# dentries

title: Encyclopedia: "850 million people live on these li..."
sequence: 0
dialoguetext:
850 million people live on these little dots. An oceanic world of culture and commerce, torn apart by history.


title: Inland Empire: "Connections to other worlds. Worlds..."
sequence: 0
dialoguetext:
Connections to other worlds. Worlds past the Insulindian, unknown to you. You only know you've never been there.


title: Logic: "850 million people live on these ti..."
sequence: 0
dialoguetext:
850 million people live on these tiny dots. An oceanic world of culture and commerce, torn apart by history.


title: Encyclopedia: "You have little idea what they are..."
sequence: 0
dialoguetext:
You have little idea what they are -- distant stars? gods? -- but looking at them makes you feel almost non-existent. Whatever they are, the *isolas* are immeasurably large compared to you. And very, very far away.


title: Map Wall: "The north coast of a verdant island..."
sequence: 0
dialoguetext:
The north coast of a verdant island is shattered by the delta of a river. It is the River Esperance. Countless bridges put the shards back together, connecting city blocks to river islands. *La Delta*, says a great, artificial heart in the centre, teeming with lifeforms and construction.


title: Map Wall: "To the east, rolling hillsides: Le..."
sequence: 0
dialoguetext:
To the east, rolling hillsides: Le Jardin, Stella Maris, the suburbs of Saint-Batiste, swallowed up into the megacity. They sound *rich* to you. This is Revachol East.


title: Map Wall: "It's so small you can't even see it..."
sequence: 0
dialoguetext:
It's so small you can't even see it on the map. No... wait. There it is! North of Jamrock, the strip of coast next to the Greater Revachol Industrial Harbour. It looks downright despondent. It's almost Coal City, to be honest.


title: Shivers: "No. Coal City is worse. A charred l..."
sequence: 0
dialoguetext:
No. Coal City is worse. A charred limb. Rain falls on its slick black streets. And then there's the Burnt-Out Quarter in the heart of Jamrock... is it cold in this bookstore, or is it just *you*?


title: Volition: "No. This is somewhere to be. This i..."
sequence: 0
dialoguetext:
No. This is somewhere to be. This is all you have, but it's still something. Streets and sodium lights. The sky, the world. You're still alive.


title: Man from Hjelmdall Series: "The display rack is brimming with w..."
sequence: 0
dialoguetext:
The display rack is brimming with worn paperbacks featuring an extremely muscular, sword-wielding barbarian on the cover. Nearly all the titles contain the word *Hjelmdall* somewhere.


title: You: ""I want to buy the 'Hjelmdallermann..."
dialoguetext: "I want to buy the 'Hjelmdallermann' book."
sequence: 0
conditionstring:
Variable["doomed.book_found_hjelmdallermann"] == true  and  CheckItem("book_hjelmdallermann") == false


title: Plaisance: ""Oh, *Man from Hjelmdall*. A very p..."
sequence: 0
dialoguetext:
"Oh, *Man from Hjelmdall*. A very popular series of adventure novels." She looks at the book with some disdain. "They're awfully immoral and violent books."

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


title: Plaisance: ""Blood and violence, scantily clad..."
sequence: 0
dialoguetext:
"Blood and violence, scantily clad women, epic narratives, all those mystical things he encounters. They're bound to grab those with little imagination and nothing to do."


title: Plaisance: ""At last, someone sensible..." She..."
sequence: 0
dialoguetext:
"At last, someone sensible..." She fiddles with her pendant. "However, I still urge you to buy one. Can't judge a book by the cover, they say!"


title: Plaisance: ""He's a 'hero' from the frozen nort..."
sequence: 0
dialoguetext:
"He's a 'hero' from the frozen northlands. He travels to all sorts of lands and mainly kills people. There are hundreds of books in the series... and they sell incredibly well."


title: Man from Hjelmdall Series: "Rows and rows of Hjelmdallermenn bl..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_hjelmwoman", true) --[[ Variable[ ]]
dialoguetext:
Rows and rows of Hjelmdallermenn blur your vision. You make out some titles: "Man from Hjelmdall and the Mammoth-Riders", "Man from Hjelmdall: Return to Hjelmdall", and the solipsistic "Man From Hjelmdall and the Hjelmdall Man."


