnimation(soona, Starttype);
dialoguetext:
"No one's hiding here." She barely looks up from the keyboard. You hear the machine whir back to life.


title: You: ""I'm here on a side case, represent..."
dialoguetext: "I'm here on a side case, representing certain music venue organisers. I'm with the RCM, you see."
sequence: 0
conditionstring:
Variable["TASK.establish_church_dance_club"] == true  and  Variable["TASK.establish_church_dance_club_done"] == false


title: You: ""I'm looking for a suspect in a mur..."
sequence: 0
dialoguetext:
"I'm looking for a suspect in a murder investigation. I thought they might be hiding here. I'm with the RCM, you see."

conditionstring:
Variable["TASK.ask_about_ruby_in_village"] == true  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false


title: East-Insulindian Repeater Station: ""Good morning, Fortress Accident on..."
sequence: 0
conditionstring: IsMorning()
dialoguetext:
"Good morning, Fortress Accident on Saint-Brune, this is the East-Insulindian Repeater Station 1. Please repeat, is this the personal log?"


title: East-Insulindian Repeater Station: ""Good afternoon, Fortress Accident..."
sequence: 0
conditionstring: IsAfternoon()
dialoguetext:
"Good afternoon, Fortress Accident on Saint-Brune, this is the East-Insulindian Repeater Station 1. Please repeat, is this the personal log?"


title: East-Insulindian Repeater Station: ""Good evening, Fortress Accident on..."
sequence: 0
conditionstring: IsEvening() or IsNight()
dialoguetext:
"Good evening, Fortress Accident on Saint-Brune, this is the East-Insulindian Repeater Station 1. Please repeat, is this the personal log?"


title: Soona, the Programmer: ""You won't find any answers from he..."
sequence: LuaRun(SetAreaState("CHURCH_MAINFRAME","on"))@1;SetTriggerAnimation(soona, Starttype);
dialoguetext:
"You won't find any answers from here." She barely looks up from the keyboard. You hear the machine whir back to life.


title: Soona, the Programmer: ""Well, you won't find any music ven..."
sequence: LuaRun(SetAreaState("CHURCH_MAINFRAME","on"))@1;SetTriggerAnimation(soona, Starttype);
dialoguetext:
"Well, you won't find any music venue organisers here." She barely looks up from the keyboard. You hear the machine whir back to life.


title: Soona, the Programmer: ""It's just me and my computer -- an..."
dialoguetext:
"It's just me and my computer -- and it has been this way for weeks. Now please, give me some room. I need two seconds to see that you haven't destroyed anything."


title: You: ""I can assure you I'm an expert cir..."
sequence: 0
conditionstring: Variable["church.mainframe_interfacing_circutbender"] == true
dialoguetext:
"I can assure you I'm an expert circuit-bender. I'm not breaking into your computer, I'm using it to access Coalition military datalinks."


title: Soona, the Programmer: ""There are no *Coalition military d..."
dialoguetext:
"There are no *Coalition military datalinks*." She barely looks up from the keyboard. "And even if there was, you couldn't access them over a civilian network."


title: You: ""Okay, I'm actually trying to locat..."
sequence: 0
dialoguetext:
"Okay, I'm actually trying to locate a suspect in a murder investigation. I thought they might be hiding here. I'm with the RCM, you see."

conditionstring:
Variable["TASK.ask_about_ruby_in_village"] == true  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false


title: You: ""Yes, I could -- I'm a cybernetic g..."
sequence: 0
userscript: SetVariableValue("tc.archer", true) --[[ Variable[ ]]
dialoguetext:
"Yes, I could -- I'm a cybernetic god. I'm using the network to commandeer Coalition Warship Archer. I will turn its cannons against its masters."


title: You: ""You're right, I'm just a drunk cop..."
sequence: 0
dialoguetext:
"You're right, I'm just a drunk cop. I don't know how to do anything interesting with radiocomputers."


title: Soona, the Programmer: ""That's nonsense. You're just a pol..."
sequence: SetTriggerAnimation(soona, Starttype); LuaRun(SetAreaState("CHURCH_MAINFRAME","on"))@1;
userscript: SetVariableValue("church.mainframe_cybernetic_god", true) --[[ Variable[ ]]
dialoguetext:
"That's nonsense. You're just a police officer." She barely looks up from the keyboard. You hear the machine whir back to life.


title: Soona, the Programmer: ""No one asked you to do anything *i..."
sequence: SetTriggerAnimation(soona, Starttype); LuaRun(SetAreaState("CHURCH_MAINFRAME","on"))@1;
dialoguetext:
"No one asked you to do anything *interesting* with my radiocomputer." She barely looks up from the keyboard. You hear the machine whir back to life.


title: Mainframe: "A machine stands in the corner, wat..."
sequence: AudioPlay(church/mainframe/radiocomputer-01,1);
dialoguetext:
A machine stands in the corner, watched over by the figures on the stained glass window. It's turned on and quivering with soft electricity.


title: Kim Kitsuragi: ""A radiocomputer," says the lieuten..."
sequence: 0
dialoguetext:
"A radiocomputer," says the lieutenant, stepping closer. "And it's turned on." He seems cautious around the machine.


title: Kim Kitsuragi: ""Another radiocomputer," says the l..."
sequence: 0
dialoguetext:
"Another radiocomputer," says the lieutenant, stepping closer. "And this time it's already turned on." He seems cautious around the machine.


title: Kim Kitsuragi: ""We should probably let it be. It's..."
sequence: 0
dialoguetext:
"We should probably let it be. It's becoming clear that there's no trace of the suspect anywhere inside the church."


title: Kim Kitsuragi: "And before you have time to ask: "N..."
sequence: 0
userscript: SetVariableValue("tc.radiocomputer", true) --[[ Variable[ ]]
dialoguetext:
And before you have time to ask: "No, I don't know how to operate it or what it's used for. Let's go."


title: Interfacing: "This is the Rehm Prefect radiocompu..."
sequence: 0
userscript: SetVariableValue("church.mainframe_interfacing_ream_prefect", true) --[[ Variable[ ]]
dialoguetext:
This is the Rehm Prefect radiocomputer, a model number RC7024, equipped with a Feld mainframe and a Rehm-compatible Interim printer.


title: Encyclopedia: "The Rehm Prefect is the governmenta..."
sequence: 0
userscript: SetVariableValue("church.mainframe_encyclo_ream_models_difference", true) --[[ Variable[ ]]
dialoguetext:
The Rehm Prefect is the governmental version of the commonly used Rehm Civic model. Although mostly based on the same technology, the Rehm Prefect is equipped with better noise attenuation circuits.


title: Mainframe: "You see virescent PLAY and PRINT bu..."
sequence: 0
dialoguetext:
You see virescent PLAY and PRINT buttons on the keyboard. A hatch connected to the central compartment is wide open.


title: Kim Kitsuragi: "The lieutenant says nothing. You se..."
sequence: 0
dialoguetext:
The lieutenant says nothing. You see the machine's glowing frame reflected back from his diamond-shaped glasses. You're free to proceed.


title: Interfacing: "This is the Rehm Prefect, radiocomp..."
sequence: 0
userscript: SetVariableValue("church.mainframe_interfacing_ream_prefect", true) --[[ Variable[ ]]
dialoguetext:
This is the Rehm Prefect, radiocomputer model number RC7024, equipped with a Feld mainframe and a Rehm-compatible Interim printer.


title: Encyclopedia: "The Rehm Prefect is the governmenta..."
sequence: 0
userscript: SetVariableValue("church.mainframe_encyclo_ream_models_difference", true) --[[ Variable[ ]]
dialoguetext:
The Rehm Prefect is the governmental version of the commonly used Rehm Civic. Although mostly based on the same technology, the Rehm Prefect is equipped with better noise attenuation circuits.


title: Mainframe: "As you step closer, you notice vire..."
sequence: 0
dialoguetext:
As you step closer, you notice virescent PLAY and PRINT buttons on the keyboard. A hatch connected to the central compartment is wide open.


title: Mainframe: "A bar of fabric right above the key..."
sequence: AudioPlay(church/mainframe/soona-computer-switch-on-01,1);
dialoguetext:
A bar of fabric right above the keyboard starts producing a soft hum. The sound of static seeps through the machine's planar magnetic driver.


title: You: ""What's 'the personal log'?""
dialoguetext: "What's 'the personal log'?"
sequence: 0
userscript: SetVariableValue("church.mainframe_asked_whats_personal_log", true) --[[ Variable[ ]]
conditionstring:
Variable["church.mainframe_unlocked_personal_log"] == false  and  Variable["doomed.radiocomputer_asked_whats_filament"] == false  and  Variable["church.mainframe_asked_whats_personal_log"] == false


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


title: East-Insulindian Repeater Station: ""I work as a repeater at the East-I..."
sequence: 0
dialoguetext:
"I work as a repeater at the East-Insulindian Repeater Station. It's my job to know where you are, Fortress Accident."


title: East-Insulindian Repeater Station: ""As for me, well..." Some static. T..."
sequence: 0
dialoguetext:
"As for me, well..." Some static. Then... "I am sitting in my cubicle surrounded by a wall of radios."


title: Shivers: "On an island on the River Esperance..."
sequence: 0
dialoguetext:
On an island on the River Esperance, a small woman, all skin and bones, sits in a room filled with audio equipment. Thousands of tiny lights are reflected back from her prescription lenses, like stars in the dark.


title: Kim Kitsuragi: "The lieutenant whispers into your e..."
sequence: 0
userscript: SetVariableValue("doomed.radiocomputer_kim_says_paranoid", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant whispers into your ear: "She repeats passwords. Programming people are all... paranoid."


title: East-Insulindian Repeater Station: ""They're merely cautious," says the..."
sequence: 0
dialoguetext:
"They're merely cautious," says the old lady. "It's my job to protect their filaments as a password repeater at the East-Insulindian Station."


title: East-Insulindian Repeater Station: "The old lady sighs, as a wave of st..."
sequence: 0
dialoguetext:
The old lady sighs, as a wave of static distorts her voice to a robotic sprawl. "If you are unsure, could you please take a look?"


title: East-Insulindian Repeater Station: ""Open the hatch on the compartment...."
sequence: 0
dialoguetext:
"Open the hatch on the compartment. Don't touch the wires, a current is running through it, but the core is safe. There's a filament inside -- I need to know what it's called."


title: East-Insulindian Repeater Station: ""Yes. First you have to end this ca..."
sequence: 0
dialoguetext:
"Yes. First you have to end this call though, and then you have to call us back. Is there anything else I could do for you meanwhile?"


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


title: You: ""I looked inside the core, but the..."
dialoguetext: "I looked inside the core, but the tape on the filament just said "LOG (FEB-MAR)"."
sequence: 0
conditionstring:
Variable["church.mainframe_looked_inside_the_compartment"] == true  and  Variable["church.mainframe_asked_whats_personal_log"] == true  and  Variable["church.mainframe_personal_log_password_hub_reached"] == false  and  Variable["church.mainframe_unlocked_personal_log"] == false


title: East-Insulindian Repeater Station: ""Good, I've unlocked the filament...."
sequence: 0
dialoguetext:
"Good, I've unlocked the filament. After ending the call please press PRINT to access the filament."

userscript:
SetVariableValue("church.mainframe_unlocked_personal_log", true) ; XPTinySetBool("XP.unlocked_church_fil_memory_with_password");--[[ Variable[ ]]


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


title: East-Insulindian Repeater Station: ""Now, can you please repeat the pas..."
sequence: 0
dialoguetext:
"Now, can you please repeat the password?" the voice in the machine asks again. She sounds cold in the damp air.


title: You: ""What's Fortress Accident?""
dialoguetext: "What's Fortress Accident?"
sequence: 0
userscript: SetVariableValue("church.mainframe_asked_whats_fortress_accident", true) --[[ Variable[ ]]
conditionstring:
Variable["doomed.radiocomputer_asked_fortress_accident"] == false  and  Variable["doomed.radiocomputer_repeater_station_called_once"] == false  and  Variable["doomed.dicemaker_fortress_explained"] == false


title: East-Insulindian Repeater Station: ""'Fortress Accident SCA produces re..."
sequence: 0
dialoguetext:
"'Fortress Accident SCA produces revolutionary interactive call-in radio games' -- that's what the catalogue says."


title: East-Insulindian Repeater Station: "The static drowns her response. "An..."
sequence: 0
dialoguetext:
The static drowns her response. "Any other questions?" you hear her ask when the connection finally improves.


title: You: ""Let's try this again. I think I ma..."
dialoguetext: "Let's try this again. I think I may have the right password for the personal log."
sequence: 0
conditionstring:
Variable["church.mainframe_personal_log_password_hub_reached"] == true  and  Variable["church.mainframe_unlocked_personal_log"] == false


title: Kim Kitsuragi: "The lieutenant doesn't say anything..."
sequence: 0
dialoguetext:
The lieutenant doesn't say anything, but you can sense that he doesn't like you meddling with the machine.


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


title: You: ""I looked inside the core, but the..."
dialoguetext: "I looked inside the core, but the tape on the filament just said "LOG (FEB-MAR)".
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_asked_whats_filament"] == true  and  Variable["church.mainframe_looked_inside_the_compartment"] == true  and  Variable["church.mainframe_personal_log_password_hub_reached"] == false


title: You: ""Sorry, I forgot to look inside the..."
dialoguetext: "Sorry, I forgot to look inside the core to check what filament is inside."
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_asked_whats_filament"] == true  and  Variable["church.mainframe_looked_inside_the_compartment"] == false  and  Variable["church.mainframe_personal_log_password_hub_reached"] == false


title: Kim Kitsuragi: "The lieutenant leans closer, scouri..."
sequence: 0
dialoguetext:
The lieutenant leans closer, scouring the printout over your shoulder. Just as you finish reading he looks up, muttering under his breath:


title: Kim Kitsuragi: ""Fourth of February? That's over a..."
sequence: 0
dialoguetext:
"Fourth of February? That's over a month ago... Whoever set up those machines has been here for quite a while."


title: Kim Kitsuragi: ""Our case? No, I don't think so. It..."
sequence: 0
dialoguetext:
"Our case? No, I don't think so. It must be some local..." his eyes wander to the various machines around him, "*eccentric*."


title: Mainframe: ""6th FEB, '51: Had a little chat wi..."
sequence: 0
dialoguetext:
"6th FEB, '51: Had a little chat with the local fishermen. Said I shouldn't go near that place, that the church was *spooky* and ridden with *narcotics*. It's a little spooky, alright. Still haven't figured out the electricity."


title: Kim Kitsuragi: ""I doubt that we can find any. It's..."
sequence: 0
dialoguetext:
"I doubt that we can find any. It's just idle fishermen's gossip to scare away the kids." He looks at the stained glass window.


title: Kim Kitsuragi: ""Nothing *spooky* about this place..."
sequence: 0
dialoguetext:
"Nothing *spooky* about this place either, it's just abandoned. And cold. And in an awful part of town..."


title: Mainframe: ""7th FEB, '51: Finally got the elec..."
sequence: 0
dialoguetext:
"7th FEB, '51: Finally got the electricity in! Next on the agenda: a new antenna. I'm thinking ESKER series? Something advanced."


title: Mainframe: ""8th FEB, '51: Bought the antenna,..."
sequence: 0
dialoguetext:
"8th FEB, '51: Bought the antenna, had some problems setting it up, called Simo for help. Heard the others are back to *making art* (drinking somewhere out of town). Sulisław started a rock band again, Lexie has been seen asking money from strangers..."


title: Authority: "Artists, yet again!! Harassing citi..."
sequence: 0
dialoguetext:
Artists, yet again!! Harassing citizens, stealing badges, 'occupying' public spaces with 'installations' like the one here...


title: Mainframe: ""But at least the artists have thei..."
sequence: 0
dialoguetext:
"But at least the artists have their act together -- they're qualified labour, they can get work anywhere: graphic design, ads. The programmers are doing fine too, I mean, they're programmers. The writers, though... they're fucked."


title: Kim Kitsuragi: ""Her friends, colleagues?" He shrug..."
sequence: 0
dialoguetext:
"Her friends, colleagues?" He shrugs. "She must be quite educated if she knew how to set up all this machinery."


title: Mainframe: ""I just have to find out what cause..."
sequence: 0
dialoguetext:
"I just have to find out what caused that data loss and be done with it. Still don't understand how it managed to wipe out the backup when the backup *wasn't even connected to the front*. I know, I know... everyone thinks it's impossible; they say I must be lying. I'm here to set it right."


title: Kim Kitsuragi: ""Seems like something to do with ra..."
sequence: 0
dialoguetext:
"Seems like something to do with radiocomputers -- unfortunately, I don't know enough about them to understand what the author is saying."


title: Mainframe: ""12th FEB, '51: Brought some food f..."
sequence: 0
dialoguetext:
"12th FEB, '51: Brought some food from the grocery store. Apparently there's a strike going on in the harbour. Definitely not happy to see the Martinaise people again. Everything's now set up in the church, going to start working tomorrow 8 AM."


title: Mainframe: ""25th FEB, '51: I've been sending d..."
sequence: 0
dialoguetext:
"25th FEB, '51: I've been sending data up to Lintel for a while now, trying to recreate the data loss, but nothing. Didn't even feel like logging in the disappointment. But I did discover a curious *audio-spatial* anomaly at the back of the church. I've named it *the swallow*. (It swallows sound.) Need to get some mics."


title: Mainframe: ""28th FEB, '51: Yes, the first reco..."
sequence: 0
dialoguetext:
"28th FEB, '51: Yes, the first recordings confirm that the swallow is real and I'm not just losing my mind. It's a pillar of silence with a diameter of approximately three meters. Seems like the higher I go, the less I record. This might be a coincidence. Or it *could* be connected to the data loss that led me here."


title: Mainframe: ""MARCH, '51: Some kind of young *di..."
sequence: 0
dialoguetext:
"MARCH, '51: Some kind of young *discomen* have appeared next to the church. I've been trying to record the silence to find the epicentre, but now it turns out I've also been capturing the future of dance music, one neo-disco song over and over again..."


title: Mainframe: ""Fortunately, the song is so monoto..."
sequence: 0
dialoguetext:
"Fortunately, the song is so monotonous I was able to devise an algorithm to factor it out. The other day one of the discomen came in. Before I could even say hello, she got scared and left. Good, I don't want anyone distracting me from my work."


title: Kim Kitsuragi: ""The pillar of silence! She *is* ta..."
sequence: 0
dialoguetext:
"The pillar of silence! She *is* talking about the silence... Is she suggesting it's more than just an architectural quirk?"


title: You: ""She must be describing Acele.""
dialoguetext: "She must be describing Acele."
sequence: 0
conditionstring:
IsKimHere()  and  (Variable["ice.andre_noid_acele_went_into_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.acele_greet_hub_reached"])


title: Mainframe: ""MARCH '51: A new 2m AUX cable, noo..."
sequence: LuaRun(SetAreaState("CHURCH_SOONA","on"));MoveCharacter(soona,0,0,0,soonaWalkStart)
dialoguetext:
"MARCH '51: A new 2m AUX cable, noodles, crackers, Ping-Ping energy drinks, water, TOOTHPASTE, gum, also some canned air..."


title: Mainframe: ""MARCH '51: I got a call from the r..."
sequence: 0
dialoguetext:
"MARCH '51: I got a call from the repeater station. Someone has tried to access the radiocomputer in our old office in Martinaise. Can't do anything about it; the storekeeper still doesn't want to let me inside the building. Thinks I'm part of some kind of *curse*. How Martinaise of her."


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.radiocomputer_guessed_parole_wrong_and_got_reported_dev_schedule"]  or  Variable["doomed.radiocomputer_guessed_parole_wrong_and_got_reported_offsite_copy"]


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

conditionstring:
(Variable["doomed.radiocomputer_guessed_parole_wrong_and_got_reported_dev_schedule"]  or  Variable["doomed.radiocomputer_guessed_parole_wrong_and_got_reported_offsite_copy"]) == false


title: Kim Kitsuragi: ""Why would anyone need *any* of thi..."
sequence: 0
dialoguetext:
"Why would anyone need *any* of this equipment here?" He steps on a wire running on the ground, inspecting it with his boot.


title: Kim Kitsuragi: "The lieutenant doesn't answer. He f..."
sequence: 0
dialoguetext:
The lieutenant doesn't answer. He follows your gaze, studying the basins. The water shines in them. No ripples.


title: You: ""That's me. I was the one who broke..."
sequence: 0
conditionstring: IsKimHere()
dialoguetext:
"That's me. I was the one who broke into that radiocomputer! And the storekeeper must be Plaisance..."


title: Mainframe: ""Arrived at the church. The door wa..."
sequence: 0
dialoguetext:
"Arrived at the church. The door was boarded up, so I used a crowbar to get inside. Looks like the place has been deserted. Nothing out of the ordinary, but I'll ask around. Need to figure out how to get the electricity in."


title: Kim Kitsuragi: ""Keep reading, I'm interested now -..."
sequence: 0
dialoguetext:
"Keep reading, I'm interested now -- I want to know what's that radio anomaly that sent this person here in the first place."


title: Kim Kitsuragi: ""Something about the backup data ge..."
sequence: 0
dialoguetext:
"Something about the backup data getting destroyed... and how everyone thought it was the author's fault." He adjusts his glasses. "Let's just keep reading."


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


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

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


title: Kim Kitsuragi: ""I think these people worked in the..."
sequence: 0
dialoguetext:
"I think these people worked in the radiocomputer games business. The one we saw in the Doomed Commercial Area. They must be her former co-workers."


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


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

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


title: Kim Kitsuragi: ""It's also quite similar to the one..."
sequence: 0
dialoguetext:
"It's also quite similar to the one we have down at the station. Must be the same model." He inspects the machine's framework, careful not to touch anything.


title: Interfacing: "The one you saw earlier was the Reh..."
sequence: 0
userscript: SetVariableValue("church.mainframe_interfacing_ream_prefect", true) --[[ Variable[ ]]
dialoguetext:
The one you saw earlier was the Rehm Civic -- this is the Rehm *Prefect*, a model number RC7024, equipped with a Feld mainframe and a Rehm-compatible Interim printer.


title: You: ""Fortress Accident... like the one..."
dialoguetext: "Fortress Accident... like the one in the Doomed Commercial Area?"
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_repeater_station_called_once"]  or  Variable["doomed.dicemaker_fortress_explained"]


title: East-Insulindian Repeater Station: ""I have two machines registered to..."
sequence: 0
dialoguetext:
"I have two machines registered to this company name in Martinaise -- one on Saint-Brune, the other on Rue de Saint-Ghislaine."


title: Kim Kitsuragi: ""Saint-Brune -- that's the church,"..."
sequence: 0
dialoguetext:
"Saint-Brune -- that's the church," the lieutenant gestures around him, "and Rue de Saint-Ghislaine, that's the Doomed Commercial Area."


dialoguetext: 0
sequence: Continue()
title:
IsKimHere() == false  and  (Variable["doomed.fortress_accident_kim_switch_done"]  or  Variable["doomed.dicemaker_fortress_explained"]) == true


dialoguetext: 0
sequence: Continue()
title:
!(IsKimHere() == false  and  (Variable["doomed.fortress_accident_kim_switch_done"]  or  Variable["doomed.dicemaker_fortress_explained"]) == true)

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


title: Logic: "She must be talking about her forme..."
sequence: 0
dialoguetext:
She must be talking about her former colleagues from Fortress Accident. They all sound like *radio game people*.


dialoguetext: 0
sequence: Continue()
title:
(Variable["ice.andre_noid_acele_went_into_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.acele_greet_hub_reached"])


dialoguetext: 0
sequence: Continue()
title:
!((Variable["ice.andre_noid_acele_went_into_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.acele_greet_hub_reached"]))

conditionstring:
((Variable["ice.andre_noid_acele_went_into_church"]  or  Variable["ice.andre_greeting_done"]  or  Variable["ice.acele_greet_hub_reached"])) == false


title: You: ""Have you by any chance heard the *..."
dialoguetext: "Have you by any chance heard the *viejita* say the password to her radiocomputer?"
sequence: 0
conditionstring:
Variable["church.tiago_asked_about_soona"]  and  Variable["church.mainframe_personal_log_password_hub_reached"] == true


title: Tiago: ""Habitual alcohol use has made you..."
dialoguetext:
"Habitual alcohol use has made you into a scared little pussy, homes. But don't worry, everything's gonna be alright -- you've come to the right place."


title: You: ""You must be the crab-man.""
dialoguetext: "You must be the crab-man."
sequence: 0
conditionstring: Variable["church.tiago_met_before_ravers"] == false and Variable["tc.crab_man"]
userscript:
SetVariableValue("church.tiago_met_after_ravers", true) ; SetVariableValue("church.tiago_who", true) --[[ Variable[ ]]


title: You: ""You've been here a long time. Do y..."
dialoguetext: "You've been here a long time. Do you know why the church was abandoned?"
sequence: 0
userscript: SetVariableValue("church.tiago_church_1", true) --[[ Variable[ ]]
conditionstring:
Variable["church.tiago_what"]  and  Variable["church.tiago_what_first_place"]  and  Variable["tc.church_raid"] == false


title: You: ""I'm not scared. I just don't under..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
"I'm not scared. I just don't understand why the female sexual organs have to be associated with weakness."


title: Tiago: ""You've really got a case of frayed..."
dialoguetext:
"You've really got a case of frayed nerves. *Pussy* in this usage comes from *pusillanimous*. Everybody knows that."


title: Tiago: ""Here you can receive the Mother's..."
dialoguetext:
"Here you can receive the Mother's love, and, when you're ready, she will take your hand and lift you out of the despair at the bottom of the bottle."


title: Kim Kitsuragi: "The lieutenant whispers to you, qui..."
dialoguetext:
The lieutenant whispers to you, quietly. "This man is obviously a habitual narcotics user. Do we really need to question him?"


title: Esprit de Corps: "I'm put off by this religious stuff..."
sequence: 0
dialoguetext:
I'm put off by this religious stuff, he thinks -- and maybe the ceiling-climbing, too. It's all very hard to square with the lieutenant's own view of reality.


title: Rhetoric: "He's a born preacher. Enjoy the rhe..."
sequence: 0
userscript: SetVariableValue("church.tiago_greet_rhet_nk", true) --[[ Variable[ ]]
dialoguetext:
He's a born preacher. Enjoy the rhetorical flourishes, but remain vigilant -- don't let him get too close. He's crazy.


title: Tiago: ""Chill out, man. Here you can recei..."
dialoguetext:
"Chill out, man. Here you can receive the Mother's love, and, when you're ready, she will take your hand and lift you out of the despair at the bottom of the bottle."


title: Rhetoric: "Giving away all of your possessions..."
sequence: 0
dialoguetext:
Giving away all of your possessions,  sacrificing a limb to appease an angry god, trying to live on air and light alone as though you were some kind of plant...


title: Tiago: ""Don't really follow her comings an..."
sequence: 0
userscript: SetVariableValue("church.tiago_spook_typing", true) --[[ Variable[ ]]
dialoguetext:
"Don't really follow her comings and goings. Just see her typing on her computer now and then. We've got different interests."


title: You: ""I'm doing a survey of passwords an..."
sequence: 0
conditionstring: Variable["church.tiago_drama_surveys_lie"]
dialoguetext:
"I'm doing a survey of passwords and passcodes, identifying regional trends. In the interests of public safety, of course."


title: Tiago: ""I know it's hard to admit that you..."
dialoguetext:
"I know it's hard to admit that you have a problem... I was like you once -- couldn't take an honest look at the damage *el vino* was doing to my mind and my spirit."


title: Tiago: ""Not all of it. I was like you once..."
dialoguetext:
"Not all of it. I was like you once. You don't know all the havoc *el vino* is wreaking on your mind and your spirit. Necesitas parar, homie."


title: Tiago: ""*Estás crudo*, wey. I see deep ins..."
dialoguetext:
"*Estás crudo*, wey. I see deep inside you. Your body and spirit are suffering greatly from *overindulgment* and you don't even know it."


title: Tiago: ""I know it's hard to admit that you..."
dialoguetext:
"I know it's hard to admit that you've got a problem. I was like you once -- couldn't take an honest look into my own heart and see I was in pain."


title: Tiago: ""You've come back to face your caco..."
dialoguetext:
"You've come back to face your cacodaemons. Good. You ain't gonna outrun them if you don't drop the bottle."


title: Tiago: ""The grave's comin' for your little..."
dialoguetext:
"The grave's comin' for your little 'identity' sooner than you think, homes." He shakes his head sadly. "You sure you're ready? The Mother could set you free from all that shit." His words echo in the cold air of the church.


title: Tiago: ""It don't matter who *I* am, wey. I..."
dialoguetext:
"It don't matter who *I* am, wey. I'm just bringin' you the message of the Mother's love. She don't want you to hang yourself on your own stubbornness." His words echo in the cold air of the church.


title: Tiago: ""Don't trust me -- trust the Mother..."
userscript: ReputationGrows("kim")
dialoguetext:
"Don't trust me -- trust the Mother. I'm only the messenger, homes." His voice echoes in the cold air of the church.


title: Tiago: ""You know what this is. It's truth,..."
dialoguetext:
"You know what this is. It's truth, homes. Join me, become one with it -- aflame with the Mother's love." His voice echoes in the cold air of the church.


title: You: ""That's all well and good, but we n..."
sequence: 0
dialoguetext:
"That's all well and good, but we need to talk about the unlicensed occupation of ecclesiastic property."


title: Tiago: ""The only thing we need to talk abo..."
dialoguetext:
"The only thing we need to talk about is how the Mother can really help you, homes." His voice echoes in the cold air of the church.


title: Tiago: ""This is the Church of the Mother o..."
dialoguetext:
"This is the Church of the Mother of Silence. You are welcome here." He sways gently on the beams, waiting for you to take it all in.


title: Tiago: ""...your place among your fellows,..."
sequence: 0
dialoguetext:
"...your place among your fellows, your place in the world. I ain't got no use for such a place anymore."


title: Tiago: ""I'm here to receive the Mother's l..."
dialoguetext:
"I'm here to receive the Mother's love. You can, too, homes. And, when you're ready, she will take your hand and lift you out of the despair at the bottom of the bottle."


title: You: ""I'm a police man. I need to talk t..."
sequence: 0
conditionstring: CheckEquippedGroup("alcohol") == false
dialoguetext:
"I'm a police man. I need to talk to you about police things. I don't know anything about 'alcohol use.'"


title: Tiago: ""Oh yeah, sure." His eyes remain fi..."
dialoguetext:
"Oh yeah, sure." His eyes remain fixed on yours. "You don't know anything about alcohol use. You've got it *all under control*, wey. I can smell the control all the way over here."


title: Tiago: ""Oh yeah, sure." His eyes remain fi..."
dialoguetext:
"Oh yeah, sure." His eyes remain fixed on yours. "You don't know anything about alcohol use. You've got it *all under control*, wey. I saw you hide that control behind your back."


title: You: ""I'm a police man. I need to talk t..."
sequence: 0
conditionstring: CheckEquippedGroup("alcohol")
dialoguetext:
"I'm a police man. I need to talk to you about police things. I don't know anything about 'alcohol use.'" (Hide the bottle behind your back.)


title: Kim Kitsuragi: ""You know, actually, since we're he..."
dialoguetext:
"You know, actually, since we're here -- you may want to pay attention to what the ceiling climber is saying."


title: Tiago: ""Look, man. I'm at liberty to talk..."
sequence: 0
dialoguetext:
"Look, man. I'm at liberty to talk about the sacred blaze of the Mother's glorious heart. But not about the coffee."


title: Tiago: "Is that... a man? Looks more like p..."
sequence: 0
dialoguetext:
Is that... a man? Looks more like part of the carpentry of the building came alive and is now studying you intently.


title: Electrochemistry: "Hey and what was that about *the bo..."
sequence: 0
dialoguetext:
Hey and what was that about *the bottle* again? You haven't even drank that much lately! Lay off it already. Sheesh.


title: Drama: "'Tis not an act, my liege -- saving..."
sequence: 0
dialoguetext:
'Tis not an act, my liege -- saving, perchance, he hath deceived his very self. This man is a zealot.


title: Tiago: "He considers this for a moment. "I..."
sequence: 0
dialoguetext:
He considers this for a moment. "I always thought of myself more like a *flame*. Flickering along the rafters and beams." He pauses. "It may be that I gotta work on my technique."


title: Logic: "That's not the only technique he's..."
sequence: 0
userscript: SetVariableValue("church.tiago_concept_tools", true) --[[ Variable[ ]]
dialoguetext:
That's not the only technique he's working on. Look at those carved sculptures. And is that a satchel of tools over there?


title: You: ""I lost my memory, too, but I like..."
sequence: 0
dialoguetext:
"I lost my memory, too, but I like it. It's like I get to create a whole new me, start again from scratch."


title: Empathy: "There's a profound longing in that..."
sequence: 0
dialoguetext:
There's a profound longing in that gaze. Like he wants to be one with whatever is up there, shrouded in darkness.


title: Tiago: ""No, man. You gotta let that shit g..."
sequence: 0
dialoguetext:
"No, man. You gotta let that shit go." He looks at you as if he wants to pat you on the back. "Then the Mother's light touch will fill you with rapture..."


title: Tiago: ""That's not really the point, ese."..."
sequence: 0
dialoguetext:
"That's not really the point, ese." He frowns. "You gotta give yourself over to service... Service of the Mother, that is..."


title: Authority: "The lieutenant is not particularly..."
sequence: 0
dialoguetext:
The lieutenant is not particularly interested in this information. He's just trying to assert some control over the conversation.


title: Tiago: ""Tiago is my name. But those syllab..."
sequence: 0
dialoguetext:
"Tiago is my name. But those syllables don't mean much to me these days. A name isn't just your identity, but also, so to speak..."

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


title: Tiago: ""Tiago's my name, by the way, thoug..."
sequence: 0
dialoguetext:
"Tiago's my name, by the way, though the syllables don't mean much to me. A name isn't just your identity, but also, so to speak..."

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


title: Tiago: ""That's not quite right, but you're..."
sequence: 0
dialoguetext:
"That's not quite right, but you're getting somewhere." He smiles enigmatically. "Any one of us could have been anything else..."


title: You: ""Maybe that's why I feel so lonely..."
dialoguetext: "Maybe that's why I feel so lonely -- without a name, I have no place."
sequence: 0
conditionstring:
Variable["tc.name_full_harrier"] == false  and  Variable["tc.harry"] == false  and  IsTHCPresent("detective_costeau") == false  and  Variable["tc.raphael_ambrosius_costeau"] == false


title: Tiago: ""Don't worry, man, you got a place..."
sequence: 0
dialoguetext:
"Don't worry, man, you got a place -- right here." He sounds happy saying this, his limbs a mere shadow below the ceiling.


title: You: ""Did you just climb down from the c..."
dialoguetext: "Did you just climb down from the church tower?"
sequence: 0
conditionstring: Variable["tc.crab_man"] == false or Variable["church.tiago_met_before_ravers"]
userscript:
SetVariableValue("church.tiago_met_before_ravers", true) ; SetVariableValue("church.tiago_who", true) --[[ Variable[ ]]


title: Tiago: "He chuckles. "I am, at least in par..."
sequence: 0
dialoguetext:
He chuckles. "I am, at least in part, homes... until the Mother's love burns away the crude distinctions of the body."


title: Tiago: ""If you was to surrender to the Mot..."
sequence: 0
userscript: SetVariableValue("church.tiago_mentioned_saeraff", true) --[[ Variable[ ]]
dialoguetext:
"If you was to surrender to the Mother -- you know, get a taste of *saeraffic* existence -- you'd never wanna go back."


title: Tiago: ""That's because you're soaked throu..."
sequence: 0
dialoguetext:
"That's because you're soaked through and through with *al gul*, bro. Keeps you heavy and grounded. Then fools you into thinking that's a *good* thing."


title: Tiago: ""*Un Cangrejo*!" He laughs. "Never..."
sequence: 0
dialoguetext:
"*Un Cangrejo*!" He laughs. "Never thought of myself as a crab. More like... a flame flickering among the rafters and beams..." He pauses. "It may be that I gotta work on my technique."


title: You: ""There must be something illegal ab..."
sequence: 0
dialoguetext:
"There must be something illegal about living in a church ceiling. I don't know what yet, but there must be."


title: Tiago: ""Oh, man, I'd love to see that stat..."
sequence: 0
dialoguetext:
"Oh, man, I'd love to see that statute." He pauses to think. "I'm sure I'd be 'trespassing' if the church was in use -- but it's not, hombre."


title: Physical Instrument: "What is this? Is this what you've b..."
sequence: 0
dialoguetext:
What is this? Is this what you've been training for? So you could wuss out when push comes to shove?


title: Tiago: ""I've done my share of illegal shit..."
sequence: 0
dialoguetext:
"I've done my share of illegal shit. Used to be in a gang, the whole deal. But even memories of that time are fading... Most of them are already gone."

userscript:
SetVariableValue("tc.tiago_banger", true) ; SetVariableValue("church.tiago_mentioned_church_abandoned", true) --[[ Variable[ ]]


title: Tiago: ""I can't leave my post here." He sm..."
sequence: 0
dialoguetext:
"I can't leave my post here." He smiles. "Besides, it don't bother me none. Crab's no worse than a man, if you think about it."


title: Tiago: ""She is a cavity, in the dark, beyo..."
sequence: 0
dialoguetext:
"She is a cavity, in the dark, beyond sense. She saved me... but I couldn't describe her to you. No one can, homes, and no one ever will."


title: Tiago: ""The ones in the tent outside, righ..."
sequence: 0
dialoguetext:
"The ones in the tent outside, right? I seen 'em. Guessing they're the ones who call me a crab? Probably scared of me..."


title: Tiago: ""Why not? They wouldn't bother me n..."
sequence: 0
dialoguetext:
"Why not? They wouldn't bother me none. I'm usually way up there, imbibing. Ain't no music on Earth that can reach where I go."


title: Tiago: ""Absolutely, man. Wouldn't bother m..."
sequence: 0
dialoguetext:
"Absolutely, man. Wouldn't bother me none to have 'em spin music in here. I'm usually way up there, imbibing."


title: Tiago: ""This is a special place. There's a..."
sequence: 0
dialoguetext:
"This is a special place. There's a perforation in the world up there. A way out, into nothingness." He nods toward the ceiling. "This church was built around it, for purposes of veneration."


title: Tiago: ""I circle it, nurtured by the silen..."
sequence: 0
dialoguetext:
"I circle it, nurtured by the silence bestowed by the Mother. One of these days, I'll be pure enough to go drink from it directly."


title: You: ""You sure you didn't just switch on..."
dialoguetext: "You sure you didn't just switch one drug for another?"
sequence: 0
conditionstring: Variable["church.tiago_what_counter"] >= 2
userscript:
ReputationGrows("narcomania"); SetVariableValue("church.tiago_what_counter", Variable["church.tiago_what_counter"] + once(1)) 


title: You: ""You've been here for a long time...."
dialoguetext: "You've been here for a long time. Did you see the police raid that took place here?"
sequence: 0
conditionstring:
Variable["church.tiago_what"]  and  Variable["church.tiago_what_first_place"]  and  Variable["tc.church_raid"] == true  and  Variable["church.tiago_church_1"] == false


title: Tiago: ""I've heard that before, wey." He s..."
sequence: 0
dialoguetext:
"I've heard that before, wey." He shakes his head. "And I know I can't convince you on the spot. But think -- when's the last time you woke up from *silent communion* with a hangover, regretting what you did last night?"


title: Tiago: ""I will be incinerated, but not des..."
sequence: 0
dialoguetext:
"I will be incinerated, but not destroyed -- finally at one with the state of the world before reality began."


title: You: ""Is this what you meant by 'saeraff..."
dialoguetext: "Is this what you meant by 'saeraffic existence'?"
sequence: 0
conditionstring: Variable["church.tiago_concept_saeraffic"]
userscript:
SetVariableValue("church.tiago_asked_about_saeraffic", true) ; SetVariableValue("church.tiago_what_counter", Variable["church.tiago_what_counter"] + once(1)) 


title: You: ""I still don't understand what you'..."
dialoguetext: "I still don't understand what you're doing in the church."
sequence: 0
conditionstring: Variable["church.tiago_concept_saeraffic"] == false
userscript:
SetVariableValue("church.tiago_elaborate_saeraffic", true) ; SetVariableValue("church.tiago_what_counter", Variable["church.tiago_what_counter"] + once(1)) 


dialoguetext: 0
sequence: Continue()
title:
Variable["church.tiago_mentioned_saeraff"]  and  Variable["church.tiago_elaborate_saeraffic"] == false  and  Variable["church.tiago_elaborate_saeraffic"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.tiago_mentioned_saeraff"]  and  Variable["church.tiago_elaborate_saeraffic"] == false  and  Variable["church.tiago_elaborate_saeraffic"])

conditionstring:
(Variable["church.tiago_mentioned_saeraff"]  and  Variable["church.tiago_elaborate_saeraffic"] == false  and  Variable["church.tiago_elaborate_saeraffic"]) == false


title: Tiago: ""Right on, homes. You're catching o..."
sequence: 0
dialoguetext:
"Right on, homes. You're catching on. Yeah, you see, I'm sort of a saeraff to the Mother... I sing her glory."


title: Tiago: ""I ain't from no *marietti*, if tha..."
sequence: 0
dialoguetext:
"I ain't from no *marietti*, if that's what you're thinking. And the song I sing is silent as the Mother."


title: Tiago: "He laughs. "I don't mean *literal*..."
sequence: 0
dialoguetext:
He laughs. "I don't mean *literal* singing, homes. This is the Mother of Silence we're talking about. It's the singing of a burning heart..."


dialoguetext: 0
sequence: Continue()
title:
Variable["church.tiago_no_memory_mesque"]  and  (Variable["church.tiago_encyc_singing"]  or  Variable["church.tiago_comp_singing"])


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.tiago_no_memory_mesque"]  and  (Variable["church.tiago_encyc_singing"]  or  Variable["church.tiago_comp_singing"]))

conditionstring:
(Variable["church.tiago_no_memory_mesque"]  and  (Variable["church.tiago_encyc_singing"]  or  Variable["church.tiago_comp_singing"])) == false


title: Encyclopedia: ""Marietti" is a Mesque style of mus..."
sequence: 0
userscript: SetVariableValue("church.tiago_encyc_singing", true) --[[ Variable[ ]]
dialoguetext:
"Marietti" is a Mesque style of music and dance commonly seen at all manner of festivities -- especially weddings. It's delightfully quaint, owing to its peasant origins.


title: Tiago: ""Things come back... in flashes." H..."
sequence: 0
dialoguetext:
"Things come back... in flashes." He thinks for a moment. "When something reminds me... Sometimes they even seem important again. *Really* important. But then, thanks to the Mother, they're gone again."


title: Tiago: ""...you may be thinking, 'But fire..."
sequence: 0
dialoguetext:
"...you may be thinking, 'But fire crackles!' No, homes, that's the material that's burning. The flames themselves are without sound."


title: Tiago: ""But I was talking about the singin..."
sequence: 0
dialoguetext:
"But I was talking about the singing of a burning heart... You may be thinking, 'But fire crackles!' No, homes, that's the material that's burning. The flames themselves are without sound."


title: Tiago: "He sighs. "Things come back... in f..."
sequence: 0
dialoguetext:
He sighs. "Things come back... in flashes. When something reminds me... Sometimes they even seem important again. *Really* important. But then, thanks to the Mother, they're gone again."


title: Tiago: ""What you're suffering from is *el..."
sequence: 0
dialoguetext:
"What you're suffering from is *el vino*-- it's left you alone with your selfishness. That's your tragedy, wey."


title: Tiago: ""Good for you, man. But you must kn..."
sequence: 0
dialoguetext:
"Good for you, man. But you must know that nothing you achieve's gonna make you happy and loved like you think you wanna be -- comes with being a slave to *el vino*."


title: Tiago: ""If you could submit to the mother..."
sequence: 0
dialoguetext:
"If you could submit to the mother -- sing her praises with your burning heart -- you could be free from selfish desire."


title: You: ""I think love might have been my dr..."
dialoguetext: "I think love might have been my drug of choice. And I think I'm still hungover from it."
sequence: 0
conditionstring:
Variable["church.tiago_said_faith_like_drug"]  and  (IsTHCPresent("caustic_echo")  or  Variable["inventory.ledger_caustic_echo"]  or  IsTHCPresent("white_mourning")  or  Variable["inventory.ledger_white_mourning"])


title: Tiago: ""She took you for a good spin, huh?..."
sequence: 0
dialoguetext:
"She took you for a good spin, huh?" He looks at you gravely. "Don't worry, bro, that love is but a drop compared to the ocean of the Mother's love..."


title: Tiago: ""Hard to say. I think I did some co..."
sequence: 0
dialoguetext:
"Hard to say. I think I did some construction work here, back when I still had material worries. Up there, I realized what the true purpose of the church was..."


title: Tiago: ""Been spending a lot of time here e..."
sequence: 0
userscript: SetVariableValue("church.tiago_what_first_place", true) --[[ Variable[ ]]
dialoguetext:
"Been spending a lot of time here ever since. The past is nothing to me now, wey. It didn't belong to me."


title: Tiago: ""Keep the flame in your soul alive,..."
sequence: 0
userscript: GainThought("the_waste_land_of_reality")
dialoguetext:
"Keep the flame in your soul alive, though. One day you'll make it up here, if you put in the work."


title: Physical Instrument: "Seriously what were you even thinki..."
sequence: 0
dialoguetext:
Seriously what were you even thinking? You haven't been putting the work in to pull off a stunt like climbing to great heights like a cat.


title: Tiago: ""What were you even trying to do, m..."
sequence: 0
dialoguetext:
"What were you even trying to do, man? I believe you can overcome your problems eventually, if you purge yourself of your wilfulness and seek the Mother's guidance. But *this*, right now, would be some suicidal shit."


title: Savoir Faire: "When your mind is clear of the neur..."
sequence: 0
dialoguetext:
When your mind is clear of the neurotoxins you've been injecting it with for years, and your body regains some nimbleness and swiftness, you might achieve such a feat.


title: Savoir Faire: "One day, you may be able to scale t..."
sequence: 0
dialoguetext:
One day, you may be able to scale this tower. But it won't be today. Neither your sinews nor your spirit could handle this ascent.


title: Tiago: ""Hey, man. I see it in you -- you a..."
sequence: 0
dialoguetext:
"Hey, man. I see it in you -- you are prepared to surrender yourself to the fire of revelation. But you're still a bit shaky spiritually." He looks you over. "You're also just, physically, shaking."


title: Conceptualization: "And your mind's pretty clear, all t..."
sequence: 0
userscript: SetVariableValue("church.tiago_wc_high_concept", true) --[[ Variable[ ]]
dialoguetext:
And your mind's pretty clear, all things considered. In fact, it's too clear for you to be buying into this climbing vision quest.


title: Conceptualization: "But, can't deny it -- your mind's p..."
sequence: 0
userscript: SetVariableValue("church.tiago_wc_high_concept", true) --[[ Variable[ ]]
dialoguetext:
But, can't deny it -- your mind's pretty clear, all things considered. In fact, it's too clear for you to be buying into this climbing vision quest.


title: Savoir Faire: "When your mind is clear of the neur..."
sequence: 0
dialoguetext:
When your mind is clear of the neurotoxins you've been injecting it with for years -- and your body regains some nimbleness and swiftness.


title: Tiago: ""A boiadeiro? No, homes. I don't go..."
sequence: 0
dialoguetext:
"A boiadeiro? No, homes. I don't go in for that kinda thing. It's all about surrendering to the Mother now."


title: Tiago: ""Not really, or at least I don't re..."
sequence: 0
dialoguetext:
"Not really, or at least I don't remember much of it anymore. The Mother's Love has done its job... That's what's so great about the Mother -- it lets you forget about everything."


title: You: ""I see what you've done there. It's..."
sequence: 0
conditionstring: Variable["church.tiago_concept_meaning"]
userscript: Reputation("art_cop", 2)
dialoguetext:
"I see what you've done there. It's as if these figures are trying to become one with the church -- or perhaps with the Mother herself."


title: Drama: "*Sssurveys* are a good way to fish..."
sequence: 0
userscript: SetVariableValue("church.tiago_drama_surveys_lie", true) --[[ Variable[ ]]
dialoguetext:
*Sssurveys* are a good way to fish for personal information, especially in the name of public sssafety...


title: Tiago: ""Never known myself to be a *crab*...."
sequence: 0
dialoguetext:
"Never known myself to be a *crab*. But if that's the name you've got for me, I won't stop you from using it."


title: Tiago: ""That's just the thing, homes -- no..."
sequence: 0
dialoguetext:
"That's just the thing, homes -- none of that *matters*..." He ignores your hand, his limbs a mere shadow below the ceiling.


title: Tiago: ""That's just the thing, homes -- no..."
sequence: 0
dialoguetext:
"That's just the thing, homes -- none of that *matters*..." He sounds melancholy saying this, his limbs a mere shadow below the ceiling.


title: Tiago: ""No, I just call her 'viejita' beca..."
sequence: 0
dialoguetext:
"No, I just call her 'viejita' because of her clothes, she's actually quite young..." He scratches his head. "Or maybe not *that* young... Age is just one of the many masks we wear."


title: Kim Kitsuragi: ""Did it ever seem to you like she w..."
sequence: 0
dialoguetext:
"Did it ever seem to you like she was hiding here from something?" The lieutenant seems to be thinking the same. He takes out his little notebook.


title: Tiago: ""You mean like a fugitive?" He glan..."
sequence: 0
dialoguetext:
"You mean like a fugitive?" He glances at the abandoned radiocomputer on the other side of the nave, pulsing with light. Then he shakes his head.


title: Tiago: ""No, man, quite the opposite -- I d..."
sequence: 0
dialoguetext:
"No, man, quite the opposite -- I don't think she cares much about authority or, anything else for that matter. Maybe only about her machines."


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


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

conditionstring:
(Variable["TASK.ask_about_ruby_in_village"]  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false) == false


title: Encyclopedia: "That accent is Villalobos -- a peni..."
sequence: 0
dialoguetext:
That accent is Villalobos -- a peninsula in Mesque *and* a district in Jamrock. There's a sizable contingent of Villalobos-speaking mesques in Revachol.


title: Inland Empire: "This Mother of Silence sounds like..."
sequence: 0
dialoguetext:
This Mother of Silence sounds like a serious player. You might want to be careful, until you find out what you're dealing with.


title: You: ""Are these yours?" (Show him the sc..."
dialoguetext: "Are these yours?" (Show him the scarf and shoes you found lying around.)
sequence: 0
userscript: SetVariableValue("church.tiago_asked_about_clothes", true) --[[ Variable[ ]]
conditionstring:
CheckItem("neck_winter_scarf_red")  and  CheckItem("shoes_snakeskin_red")  and  Variable["church.tiago_asked_about_clothes"] == false


title: Tiago: ""I think they were, a long time ago..."
sequence: 0
dialoguetext:
"I think they were, a long time ago..." He looks at the red clothing items in your hand. "I had to *shed* them like skins, to get closer to the centre of the silence. You can have them. I don't need them anymore."


title: You: ""Are these your shoes lying around..."
dialoguetext: "Are these your shoes lying around here?" (Show him the red brogues you found.)
sequence: 0
userscript: SetVariableValue("church.tiago_asked_about_clothes", true) --[[ Variable[ ]]
conditionstring:
CheckItem("neck_winter_scarf_red") == false  and  CheckItem("shoes_snakeskin_red")  and  Variable["church.tiago_asked_about_clothes"] == false


title: You: ""Is this your scarf lying around he..."
dialoguetext: "Is this your scarf lying around here?" (Show him the red scarf you found.)
sequence: 0
userscript: SetVariableValue("church.tiago_asked_about_clothes", true) --[[ Variable[ ]]
conditionstring:
CheckItem("neck_winter_scarf_red")  and  CheckItem("shoes_snakeskin_red") == false  and  Variable["church.tiago_asked_about_clothes"] == false


title: Tiago: ""I think they were, a long time ago..."
sequence: 0
dialoguetext:
"I think they were, a long time ago..." He looks at the red brogues in your hand. "I had to *shed* them like skins, to get closer to the centre of the silence. You can have them. I don't need them anymore."


title: Tiago: ""I think it was, a long time ago......"
sequence: 0
dialoguetext:
"I think it was, a long time ago..." He looks at the red winter scarf in your hand. "I had to *shed* it like a skin, to get closer to the centre of the silence. You can have it. I don't need it anymore."


title: Pain Threshold: "Hey, you already practically sacrif..."
sequence: 0
dialoguetext:
Hey, you already practically sacrificed a limb when you got shot in the tribunal... it's nothing major!


title: Soona, the Programmer: ""What is it?" The woman is still hu..."
dialoguetext:
"What is it?" The woman is still hunched over the keyboard, gently illuminated by the purring machine.


title: You: ""How's the project going? I see tha..."
sequence: 0
conditionstring: IsTaskActive("TASK.check_on_soona") and Variable["church.ravers_inside_church"]
dialoguetext:
"How's the project going? I see that your neighbours have moved in, but all I hear is anodic dance music."


title: You: ""How do you feel about *anodic danc..."
dialoguetext: "How do you feel about *anodic dance music*?"
sequence: 0
userscript: SetVariableValue("church.soona_said_church_plan_already", true) --[[ Variable[ ]]
conditionstring:
IsTaskActive("TASK.establish_church_dance_club")   and  Variable["church.soona_said_church_plan_already"] == false


title: Soona, the Programmer: ""What?" She snorts with disdain. "I..."
sequence: 0
dialoguetext:
"What?" She snorts with disdain. "I'm not going anywhere. This is a public space and I am free to bend the circuit as I find necessary. Besides..."


title: Kim Kitsuragi: ""Oh, I see," the lieutenant says, r..."
sequence: 0
dialoguetext:
"Oh, I see," the lieutenant says, raising a finger, "this is connected to the drug manufacturing thing."


title: Kim Kitsuragi: ""It's the Wayfarer Act again," the..."
sequence: 0
dialoguetext:
"It's the Wayfarer Act again," the lieutenant says, nodding. "You can't just throw citizens out of public spaces, at least not legally."


title: Soona, the Programmer: "The lead programmer sighs. "I can't..."
sequence: 0
dialoguetext:
The lead programmer sighs. "I can't believe they got you so easily. Go have another talk with those up-and-coming entrepreneurs, will you? Thanks."

userscript:
FinishTask("TASK.ask_soona_about_dance_club_done"); GainTask("TASK.tell_andre_about_soona"); SetVariableValue("church.soona_andre_logic_hint", true) --[[ Variable[ ]]


title: You: ""How do you feel about manufacturin..."
dialoguetext: "How do you feel about manufacturing large quantities of drugs?"
sequence: 0
userscript: SetVariableValue("church.soona_said_dance_drug_lab_plan", true) --[[ Variable[ ]]
conditionstring:
IsTaskActive("TASK.establish_church_dance_club")  and   Variable["ice.andre_logic_done"] == true  and  Variable["church.soona_discussed_drug_lab"] == false  and  Variable["church.soona_said_dance_drug_lab_plan"] == false  and  Variable["ice.andre_logic_notlab"] == false  and  Variable["XP.arrested_or_evicted_ravers"] == false


title: Half Light: "All you hear is the accelerated hea..."
sequence: 0
userscript: SetVariableValue("church.soona_whitec_eviction_success", true) --[[ Variable[ ]]
dialoguetext:
All you hear is the accelerated heart rate in your ears, pounding at 100bpm. Beat by beat, your blood readies for conflict.


title: Half Light: "You're not really feeling it, but y..."
sequence: 0
userscript: SetVariableValue("church.soona_whitec_eviction_failure", true) --[[ Variable[ ]]
dialoguetext:
You're not really feeling it, but you should try to force it, anyway. Maybe she won't be able to tell?


title: Soona, the Programmer: ""I don't care, I don't care about c..."
sequence: 0
dialoguetext:
"I don't care, I don't care about crab men." She barely looks up, now tinkering with the machine's printer.


title: Soona, the Programmer: ""Exactly, what *does* it mean?" The..."
sequence: 0
dialoguetext:
"Exactly, what *does* it mean?" There's something frantic about her as she locks her gaze with you, eyes shining like pearls. "Up to now it has been impossible to say what it is, because it's impossible to measure *nothing*."


title: Soona, the Programmer: ""What do *you* think it is? What qu..."
sequence: 0
dialoguetext:
"What do *you* think it is? What qualities does *nothing* have? How do you measure something that does not exist?" She's suddenly absorbed in the conversation, waiting for your answer.


title: You: ""I'm still convinced they want to e..."
sequence: 0
dialoguetext:
"I'm still convinced they want to establish a nightclub for anodic dance music -- they said it's their *dream*."


title: Soona, the Programmer: ""But honestly, it's not progressing..."
sequence: 0
userscript: SetVariableValue("church.soona_said_research_not_going_well", true) --[[ Variable[ ]]
dialoguetext:
"But honestly, it's not progressing very well." She grows silent, staring at her circle of basins -- it looks like some ancient ritual.


title: Soona, the Programmer: ""No, you're right, I'm not..." Her..."
sequence: 0
dialoguetext:
"No, you're right, I'm not..." Her voice trails off, as she bends over to tinker with the machine's printer.


title: Soona, the Programmer: ""Exactly," she nods, "very true! Th..."
sequence: 0
dialoguetext:
"Exactly," she nods, "very true! That's what I've been aiming for, that's why I have those basins. I've tried using hydrotransducers to record the silence -- to find out where it *begins*."


title: You: ""Isn't your Rehm Prefect radiocompu..."
dialoguetext: "Isn't your Rehm Prefect radiocomputer made exclusively for the government-use?"
sequence: 0
conditionstring:
Variable["church.mainframe_encyclo_ream_models_difference"] == true  and  Variable["church.soona_asked_about_antenna"]  and  Variable["church.soona_asked_about_radiocomputer"]


title: Soona, the Programmer: ""So you do know *something* about c..."
sequence: 0
dialoguetext:
"So you do know *something* about computers." She looks up, almost proud of you. "You're right, Prefect *is* used mostly by the government peeps."


title: You: ""I can't even understand how we're..."
sequence: 0
dialoguetext:
"I can't even understand how we're talking about something that doesn't exist, let alone measure it."


title: Soona, the Programmer: ""You measure it by its surroundings..."
sequence: 0
dialoguetext:
"You measure it by its surroundings -- by that which does exist," she replies, "which is what I've been trying to do. I've tried using hydrotransducers to record the silence -- to find out where it *begins*."


title: You: ""What if you *didn't* have to leave..."
dialoguetext: "What if you *didn't* have to leave? I talked to Andre, he wants to make it work."
sequence: 0
userscript: SetVariableValue("church.soona_asked_her_to_cooperate", true) --[[ Variable[ ]]
conditionstring:
Variable["church.soona_said_church_plan_already"] == true  and  IsTaskActive("TASK.convince_or_evict_soona")  and  Variable["church.soona_asked_her_to_cooperate"] == false


title: You: ""Those ravers won't be bothering yo..."
sequence: 0
conditionstring: Variable["church.andre_arrest_order_given"] == true
dialoguetext:
"Those ravers won't be bothering you anymore -- I arrested them because they were planning a drug trade."


title: Soona, the Programmer: ""You arrested them..." She looks up..."
sequence: 0
userscript: CancelTask("TASK.help_soona_with_her_project_cancelled")--[[ Variable[ ]]
dialoguetext:
"You arrested them..." She looks up, surprised. "Didn't think the cops in this place had it in them," she murmurs.


title: Soona, the Programmer: ""The Wayfarer Act states that citiz..."
sequence: 0
dialoguetext:
"The Wayfarer Act states that citizens have the right to gather in public spaces unless they're disrupting the public order."


title: Logic: "Did she say *over 16 years of exper..."
sequence: 0
dialoguetext:
Did she say *over 16 years of experience*? She must have started programming when she was still a teenager.


title: You: ""You're right. The Wayfarer Act is..."
sequence: 0
dialoguetext:
"You're right. The Wayfarer Act is the foundation of our legal order. I can't cross it on a whim. You're welcome to stay."


title: Half Light: "But you don't take out your gun --..."
sequence: 0
dialoguetext:
But you don't take out your gun -- instead you fumble with the holster, desperately trying to free the weapon from its pouch... It looks pathetic.


title: Soona, the Programmer: ""God..." The girl immediately steps..."
sequence: 0
dialoguetext:
"God..." The girl immediately steps back and raises her hands. "Easy now, I'll go, it's not an issue! Can I pack my things first?"


title: Soona, the Programmer: ""God..." She immediately steps back..."
sequence: 0
dialoguetext:
"God..." She immediately steps back and raises her hands, sensing the aggression. "Easy now, I'll go. It's not an issue. Can I pack my things first?"


title: Soona, the Programmer: "She turns off her computer and leav..."
dialoguetext: She turns off her computer and leaves.
userscript: SetVariableValue("church.soona_evicted", true) --[[ Variable[ ]]
sequence:
SetBooleanAnimation(soona,generic,true); SetTriggerAnimation(soona,interrupt); TravelTo(soona, soonaWalkStart)->Message(done);LuaRun(SetAreaState("CHURCH_SOONA","off"))@Message(done);


title: You: ""Please just go, will you? Please....."
sequence: 0
dialoguetext:
"Please just go, will you? Please... Pretty please, I don't want to fight. Fighting is scary, and gives me breathing difficulties."


title: You: "Put on the headphones."
dialoguetext: Put on the headphones.
sequence: 0
conditionstring:
Variable["church.soona_reveal_whitecheck"] == true  and  IsTaskActive("TASK.soona_headphones_subtask")


title: Perception (Hearing): "All you hear is your own breathing,..."
sequence: SemiBlack(true,2)@1;
userscript: SetVariableValue("church.soona_perc_wc_failed_once", true) --[[ Variable[ ]]
dialoguetext:
All you hear is your own breathing, heavy and hoarse from all the nights spent drinking... It's the breath of an old man.


title: Soona, the Programmer: ""Alright, this is all very good and..."
sequence: 0
dialoguetext:
"Alright, this is all very good and sad, but I have my research to finish. Trust me, this is far more important than the fate of some local speedfreaks and their dance music."


title: You: ""Where is your old workspace?""
dialoguetext: "Where is your old workspace?"
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_repeater_station_called_once"] == false  and  Variable["doomed.doorbell_clicked_fortress_accident"] == false


title: Soona, the Programmer: ""Oh god, not *this* again..." She t..."
sequence: 0
dialoguetext:
"Oh god, not *this* again..." She takes a deep breath, before letting it all out: "It is not *on-site*, it is *in the basement*, perfectly safe and not connected to the front *at all*."


title: You: ""I found a note from the ice bear f..."
sequence: 0
userscript: SetVariableValue("church.soona_told_her_about_the_fridge_note", true) --[[ Variable[ ]]
dialoguetext:
"I found a note from the ice bear fridge. It said the off-site copy had been moved to 'a safer place'."

conditionstring:
Variable["doomed.icebear_read_the_note"] == true  and  Variable["church.soona_copy_in_fridge"] == true


title: Soona, the Programmer: ""Zawisza, of course..." She relaxes..."
sequence: 0
userscript: XPPicoSetBool("XP.soona_found_fridge_note")--[[ Variable[ ]]
dialoguetext:
"Zawisza, of course..." She relaxes. "Our project lead Sulisław Zawisza. God, he was always so hell-bent on keeping the copy somewhere 'safe'. And feature creep..." she mutters, "and the Valley of the Heads..."


title: You: ""Don't waste your time printing it..."
dialoguetext: "Don't waste your time printing it out, there's nothing but ink there. It's broken."
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_perc_redcheck_success"] == false  and  Variable["doomed.radiocomputer_printed_out_offsite_copy_once"] == true


title: Logic: "What an interesting proposition! Tr..."
sequence: 0
userscript: SetVariableValue("church.soona_logic_excited_about_waterbowls", true) --[[ Variable[ ]]
dialoguetext:
What an interesting proposition! Truly a task for the intellectuals -- solving the puzzle of water bowls.


title: Soona, the Programmer: ""Maybe I'd have to be *on drugs* to..."
sequence: 0
dialoguetext:
"Maybe I'd have to be *on drugs* to get it, but to a sober mind it just sounds like uninspired rug whipping. No idea what it has to do with either dancing or music."


title: Soona, the Programmer: ""This is about those speedfreaks in..."
sequence: 0
dialoguetext:
"This is about those speedfreaks in the tent, isn't it?" She looks up, shaking her head. "I've got some news for you, it's not a *nightclub* they want to build here..."


title: Kim Kitsuragi: ""Wonderful," the lieutenant whisper..."
sequence: 0
dialoguetext:
"Wonderful," the lieutenant whispers, admiring the embellished pillars and the spectacular architecture in the church.


title: Soona, the Programmer: ""No, of course not." She turns her..."
sequence: 0
dialoguetext:
"No, of course not." She turns her tired, sardonic eyes to face you. "I feel even worse about drugs than I feel about nightclubs."


title: Soona, the Programmer: ""I see you've talked to them, good...."
sequence: 0
dialoguetext:
"I see you've talked to them, good. Drugs are illegal, and I'm not leaving this church -- especially because of some corrupt drug lab idea you've cooked up in that tent."


title: Soona, the Programmer: ""No, certainly not. I've got a citi..."
sequence: 0
dialoguetext:
"No, certainly not. I've got a citizen's investigation to run and I want nothing to do with local vices."


title: You: ""Mind-altering substances are a vit..."
sequence: 0
dialoguetext:
"Mind-altering substances are a vital part of anodic club scene, it helps to bring the community together."


title: Soona, the Programmer: ""So that's settled, great." She sup..."
sequence: 0
dialoguetext:
"So that's settled, great." She supports her chin on her hand, visibly pleased: "No nightclubs in the church then."

userscript:
FinishTask("TASK.ask_soona_about_dance_club_done"); GainTask("TASK.tell_andre_about_soona"); SetVariableValue("church.soona_discussed_drug_lab", true) --[[ Variable[ ]]


title: Soona, the Programmer: ""Yeah, what I said before... Not po..."
sequence: 0
dialoguetext:
"Yeah, what I said before... Not possible to appreciate that kind of music without being high as a kite."


title: Kim Kitsuragi: ""Wonderful," the lieutenant whisper..."
sequence: 0
dialoguetext:
"Wonderful," the lieutenant whispers. "Now this place is also going to be a drug lab. Always something fascinating happening in tents."


title: You: ""Mind-altering substances are a vit..."
sequence: 0
dialoguetext:
"Mind-altering substances are a vital part of anodic club scene. It helps to bring the community together."


title: Kim Kitsuragi: ""No, don't mind me, go on with your..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"No, don't mind me, go on with your little project. I'm sure you can spin it as an under-cover op. Many cops do."


title: You: "(Ignore him and address the lead pr..."
sequence: 0
dialoguetext:
(Ignore him and address the lead programmer) "I want you to take your belongings and leave within an hour."


title: Kim Kitsuragi: ""Interesting, a police officer tryi..."
sequence: 0
dialoguetext:
"Interesting, a police officer trying to evict a citizen from a public space despite the Wayfarer Act."


title: Soona, the Programmer: ""And before you go on, I am *not* d..."
sequence: 0
dialoguetext:
"And before you go on, I am *not* disrupting any order here, I'm a circuit bender and no one has anything against circuit benders."


title: Soona, the Programmer: ""No, but you see, it doesn't matter..."
sequence: 0
dialoguetext:
"No, but you see, it doesn't matter whether you care about it or not. It's the law," she explains to you without even sparing a look, "I'm not going anywhere."


title: Soona, the Programmer: ""That's right." Something strange s..."
sequence: 0
userscript: XPPicoSetBool("XP.soona_bitter_failure")--[[ Variable[ ]]
dialoguetext:
"That's right." Something strange shines in her eyes. "If we couldn't get our *welkins* to happen, I don't want anything to happen. Ever again."


title: Soona, the Programmer: ""On Rue de Saint-Ghislaine in the E..."
sequence: 0
dialoguetext:
"On Rue de Saint-Ghislaine in the East Delta Commerce Centre." She wipes some hair off her face and sighs.


title: Soona, the Programmer: ""Because she's from Martinaise and..."
sequence: 0
dialoguetext:
"Because she's from Martinaise and people from Martinaise have never ever seen a radiocomputer. She thinks it emits elemental *evil*."


title: You: ""By your old workspace do you mean..."
dialoguetext: "By your old workspace do you mean the studio of Fortress Accident in the Doomed Commercial Area?"
sequence: 0
conditionstring:
(Variable["doomed.radiocomputer_repeater_station_called_once"] == true  or  Variable["doomed.doorbell_clicked_fortress_accident"] == true)  and  Variable["church.soona_copy_in_fridge"] == false


title: Soona, the Programmer: ""Yeah, that's the one. You can get..."
sequence: 0
dialoguetext:
"Yeah, that's the one. You can get in through the bookshop. You just have to do some explaining to the bookstore lady."


title: You: ""About the off-site copy you asked..."
dialoguetext: "About the off-site copy you asked me to bring..."
sequence: 0
conditionstring:
Variable["church.soona_quest_hub_reached"] == true  and  Variable["TASK.bring_off_site_copy_to_soona_done"] == false  and  IsTaskActive("TASK.help_soona_with_her_project")


title: Soona, the Programmer: ""And no, taking it outside the buil..."
sequence: 0
dialoguetext:
"And no, taking it outside the building *wouldn't* have protected it from the data loss. There's nothing wrong with keeping the backup in the basement. What happened was a freak accident that has nothing to do with how the backup was stored."


title: Soona, the Programmer: ""No, that's the production schedule..."
sequence: 0
dialoguetext:
"No, that's the production schedule you stole and accessed without authorization." She's tapping the table in a badly concealed impatience. "I don't need it."


title: You: ""By the way, we put a dead body in..."
dialoguetext: "By the way, we put a dead body in that fridge."
sequence: 0
conditionstring:
Variable["TASK.fridge_victims_body_done"]  and  Variable["church.soona_told_her_about_the_fridge_note"] == true


title: Soona, the Programmer: ""You put it there..." She leans bac..."
sequence: 0
dialoguetext:
"You put it there..." She leans back, massaging her eyelids. "You put a dead body inside the ice bear fridge..."


title: You: ""I found the ice cream maker, but c..."
dialoguetext: "I found the ice cream maker, but couldn't get it open -- it's completely frozen."
sequence: 0
conditionstring:
Variable["doomed.icecreammaker_greeting_hub_done"]  and  Variable["TASK.get_frozen_ice_cream_maker_open_done"] == false  and  Variable["church.soona_told_her_about_the_fridge_note"]


title: Soona, the Programmer: ""No, that's the production schedule..."
sequence: 0
dialoguetext:
"No, that's the production schedule, I don't need it. The right filament memory has 'OFF-SITE COPY' written on silver tape."


title: Soona, the Programmer: ""I know it's just ink," she replies..."
sequence: 0
dialoguetext:
"I know it's just ink," she replies, as the filament clicks into place, "but Lintel was somehow able to divine the location of the anomaly from this broken copy. I want to repeat their calculation, only this time with better equipment."


title: You: ""Don't waste your time printing it..."
sequence: 0
conditionstring: Variable["doomed.radiocomputer_perc_redcheck_success"] == true
dialoguetext:
"Don't waste your time printing it out, there's nothing but a speck of white in a sea of ink. It's broken."


title: Soona, the Programmer: ""A speck of white?" She sounds exci..."
sequence: 0
dialoguetext:
"A speck of white?" She sounds excited, as the filament clicks into place. "That's exactly what I'm hoping to find."


title: Soona, the Programmer: ""I have a theory," she says, as the..."
sequence: 0
dialoguetext:
"I have a theory," she says, as the filament clicks into place. "Lintel was able to divine the location of the anomaly from this broken copy. I want to repeat their calculation, only this time with better equipment."


title: Soona, the Programmer: ""Watch," she says and presses PRINT..."
sequence: AudioPlay(doomed/central_furnace/printer-02,1)@0.4;
dialoguetext:
"Watch," she says and presses PRINT on the machine's keyboard, "what an intricate display of failure..."


title: Soona, the Programmer: ""Lintel was able to divine the loca..."
sequence: 0
dialoguetext:
"Lintel was able to divine the location of the anomaly from this broken copy. I want to repeat their calculation, only this time with better equipment."


title: Soona, the Programmer: ""I *am* being careful. Treat it as..."
sequence: 0
dialoguetext:
"I *am* being careful. Treat it as a mere technical anomaly, makes it easier to bear." She runs her hands over the printout, searching for something...


title: Soona, the Programmer: "Soona doesn't reply, her hands runn..."
sequence: 0
dialoguetext:
Soona doesn't reply, her hands running over the printout. She's looking for something -- for her morning star -- eyes scouring the millimetres.


title: Soona, the Programmer: ""Figure it out?" She shakes her hea..."
sequence: 0
dialoguetext:
"Figure it out?" She shakes her head, grinning. "No, I don't need you to figure anything out, I've got a computer for that." She pats the mainframe.


title: Logic: "What? She only wants you to follow..."
sequence: 0
dialoguetext:
What? She only wants you to follow instructions, nothing *intellectually stimulating* in this task... A child could do it!


title: Soona, the Programmer: ""Just walk over to the circle and f..."
sequence: 0
dialoguetext:
"Just walk over to the circle and follow my instructions: Move the third bowl two centimetres to the left and the fourth bowl five centimetres to the right. This should do the trick."


title: Soona, the Programmer: ""I don't know." She stares at the h..."
sequence: 0
dialoguetext:
"I don't know." She stares at the heart of her computer. "That's what I'm scared of: I don't know. It could be *anything*."


title: Soona, the Programmer: ""I don't know, I'm just scared. May..."
sequence: 0
dialoguetext:
"I don't know, I'm just scared. Maybe it's going to be something terrifying. Maybe it's going to tear the world apart."


title: Perception (Hearing): "It feels like flying on an aerostat..."
sequence: 0
dialoguetext:
It feels like flying on an aerostatic, or when your ears pop, or like a subtle difference in the atmosphere, a weather change hanging in the air...


title: Soona, the Programmer: ""Like it would have made a differen..."
sequence: 0
dialoguetext:
"Like it would have made a difference -- the off-site copy was perfectly safe when the data loss happened. That data loss was *anomalous*." She crosses her arms defiantly.


title: Perception (Hearing): "Suddenly a rhythmic beat permeates..."
sequence: 0
dialoguetext:
Suddenly a rhythmic beat permeates the walls, causing a small patch of decorative stucco to crumble onto the wooden floor.


title: Soona, the Programmer: ""You mean the *speedfreaks*?" She c..."
sequence: 0
dialoguetext:
"You mean the *speedfreaks*?" She closes her eyes, as more dance music invades the holy silence of the sanctuary.


title: You: ""Sure, if you agree to let them bui..."
dialoguetext: "Sure, if you agree to let them build their drug lab."
sequence: 0
conditionstring:
Variable["ice.andre_logic_cut"]  or  Variable["ice.ice_andre_drugs_undecided"]  or  Variable["ice.andre_ok_drug_lab"]


title: Soona, the Programmer: ""But most of the time I'm fully abs..."
sequence: 0
dialoguetext:
"But most of the time I'm fully absorbed in my work with the radiocomputer," she then goes on, "and there are still parts of the church I haven't had time to explore, so..."


title: Soona, the Programmer: ""Sure, let me know how it goes." Sh..."
dialoguetext: "Sure, let me know how it goes." She lingers for a moment, before adding: "Thanks, officer."
sequence: SetTriggerAnimation(soona, Starttype);
userscript:
FinishTask("TASK.helping_soona_done"); GainTask("TASK.tell_andre_to_move_in"); FinishTask("TASK.soona_headphones_subtask_done"); GainTask("TASK.check_on_soona")--[[ Variable[ ]]


title: Kim Kitsuragi: ""They should really allocate some r..."
sequence: 0
dialoguetext:
"They should really allocate some renovation funds to this place..." murmurs the lieutenant, inspecting the damage done to the arabesques.


title: Soona, the Programmer: ""I know, I know it is, but... could..."
sequence: 0
dialoguetext:
"I know, I know it is, but... could you *please* turn it down just this instance? Just *this* one time -- maximum is *not* the only way, okay?"


title: Soona, the Programmer: ""See?" She turns to face you, ready..."
sequence: 0
dialoguetext:
"See?" She turns to face you, ready to give up. "He *pumps it to the hard master*. It's hopeless..."


title: Soona, the Programmer: ""Never mind then, let's get on with..."
sequence: 0
dialoguetext:
"Never mind then, let's get on with our project... I am going to unmute the speakers on a count of five. Everyone ready?" She looks around the church.


title: Soona, the Programmer: ""Okay, but..." She seems hesitant,..."
sequence: 0
dialoguetext:
"Okay, but..." She seems hesitant, her eyes still fixed on Egg Head. "Think you can ask him to turn the volume down a bit, just in case?"


title: Soona, the Programmer: ""Because I'm afraid that something..."
sequence: 0
dialoguetext:
"Because I'm afraid that something might happen. It's an unknown phenomenon..." She turns to Egg Head. "We can always turn it back up if there's a need."


title: Soona, the Programmer: ""No, we should definitely do this...."
sequence: 0
dialoguetext:
"No, we should definitely do this. I *am* going to do this. Ready?" She pauses, looking around the church -- everyone stares at her hand on the keyboard.


title: Soona, the Programmer: "In the silence, a low hum starts cr..."
dialoguetext:
In the silence, a low hum starts creeping up your spine. It's a song inside you -- not in the speakers, not in the room. A great bass sigh in the basement of your mind. Slowly it builds, until the air around you starts to vibrate.

sequence:
MusicPlay(church-anomaly-theme, 90, 0.5); FocusCamera(Rumblezoom_cam); LuaRun(SetAreaState("CHURCH_RUMBLING","true")); SetBooleanAnimation(Cam Shaker,Rumbling,true); PlayAnimation(soona, rumblingStart); PlayAnimation(Tequila Sunset, rumblingStart); PlayAnimation(Kim Kitsuragi, rumblingStart); PlayAnimation(andre, rumblingStart2); PlayAnimation(egghead, rumblingStart2);


title: Andre: ""Guys, what's going on?" There's al..."
sequence: 0
dialoguetext:
"Guys, what's going on?" There's alarm in the man's voice, as he steps back to scan the surroundings. A slight rattle like crystal clattering in the cupboard fills the air, joining the chorus.


title: Egg Head: ""HOSIANNAH! MOTHER OF MEGA!" You he..."
sequence: 0
dialoguetext:
"HOSIANNAH! MOTHER OF MEGA!" You hear Egg Head yell -- then something else, but his voice is growing faint...


title: Soona, the Programmer: ""Shit, it doesn't stop!" The woman..."
sequence: SetBooleanAnimation(Shards FX2,ShardsDrop2,true);
dialoguetext:
"Shit, it doesn't stop!" The woman is furiously pressing down on her keyboard -- but the sound doesn't stop. "Acele, have you...?"


title: Andre: ""Fuck..." Andre frantically smashes..."
sequence: 0
dialoguetext:
"Fuck..." Andre frantically smashes buttons. "I can't shut it up, the signal's passed... It's not *in* here! It's..."


title: Soona, the Programmer: ""The window is going to come down...."
sequence: SetBooleanAnimation(Shards FX,ShardsDrop,true);
userscript: SetVariableValue("church.soona_kim_heard_anomaly", true) --[[ Variable[ ]]
dialoguetext:
"The window is going to come down. NO, THE ROOF..." She looks up. A screech fills the air, a scream of wood and nails -- the pillars of the church twist and creak above and around you.


title: Kim Kitsuragi: "In the corner of your eye, the lieu..."
sequence: 0
dialoguetext:
In the corner of your eye, the lieutenant steps aside cautiously, his eyes searching for a possible evacuation route.


title: Acele: ""No, Egg! It's the window." The gla..."
sequence: 0
dialoguetext:
"No, Egg! It's the window." The glass shards around Dolores Dei's vacant heart appear to be vibrating from the sound. It almost looks as if she's alive.


title: Pain Threshold: "Below it all the bass grows, like t..."
sequence: 0
dialoguetext:
Below it all the bass grows, like the jaws of a giant compressor gnawing on metal and wood. It does not sound benevolent *at all*.


title: Empathy: "In his mind, a tidal wave approachi..."
sequence: 0
dialoguetext:
In his mind, a tidal wave approaching from afar, swallowing entire coastlines on its way... salvation.


title: Egg Head: "And then it stops. Totally and utte..."
dialoguetext:
And then it stops. Totally and utterly -- as if there never was a sound. Only your ears still ring from the shock. Everybody is staring at Egg Head -- holding a dangling cable in his hand. A black three-pin connector.

sequence:
AmbientVolume(1)@2;MusicPlay(silence,90);LuaRun(SetAreaState("CHURCH_RUMBLING","false"));SetBooleanAnimation(Cam Shaker,Rumbling,false); PlayAnimation(soona, rumblingStop); PlayAnimation(Tequila Sunset, rumblingStop); PlayAnimation(Kim Kitsuragi, rumblingStop); PlayAnimation(andre, rumblingStop); PlayAnimation(egghead, rumblingStop);

userscript:
XPMinorSetBool("XP.heard_rumble_church"); SetVariableValue("church.soona_heard_rumble_hum", true) --[[ Variable[ ]]


title: Andre: ""You did good, Egg..." Andre breath..."
sequence: 0
dialoguetext:
"You did good, Egg..." Andre breathes a sigh of relief and inspects the window.  "Most of the place seems to be intact. Fucking L... Programmer-lady, tell me you were recording that!"


title: Soona, the Programmer: ""Somewhere underneath those roof be..."
sequence: 0
dialoguetext:
"Somewhere underneath those roof beams, I assume." She looks up, eyes trying to pierce the pitch-black heights above, but without much success.


title: Soona, the Programmer: ""They are connected to my Rehm Pref..."
sequence: 0
dialoguetext:
"They are connected to my Rehm Prefect." She looks up. "Whatever you do, just please don't move them, okay? Thanks."


title: Soona, the Programmer: ""I know a friend of a friend who us..."
sequence: 0
dialoguetext:
"I know a friend of a friend who used to freelance for the Coalition," she says nonchalantly, scratching her ear. "I was actually aiming for the military-grade Rehm Rational series, but couldn't find one."


title: Interfacing: "No, actually it *is* kind of a big..."
sequence: 0
dialoguetext:
No, actually it *is* kind of a big deal. You don't see Rehm Prefects in every police department for example.


title: Soona, the Programmer: ""Could you..." She closes her eyes...."
sequence: 0
dialoguetext:
"Could you..." She closes her eyes. "Could you just... *shh* for a moment? Or get to the point -- I really need to focus on something."


title: Volition: "It's not *just* rudeness. It really..."
sequence: 0
dialoguetext:
It's not *just* rudeness. It really is hard to concentrate on whatever she needs to do. And you're not helping.


title: Perception (Sight): "Only a faint criss-cross of rafters..."
sequence: 0
dialoguetext:
Only a faint criss-cross of rafters can be made out from the dark, most of the tower disappearing into the shade.


title: Soona, the Programmer: ""I am Soona Luukanen-Kilde, the for..."
dialoguetext:
"I am Soona Luukanen-Kilde, the former lead programmer of Fortress Accident and RSA Radios. I have over 16 years of programming experience and I'm proficient in both Vox and Orbis languages..."

userscript:
FinishTask("TASK.look_into_church_spooks_done"); GainTask("TASK.ask_soona_about_dance_club")--[[ Variable[ ]]


title: Soona, the Programmer: ""If you're not here to hire me, I d..."
dialoguetext:
"If you're not here to hire me, I don't really know how can I help you." She turns back to the terminal.


title: Empathy: "She doesn't seem surprised to be re..."
sequence: 0
dialoguetext:
She doesn't seem surprised to be recognized, rather sad. Something passes over her face before she straightens her back.


title: Soona, the Programmer: ""No, you just printed out my person..."
dialoguetext:
"No, you just printed out my personal log and wasted some paper." It does not look like a big loss to her.


title: Soona, the Programmer: "She turns off her computer and leav..."
dialoguetext: She turns off her computer and leaves.
userscript: SetVariableValue("church.soona_evicted", true) --[[ Variable[ ]]
sequence:
SetBooleanAnimation(soona,generic,true); SetTriggerAnimation(soona,interrupt); TravelTo(soona, soonaWalkStart)->Message(done); LuaRun(SetAreaState("CHURCH_SOONA","off"))@Message(done);


title: Soona, the Programmer: ""Yes, that's what led me here..." S..."
sequence: 0
dialoguetext:
"Yes, that's what led me here..." She stares at the burnished antenna on a nearby table. "But I suspect it might be something a bit more complicated than that."


title: You: ""That's all I wanted to know about..."
sequence: 0
conditionstring: Variable["church.soona_said_research_not_going_well"]
dialoguetext:
"That's all I wanted to know about the scary two-millimetre hole in the world... for now." (Conclude.)


title: Soona, the Programmer: ""Yes." She sighs. "You really don't..."
sequence: 0
dialoguetext:
"Yes." She sighs. "You really don't know anything about radiocomputers, do you?" She has stopped working now.


title: Soona, the Programmer: ""Alright, well... All radiocomputer..."
sequence: 0
dialoguetext:
"Alright, well... All radiocomputers perform operations up on air, so in order to gain more processing power you need to invest in a *good antenna*."


title: Soona, the Programmer: ""I guess it is…" She stops to think..."
sequence: 0
dialoguetext:
"I guess it is…" She stops to think. "So far I've been quite satisfied with it. Martinaise is an unstable region with bad coverage and the operation has been surprisingly stable."


title: Soona, the Programmer: ""But it's not the cheapest one on t..."
sequence: 0
dialoguetext:
"But it's not the cheapest one on the market, so I wouldn't recommend it for your regular red tape operations. Fraser 1000 is a foolproof line for civilians."


title: Soona, the Programmer: ""Anyway..." She turns back to her t..."
sequence: 0
dialoguetext:
"Anyway..." She turns back to her terminal. "You should do some research before you decide to buy anything. Ask around, compare the prices. There are many milieus dedicated to that sort of thing."


title: Soona, the Programmer: "She inhales sharply, before answeri..."
sequence: 0
dialoguetext:
She inhales sharply, before answering in a single breath: "Because I needed something *good* for my investigation and Rehm Civic is widely agreed to be below all standards, so I had to upgrade."


title: Soona, the Programmer: "She pats her glowing machine. "Pref..."
sequence: 0
dialoguetext:
She pats her glowing machine. "Prefect is mainly based on the same technology as Rehm Civic, so it's kind of a rip-off, but it does have better compatibility with newer antenna models, so I won't complain."


title: Soona, the Programmer: ""No!" She looks up, disturbed. "No,..."
sequence: 0
dialoguetext:
"No!" She looks up, disturbed. "No, of course not. I know a friend of a friend who used to freelance for the Coalition. I bought it from her."


title: Soona, the Programmer: ""I was actually aiming for the mili..."
sequence: 0
dialoguetext:
"I was actually aiming for the military-grade Rehm Rational series, but couldn't find one." She pats her machine: "Prefect is mainly based on the same technology as the Civic, but it does work better with newer antenna models, so I'm not complaining."


title: Soona, the Programmer: ""No, I'm not, it's just me and the...."
sequence: 0
dialoguetext:
"No, I'm not, it's just me and the..." She looks up at the ceiling before murmuring: "...*the crab-man*. I'm just doing some research. That's all."


title: Soona, the Programmer: ""I am conducting scientific researc..."
sequence: 0
dialoguetext:
"I am conducting scientific research here. You can't throw me out," she says, ready to stand her ground.


title: Soona, the Programmer: ""There's this place at the back of..."
sequence: 0
dialoguetext:
"There's this place at the back of the church, a place where all audible vibrations seem to decease -- I've named it 'the swallow'. And the higher you go, the less you record."


title: Soona, the Programmer: ""Great. What are we talking about?..."
sequence: 0
dialoguetext:
"Great. What are we talking about? And *why*?" She gets back to work -- a clear signal that this branch of the conversation is over.


title: Kim Kitsuragi: ""Now this house of worship is also..."
sequence: 0
dialoguetext:
"Now this house of worship is also going to be a drug lab... Always something fascinating happening in tents."


title: Soona, the Programmer: ""Just to be completely clear: I am..."
sequence: 0
dialoguetext:
"Just to be completely clear: I am here to conduct a citizen's investigation into a radio anomaly and I want nothing to do with the local vices of Martinaise. Okay? Thanks."


title: Soona, the Programmer: ""Just to be completely clear: I am..."
sequence: 0
dialoguetext:
"Just to be completely clear: I am here to conduct a citizen's investigation into a radio anomaly and I want nothing to do with the local vices of Martinaise. Got it? Thanks." She turns back to work.


title: You: ""Listen, about your research... May..."
sequence: 0
dialoguetext:
"Listen, about your research... Maybe I can help with anything? Help you refill those water basins or something..."


title: Soona, the Programmer: ""What?" She looks up from her work,..."
sequence: 0
dialoguetext:
"What?" She looks up from her work, disoriented. "No, I don't really need any help with the project."


title: You: ""But if I could help you finish the..."
sequence: 0
dialoguetext:
"But if I could help you finish the project then you wouldn't have to live in a church next to the boom-boom anymore -- just think about it."


title: Soona, the Programmer: ""Alright," she finally says, blinki..."
sequence: 0
userscript: FinishTask("TASK.convince_or_evict_soona_done"); GainTask("TASK.helping_soona")--[[ Variable[ ]]
dialoguetext:
"Alright," she finally says, blinking twice. "Bring me the game's off-site copy from my old workspace if you really want to help. It's stored on a filament memory and I'm unable to go and fetch it myself."


title: Soona, the Programmer: "She thinks about it, a glassy look..."
sequence: 0
dialoguetext:
She thinks about it, a glassy look in her eyes. A gust of wind brings more snow in from the broken gallery. It touches her hair.


title: Soona, the Programmer: ""No." She stares at you with droopy..."
sequence: 0
dialoguetext:
"No." She stares at you with droopy eyes. "She literally started praying for the higher powers when she first saw my Rehm Civic. I'm not making this up."


title: Soona, the Programmer: ""Once I came in one morning only to..."
sequence: 0
dialoguetext:
"Once I came in one morning only to find that my terminal was full of those strange... trinkets and amulets. *Wards*. It looked like some Semenine magic."


title: Soona, the Programmer: ""You might be more familiar with th..."
sequence: 0
dialoguetext:
"You might be more familiar with the name *Doomed Commercial Area*. You can get in through the bookshop on plaza. You just have to do some explaining to the bookstore lady."


title: Soona, the Programmer: ""She literally started praying for..."
sequence: 0
dialoguetext:
"She literally started praying for the higher powers when she first saw my Rehm Civic. I'm not making this up."


title: Soona, the Programmer: ""Yes, but she *literally* started p..."
sequence: 0
dialoguetext:
"Yes, but she *literally* started praying for the higher powers when she first saw my Rehm Civic. I'm not making this up."


title: You: ""It said the off-site copy had been..."
sequence: 0
dialoguetext:
"It said the off-site copy had been taken to a nearby ice cream maker. The note was signed by someone named Sulisław."


title: Soona, the Programmer: ""And the Heads -- I won't even get..."
sequence: 0
dialoguetext:
"And the Heads -- I won't even get *into* the Heads, millions of them..." She stops. "Go find that copy from that ice cream maker, will you? Thanks."


title: Soona, the Programmer: ""Okay," she says, pressing fingers..."
sequence: 0
userscript: XPPicoSetBool("XP.soona_body_in_fridge")--[[ Variable[ ]]
dialoguetext:
"Okay," she says, pressing fingers into her eyebrow ridge. "Very cool, thanks for keeping me in the loop."


title: Soona, the Programmer: ""This is getting ridiculous. Can't..."
sequence: 0
dialoguetext:
"This is getting ridiculous. Can't you just defrost it? Or I don't know, I don't know about the ice cream maker... just figure something out."


title: Soona, the Programmer: ""Thanks." She takes the filament, i..."
sequence: SetTriggerAnimation(soona, Stoptype);
dialoguetext:
"Thanks." She takes the filament, inspecting the metallic tape on its side. "Looks like it's the one."

userscript:
LoseItem("filament_memory_off_site_copy"); FinishTask("TASK.bring_off_site_copy_to_soona_done")--[[ Variable[ ]]


title: Soona, the Programmer: ""Now I'm going to print it out to s..."
sequence: 0
dialoguetext:
"Now I'm going to print it out to see what's left of it." She's already inserted the filament into the radiocomputer's core, ready to close the door.


title: Soona, the Programmer: "She starts laughing, but stops almo..."
sequence: 0
dialoguetext:
She starts laughing, but stops almost immediately, her voice oddly humourless: "No, it's not dangerous, just depressing."


title: Soona, the Programmer: ""I have a theory," she says, as the..."
sequence: 0
dialoguetext:
"I have a theory," she says, as the filament clicks into place, "Lintel was able to divine the anomaly's location from this broken copy. I want to repeat their calculation, only this time with better equipment."


title: Soona, the Programmer: ""Watch," she says and presses PRINT..."
sequence: AudioPlay(doomed/central_furnace/printer-02,1)@0.4;
dialoguetext:
"Watch," she says and presses PRINT on the machine's keyboard, "what an intricate display of failure."


title: Soona, the Programmer: "The paper gets soaked in ink again,..."
sequence: 0
dialoguetext:
The paper gets soaked in ink again, its evil blackness shining in the light of the mainframe. It looks eerie.


title: Soona, the Programmer: "The paper starts filling out with i..."
sequence: 0
dialoguetext:
The paper starts filling out with ink, soaking it in a gleaming blackness. Not a single line of data stands out.


title: Soona, the Programmer: "The paper starts filling out with i..."
sequence: 0
dialoguetext:
The paper starts filling out with ink, soaking it in a gleaming darkness. Not a single line of data stands out.


title: Soona, the Programmer: ""Hold on." She's behind the keyboar..."
sequence: SetTriggerAnimation(soona, Starttype);
dialoguetext:
"Hold on." She's behind the keyboard now, typing in some numbers that only she understands. The terminal beeps, and the light inside starts pulsing like a glowing heart.


title: Soona, the Programmer: ""Done!" Soona jumps up from the key..."
sequence: SetTriggerAnimation(soona, Stoptype);
dialoguetext:
"Done!" Soona jumps up from the keyboard like a spring. "I've got it, I've found the location of the anomaly!" There's joy in her voice as she bumps her fist into air.


title: You: ""It's that white dot! In the same p..."
dialoguetext: "It's that white dot! In the same place I saw it before when I printed it out."
sequence: 0
conditionstring:
Variable["doomed.radiocomputer_perc_redcheck_success"]  and  Variable["doomed.radiocomputer_printed_out_offsite_copy_once"] == true


title: Soona, the Programmer: ""There. In the swallow." She points..."
sequence: 0
dialoguetext:
"There. In the swallow." She points at the other end of the church where a group of water bowls forms a ritualistic arch.


title: Soona, the Programmer: ""Yeah," she snaps out of the lull...."
sequence: 0
dialoguetext:
"Yeah," she snaps out of the lull. "Nothing. Now the only thing left to do is to unmute the headphones."


title: Soona, the Programmer: ""Yeah," she snaps out of the lull...."
sequence: 0
dialoguetext:
"Yeah," she snaps out of the lull. "Let's do it. Now the only thing left to do is to unmute the headphones."


title: Soona, the Programmer: ""If we've got the location right, w..."
sequence: 0
dialoguetext:
"If we've got the location right, we should then be able to hear whatever sound this anomaly makes."


title: Soona, the Programmer: ""I mean, what sound does the nothin..."
sequence: 0
dialoguetext:
"I mean, what sound does the nothing make? How can you even listen to something that doesn't exist?" She turns to face you, the mainframe throwing shadows on her chin.


title: Soona, the Programmer: ""What if silence is only what surro..."
sequence: 0
dialoguetext:
"What if silence is only what surrounds it, but the swallow itself is..." She grows silent, her face very pale in the cold light of electricity.


title: Soona, the Programmer: ""Yeah..." She breathes in. "You're..."
sequence: 0
dialoguetext:
"Yeah..." She breathes in. "You're right, let's do it." She puts on her oversized headphones, ready to press UNMUTE on the keyboard...


title: Soona, the Programmer: ""No..." She breathes in, determined..."
sequence: 0
dialoguetext:
"No..." She breathes in, determined. "We *have* to do it." She puts on her oversized headphones, ready to press UNMUTE on the keyboard...


title: Soona, the Programmer: "She doesn't answer, her eyes closed..."
sequence: 0
dialoguetext:
She doesn't answer, her eyes closed and brows knitted together in a state of deep focus, one hand cupping the headphone.


title: Soona, the Programmer: "She doesn't talk, her eyes closed a..."
sequence: 0
dialoguetext:
She doesn't talk, her eyes closed and brows knitted together in a state of deep focus, one hand cupping the headphone.


title: Soona, the Programmer: ""Damnit." She lets out a loud sigh,..."
sequence: 0
dialoguetext:
"Damnit." She lets out a loud sigh, before tearing off her headphones; she's still avoiding your gaze.


title: Soona, the Programmer: ""And I don't have a..." She stops m..."
sequence: 0
dialoguetext:
"And I don't have a..." She stops mid-sentence. "You know what, it would be really helpful if you could just stop talking and let me work."


title: You: ""Listen, about your research... You..."
sequence: 0
dialoguetext:
"Listen, about your research... You mentioned earlier that it's not going very well. Maybe I can help with something?"


title: Perception (Hearing): "Everything disappears. You are drap..."
sequence: SetTriggerAnimation(soona, Stoptype)@2; SemiBlack(true,2)@2;
userscript: SetVariableValue("church.soona_whitecheck_perc_success", true) --[[ Variable[ ]]
dialoguetext:
Everything disappears. You are draped in silence like a drowning man staring into his puny little headspace.


title: Soona, the Programmer: ""Of course, the speedfreaks... They..."
sequence: 0
dialoguetext:
"Of course, the speedfreaks... They have a *fantastic* sound system. And you think they would help me?"


title: Soona, the Programmer: ""Then you *certainly* know that all..."
sequence: 0
dialoguetext:
"Then you *certainly* know that all radiocomputers perform operations on air, so in order to gain more processing power you need to invest in a good antenna."


title: Soona, the Programmer: ""On the *front*. The unified front..."
sequence: 0
dialoguetext:
"On the *front*. The unified front of radiowaves, licensed and controlled by Lintel in the East-Insulindic region."


title: You: ""What if I'd just force you to leav..."
dialoguetext: "What if I'd just force you to leave? I'm a police officer. You have to do what I say."
sequence: 0
userscript: SetVariableValue("church.soona_asked_her_to_leave", true) --[[ Variable[ ]]
conditionstring:
Variable["church.soona_said_church_plan_already"] == true  and  IsTaskActive("TASK.convince_or_evict_soona")  and  Variable["church.soona_asked_her_to_leave"] == false


title: Soona, the Programmer: ""You told them to leave..." She loo..."
sequence: 0
userscript: CancelTask("TASK.help_soona_with_her_project_cancelled")--[[ Variable[ ]]
dialoguetext:
"You told them to leave..." She looks up, surprised. "Didn't think the cops in this place had it in them," she murmurs.


title: Soona, the Programmer: "The woman looks around. In the sile..."
sequence: 0
dialoguetext:
The woman looks around. In the silence, you see dust move on the floorboards. The driver of the speaker vibrates in the air and then stops. Plasterwork begins to crumble down the walls...


title: Soona, the Programmer: ""Thanks." She thinks for a moment,..."
sequence: 0
dialoguetext:
"Thanks." She thinks for a moment, then reaches behind the radiocomputer and hands you what looks like an oversized prybar.

userscript:
GainTask("TASK.help_soona_with_her_project"); GainTask("TASK.get_frozen_ice_cream_maker_open"); CancelTask("TASK.get_filament_from_fridge_cancelled"); CancelTask("TASK.find_the_filament_memory_soona_cancelled")--[[ Variable[ ]]


title: Soona, the Programmer: ""Thanks." She thinks for a moment,..."
sequence: 0
dialoguetext:
"Thanks." She thinks for a moment, then reaches behind the radiocomputer and hands you what looks like an oversized prybar.

userscript:
GainTask("TASK.help_soona_with_her_project"); GainTask("TASK.find_the_filament_memory_soona"); CancelTask("TASK.get_filament_from_fridge_cancelled")--[[ Variable[ ]]


title: Soona, the Programmer: ""Thanks." She thinks for a moment,..."
sequence: 0
dialoguetext:
"Thanks." She thinks for a moment, then reaches behind the radiocomputer and hands you what looks like an oversized prybar.

userscript:
GainTask("TASK.help_soona_with_her_project"); GainTask("TASK.get_filament_from_fridge")--[[ Variable[ ]]


title: Soona, the Programmer: ""Okay, I'm going. You can tell the..."
dialoguetext: "Okay, I'm going. You can tell the ravers that they can move in."
sequence: 0
userscript:
FinishTask("TASK.convince_or_evict_soona_done"); GainTask("TASK.tell_andre_to_move_in"); CancelTask("TASK.find_egg_beat_cancelled"); FinishTask("TASK.make_the_music_harder_core_done")--[[ Variable[ ]]


title: Soona, the Programmer: ""Okay." She lets out a relieved sig..."
sequence: 0
dialoguetext:
"Okay." She lets out a relieved sigh. "I'll go make a phone call outside and then return for my things. You can tell the ravers that they can move in."

userscript:
FinishTask("TASK.convince_or_evict_soona_done"); GainTask("TASK.tell_andre_to_move_in")--[[ Variable[ ]]


title: Soona, the Programmer: ""What?" She leans closer, eyes knit..."
sequence: 0
dialoguetext:
"What?" She leans closer, eyes knitted together in a puzzled expression. "What-did-you-say?!" You can barely hear her over the thumping bass of anodic dance music.


title: Soona, the Programmer: ""OH, THE PROJECT!" Her face lights..."
sequence: 0
dialoguetext:
"OH, THE PROJECT!" Her face lights up for a second, before she gives you an exaggerated headshake. "IT'S NOT GOING WELL!"


title: Soona, the Programmer: ""I CAN'T HEAR YOU!" she shouts, poi..."
sequence: 0
dialoguetext:
"I CAN'T HEAR YOU!" she shouts, pointing at the enormous speaker that's churning out the sound. "THE MUSIC IS TOO LOUD!"


title: Soona, the Programmer: ""There's that guy." She points at E..."
sequence: FocusCamera(EggDanceCam);
dialoguetext:
"There's that guy." She points at Egg Head, who's raving behind his turntables on a brightly lit stage, "I need him to plug a 3.5 cable into the auxiliary input, so that I can route the audio signal through the mixer into the speakers."


title: Soona, the Programmer: ""He doesn't listen to me. He only e..."
sequence: FocusCamera(SoonaDanceCam);
dialoguetext:
"He doesn't listen to me. He only ever seems to care about *hard core* and *Yekokataa*, 'a place to be' apparently."


title: Soona, the Programmer: ""Let me know how it goes!""
dialoguetext: "Let me know how it goes!"
sequence: 0
userscript:
FinishTask("TASK.check_on_soona_done"); GainTask("TASK.talk_to_egg_about_cable"); SetVariableValue("church.soona_egg_signal_into_aux", true) --[[ Variable[ ]]


title: Soona, the Programmer: ""Maybe. But it's oddly close to the..."
sequence: 0
dialoguetext:
"Maybe. But it's oddly close to the physical coordinates of the data loss that led me to this place."


title: Kim Kitsuragi: ""You know, we don't actually have t..."
sequence: 0
dialoguetext:
"You know, we don't actually have to tell the entire world about the fridge," the lieutenant says, looking at you.


title: Soona, the Programmer: ""Who would I tell, my mother?" She..."
sequence: 0
dialoguetext:
"Who would I tell, my mother?" She shakes her frizzy head. "I don't have anyone to tell -- and if I did, I wouldn't. I don't care."


title: Kim Kitsuragi: "The lieutenant pretends he didn't s..."
sequence: 0
dialoguetext:
The lieutenant pretends he didn't see your little temper tantrum, preferring to inspect the golden stained glass window instead.


title: Soona, the Programmer: ""No, my hypothesis was wrong. Accor..."
sequence: 0
dialoguetext:
"No, my hypothesis was wrong. According to this, I should have *heard* something if I got the coordinates right. Like I said: silence is only what surrounds it."


title: Soona, the Programmer: ""But this..." She raises her head,..."
sequence: 0
dialoguetext:
"But this..." She raises her head, staring at all the machines that litter the church, cables coiling up on the floor like pests. "This is just another failure. Silence sounds like silence. That's all it is."


title: Soona, the Programmer: ""You can try on the headphones, see..."
dialoguetext: "You can try on the headphones, see if you can hear anything, but don't get your hopes up."
sequence: 0
userscript:
SetVariableValue("church.soona_reveal_whitecheck", true) ; FinishTask("TASK.move_the_waterbowls_done"); GainTask("TASK.soona_headphones_subtask")--[[ Variable[ ]]


title: You: ""I do have one mystery that still n..."
sequence: 0
userscript: SetVariableValue("church.soona_told_her_about_radio_ghost_intercom", true) --[[ Variable[ ]]
dialoguetext:
"I do have one mystery that still needs solving... the radio ghost in the Doomed Commercial Area's electronic doorbell."

conditionstring:
Variable["doomed.doorbell_whitecheck_success"] == true  and  Variable["church.soona_talked_about_pale"] == true  and  Variable["XP.figured_out_radio_ghost"] == false


title: Soona, the Programmer: ""The creepy woman!" She slaps her f..."
sequence: 0
dialoguetext:
"The creepy woman!" She slaps her forehead. "We were wondering about that when we worked there... but I had completely forgotten about it ever since!"


title: Soona, the Programmer: ""It must be entroponetic crosstalk...."
sequence: 0
userscript: XPMinorSetBool("XP.figured_out_radio_ghost")--[[ Variable[ ]]
dialoguetext:
"It must be entroponetic crosstalk. The one you get in radios and long-distance calls... Now it makes sense, with the pale right on the doorstep."


title: Soona, the Programmer: ""It's quite common actually. When t..."
sequence: 0
dialoguetext:
"It's quite common actually. When the signal gets routed through pale, all kinds of irregularities take place. You may hear snippets of someone else's conversation, or the voice of your former lover, or an echo of an event that took place 100 years ago."


title: Soona, the Programmer: ""Pale is a shroud of memories and i..."
sequence: 0
dialoguetext:
"Pale is a shroud of memories and it doesn't really distinguish to whom those memories belong to. You could hear anything."


title: Soona, the Programmer: ""Then go tell them." She smiles, su..."
dialoguetext: "Then go tell them." She smiles, suddenly encouraging.
sequence: 0
userscript:
GainTask("TASK.tell_dicemaker_of_actual_source"); GainTask("TASK.tell_plaisance_of_actual_source")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Incredible..." the lieutenant murm..."
sequence: 0
dialoguetext:
"Incredible..." the lieutenant murmurs. "This would also explain why we get it on the police radio all the time."


title: Soona, the Programmer: ""It's a back-up of my former employ..."
sequence: 0
dialoguetext:
"It's a back-up of my former employer's project -- the radio game we were working on. It's stored on a *filament memory* just like the one inside this radiocomputer." She points to the glowing cube inside the machine.


title: Soona, the Programmer: ""The backup itself is destroyed now..."
sequence: 0
dialoguetext:
"The backup itself is destroyed now, but I'm hoping to use what's left of it to pinpoint the exact location of the anomaly. You just have to go to my old workspace and get the filament."


title: Soona, the Programmer: ""Of course not." She crosses her ar..."
sequence: 0
dialoguetext:
"Of course not." She crosses her arms. "Anyway, I don't have my keys anymore and she won't let me in."


title: Soona, the Programmer: ""So what I need you to do here is -..."
sequence: 0
dialoguetext:
"So what I need you to do here is -- go have a talk with her, say that you're a policeman and need to get to the building's basement. Then bring me the off-site copy. Alright?"


title: Soona, the Programmer: ""Good -- then you might know the gi..."
sequence: 0
userscript: SetVariableValue("church.soona_said_already_have_been_inside_DCA", true) --[[ Variable[ ]]
dialoguetext:
"Good -- then you might know the giant ice bear fridge in the building's cellar. The filament is inside the fridge -- just go and get it."


title: Suggestion: "Hey, maybe if you were to find out..."
sequence: 0
dialoguetext:
Hey, maybe if you were to find out more about her previous company, Fortress Accident, you'd have something new to say...


title: Empathy: "She sounds mildly annoyed by this l..."
sequence: 0
dialoguetext:
She sounds mildly annoyed by this line of questioning, her hands typing hundreds of commands into the machine.


title: Suggestion: "Wait! she doesn't want to share the..."
sequence: 0
dialoguetext:
Wait! she doesn't want to share the space with them -- help her finish the research, then she won't have to! Offer to help.


title: Suggestion: "Wait! She doesn't want to share the..."
sequence: 0
dialoguetext:
Wait! She doesn't want to share the space with them -- you can help her finish the research, then she won't have to! Offer to help.


title: Soona, the Programmer: ""It doesn't *emit*, it receives..."..."
sequence: 0
dialoguetext:
"It doesn't *emit*, it receives..." She stops explaining. "You sound just like her. She started praying when she first saw my Rehm. Turned to higher powers."


title: Soona, the Programmer: ""In the giant ice bear fridge -- I..."
sequence: 0
userscript: SetVariableValue("church.soona_copy_in_fridge", true) --[[ Variable[ ]]
dialoguetext:
"In the giant ice bear fridge -- I just told you. It has red glowing eyes, it's impossible to miss. You just need to get the off-site copy from the ice bear."


title: Soona, the Programmer: ""Mute disengaged." She lifts her ha..."
dialoguetext: "Mute disengaged." She lifts her hand from the keyboard. Complete silence fills the room.
sequence:
MusicPlay(silence, 90, 1, 1);AmbientVolume(0);SetTriggerAnimation(egghead, stopdance);SetTriggerAnimation(andre, stopdance);SetTriggerAnimation(soona, Stoptype);


title: Perception (Hearing): "No wind outside. No waves. No floor..."
sequence: 0
dialoguetext:
No wind outside. No waves. No floorboards creaking. Total, continuous silence. This is... unnatural.


title: Perception (Hearing): "THIS IS IT. A great roar, the vault..."
sequence: 0
dialoguetext:
THIS IS IT. A great roar, the vault of the roof twists above you, glass shatters somewhere near the door... it's coming down.


title: Egg Head: "But then it stops. Totally and utte..."
dialoguetext:
But then it stops. Totally and utterly -- as if there never was a sound. Only your ears still ring from the shock. Everybody is staring at Egg Head -- holding a dangling cable in his hand. A black three-pin connector.

sequence:
AmbientVolume(1)@2;MusicPlay(silence,90);LuaRun(SetAreaState("CHURCH_RUMBLING","false"));SetBooleanAnimation(Cam Shaker,Rumbling,false); PlayAnimation(soona, rumblingStop); PlayAnimation(Tequila Sunset, rumblingStop); PlayAnimation(Kim Kitsuragi, rumblingStop); PlayAnimation(andre, rumblingStop); PlayAnimation(egghead, rumblingStop);

userscript:
XPMinorSetBool("XP.heard_rumble_church"); SetVariableValue("church.soona_heard_rumble_hum", true) --[[ Variable[ ]]


title: Soona, the Programmer: ""Four years..." the woman whispers...."
sequence: 0
dialoguetext:
"Four years..." the woman whispers. "Twenty two people, millions of reáls... All that time *this* is what we were up against? Just erased it..." Her lip trembles. "Sulisław isn't gonna believe this."


title: Soona, the Programmer: ""Yes, Andre." She composes herself..."
sequence: 0
dialoguetext:
"Yes, Andre." She composes herself -- wipes the dust off her sweater and rests her hands on the keyboard. "I recorded it. Damn, I need to send some letters now..."


title: Soona, the Programmer: ""Thank you all for doing this. Egg..."
sequence: 0
dialoguetext:
"Thank you all for doing this. Egg Man, you too. And you, officer." She turns to you. "I don't know *what* we've discovered, but I know what it sounds like now. That's a start."


title: Soona, the Programmer: ""It was mathematical information --..."
sequence: 0
dialoguetext:
"It was mathematical information -- from the anomaly -- presented as a waveform. That's what it was *technically* -- theoretically..." She shakes her head.


title: Soona, the Programmer: ""Yes. Our lead designer. And maybe..."
sequence: 0
dialoguetext:
"Yes. Our lead designer. And maybe some of the producers too. And some of the writers, if they're sober enough to open a transmission. They need to hear..."


title: Soona, the Programmer: ""They need to hear about this. Don'..."
sequence: 0
dialoguetext:
"They need to hear about this. Don't worry, I won't send the recording -- although I doubt they have the speakers to produce the frequency anyway..."


title: Soona, the Programmer: ""Stay here," she cuts you off, her..."
dialoguetext:
"Stay here," she cuts you off, her deft fingers already on the keyboard. "I am going to stay here with these lunatics, send letters, maybe meet Sulisław... Also devise further measurements."

sequence:
MusicPriorityReset();FocusCamera(Rumble_return_cam);SetTriggerAnimation(egghead, startdance);SetTriggerAnimation(andre, startdance);SetTriggerAnimation(soona, Starttype);

userscript:
FinishTask("TASK.report_to_soona_unmute_done"); FinishTask("TASK.help_soona_with_her_project_done"); SetVariableValue("church.egg_what_to_do_with_bass_modifier", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Yes. And we have to get back to st..."
sequence: 0
dialoguetext:
"Yes. And we have to get back to stabilizing Martinaise..." He breathes out, trying to shake off tension. "Instead of demolishing it with loud bass noise of unknown origins."


title: Soona, the Programmer: ""Now..." Her hands move on the keyb..."
sequence: 0
dialoguetext:
"Now..." Her hands move on the keyboard. "I have a theory to come up with. *Some* kind of preliminary explanation to all this, or the letter will sound like I've lost my mind..."


title: Kim Kitsuragi: ""It was *very* hard not to. I think..."
sequence: 0
dialoguetext:
"It was *very* hard not to. I think you're right," he turns to the woman. "There *is* something going on here -- and you need to be *very* careful with it."


title: !(Variable["TASK.report_to_the_tribunal_done"] == false and Variable["TASK.get_reality_lowdown"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["TASK.report_to_the_tribunal_done"] == false  and  Variable["TASK.get_reality_lowdown"]) == false


title: Inland Empire: "You have an explanation for all thi..."
sequence: 0
dialoguetext:
You have an explanation for all this. Somewhere deep in you -- you *know*. The person you *were* knows.


title: Inland Empire: "You *have* an explanation for all t..."
sequence: 0
dialoguetext:
You *have* an explanation for all this. Somewhere deep in you -- you just don't have the pieces yet.


title: Encyclopedia: "You don't know enough about the wor..."
sequence: 0
dialoguetext:
You don't know enough about the world. But that *Joyce* -- if you knew all she knows, could put it together...


title: Soona, the Programmer: ""But..." She looks up, and there's..."
sequence: 0
dialoguetext:
"But..." She looks up, and there's fear in her eyes as she considers the possibility. "But pale isn't here. We're thousands of kilometres from the edge."


title: Logic: "These thoughts formed in you somewh..."
sequence: 0
dialoguetext:
These thoughts formed in you somewhere, in a long forgotten discussion. Behind a kitchen table, in the evening light.


title: You: ""It's *less than less than nothing*..."
sequence: 0
dialoguetext:
"It's *less than less than nothing*. The final rest state for reality. Imagine if all this..." (Spread your hands.) "*Never was.*"


title: Soona, the Programmer: ""I understand..." She closes her ey..."
sequence: 0
dialoguetext:
"I understand..." She closes her eyes. "A theory of the pale where instead of an *outer ocean* it metastasises -- like a cancer or a mould -- erupting in points *inside* the world."


title: Soona, the Programmer: ""And information," she nods. "Causi..."
sequence: 0
dialoguetext:
"And information," she nods. "Causing data losses in the East-Insulindian front. Have you considered why it's formed in a church? And, also, *when* or *how* it might start growing? Or -- if it has other effects? In addition to sound and data..."


title: Soona, the Programmer: ""Of course! A pinewood sarcophagus,..."
sequence: 0
dialoguetext:
"Of course! A pinewood sarcophagus, or a..." She looks for words. "A containment facility of some kind, built by the first settlers."


title: Kim Kitsuragi: ""I also have a question -- since we..."
sequence: 0
dialoguetext:
"I also have a question -- since we're piling them on. How do *you* know this? I'm not doubting you," he explains, "I'm simply curious as to how a detective of the RCM..."


title: Soona, the Programmer: ""Yes. But still -- I have considere..."
sequence: 0
dialoguetext:
"Yes. But still -- I have considered the same. And the bad news is -- there were *seven* such pinewood churches built in the first decade of Revachol's settlement."


title: Soona, the Programmer: ""I have considered the same. The ba..."
sequence: 0
dialoguetext:
"I have considered the same. The bad news is -- there were *seven* pinewood churches built in the first decade of Revachol's settlement."


title: Soona, the Programmer: ""Most of them were burnt down durin..."
sequence: 0
dialoguetext:
"Most of them were burnt down during the Revolution, or re-purposed before, during the Suzerain. I'm not saying *all* of them have one in them, but.."


title: Soona, the Programmer: ""You think the presence of that *pu..."
sequence: 0
dialoguetext:
"You think the presence of that *puncture* has somehow... influenced the outcome of events here? Even, say, software development?"


title: You: ""Tiago -- under the roof -- he said..."
sequence: 0
conditionstring: Variable["church.tiago_asked_about_saeraffic"]
dialoguetext:
"Tiago -- under the roof -- he said he's circling the spot, like a saeraff. He seemed to have lost his mind."


title: Soona, the Programmer: ""I told the producers we need to go..."
sequence: 0
dialoguetext:
"I told the producers we need to go and move to a normal office building, with amenities. But no -- the artists like the *milieu*. The writers like the *history*..." She shakes her head. "I told them."


title: Soona, the Programmer: ""True, we never should have upgrade..."
sequence: 0
dialoguetext:
"True, we never should have upgraded to Vox '50. And the spec kept changing. And those damn *Heads*... but still, the anomaly caused a massive data loss. So -- it had a part to play. It does *something*."


title: Empathy: "She already made up her mind when s..."
sequence: 0
dialoguetext:
She already made up her mind when she heard it. Some kind of great and uncaring force had to play a part... it wasn't *only* them.


title: Soona, the Programmer: ""The crab-man... From what I've hea..."
sequence: 0
dialoguetext:
"The crab-man... From what I've heard, his state could be reminiscent of pale over-exposure. Time-perception related illnesses, memory malfunctions, thought insertion."


title: Soona, the Programmer: "She falls silent. The wind blows in..."
dialoguetext: She falls silent. The wind blows in through the hole in the stained glass window. Cold and moist.
sequence: 0
userscript:
XPMajorSetBool("XP.soona_pale_logic_wc_success"); GainThought("welkin_generator"); SetVariableValue("church.soona_talked_about_pale", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""An amateur-entroponetic police off..."
sequence: 0
userscript: ReputationGrows("kim")
dialoguetext:
"An amateur-entroponetic police officer... I'd like to say I've heard stranger things, but I'm not sure. This is a hell of a guess, however. Well worded I might add..."


title: Soona, the Programmer: ""Yes, it is *very* interesting, but..."
sequence: 0
dialoguetext:
"Yes, it is *very* interesting, but I wouldn't say you *know*. This is a guess. One that's going to have to be *proved* -- by entroponetic scientists."


title: Soona, the Programmer: ""I'm going to leave that out -- but..."
sequence: 0
dialoguetext:
"I'm going to leave that out -- but the rest... some of this I can use to *start* to explain this to the rest of the team. Maybe I'll sound mad, but..."


title: Soona, the Programmer: "She shrugs. "One more thing -- mayb..."
sequence: 0
dialoguetext:
She shrugs. "One more thing -- maybe a club for anodic music isn't the *worst* thing you can erect around this particular... *point in space*?"


title: Soona, the Programmer: "She shrugs. "You know -- maybe a cl..."
sequence: 0
dialoguetext:
She shrugs. "You know -- maybe a club for anodic music isn't the *worst* thing you can erect around this particular... *point in space*?"


title: Kim Kitsuragi: ""Thank you, Egg Head. Let's leave i..."
sequence: 0
dialoguetext:
"Thank you, Egg Head. Let's leave it at that, shall we? We have un-entroponetic detection to perform in this district."


title: Soona, the Programmer: ""And here's my Kvalsund multitool...."
sequence: 0
userscript: GainItem("kvalsund_multitool")
dialoguetext:
"And here's my Kvalsund multitool. You might need it to hack loose some ice. It opens everything. If you get me the off-site copy, then you can keep the Kvalsund."


title: Empathy: "There's a solution, but she doesn't..."
sequence: 0
dialoguetext:
There's a solution, but she doesn't want to hand it over to you yet. It's a *thing*, something she holds dear.


title: Soona, the Programmer: ""No, I'm not, it's just me and the...."
sequence: 0
dialoguetext:
"No, I'm not, it's just me and the..." She looks up at the ceiling without finishing her sentence. "I'm just doing some research. That's all."


dialoguetext: 0
sequence: Continue()
title:
(CheckItem("lecger_damaged")  or  CheckItem("ledger_of_failure_and_hatred")  or  CheckItem("ledger_oblivion"))  and  IsKimHere()


dialoguetext: 0
sequence: Continue()
title:
!((CheckItem("lecger_damaged")  or  CheckItem("ledger_of_failure_and_hatred")  or  CheckItem("ledger_oblivion"))  and  IsKimHere())

conditionstring:
((CheckItem("lecger_damaged")  or  CheckItem("ledger_of_failure_and_hatred")  or  CheckItem("ledger_oblivion"))  and  IsKimHere()) == false


title: Kim Kitsuragi: ""You do know there's no need to off..."
sequence: 0
dialoguetext:
"You do know there's no need to officially document this information, right?" the lieutenant whispers to you.


title: Soona, the Programmer: ""Yeah, like all the time. My tent-n..."
sequence: 0
dialoguetext:
"Yeah, like all the time. My tent-neighbours don't really ease up with their partying, do they?" She pulls a face that looks absolutely scathing.


title: Perception (Sight): "The machine seems almost alien with..."
sequence: 0
dialoguetext:
The machine seems almost alien with its pulsing core, the light casting her face in a strange shadow.


title: Soona, the Programmer: ""Okay, I'm going. You can tell the..."
dialoguetext: "Okay, I'm going. You can tell the ravers that they can move in."
sequence: 0
userscript:
FinishTask("TASK.convince_or_evict_soona_done"); GainTask("TASK.tell_andre_to_move_in");--[[ Variable[ ]]


title: Encyclopedia: "Hah! Hydrotransducers. So that's wh..."
sequence: 0
dialoguetext:
Hah! Hydrotransducers. So that's what those water basins are -- devices for recording sound through water.


title: Electrochemistry: "She's a radiocomputer wizard. Radio..."
sequence: 0
dialoguetext:
She's a radiocomputer wizard. Radiocomputer wizards don't care. She probably thinks it's illegal -- *and* fun.


title: Soona, the Programmer: ""The off-site copy you brought me h..."
sequence: 0
dialoguetext:
"The off-site copy you brought me helps, but..." She stops mid-sentence. "You know what, it would be great if you could just stop talking and let me work."


title: Volition: "Great -- you *do know* that we can..."
sequence: 0
dialoguetext:
Great -- you *do know* that we can just abandon this mission and go to the island? Let's close this case!


title: Kim Kitsuragi: ""Great -- and here I thought we wer..."
sequence: 0
dialoguetext:
"Great -- and here I thought we were finally going to the island..." the lieutenant murmurs to himself.


title: Esprit de Corps: "Cuno must be already on the island,..."
sequence: 0
dialoguetext:
Cuno must be already on the island, wondering where the hell you are... or maybe he doesn't care. Yeah, he probably doesn't care.


title: You: ""Those ravers won't be bothering yo..."
sequence: 0
conditionstring: Variable["church.andre_told_to_leave"] == true
dialoguetext:
"Those ravers won't be bothering you anymore -- I told them to leave because they were planning a drug trade."


title: You: ""It's not a *paying* job, but could..."
dialoguetext: "It's not a *paying* job, but could you help me contact Coalition Warship Archer?"
sequence: 0
userscript: SetVariableValue("church.soona_asked_help_before", true) --[[ Variable[ ]]
conditionstring:
IsTaskActive("TASK.find_technical_expertise")  and  Variable["church.soona_asked_help_before"] == false  and  Variable["church.soona_said_no_help"] == false  and  Variable["church.mainframe_cybernetic_god"] == false


title: You: ""Now that your project is finished,..."
dialoguetext: "Now that your project is finished, can you help me contact Coalition Warship Archer?"
sequence: 0
conditionstring:
IsTaskActive("TASK.find_technical_expertise")  and  Variable["church.soona_asked_help_before"] == true  and  Variable["TASK.help_soona_with_her_project_done"] == true  and  Variable["church.soona_said_no_help"] == false


title: Soona, the Programmer: "She looks up from her monitor. "You..."
sequence: 0
dialoguetext:
She looks up from her monitor. "You're asking me to circuit-bend onto Coalition radio frequencies. You want to know is it possible? Probably. But is it a good idea? I'm not so sure..."


title: Soona, the Programmer: ""Do I look like someone who has tim..."
sequence: 0
dialoguetext:
"Do I look like someone who has time for *side projects* at this moment?" She doesn't even look up from her computer.


title: Soona, the Programmer: ""The main difficulty will be findin..."
sequence: 0
userscript: SetVariableValue("church.soona_archer_working_soona", true) --[[ Variable[ ]]
dialoguetext:
"The main difficulty will be finding an antenna powerful enough to reach those frequencies. Unfortunately you can't exactly buy mega-longwave antennas off the shelf."


title: Kim Kitsuragi: ""She's not joking. Even the RCM has..."
sequence: 0
dialoguetext:
"She's not joking. Even the RCM has to receive special approval from the Coalition to access that kind of equipment."


title: Soona, the Programmer: ""There is an old radio relay tower..."
sequence: 0
dialoguetext:
"There is an old radio relay tower at the very end of the peninsula. It's mostly used to coordinate boat traffic in the harbour, but it's possible that it's equipped to handle mega-low frequencies as well..."


title: Soona, the Programmer: ""Assuming the relay isn't too badly..."
sequence: 0
dialoguetext:
"Assuming the relay isn't too badly damaged, that is. I have work to do here, but I recommend you examine the relay tower and return once you have determined its condition."


title: Soona, the Programmer: ""I highly doubt it. That tower is b..."
sequence: 0
dialoguetext:
"I highly doubt it. That tower is barely able to transmit short-wave signals across the bay. To generate mega-low frequencies, we're going to need a *much* larger antenna..."

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


title: Soona, the Programmer: ""We need metal. A lot of it. The ta..."
sequence: 0
userscript: SetVariableValue("church.soona_concept_white_check_open", true) --[[ Variable[ ]]
dialoguetext:
"We need metal. A lot of it. The taller the structure, the better. Something that is both prominent and easily accessible. If it's near a power source, even better."


title: Soona, the Programmer: ""Not the sort of antenna we require..."
sequence: 0
dialoguetext:
"Not the sort of antenna we require. The Coalition has a near-monopoly on mega-low-frequency radio equipment. Fortunately, they do not have a monopoly on physics."


title: Soona, the Programmer: ""Yes. From a technical view, it's n..."
sequence: 0
dialoguetext:
"Yes. From a technical view, it's not even difficult. The difficult part will be finding the *right* location."


title: Soona, the Programmer: ""Because it's a completely differen..."
sequence: 0
dialoguetext:
"Because it's a completely different class of antenna. It would be like using a high-end racing carriage where a long-distance lorry is required."


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


title: Soona, the Programmer: ""That is not good. In case you have..."
sequence: 0
userscript: FinishTask("TASK.visit_landsend_done"); GainTask("TASK.find_antenna_location")--[[ Variable[ ]]
dialoguetext:
"That is not good. In case you have not noticed, Martinaise is not exactly a hub for high-powered radio antennas..."


title: You: ""I found a radio transceiver.""
dialoguetext: "I found a radio transceiver."
sequence: 0
conditionstring:
IsTaskActive("TASK.find_working_transceiver")  and  (CheckItem("highly_advanced_transceiver")  or  CheckItem("highly_expensive_transceiver")  or  CheckItem("perfectly_adequate_transceiver"))  and  Variable["church.soona_archer_working_soona"] == true


title: Soona, the Programmer: ""Not the most advanced model." She..."
sequence: 0
userscript: LoseItem("perfectly_adequate_transceiver")
dialoguetext:
"Not the most advanced model." She turns a few dials and then sets the transceiver aside. "But at least everything appears to be in order. Yes, this should serve our purposes."


title: Soona, the Programmer: ""Ah, you 'found' the transceiver fr..."
sequence: 0
dialoguetext:
"Ah, you 'found' the transceiver from my old Rehm Civic. Did you think I wouldn't recognise it? No matter. It should work for our purposes..."


title: Soona, the Programmer: ""Interesting," she says as examines..."
sequence: 0
dialoguetext:
"Interesting," she says as examines the transceiver, "an Esterhaz EH-4, heavily customised. This is an advanced model, highly capable. I'll need to replace the frequency dial, but it should certainly work for our purposes."

userscript:
LoseItem("highly_advanced_transceiver");
SetVariableValue("church.soona_used_advanced_transceiver", true) --[[ Variable[ ]]


title: Soona, the Programmer: ""Is this... a Kristallsprach?" She..."
sequence: 0
dialoguetext:
"Is this... a Kristallsprach?" She looks up at you as she gently opens the case. "The Model 9 is an excellent piece of equipment. I don't know what you had to pay for it, but it should work very nicely."

userscript:
LoseItem("highly_expensive_transceiver");
SetVariableValue("church.soona_used_expensive_transceiver", true) --[[ Variable[ ]]


title: Soona, the Programmer: ""I believe that means we're ready t..."
sequence: 0
dialoguetext:
"I believe that means we're ready to get started. I should warn you, once we begin setting up this antenna, we'll need to see the whole process through. There won't be any second chances, any 'do-overs,' you understand?"


title: Soona, the Programmer: ""So if there's anything you'd like..."
dialoguetext: "So if there's anything you'd like to get in order before we depart, I suggest you do it now."
sequence: 0
userscript:
FinishTask("TASK.find_working_transceiver_done");
GainTask("TASK.contact_warship_archer")--[[ Variable[ ]]


title: You: ""Someone was using this to coordina..."
sequence: LuaRun(SetAreaState("TRANSCEIVER_TYPE", "advanced"));
conditionstring: CheckItem("highly_advanced_transceiver")
dialoguetext:
"Someone was using this to coordinate a drug smuggling operation." (Use the highly advanced transceiver.)


title: You: ""I found this in the Doomed Commerc..."
dialoguetext: "I found this in the Doomed Commercial Area." (Use the perfectly adequate transceiver.)
sequence: 0
conditionstring:
CheckItem("perfectly_adequate_transceiver")  and  Variable["doomed.radiocomputer_took_transceiver"] == true


title: Interfacing: "It's not often that she allows hers..."
sequence: 0
dialoguetext:
It's not often that she allows herself to be awed, but the way she holds the Kristallsprach reminds you of someone receiving a precious gift.


title: Interfacing: "She's not upset. More bemused. This..."
sequence: 0
dialoguetext:
She's not upset. More bemused. This particular transceiver brings back memories, not that she is one to indulge in superstitions.


title: Soona, the Programmer: ""That's up to you. At a minimum, I..."
sequence: 0
dialoguetext:
"That's up to you. At a minimum, I would make sure you are physically *and* mentally prepared for an intense and difficult process. Once we begin, there can be no interruptions."


title: Soona, the Programmer: ""Radio-engineers typically carry ov..."
sequence: 0
userscript: SetVariableValue("church.soona_mentioned_ammonia", true) --[[ Variable[ ]]
dialoguetext:
"Radio-engineers typically carry over-priced solvent sprays to clean the antenna connections, but in a pinch some common ammonia works just fine..."


title: Soona, the Programmer: ""Ah, yes. I wasn't sure what to do..."
sequence: 0
dialoguetext:
"Ah, yes. I wasn't sure what to do about that, but then I discovered an abandoned power source down by the edge of the bay."


title: Soona, the Programmer: ""Finally, there's the question of *..."
sequence: 0
dialoguetext:
"Finally, there's the question of *stimulants*. Some people prefer to keep illegal amphetamines on-hand to help with their work. I am not one of them, but they do exist."


title: Soona, the Programmer: ""Ah. Yes, I did notice that it was..."
sequence: 0
dialoguetext:
"Ah. Yes, I did notice that it was covered in police livery. Then you already know that the carriage itself is irreparable, but the rear-mounted engine seems to be in fine working order..."


title: Soona, the Programmer: ""Someone, I don't know how, appears..."
sequence: 0
dialoguetext:
"Someone, I don't know how, appears to have driven a perfectly good Coupris motor carriage into the bay. The carriage itself is a loss, but the rear-mounted engine is still perfectly functional..."


title: Soona, the Programmer: ""My intention is to run a power cab..."
sequence: 0
dialoguetext:
"My intention is to run a power cable from the engine up to the antenna. It won't last forever, but it should give us enough time to establish a connection with Coalition Warship Archer."


dialoguetext: 0
sequence: Continue()
title:
Variable["church.andre_arrest_order_given"] == true  or  Variable["church.andre_told_to_leave"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.andre_arrest_order_given"] == true  or  Variable["church.andre_told_to_leave"] == true)

conditionstring:
(Variable["church.andre_arrest_order_given"] == true  or  Variable["church.andre_told_to_leave"] == true) == false


title: You: ""Isn't it a little ironic that you'..."
sequence: 0
dialoguetext:
"Isn't it a little ironic that you're recommending amphetamines after what happened with the speedfreaks?"


title: Soona, the Programmer: ""It is possible that technical fiel..."
sequence: 0
dialoguetext:
"It is possible that technical fields attract a certain kind of personality. I haven't given it much thought."


title: You: ""I'm ready now. Let's contact Arche..."
dialoguetext: "I'm ready now. Let's contact Archer."
sequence: 0
conditionstring:
IsTaskActive("TASK.contact_warship_archer")  and  Variable["church.soona_archer_working_soona"] == true


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


title: Conceptualization: "That's easy! Antennas are basically..."
dialoguetext: That's easy! Antennas are basically just tall things, right?
sequence: 0
userscript:
SetVariableValue("church.soona_wc_fail_counter", Variable["church.soona_wc_fail_counter"] + once(1)) 


title: Conceptualization: "Your thinking about this has gotten..."
sequence: 0
dialoguetext:
Your thinking about this has gotten way too rigid. Time to flip the whole *antenna paradigm* on its head.

userscript:
SetVariableValue("church.soona_wc_fail_counter", Variable["church.soona_wc_fail_counter"] + once(1)) 


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


title: Soona, the Programmer: ""I very much doubt anyone from the..."
sequence: 0
dialoguetext:
"I very much doubt anyone from the Wild Pines would allow us to turn their boat into a giant radio transmitter."


title: Soona, the Programmer: ""I do not think that the boss of th..."
sequence: 0
dialoguetext:
"I do not think that the boss of the Union would like us using his equipment to contact the Coalition."


title: Soona, the Programmer: ""I don't know about your relationsh..."
sequence: 0
dialoguetext:
"I don't know about your relationship to the Union, but I do not think they would appreciate us using their equipment to contact the Coalition."


title: Soona, the Programmer: ""Then it would be very difficult to..."
sequence: 0
dialoguetext:
"Then it would be very difficult to propagate the signal through the air... which would defeat the purpose."


title: Kim Kitsuragi: ""Detective, does the 41st not requi..."
sequence: 0
dialoguetext:
"Detective, does the 41st not require its officers to pass Elementary Radio Operations? I thought it was an RCM-wide policy."


title: Conceptualization: "Close your eyes. Unfold your mental..."
sequence: SemiBlack(true,2);
dialoguetext:
Close your eyes. Unfold your mental map of Martinaise. It's morning. You're standing on the plaza before the Whirling-in-Rags.


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


title: Conceptualization: "Your eye follows the tiles west. Yo..."
sequence: 0
dialoguetext:
Your eye follows the tiles west. You see a bench and a few twisted, pitiful trees. Then, just water...


title: Conceptualization: "Beyond the unkempt backyard rises a..."
sequence: 0
dialoguetext:
Beyond the unkempt backyard rises a monstrous assemblage of concrete, plaster, and corrugated sheet metal...


title: Conceptualization: "You turn around. The morning sun is..."
sequence: 0
dialoguetext:
You turn around. The morning sun is blinding. You bring your hand to your brow and a great shadow materialises before you. A towering beast, frozen in mid-air...


title: Soona, the Programmer: ""Come on, that's..." She was about..."
sequence: 0
dialoguetext:
"Come on, that's..." She was about to dismiss your latest idea out of hand, but something gives her pause.


title: Soona, the Programmer: ""We'll need an adequate power suppl..."
sequence: 0
dialoguetext:
"We'll need an adequate power supply, and a great quantity of cable. If we connect the cables to some of the stranded lorries, we could theoretically increase the antenna's wavelength *exponentially*..."


title: Soona, the Programmer: ""It's completely ridiculous, but I..."
sequence: 0
dialoguetext:
"It's completely ridiculous, but I believe we could transform the entire roundabout into one solid, *fractal antenna*."


title: Interfacing: "Whatever ambivalence she had about..."
sequence: 0
dialoguetext:
Whatever ambivalence she had about your project before, she's now fully engaged in solving this technical puzzle.


title: Soona, the Programmer: ""What you choose to call it isn't m..."
sequence: 0
dialoguetext:
"What you choose to call it isn't my concern. I'm only here to tell you what's feasible or not from a technical viewpoint."


title: Soona, the Programmer: ""Very well. I will get straight to..."
sequence: 0
dialoguetext:
"Very well. I will get straight to the point, then." She nods, seeming to appreciate your cold practicality.


title: Soona, the Programmer: ""If you would like to apologise, th..."
sequence: 0
dialoguetext:
"If you would like to apologise, that is your business. I am only here to tell you what's feasible or not from a technical viewpoint."


title: Soona, the Programmer: ""Your sense of style isn't my conce..."
sequence: 0
dialoguetext:
"Your sense of style isn't my concern. I'm only here to tell you what's feasible or not from a technical viewpoint."


title: Soona, the Programmer: ""I have plenty of cables and amplif..."
sequence: 0
dialoguetext:
"I have plenty of cables and amplifiers on hand. The power supply I will secure on my own. All we require now is the radio transceiver itself."


title: Soona, the Programmer: ""In any event, just leave that equi..."
sequence: 0
dialoguetext:
"In any event, just leave that equipment here. I'll put it away later. If you'd like, you can take one of the extra headsets. I don't need so many spares."


title: Soona, the Programmer: ""Perhaps. You're more reliable than..."
sequence: 0
dialoguetext:
"Perhaps. You're more reliable than the writers I used to work with, though that is not a difficult bar to clear..."


title: Soona, the Programmer: ""Really? I do not think we were all..."
sequence: 0
dialoguetext:
"Really? I do not think we were all that successful. But maybe the RCM has a different definition of success..."


title: Soona, the Programmer: ""In the meantime, I will gather the..."
sequence: 0
dialoguetext:
"In the meantime, I will gather the rest of the materials. We will meet back here when you have it."

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


title: Soona, the Programmer: ""There is no need to go out of your..."
sequence: 0
dialoguetext:
"There is no need to go out of your way to find a *top-shelf* radio for this purpose. As long as it's functional, that is what counts."


title: Soona, the Programmer: ""Certainly, though it requires a fa..."
sequence: 0
dialoguetext:
"Certainly, though it requires a fair amount of technical finesse to remove them. Frankly, it's not worth the bother. Just find a regular radio."


title: Kim Kitsuragi: ""I highly doubt that. When I crank..."
sequence: 0
dialoguetext:
"I highly doubt that. When I crank the volume on my DynaWave, it's like you're in the front row at the National Concert Hall."


title: Kim Kitsuragi: ""Joke all you want, detective. What..."
sequence: 0
dialoguetext:
"Joke all you want, detective. Whatever radio you manage to scrounge up won't lay a *finger* on my set-up."


title: Soona, the Programmer: ""I cannot answer that for you, but..."
sequence: 0
dialoguetext:
"I cannot answer that for you, but I don't expect it to be *that* difficult. There's no shortage of radios around here."


title: Soona, the Programmer: ""If you have reál to spare, you mig..."
sequence: 0
dialoguetext:
"If you have reál to spare, you might even be able to *buy* one. But it doesn't really matter where it comes from, so long as it works."


title: Soona, the Programmer: ""Absolutely not. My Rehm Prefect is..."
sequence: 0
dialoguetext:
"Absolutely not. My Rehm Prefect is my livelihood. If something were to go wrong, it would be a disaster."


title: Shivers: "The wind pushes a piece of tare acr..."
sequence: 0
userscript: SetVariableValue("church.soona_wc_shivers_nay", true) --[[ Variable[ ]]
dialoguetext:
The wind pushes a piece of tare across the cracked tiles. From the north comes the malicious laughter of two children...


title: You: ""I wasn't kidding earlier about con..."
dialoguetext: "I wasn't kidding earlier about contacting Coalition Warship Archer. Can you help me?"
sequence: 0
userscript: SetVariableValue("church.soona_asked_help_before", true) --[[ Variable[ ]]
conditionstring:
IsTaskActive("TASK.find_technical_expertise")  and  Variable["church.soona_asked_help_before"] == false  and  Variable["church.soona_said_no_help"] == false  and  Variable["church.mainframe_cybernetic_god"] == true


title: You: ""Now that the ravers are settled in..."
dialoguetext: "Now that the ravers are settled in, can you help me contact Coalition Warship Archer?"
sequence: 0
conditionstring:
IsTaskActive("TASK.find_technical_expertise")  and  Variable["church.soona_asked_help_before"] == true  and  (Variable["church.ravers_inside_church"] == true  or  Variable["church.ravers_inside_church_with_lab"] == true)  and  Variable["TASK.help_soona_with_her_project_done"] == false


title: Soona, the Programmer: ""It's true, the drug fiends have ma..."
sequence: 0
dialoguetext:
"It's true, the drug fiends have made themselves quite comfortable. But *I* still have a great deal of work to do..."


title: Soona, the Programmer: ""If you're desperate for collaborat..."
sequence: 0
dialoguetext:
"If you're desperate for collaborators now, I suggest you ask your new friends. They seem to have plenty of time for side projects."


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


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


title: Stained Glass Window: "In white, silver, and apricot faïen..."
sequence: 0
dialoguetext:
In white, silver, and apricot faïence, the young mother of humanism stands above you. A crack runs across her body. She is impossibly tall, oval-faced and sad -- a dark and radiant majesty.


title: Visual Calculus: "A jigsaw of broken shards falls int..."
sequence: FocusCamera(ChurchVisCal0)@1;
userscript: ShowVisCal("VisCal-Church")
dialoguetext:
A jigsaw of broken shards falls into place in front of you: a ghostly reconstruction of the stained glass window. Before it was shattered there was an older woman beneath the younger one -- and a text, a *leitmotiv* below them both.


title: Visual Calculus: "The shards glimmer in the dark -- y..."
sequence: 0
userscript: SetVariableValue("church.stained_viscal_failed_once", true) --[[ Variable[ ]]
dialoguetext:
The shards glimmer in the dark -- you see little pearls of light on the edges of the crack that splits the female figure. Something was written there... remains of broken letters line the emulsion. What it said, you do not know.


title: Encyclopedia: "Despite the damage you've done to y..."
sequence: 0
dialoguetext:
Despite the damage you've done to yourself, the title appears lodged in your hippocampus. This is Her Innocence Dolores Dei -- the innocence of humanism, internationalism, and the welfare state -- perhaps the most famous human being ever to have lived.


title: Encyclopedia: "It's a mystery. A mystery sprinkled..."
sequence: 0
dialoguetext:
It's a mystery. A mystery sprinkled with self-pity and regret. For some reason, unknown to your mind, looking at her delicate eyes makes you feel like you're ready for drowning...


title: Encyclopedia: "No amount of *Commodore Red* can wi..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei_full_church", true) --[[ Variable[ ]]
dialoguetext:
No amount of *Commodore Red* can wipe her sad smile from your brain-thing. It has survived the deluge and haunts you still. And will haunt you forever, as it haunts all men.


title: Encyclopedia: "All you know is, this is the young..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
All you know is, this is the young mother of humanity -- and that you should go. Do something else! Escape her sad, worryworn look.


title: Stained Glass Window: "Your knees touch the floor. The flo..."
sequence: PlayAnimation(Tequila Sunset, ChurchKneelDown);
dialoguetext:
Your knees touch the floor. The floorboards are hard and cold -- there you kneel among the snowdrifts, diffuse light falling on your hands from beyond the glass.


title: Stained Glass Window: "Cradled in her arms are a pair of g..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei_glowing_lungs", true) --[[ Variable[ ]]
dialoguetext:
Cradled in her arms are a pair of glowing lungs, clearly visible from underneath her flowing dress. 

You should kneel.


title: Stained Glass Window: "The mother of humanism stands above..."
sequence: 0
dialoguetext:
The mother of humanism stands above you -- a precious and complex wax painting on a single pane of glass. A crack runs across the length of her body, her face oval and sad.


title: Stained Glass Window: "The woman looks down at you kneelin..."
sequence: 0
dialoguetext:
The woman looks down at you kneeling. She towers among her followers: architects, laymen, courtiers. There is a sad smile on her lips and a glint in her green-blue eye -- of what? Compassion? Remorse?


title: Stained Glass Window: "The world is silent, but for the cr..."
sequence: 0
dialoguetext:
The world is silent, but for the creaks and cracks of the massive wooden structure behind you. It covers you from the wind outside.


title: Inland Empire: "In the darkness, you sense her eyes..."
sequence: 0
dialoguetext:
In the darkness, you sense her eyes on you, inspecting you with their multicoloured glass. As if you're a bug under a microscope.


title: Shivers: "Cold air seeps in through the crack..."
sequence: 0
dialoguetext:
Cold air seeps in through the crack in the glass, cooling the sweat on your forehead. Makes you shudder...


title: Perception (Hearing): "The ocean feels distant. Its ebb an..."
sequence: 0
dialoguetext:
The ocean feels distant. Its ebb and flow blocked off by the centuries-old pinewood sarcophagus around you.


title: Half Light: "No, she doesn't care about you. She..."
sequence: 0
dialoguetext:
No, she doesn't care about you. She only cares about her shiny sovereign's orb and her silk robes and getting to the aerodrome on time -- to *leave*!


title: Stained Glass Window: "Cold wind seeps in from the crack i..."
sequence: 0
dialoguetext:
Cold wind seeps in from the crack in the glass. Snowdrifts cover the floorboards at your feet. Above, you feel her multicoloured eyes on you. Inspecting you.


title: Kim Kitsuragi: "As that soft word passes through yo..."
sequence: 0
dialoguetext:
As that soft word passes through your mind, the lieutenant draws an x-shaped cross from shoulder to shoulder.


title: Kim Kitsuragi: "As that great and desperate thought..."
sequence: 0
dialoguetext:
As that great and desperate thought passes through your mind, the lieutenant draws an x-shaped cross from shoulder to shoulder.


title: Kim Kitsuragi: "As that bitter thought passes throu..."
sequence: 0
dialoguetext:
As that bitter thought passes through your head, the lieutenant draws an x-shaped cross from shoulder to shoulder. With three fingers.


title: Stained Glass Window: "That bitter thought passes through..."
sequence: 0
dialoguetext:
That bitter thought passes through your mind as you stand in the apricot-coloured light of the window. The woman keeps smiling her distant smile above you, sundered by the crack in the glass.


title: Stained Glass Window: "That great and desperate thought pa..."
sequence: 0
dialoguetext:
That great and desperate thought passes through your mind as you stand in the apricot-coloured light of the window. Above you, the woman keeps smiling her distant smile, sundered by the crack in the glass.


title: Stained Glass Window: "That soft word passes through your..."
sequence: 0
dialoguetext:
That soft word passes through your mind as you stand in the apricot-coloured light of the window. The woman keeps smiling her distant smile, sundered by the crack in the glass.


title: Kim Kitsuragi: "As that useless word passes through..."
sequence: 0
dialoguetext:
As that useless word passes through your mind, the lieutenant draws an x-shaped cross from shoulder to shoulder.


title: Stained Glass Window: "That lonely word passes through you..."
sequence: 0
dialoguetext:
That lonely word passes through your mind as you stand in the apricot-coloured light of the window. The woman keeps smiling her distant smile above you, sundered by the crack in the glass.


title: Kim Kitsuragi: "As that terrible word passes throug..."
sequence: 0
dialoguetext:
As that terrible word passes through your mind, the lieutenant draws an x-shaped cross from shoulder to shoulder.


title: Stained Glass Window: "That terrible word rings through yo..."
sequence: 0
dialoguetext:
That terrible word rings through your mind as you stand in the apricot coloured-light of the window. The woman keeps smiling her distant smile above you, sundered by the crack in the glass.


title: Stained Glass Window: "Your fingertips touch your chest fo..."
sequence: PlayAnimation(Tequila Sunset, ChurchStopLooking);
dialoguetext:
Your fingertips touch your chest four times. Then you rise from your knees, into the apricot-coloured light of the window. Above you, the woman still smiles her distant smile, sundered by the crack in the glass.


title: You: ""Who is this, Kim?""
dialoguetext: "Who is this, Kim?"
sequence: 0
userscript: SetVariableValue("church.stained_talked_to_kim_about_dolores", true) --[[ Variable[ ]]
conditionstring:
Variable["church.stained_ency_this_is_dolores_dei"] == false  and  Variable["tc.dolores_dei_full_church"] == false  and  IsKimHere()  and  Variable["church.stained_talked_to_kim_about_dolores"] == false


title: You: ""This is Dolores Dei.""
dialoguetext: "This is Dolores Dei."
sequence: 0
userscript: SetVariableValue("church.stained_talked_to_kim_about_dolores", true) --[[ Variable[ ]]
conditionstring:
(Variable["church.stained_ency_this_is_dolores_dei"] == true  or  Variable["tc.dolores_dei_full_church"] == true)  and  IsKimHere()  and  Variable["church.stained_talked_to_kim_about_dolores"] == false


title: Stained Glass Window: "Good call. She left us all in the s..."
sequence: 0
dialoguetext:
Good call. She left us all in the shits, don't give her a single thing. Just stand there in the apricot-coloured light of the window, secretly grinding your teeth. The woman smiles her distant smile, unmoved, struck in half by the crack in the glass.


title: Stained Glass Window: "Your fingertips touch your chest fo..."
sequence: 0
dialoguetext:
Your fingertips touch your chest four times. When it's done, you're still standing in the apricot-coloured light of the window. The woman smiles her distant smile, unmoved, struck in half by the crack in the glass.


title: Half Light: "Serves her right. She only cares ab..."
sequence: 0
dialoguetext:
Serves her right. She only cares about her sovereign's orb and her silk robes and getting to the aerodrome on time -- to *leave*.


title: Stained Glass Window: "There she still stands. In white, s..."
sequence: 0
dialoguetext:
There she still stands. In white, silver, and apricot, the young mother of humankind. A crack runs across her body. She is impossibly tall, oval-faced and sad -- a dark and radiant majesty.


title: Kim Kitsuragi: ""The old woman in the village was r..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei", true) --[[ Variable[ ]]
dialoguetext:
"The old woman in the village was right..." He looks around. "This must be the Dolorian Church of Humanity in Martinaise -- or the Small Pinewood Church in some records..."


title: Kim Kitsuragi: ""It's a minor landmark, not easy to..."
sequence: 0
userscript: SetVariableValue("church.stained_church_age_known", true) --[[ Variable[ ]]
dialoguetext:
"It's a minor landmark, not easy to find. Most maps misplace it..." He lowers his voice. "It was built not long after Revachol's founding, 300 or so years ago by first-generation settlers."


title: Kim Kitsuragi: ""There used to be seven stave churc..."
sequence: 0
userscript: SetVariableValue("tc.sept_soeurs", true) --[[ Variable[ ]]
dialoguetext:
"There used to be seven stave churches on the coast. Les Sept Soeurs they call them -- The Seven Sisters. Only one remains. The rest were burnt in the Revolution, or used for building materials."


title: Kim Kitsuragi: ""We should be respectful here, alth..."
sequence: 0
dialoguetext:
"We should be respectful here, although the building appears to be deserted. I do not believe we'll find the instigator here. Something else, perhaps..." He looks at the machinery lying around.


title: Kim Kitsuragi: ""We should be respectful here, alth..."
sequence: 0
dialoguetext:
"We should be respectful here, although the building appears to be deserted. We have already found the instigator -- I'm not sure what else we could want from here..." He looks around.


title: Kim Kitsuragi: ""Yes." He looks around. "I wasn't s..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei", true) --[[ Variable[ ]]
dialoguetext:
"Yes." He looks around. "I wasn't sure before, but this must be the Dolorian Church of Humanity in Martinaise -- it's called the Small Pinewood Church in some records..."


title: Encyclopedia: "On the coast of an uninhabited arch..."
sequence: 0
dialoguetext:
On the coast of an uninhabited archipelago, where only animals had roamed before. In the wild reeds.


title: Stained Glass Window: "Cold air seeps in through the crack..."
sequence: 0
dialoguetext:
Cold air seeps in through the crack in the glass. The woman is keeping her colourful eye on both of you.


title: Kim Kitsuragi: ""I have a theory, yes." There's a p..."
sequence: 0
dialoguetext:
"I have a theory, yes." There's a pause, then he continues: "There was a police raid a while back. I heard the place was shot to pieces."


title: Kim Kitsuragi: ""The old woman in the village was b..."
sequence: 0
dialoguetext:
"The old woman in the village was being tactful with us when she didn't mention it. She has more respect for the RCM than many around here."


title: Kim Kitsuragi: ""I am pretty sure it was a clandest..."
sequence: 0
dialoguetext:
"I am pretty sure it was a clandestine operation. I don't know anything more about it. Why it was conducted, or who participated... I try not to pry into extra-district matters."


title: Kim Kitsuragi: ""I'm sorry, I'm not saying you were..."
sequence: 0
dialoguetext:
"I'm sorry, I'm not saying you were..." There's a pause. "It was a clandestine operation. I don't know anything about it. Why it was conducted or who participated. I try not to pry into extra-district matters."


title: Kim Kitsuragi: ""Good luck. You will not get inform..."
sequence: 0
userscript: XPPicoSetBool("XP.stained_lady_in_glass")--[[ Variable[ ]]
dialoguetext:
"Good luck. You will not get information on a confidential operation from your station secretary just by calling. If you really don't remember -- it might be better to keep this one forgotten."


title: Kim Kitsuragi: ""Yes. We all are. Her name, body, a..."
sequence: 0
dialoguetext:
"Yes. We all are. Her name, body, and rule are synonymous with humanism. The laws we enforce are Dolorian in origin."


title: Kim Kitsuragi: ""It's not spiritual. It's constitut..."
sequence: 0
dialoguetext:
"It's not spiritual. It's constitutional. The Dolorian system does not demand faith -- only accordance."


title: Kim Kitsuragi: ""I have no idea what you mean by th..."
sequence: 0
dialoguetext:
"I have no idea what you mean by that. We've been standing here long enough. We should look around, or get out."


title: Kim Kitsuragi: ""It's Dolores Dei..." he says in a..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei", true) --[[ Variable[ ]]
dialoguetext:
"It's Dolores Dei..." he says in a hushed voice. "I believe we are in the Dolorian Church of Humanity in Martinaise. Or the Small Pinewood Church in some records."


title: Kim Kitsuragi: ""It's Dolores Dei..." he says in a..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei", true) --[[ Variable[ ]]
dialoguetext:
"It's Dolores Dei..." he says in a hushed voice. "The old woman was right. This is the Dolorian Church of Humanity in Martinaise. Or the Small Pinewood Church in some records."


title: Visual Calculus: "Nothing, just the edge of the crack..."
sequence: 0
dialoguetext:
Nothing, just the edge of the crack sparkles in the dark. There may have been a writing here but you cannot make out what it said.


title: Visual Calculus: "The escutcheon on her throne says:..."
sequence: 0
dialoguetext:
The escutcheon on her throne says: Irene the Navigator. She is depicted as an older woman wearing thick rimmed eye-glasses, holding a golden *reichsapfel* in one hand and a scepter in the other. This is the queen Her Innocence Dei advised -- above, she herself is whole.


title: Visual Calculus: "Small figures of wise men, common m..."
sequence: 0
dialoguetext:
Small figures of wise men, common men, worshippers walk up the stairs to stand at her feet. Secret servicemen -- Therriers -- stand in a row guarding her. It must have taken years to produce this work in all its dizzying detail.


title: Visual Calculus: "And then along the left side: APRÈS..."
dialoguetext: And then along the left side: APRÈS LE MONDE - LE GRIS; APRÈS LE GRIS - LE MONDE DE NOUVEAU.
sequence: 0
userscript:
SetVariableValue("tc.after_life_death", true) ; XPPicoSetBool("XP.stained_motto_says")--[[ Variable[ ]]


title: Encyclopedia: "AFTER LIFE -- DEATH; AFTER DEATH --..."
sequence: 0
dialoguetext:
AFTER LIFE -- DEATH; AFTER DEATH -- LIFE AGAIN. AFTER THE WORLD -- THE PALE; AFTER THE PALE -- THE WORLD AGAIN. This is the great leitmotiv of humanism, a summary of the effect of the discovery of this isola -- the Insulindian -- on human thinking. A tremendous sea change akin to finding life after death...


title: Stained Glass Window: "The mother of humanism towers above..."
sequence: 0
dialoguetext:
The mother of humanism towers above you -- a wax painting on a cracked pane of glass. Nothing has changed in her expression.


title: Kim Kitsuragi: ""This exaltation is common in Dolor..."
sequence: 0
dialoguetext:
"This exaltation is common in Dolorian sacralism. In the early years it was even incorporated as the RCM's slogan. No more, however."


title: Kim Kitsuragi: ""It was deemed *subservient* to use..."
sequence: 0
dialoguetext:
"It was deemed *subservient* to use a strongly Moralintern-related motto. We're already suspected of bootlicking. The sentence was also seen as... too feminine. It was a macho thing."


title: Encyclopedia: "More. An innocence is elected to of..."
sequence: 0
dialoguetext:
More. An innocence is elected to office by the Founding Party, a precedent that has taken place a mere six times in the entirety of History. The legal system of the Reál Belt is built to accommodate innocentic rule, should it coincide with our time.


title: Encyclopedia: "In a way. An innocence is elected t..."
sequence: 0
dialoguetext:
In a way. An innocence is elected to office by the Founding Party, a precedent that has taken place a mere six times in the entirety of History. The legal system of the Reál Belt is built from the ground up to accommodate innocentic rule, should it coincide with our time.


title: Encyclopedia: "An innocence is infallible. The dec..."
sequence: 0
userscript: SetVariableValue("tc.innocentic_system", true) --[[ Variable[ ]]
dialoguetext:
An innocence is infallible. The decisions made by one are not decisions. They are inevitabilities -- what would have happened anyway, only accelerated, packed into decades instead of centuries. An Innocence is a continuous, compressed event, a sacred human being. It is an honour and a glory to live when one is in office.


title: Encyclopedia: "Three hundred years ago, in the wak..."
sequence: 0
dialoguetext:
Three hundred years ago, in the wake of the discovery of this isola -- the Insulindian -- by explorers from the continent of Mundi. She is, among other things, the innocence of interisolary travel and the connected world.


title: Encyclopedia: "Many things. You know she was a wom..."
sequence: 0
dialoguetext:
Many things. You know she was a woman of the court, the wife of an influential *marchese*, and eventually the principal advisor to Irene La Navigateur, Queen of Suresne (modern day Sur-la-Clef). Also, that she was gorgeous beyond beauty.


title: Encyclopedia: "Terribly. Women of the court were e..."
sequence: 0
dialoguetext:
Terribly. Women of the court were expected to play both contract bridge and chess sufficiently well to prove an interesting challenge to a man -- a similar grasp in matters of philosophy, theology, and science was encouraged. She was, by all means, a kept woman...


title: Encyclopedia: "She made the most of her position i..."
sequence: 0
dialoguetext:
She made the most of her position in the Antedolorian court -- a court visited by the most prominent thinkers and artists of the day. In secret, she was becoming the era's pre-eminent philosopher of the state. A scalpel, a piercing gaze...


title: Encyclopedia: "She was an almost preternaturally m..."
sequence: 0
dialoguetext:
She was an almost preternaturally magnetic and intelligent individual. To her contemporaries she appeared out of time, a messenger from the future of the species. We *all* fell in love with her, head over heels. Even before she was declared an innocence her influence was tremendous.


title: Inland Empire: "Draped in ancient sadness. Are you..."
sequence: 0
userscript: SetVariableValue("church.stained_ie_more_dolores_history", true) --[[ Variable[ ]]
dialoguetext:
Draped in ancient sadness. Are you sure you want to remember this bit of historic trivia? Standing under her long slender form like this, dwarfed...


title: Inland Empire: "Exactly. Back out of this corner of..."
sequence: 0
dialoguetext:
Exactly. Back out of this corner of your mind by choosing the bottom-most option: "To hell with this."


title: Encyclopedia: "But... she was not hell. She is the..."
sequence: 0
dialoguetext:
But... she was not hell. She is the opposite of that, the wind of paradise, stripping away the covers from the hearts of men...


title: Stained Glass Window: "There you stand, below her once mor..."
sequence: 0
dialoguetext:
There you stand, below her once more, with your hands on your side. Momentarily at a loss as to what to do with yourself.


title: Encyclopedia: "It was on her advice that Irene La..."
sequence: 0
dialoguetext:
It was on her advice that Irene La Navigateur sponsored a number of voyages into the pale. A costly, often tragic endeavour, ultimately vindicated by the discovery of the *New New World*, the piece of reality you're standing on...


title: Encyclopedia: "As did we all. The lands of Mesque..."
sequence: 0
userscript: SetVariableValue("church.stained_encyclo_crowning", true) --[[ Variable[ ]]
dialoguetext:
As did we all. The lands of Mesque and the Occident and even far-away Supramundi -- altogether twenty one of the forty Mondial nations of the time -- immediately accepted innocentic rule. Even before her crowning.


title: Encyclopedia: "In a city called Advesperascit, in..."
sequence: 0
dialoguetext:
In a city called Advesperascit, in Vesper-Messina, her homeland. The name of the city means 'Evening comes,' but it happened on a winter's morning with the canals frozen and slush falling out of the sky.


title: Encyclopedia: "Wow indeed. When her innocence was..."
sequence: 0
dialoguetext:
Wow indeed. When her innocence was declared -- and the queen she had advised for years fell on her knees before her -- she was so overcome with emotion that her *lungs* started *glowing* in her chest...


title: Encyclopedia: "Oh yes... She looked like humanity'..."
sequence: 0
dialoguetext:
Oh yes... She looked like humanity's young mother, a perfect mother. Insultingly beautiful. It was as if her face and shoulders and hands were covered in a soft down of under-feathers. You know this well -- very well.


title: Encyclopedia: "One of the men in this secret servi..."
sequence: 0
dialoguetext:
One of the men in this secret service killed her -- 22 years later. A young man who had come to suspect that Dolores Dei was not entirely human, but something else.


title: Encyclopedia: "Okay. When her innocence was declar..."
sequence: 0
dialoguetext:
Okay. When her innocence was declared -- and the queen she had advised for years fell on her knees before her -- she was so overcome with emotion that her *lungs* started *glowing* in her chest...


title: Encyclopedia: "Oh, she was insultingly beautiful...."
sequence: 0
dialoguetext:
Oh, she was insultingly beautiful. She was humanity's young mother, a perfect mother. It was as if her face and shoulders and hands were covered in a soft down of under-feathers. You know this well -- very well.


title: Encyclopedia: "Yes. In a city called Advesperascit..."
sequence: 0
dialoguetext:
Yes. In a city called Advesperascit, in Vesper-Messina, her homeland. The name of the city means "Evening comes," but it happened on a winter's morning with the canals frozen and slush falling out of the sky.


title: Encyclopedia: "She was dressed in a white and pear..."
sequence: 0
dialoguetext:
She was dressed in a white and pearl dress on an emptied-out plaza, with the crowd far away. Already her *Therriers* -- the secret servicemen of the innocence -- were worried about an assassination attempt.


title: Encyclopedia: "Midwinter snow was beating the cobb..."
sequence: 0
dialoguetext:
Midwinter snow was beating the cobblestones around her. A small attaché of officials stood by as her Therriers placed a white gold wreath on her head. The crowning was mostly witnessed by secret servicemen.


title: Encyclopedia: "Something that had walked in our mi..."
sequence: 0
dialoguetext:
Something that had walked in our midst, watching us stumble for hundreds, if not thousands of years, until it decided to interfere -- interfere in the course of our history. 'We were supposed to come up with this ourselves!' the man was reported to have screamed at the innocence...


title: Encyclopedia: "This *inhuman* quality was witnesse..."
sequence: 0
userscript: SetVariableValue("tc.dolores_dei_glowing_lungs", true) --[[ Variable[ ]]
dialoguetext:
This *inhuman* quality was witnessed by many others as well -- glowing lungs and all. It is commonly attributed to mass hysteria and religious psychology.


title: Encyclopedia: "Dolores Dei was shot in the chest w..."
sequence: 0
dialoguetext:
Dolores Dei was shot in the chest with a fowling piece, eight times. The man, thought to be insane, said he once touched her and her body had been unnaturally warm, like a furnace -- and that sometimes while on duty he observed her forgetting to breathe for over ten minutes...


title: Encyclopedia: "*Terrifying* is a term too emotiona..."
sequence: 0
dialoguetext:
*Terrifying* is a term too emotionally charged for your semantic memory. Or what remains of it, but...


title: Inland Empire: "Terrifying. It's a simple word. She..."
sequence: 0
userscript: SetVariableValue("church.stained_ie_dei_for_humanity", true) --[[ Variable[ ]]
dialoguetext:
Terrifying. It's a simple word. She was *bad* for humanity and you shouldn't have started thinking about her!


title: Encyclopedia: "Although she is often considered to..."
sequence: 0
dialoguetext:
Although she is often considered to be the greatest human being to ever live, there *was* something ominous about Dolores Dei -- constantly surrounded by her Therriers...


title: Encyclopedia: "She adored chess, yes -- but also m..."
sequence: 0
userscript: SetVariableValue("church.stained_figurine_task", true) --[[ Variable[ ]]
dialoguetext:
She adored chess, yes -- but also military war games. Dolores Dei often holds a tiny tin soldier between her index finger and thumb -- in icons such as this. She was also blonde, the blondest woman you have ever seen, with green eyes the colour of the Pisantic *mare interregnum*...


title: Encyclopedia: "She was the most socially secluded..."
sequence: 0
userscript: SetVariableValue("church.stained_ency_dolores_war_criminal", true) --[[ Variable[ ]]
dialoguetext:
She was the most socially secluded and least self-aware of all the innocences. Some modern thinkers would consider her a war criminal for the campaigns she waged against the Mesque state. And then there were the resettlement programs...


title: Encyclopedia: "The Mesque state tried to detach it..."
sequence: 0
dialoguetext:
The Mesque state tried to detach itself from innocentic rule. Parts of the world were experiencing whiplash from accelerating into secularism. Her mandatory education programs and mass resettlement of upstream Magritte were problematic as well. Dissenters were suppressed by a military force she called “The Army of Humanity"...


title: Encyclopedia: "Little is known of her marchese hus..."
sequence: 0
userscript: XPMinorSetBool("XP.remind_yourself_of_dolores_dei")--[[ Variable[ ]]
dialoguetext:
Little is known of her marchese husband. It's as if he vanished from history after completing his role -- which was to introduce Dolores Dei to court. In conclusion, yes, there *is* something lonely, paranoid, and even terrifying that people seldom mention, but *feel* when they think of her...


title: Encyclopedia: "You already do. Although she is oft..."
sequence: 0
dialoguetext:
You already do. Although she is often considered to be the greatest human being to ever live, there *was* something ominous about Dolores Dei -- constantly surrounded by her Therriers...


title: Inland Empire: "Good. Now back out of this corner o..."
sequence: 0
dialoguetext:
Good. Now back out of this corner of your mind by choosing the bottom option: "To hell with this." You've been standing here long enough.


title: Kim Kitsuragi: ""Officer, you've stood there for ov..."
sequence: 0
dialoguetext:
"Officer, you've stood there for over five minutes..." The lieutenant's calm voice echoes in the cold air of the church.


title: Andre: ""Hey man, you've stood there for li..."
sequence: 0
dialoguetext:
"Hey man, you've stood there for like... half an hour!" The hedgehog-haired man yells from across the coldness of the church.


title: Kim Kitsuragi: ""She's been dead for three hundred..."
sequence: 0
dialoguetext:
"She's been dead for three hundred years. I am almost a thousand percent certain she isn't connected to the case..." He takes his glasses off to clean them.


title: Andre: ""That's mega cool, man, you coming..."
sequence: 0
dialoguetext:
"That's mega cool, man, you coming in here and questioning religious symbolism like that. Right on."


title: Kim Kitsuragi: ""Yes. Glowing lungs are quite unusu..."
sequence: 0
dialoguetext:
"Yes. Glowing lungs are quite unusual. After that one time, they have not been reported to glow." He takes his glasses off to clean them.


title: Kim Kitsuragi: ""You know... this church. The coast..."
sequence: 0
dialoguetext:
"You know... this church. The coast... we shouldn't linger. Finish what you came here to do and let's move on. This isn't a good place to get lost in."


title: Empathy: "An imperceptible tinge of fear. The..."
sequence: 0
dialoguetext:
An imperceptible tinge of fear. The lieutenant is afraid of the church. He does not know why, but he is.


title: Kim Kitsuragi: ""She introduced us to the idea of p..."
sequence: 0
dialoguetext:
"She introduced us to the idea of public education, retirement, and modern diplomacy." He takes his glasses off to clean them.


title: Noid: ""That's not left wing, Andre. I don..."
sequence: 0
dialoguetext:
"That's not left wing, Andre. I don't think we should have that spooker adorning the club..." Another voice from the back of the church...


title: Kim Kitsuragi: ""This church. The coast in general...."
sequence: 0
dialoguetext:
"This church. The coast in general... we shouldn't linger here. This isn't a good place to get lost in. We should conclude our business and move on."


title: Noid: ""Right on." A voice from the back o..."
sequence: 0
userscript: SetVariableValue("church.stained_dolores_not_human_noid", true) --[[ Variable[ ]]
dialoguetext:
"Right on." A voice from the back of the church. "She was inhuman. You've got a critical mind, cop-man. Yo, Andre, we should board that window up. No one wants that spooky shit when they're dancing."


title: Andre: ""That's mega cool, man, you coming..."
sequence: 0
dialoguetext:
"That's mega cool, man, you coming in and accusing her of not being human like that. Right on, man!"


title: Noid: ""We should board that window up, An..."
sequence: 0
dialoguetext:
"We should board that window up, Andre." A voice from the back of the church. "People don't want to see that woman when they're dancing. It's unhealthy."


title: Kim Kitsuragi: ""This church. The coast in general...."
sequence: 0
dialoguetext:
"This church. The coast in general... we shouldn't linger here. This isn't a good place to get lost in."


title: Kim Kitsuragi: ""Okay. It's just that you've been l..."
sequence: 0
dialoguetext:
"Okay. It's just that you've been looking at that window for quite long now. And it's cold in here..." He takes off his glasses to clean them.


title: Noid: ""I told you, Andre." A voice from t..."
sequence: 0
dialoguetext:
"I told you, Andre." A voice from the back of the church. "People don't want to see that woman when they're dancing. It's unhealthy. And we're *not* putting disco lights on it. That would only make it worse."


title: Andre: ""Cool, man! Yeah, we should light h..."
sequence: 0
dialoguetext:
"Cool, man! Yeah, we should light her up with disco lights. People are gonna lose their shit when they see a club for anodic music with this kind of... sacred shit."


title: Kim Kitsuragi: ""That she is. A great sacral piece...."
sequence: 0
dialoguetext:
"That she is. A great sacral piece. I wonder what we're doing here, however..." He takes his glasses off to clean them.


title: Kim Kitsuragi: ""In this church I mean? The coast i..."
sequence: 0
dialoguetext:
"In this church I mean? The coast in general... we shouldn't linger. This isn't a good place to get lost in."


title: Noid: ""Yeah, glowing lungs *are* fucked u..."
sequence: 0
dialoguetext:
"Yeah, glowing lungs *are* fucked up." A voice from the back of the church. "We should board that window up. Bad sines, you know?"


title: Noid: ""Right on." A voice from the back o..."
sequence: 0
userscript: SetVariableValue("church.stained_dei_murderer", true) --[[ Variable[ ]]
dialoguetext:
"Right on." A voice from the back of the church. "She was inhuman. You've got a critical mind cop-man -- furthermore, Andre, we should board that window up. No one wants that spooky shit when they're dancing."


title: Kim Kitsuragi: ""Either way -- this church, the coa..."
sequence: 0
dialoguetext:
"Either way -- this church, the coast in general... we shouldn't linger here. This isn't a good place to get lost in. We should conclude our business and move on."


title: Andre: ""Uhm..." Andre doesn't know what to..."
sequence: 0
dialoguetext:
"Uhm..." Andre doesn't know what to say. "It's cold man, you've been looking at that window for like forever now, man. You should dance, get some warmth!"


title: Kim Kitsuragi: ""I don't know about that..." He tak..."
sequence: 0
dialoguetext:
"I don't know about that..." He takes his glasses off to clean them. "It was a different time. A different war."


title: Noid: ""We should board that old spooker u..."
sequence: 0
dialoguetext:
"We should board that old spooker up, Andre." A voice from the back of the church. "It'll only disturb the people while they're trying to dance, unshackled by the failure of humanism."


title: Drama: "A very, very skilled thespian would..."
sequence: 0
userscript: SetVariableValue("church.stained_drama_raid_leaving_something_out", true) --[[ Variable[ ]]
dialoguetext:
A very, very skilled thespian would detect a touch of drama when he says he doesn't know why it was conducted...


title: Logic: "Something during the raid the lieut..."
sequence: 0
dialoguetext:
Something during the raid the lieutenant mentioned? Or just hooligans looking for something to break.


title: You: "Looks like I can't give this figuri..."
dialoguetext: Looks like I can't give this figurine to her.
sequence: 0
conditionstring:
(CheckItem("figurine_set_headless_faln_rider")  or  CheckItem("figurine_set_revolutionary"))  and  Variable["TASK.offer_dolores_dei_figurines"] == true  and  Variable["TASK.offer_dolores_dei_figurines_done"] == false


title: Stained Glass Window: "Your fingertips touch your chest fo..."
sequence: 0
dialoguetext:
Your fingertips touch your chest four times as you stand in the apricot-coloured light of the window. Above you, the woman still smiles her distant smile, sundered by the crack in the glass.


title: Stained Glass Window: "As that soft word passes through yo..."
sequence: PlayAnimation(Tequila Sunset, ChurchStopLooking);
dialoguetext:
As that soft word passes through your mind, you rise -- into the apricot-coloured light of the window. The woman keeps smiling her distant smile, sundered by the crack in the glass.


title: Stained Glass Window: "As that lonely word passes through..."
sequence: PlayAnimation(Tequila Sunset, ChurchStopLooking);
dialoguetext:
As that lonely word passes through your mind, you rise -- into the apricot-coloured light of the window. The woman keeps smiling her distant smile above you, sundered by the crack in the glass.


title: Stained Glass Window: "With that terrible word ringing thr..."
sequence: PlayAnimation(Tequila Sunset, ChurchStopLooking);
dialoguetext:
With that terrible word ringing through your mind, you rise -- into the apricot coloured-light of the window. The woman keeps smiling her distant smile above you, sundered by the crack in the glass.


title: Stained Glass Window: "As that great and desperate thought..."
sequence: PlayAnimation(Tequila Sunset, ChurchStopLooking);
dialoguetext:
As that great and desperate thought passes through your mind you rise. From your knees and into the apricot-coloured light of the window. Above you, the woman keeps smiling her distant smile, sundered by the crack in the glass.


title: Kim Kitsuragi: ""We should be respectful here, alth..."
sequence: 0
dialoguetext:
"We should be respectful here, although the building appears to be deserted. I do not believe we'll find anything connected to the lynching here. Something else, perhaps..." He looks at the machinery lying around.


title: Encyclopedia: "She was crowned two years after the..."
sequence: 0
dialoguetext:
She was crowned two years after the first expedition returned, setting in motion what is widely considered the greatest era in history -- the Dolorian Era.


title: Encyclopedia: "Bystanders reported golden filament..."
sequence: 0
dialoguetext:
Bystanders reported golden filaments lighting the already sunlit chamber around her, clearly visible beneath her dress.


title: Encyclopedia: "Bystanders reported golden filament..."
sequence: 0
dialoguetext:
Bystanders reported golden filaments lighting the already sunlit chamber around her, clearly visible beneath her dress. I repeat: *Her lungs started glowing*. Do you care now?


title: Kim Kitsuragi: ""I do." There's a pause, then he co..."
sequence: 0
dialoguetext:
"I do." There's a pause, then he continues: "I heard it was a particularly bad one. The place was shot to pieces."


title: Kim Kitsuragi: ""If this man was really here when i..."
sequence: 0
dialoguetext:
"If this man was really here when it happened, then it's better for all of us that he doesn't remember what happened."


title: Interfacing: "A motor carriage? A gunshot? Someon..."
sequence: 0
dialoguetext:
A motor carriage? A gunshot? Someone falling into it? Or maybe just hooligans looking for something to break.


title: Perception (Hearing): "The silence in this part of the chu..."
sequence: 0
dialoguetext:
The silence in this part of the church -- it's almost palpable. All the shifting matter and shuffling of living things is gone. Nothing seems to exist beyond the church anymore.


title: You: "(Turn to Kim.) "What's happening?""
dialoguetext: (Turn to Kim.) "What's happening?"
sequence: 0
userscript: SetVariableValue("church.orb_silence_asked_kim_about_silence", true) --[[ Variable[ ]]
conditionstring:
IsKimHere()  and  Variable["church.orb_silence_clapped"]  and  Variable["church.orb_silence_shouted"]


title: Perception (Sight): "The orderly rows of ceiling panels..."
sequence: 0
dialoguetext:
The orderly rows of ceiling panels become barely visible, then disappear completely in the darkness of the tower overhead.


title: Perception (Sight): "It's like there's something moving..."
sequence: 0
dialoguetext:
It's like there's something moving up there -- a shadow has emerged from the tower and is making its way *toward* you through all the other shadows.


title: Perception (Sight): "It's not a shadow anymore -- becomi..."
sequence: 0
dialoguetext:
It's not a shadow anymore -- becoming more substantial as it gets closer. The shape of an *animal* descends.


title: Conceptualization: "Maybe the church was designed in th..."
sequence: 0
userscript: SetVariableValue("church.silence_clap_concept", true) --[[ Variable[ ]]
dialoguetext:
Maybe the church was designed in this way to prevent boisterous activity -- singing and dancing -- on its premises?


title: You: ""Hey, what if it's something *paran..."
dialoguetext: "Hey, what if it's something *paranatural*?"
sequence: 0
conditionstring:
Variable["doomed.plais_whitecheck_drama_convince"]  or  IsTHCPresent("remote_viewer")  or  Variable["tc.rvd"]


title: Suggestion: "He's trying to act dismissive, but..."
sequence: 0
dialoguetext:
He's trying to act dismissive, but at this particular moment, he's more open than usual to the idea of paranatural phenomena.


title: Perception (Hearing): "Maybe if you were to stand in just..."
dialoguetext:
Maybe if you were to stand in just the right spot, even your footsteps would be completely silent...

sequence:
TravelTo(Tequila Sunset, ConeTeqPos); TravelTo(Kim Kitsuragi, ConeKimPos);FocusCamera(ConeStartCam);


title: Logic: "It seems that sound here is detache..."
sequence: 0
userscript: SetVariableValue("church.silence_greet_concept", true) --[[ Variable[ ]]
dialoguetext:
It seems that sound here is detached from its source somehow, if not blotted out outright. Truly unusual.


title: Encyclopedia: "You know, in the middle of the last..."
sequence: 0
userscript: SetVariableValue("church.silence_red_check_fail_encyc", true) --[[ Variable[ ]]
dialoguetext:
You know, in the middle of the last century, there was a group of Revacholian painters who famously disdained the use of black.


title: You: "Can I use this to see through the d..."
dialoguetext: Can I use this to see through the darkness up there, somehow? (Proceed.)
sequence: 0
conditionstring:
Variable["church.silence_red_check_fail_encyc_rev"]  and  Variable["church.silence_red_check_fail_encyc_black"]


title: Encyclopedia: "No, this is just an intellectual mu..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
No, this is just an intellectual musing. In fact, it's probably dangerous to waste time like this. You should stop.


title: Encyclopedia: "They wanted to capture what it real..."
sequence: 0
dialoguetext:
They wanted to capture what it really felt like to look at the world -- to be *inside* colour, to be blinded by early afternoon light glittering on the crests of sea waves.


title: Encyclopedia: "Such an effect is best achieved by..."
sequence: 0
dialoguetext:
Such an effect is best achieved by using the juxtaposition of complementary colours -- rather than the addition of black -- to create contrast.


title: Encyclopedia: "Sometimes an encounter with an oppo..."
sequence: 0
dialoguetext:
Sometimes an encounter with an opposing aesthetic is required for one to truly grow into one's tastes and preferences.


title: Kim Kitsuragi: ""Officer, is there something up the..."
sequence: 0
dialoguetext:
"Officer, is there something up there?" The lieutenant follows your gaze, attempting to see whatever it is that you are seeing.


title: Kim Kitsuragi: ""Officer, what are you looking at?"..."
sequence: 0
dialoguetext:
"Officer, what are you looking at?" He follows your gaze, attempting to see whatever it is that you are seeing.


title: Inland Empire: "It's like you see your own face ref..."
sequence: 0
dialoguetext:
It's like you see your own face reflected back at you in the vanishing geometry -- a strange, alien image that's supposed to be you.


title: Water Bowls: "It's awfully silent again, as if so..."
sequence: 0
dialoguetext:
It's awfully silent again, as if someone turned off the entire world outside those walls. Water inside the bowls stands still.


dialoguetext: 0
sequence: Continue()
title:
Variable["church.waterbasins_moved_one_basin"] == true  and  Variable["church.waterbasins_moved_second_basin"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["church.waterbasins_moved_one_basin"] == true  and  Variable["church.waterbasins_moved_second_basin"] == true)

conditionstring:
(Variable["church.waterbasins_moved_one_basin"] == true  and  Variable["church.waterbasins_moved_second_basin"] == true) == false


title: Perception (Sight): "Measurements have been marked down..."
sequence: 0
dialoguetext:
Measurements have been marked down around the bowls, each chalk-drawn line representing a centimetre on the floor.


title: !(Variable["church.waterbowls_physinst_walk"] and Variable["TASK.report_to_the_tribunal_done"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["church.waterbowls_physinst_walk"]  and  Variable["TASK.report_to_the_tribunal_done"]) == false


title: Reaction Speed: "Hey! Her Innocence Dolores Dei like..."
sequence: 0
dialoguetext:
Hey! Her Innocence Dolores Dei liked little figurines, right? Liked holding little men between her fingers, remember?


title: Reaction Speed: "So very, very, *very* nifty... nift..."
dialoguetext: So very, very, *very* nifty... nifty and mysterious. This is surely what the figurines are for!
sequence: 0
userscript:
GainTask("TASK.offer_dolores_dei_figurines"); SetVariableValue("church.orb_figurine_thought_done", true) --[[ Variable[ ]]


title: Conceptualization: "They really have an interesting set..."
sequence: 0
userscript: SetVariableValue("church.drug_lab_realization_afterthought_done", true) --[[ Variable[ ]]
dialoguetext:
They really have an interesting set up here. Like kids preparing for a school science fair. It's pretty neat.


title: Andre: ""This? Oh, we're trying to see if w..."
sequence: 0
dialoguetext:
"This? Oh, we're trying to see if we can come up with some cool new special effects to add to the visual aspect of our club experience..." He gestures toward the set-up proudly.


title: Andre: ""Not, like, you know, in a dangerou..."
sequence: 0
dialoguetext:
"Not, like, you know, in a dangerous way," he throws Egg Head an uneasy glance, "or, well, we're not going to do it in a dangerous way."


title: Soona, the Programmer: "The lead programmer turns to look a..."
sequence: 0
dialoguetext:
The lead programmer turns to look at you for a moment, her gaze impassive, then returns to her work.


title: Andre: ""I hope you get to experience one o..."
sequence: 0
dialoguetext:
"I hope you get to experience one of our light-smell shows sometime, sir," he says with a smile, nodding his blond, spiked head vigorously. "It'll be a blast."


title: Kim Kitsuragi: ""Feel free to come back later and '..."
sequence: 0
dialoguetext:
"Feel free to come back later and 'have a blast' with these exemplars of youthful avant-gardism. But we really need to return to the present now."


title: Andre: ""I hope you get to experience one o..."
sequence: 0
dialoguetext:
"I hope you get to experience one of our light-smell shows sometime, sir," he says, nodding his blond, spiked head vigorously. "It'll be a blast."


title: Andre: ""Besides, did you know that *smell..."
sequence: 0
dialoguetext:
"Besides, did you know that *smell experiences* are all the rage now at the most forward-thinking venues?"


title: Encyclopedia: "Glad you asked. When junior researc..."
sequence: 0
userscript: SetVariableValue("yard.shack_ency_eternite_dump", true) --[[ Variable[ ]]
dialoguetext:
Glad you asked. When junior researcher Õlari Taal invented eternite in the Värtna Polytechnic Institute, some thirty odd years ago, he thought it would last forever -- hence the name eternite. Sadly the only lasting thing turned out to be the material's highly carcinogenic effect.


title: Perception (Sight): "There it is! You see a shabby littl..."
dialoguetext: There it is! You see a shabby little door.
sequence:
Hold();Release()@3;HideActualHeld();BanishInterface(true)@1;FocusCamera(cam_cunodoor_start)@0.8;PlayAnimation(Tequila Sunset, GenericInteract)@2.2->Message(interact);PlayAnimation(Tequila Sunset, BackStep2)@Message(interact);PlayAnimation(Eternite_door,Eternite_fall)@Message(interact);FocusCamera(cam_cunodoor_end)@Message(interact);ShowActualHeld()@6.5;LuaRun(SetAreaState("YARD_ETERNITE","down"))@10;LuaRun(XPPicoSetBool("XP.find_cunos_shack"))@10;BanishInterface(false)@10;ResetCamera(2)@9;


title: Perception (Sight): "Because there's a secret door hidde..."
sequence: 0
userscript: SetVariableValue("yard.shack_door_wc_success", true) --[[ Variable[ ]]
dialoguetext:
Because there's a secret door hidden behind the panels of eternite. That's why they're *too* orderly.


title: Perception (Hearing): "All around you, the hisses and chir..."
sequence: 0
userscript: SetVariableValue("coast.orb_locucsts_seen", true) --[[ Variable[ ]]
dialoguetext:
All around you, the hisses and chirps of locusts fill the musky air. The earthen floor of the shack has been shaped into mounds of mud dotted with little holes for windows.


title: Kim Kitsuragi: ""Of the locusts. For the missing lo..."
sequence: 0
userscript: FinishTask("TASK.find_out_why_the_trap_was_empty_done")--[[ Variable[ ]]
dialoguetext:
"Of the locusts. For the missing locust case, which is a sub-case of the imaginary insect case. So at least *that's* going well."


title: Rhetoric: "When someone says they're not being..."
sequence: 0
dialoguetext:
When someone says they're not being sarcastic, it's usually a good sign that they're being *very* sarcastic.


title: Kim Kitsuragi: ""If anything, the presence of the l..."
sequence: 0
dialoguetext:
"If anything, the presence of the locusts points to the opposite -- the phasmid did not take the bait from the traps. It was Cuno. The phasmid doesn't exist..."


title: Logic: "Use your powers of deduction! You k..."
sequence: 0
dialoguetext:
Use your powers of deduction! You knew the magic bug was nowhere near here. The phasmid is impairing your judgement.


title: Perception (Hearing): "Heaps of leaves are rotting among t..."
sequence: 0
dialoguetext:
Heaps of leaves are rotting among the mud-cake towers. Dozens of little locusts feed on them, buzzing away with vicious joy. Cuno has really outdone himself here.


title: Perception (Hearing): "Sounds like you found the locusts,..."
dialoguetext: Sounds like you found the locusts, detective.
sequence: 0
userscript:
FinishTask("TASK.find_out_why_the_trap_was_empty_done"); GainTask("TASK.confront_cuno_about_locusts")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Well, detective, it appears you've..."
sequence: 0
dialoguetext:
"Well, detective, it appears you've solved the case..." The lieutenant looks around, writes something in his notebook, and turns to you...


title: Kim Kitsuragi: ""Well, detective, it appears you're..."
sequence: 0
dialoguetext:
"Well, detective, it appears you're on the way to solving the case..." The lieutenant looks around, writes something in his notebook, and turns to you...


title: Kim Kitsuragi: ""The missing locust case, which is..."
sequence: 0
userscript: GainTask("TASK.find_phasmid")--[[ Variable[ ]]
dialoguetext:
"The missing locust case, which is a sub-case of the imaginary insect case. So at least *that's* going well."


title: Perception (Hearing): "As you turn away, heaps of leaves a..."
sequence: 0
userscript: GainTask("TASK.find_phasmid"); GainTask("TASK.tell_cryptos_of_city")--[[ Variable[ ]]
dialoguetext:
As you turn away, heaps of leaves are rotting among the mud-cake towers. Dozens of little locusts feed on them, buzzing away with vicious joy...


title: Kim Kitsuragi: ""If anything, the presence of the l..."
sequence: 0
dialoguetext:
"If anything, the presence of the locusts points to the *opposite* -- the phasmid did not take the bait from the traps."


title: Logic: "Use your powers of deduction! You k..."
sequence: 0
dialoguetext:
Use your powers of deduction! You knew the bug was nowhere near here. The phasmid is impairing your judgement.


title: Kim Kitsuragi: ""Of course. I'll leave that to you...."
sequence: 0
userscript: GainTask("TASK.tell_cryptos_of_city")--[[ Variable[ ]]
dialoguetext:
"Of course. I'll leave that to you. You seem to have a *handle* on the phasmid-trap-insect situation."


title: Perception (Hearing): "Heaps of leaves are rotting among t..."
sequence: 0
dialoguetext:
Heaps of leaves are rotting among the mud-cake towers. Dozens of little locusts feed on them, buzzing away with vicious joy. The kid in the yard has really outdone himself here.


title: Kim Kitsuragi: ""Perhaps not?" He looks at you. "Th..."
sequence: 0
dialoguetext:
"Perhaps not?" He looks at you. "This is below our pay grade, detective. However..." He points to the ladder in the corner.


title: Kim Kitsuragi: ""Of course, detective. *Swift* just..."
sequence: 0
dialoguetext:
"Of course, detective. *Swift* justice. Don't worry, we don't have to investigate every trace of narcotics..." The lieutenant points to the ladder in the corner.


title: Kim Kitsuragi: ""But that there was an interesting..."
sequence: 0
userscript: SetVariableValue("backyard.shack_elchem_about_speed_done", true) --[[ Variable[ ]]
dialoguetext:
"But that there was an interesting find -- an alternative path into the harbour that the kid uses. Well done."


dialoguetext: 0
sequence: Continue()
title:
Variable["backyard.cloak_greeting_done"] == true  or Variable["yard.sense_clicked_on_collapsing_doorway"] == true  or  Variable["yard.yard_sense_clicked_on_reinforcing_pillars"] == true


dialoguetext: 0
sequence: Continue()
title:
!(Variable["backyard.cloak_greeting_done"] == true  or Variable["yard.sense_clicked_on_collapsing_doorway"] == true  or  Variable["yard.yard_sense_clicked_on_reinforcing_pillars"] == true)

conditionstring:
(Variable["backyard.cloak_greeting_done"] == true  or Variable["yard.sense_clicked_on_collapsing_doorway"] == true  or  Variable["yard.yard_sense_clicked_on_reinforcing_pillars"] == true) == false


title: Kim Kitsuragi: ""See that *ladder* there? It's prob..."
sequence: 0
userscript: SetVariableValue("backyard.shack_elchem_about_speed_done", true) --[[ Variable[ ]]
dialoguetext:
"See that *ladder* there? It's probably another way into the industrial harbour, no? A secret path the local kids use."


title: Electrochemistry: "Responsible drug use. Just a faint..."
sequence: 0
userscript: SetVariableValue("backyard.shack_elchem_about_speed_done", true) --[[ Variable[ ]]
dialoguetext:
Responsible drug use. Just a faint bitter taste on the tip of your tongue. There wasn't enough to get a grown man anywhere.


title: Electrochemistry: "You run your tongue across the plat..."
sequence: 0
userscript: SetVariableValue("backyard.shack_elchem_about_speed_done", true) --[[ Variable[ ]]
dialoguetext:
You run your tongue across the plate four or five times. Like a dog. Still, just a very faint, bitter taste. This isn't enough to get a big man anywhere.


title: Composure: "There they both are -- two identica..."
sequence: 0
userscript: FinishTask("TASK.find_your_other_shoe_done")--[[ Variable[ ]]
dialoguetext:
There they both are -- two identical shoes, both *copiously* green and *indiscriminately* snake-skin. Reunited on your feet!


title: Annette: ""Hello, sir! Step right in, the sto..."
dialoguetext:
"Hello, sir! Step right in, the store is open!" A young girl with chubby red cheeks waves at you, smiling. Her nose is also red from the cold.


title: Annette: ""It's a bookstore, sir! We sell boo..."
dialoguetext:
"It's a bookstore, sir! We sell books, postcards, and some board games." She points at the window. "It's called *Crime, Romance, and Biographies of Famous People*."

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


title: Annette: ""My name is Annette, sir. My mum, h..."
sequence: 0
dialoguetext:
"My name is Annette, sir. My mum, her name is Plaisance, she owns the store. She's inside, minding the register... or organizing the stock." The girl gazes at the window, then suddenly jolts, her eyes wide, as if recalling something:

userscript:
SetVariableValue("plaza.annette_name_knowings", true) ; SetVariableValue("plaza.annette_daughter_of_clerk", true) ; SetVariableValue("doomed.plais_name_known", true) --[[ Variable[ ]]


title: Annette: ""Crime fiction is about murders or..."
sequence: 0
dialoguetext:
"Crime fiction is about murders or burglaries or things like that. And the work of a policeman or a private detective who's trying to solve a crime and catch the criminals."


title: Annette: ""It's exciting to people, I guess...."
sequence: 0
dialoguetext:
"It's exciting to people, I guess. They get to imagine dangerous things. And it's kinda like a puzzle, where you can guess who the criminal is or how the good guys are going to catch him. "


title: You: ""If I looked like Mr. Mullen, all t..."
sequence: 0
dialoguetext:
"If I looked like Mr. Mullen, all the criminals would go off running the very moment they saw me. This way I can go undercover, blend in, collect evidence."


title: Annette: ""Didn't mean to offend, sir, sorry,..."
sequence: 0
dialoguetext:
"Didn't mean to offend, sir, sorry, sir. It's just that you don't look like Dick Mullen." She points to a book cover, on which you see a strapping Vespertine officer. He stands grimly over the body of a dead woman.


title: Annette: ""Okay... sir.""
dialoguetext: "Okay... sir."
sequence: 0
userscript:
SetVariableValue("plaza.annette_dont_call_me_sir", Variable["plaza.annette_dont_call_me_sir"] +once(1)) 


title: Mullen hub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("plaza.annette_kimjanus_mullen", true) ;
SetVariableValue("plaza.annette_kimjanus_books", Variable["plaza.annette_kimjanus_books"] +once(1)) 


title: Annette: ""Maybe you can show me some *real*..."
sequence: 0
userscript: SetVariableValue("plaza.annette_opens_up_whitecheck", true) --[[ Variable[ ]]
dialoguetext:
"Maybe you can show me some *real* police work, sir? Like in the books!" The cover image of Dick Mullen seems to stare at you with harsh disapproval.


title: You: ""Anyhow, it's much easier to work u..."
dialoguetext: "Anyhow, it's much easier to work undercover if one doesn't look like him."
sequence: 0
conditionstring:
Variable["plaza.annette_mullen_conc"] == false  and  Variable["plaza.annette_mullen_endurance"] == false  and  Variable["plaza.annette_mullen_savoir"] == false  and  Variable["plaza.annette_mullen_empathy"] == false


title: Annette: "She examines the picture, trying to..."
sequence: 0
dialoguetext:
She examines the picture, trying to find whatever is wrong with it. She then shrugs and puts the book aside, unconvinced.


title: Annette: ""It's the type of book where there'..."
sequence: 0
dialoguetext:
"It's the type of book where there's a rich lady and she has to choose between the good man and the bad man." She smiles at the thought, perhaps imagining herself in that situation.

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


title: Annette: ""I don't think it's a romance story..."
sequence: 0
dialoguetext:
"I don't think it's a romance story if the main characters break up, though..." She pauses, trying to figure out the appropriate answer.