title: Man from Hjelmdall Series: "Maybe a hundred? "Man from Hjelmdal..."
sequence: 0
dialoguetext:
Maybe a hundred? "Man from Hjelmdall and the Sages at the End of the World", "Man from Hjelmdall and the False-God", "Man from Hjelmdall and the Scorched Earth", "Man from Hjelmdall: The Hjelmdall Colonies", "Man from Hjelmdall and the Swamp Beast", "Man from Hjelmdall and the Snow Crabs."


title: Man from Hjelmdall Series: "Not even close! "Man from Hjelmdall..."
sequence: 0
dialoguetext:
Not even close! "Man from Hjelmdall in Hell", "Man from Hjelmdall and the Forest of Slaves", "Man from Hjelmdall Under the Lake", "Man from Hjelmdall: Hjelmdall Burning". There's even "The Trial of Death", a Pasternal combat game book set in the world of Hjelmdallermann, and so much more.


title: Man from Hjelmdall Series: "Especially those leering types who..."
sequence: 0
dialoguetext:
Especially those leering types who seem to wear nothing but an armoured bikini. There's also some sort of a snake-lizard beast slithering around her abdomen-chest-shoulder region.


title: Plaisance: ""Oh, sir, I know." The storekeep ap..."
sequence: 0
dialoguetext:
"Oh, sir, I know." The storekeep apologizes immediately. "This really isn't representative of our values. But the store has to cater to its customers."


title: Man from Hjelmdall Series: "Your hand reaches toward a book wit..."
sequence: 0
dialoguetext:
Your hand reaches toward a book with glossy cover art of the very muscular Man from Hjelmdall -- in *chains* -- kneeling in front of a staircase leading to a throne. A woman sits on the throne, leering at the man.


title: Man from Hjelmdall Series: "Between the throne and the Hjelmdal..."
sequence: 0
userscript: SetVariableValue("tc.devil_woman", true) --[[ Variable[ ]]
dialoguetext:
Between the throne and the Hjelmdallermann lies a bonfire, casting shadows on the wall. The shadow of the woman's head-dress looks like a pair of devil horns. The title reads: "Man from Hjelmdall and the Devil Woman".


title: Plaisance: ""What does it matter? They're all t..."
sequence: 0
dialoguetext:
"What does it matter? They're all the same." She rolls her eyes, then fiddles with her pendant. "However, the customer is always right, they say."


title: Plaisance: ""If you're a novice of the series,..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_hjelmdallermann", true) --[[ Variable[ ]]
dialoguetext:
"If you're a novice of the series, I'd recommend 'Hjelmdallermann: the Man from Hjelmdall.' It's supposed to be a good introduction to the series."


title: Man from Hjelmdall: "Mountains of it. Heroic quantities..."
sequence: 0
dialoguetext:
Mountains of it. Heroic quantities of Hjelmdall. Roy's puny shirt is nothing compared to the *real deal*.


title: Encyclopedia: "It's pulp adventure. Takes place in..."
sequence: 0
dialoguetext:
It's pulp adventure. Takes place in a faux-mythological non-place called Hjelmdall. There is no such region on the Katla isola.


title: You: ""I want buy the 'Sixteen Days of Co..."
dialoguetext: "I want buy the 'Sixteen Days of Coldest April' book."
sequence: 0
conditionstring:
Variable["doomed.book_found_bad_romance"] == true  and  CheckItem("book_sixteen_days_in_coldest_april") == false


title: Plaisance: ""Oh, such wonderful, beautiful stor..."
sequence: 0
dialoguetext:
"Oh, such wonderful, beautiful stories. Stories of love!" She sighs wistfully. "You should definitely buy these."


title: Plaisance: ""No-no, sir, you don't want that. T..."
sequence: 0
dialoguetext:
"No-no, sir, you don't want that. That's not proper romance... romance is about overcoming adversity and finding that *single millionaire* who wants to take care of you until the end of days."


title: Pain Threshold: "Someone thought this was a romance..."
sequence: 0
dialoguetext:
Someone thought this was a romance story, but it's actually a thoroughly excruciating work of psychological realism.


title: Pain Threshold: "You focus on the overwhelming mass..."
sequence: 0
dialoguetext:
You focus on the overwhelming mass of colourful novels to find anything of note, but it only ends up with your eyes aching from the strain.


title: Plaisance: ""Huh, it's in the wrong shelf... An..."
sequence: 0
userscript: GainItem("book_sixteen_days_in_coldest_april")
dialoguetext:
"Huh, it's in the wrong shelf... Annette's been moving things around again, has she! That girl..." She shakes her head. "No matter, I hope you enjoy... this."


title: Pain Threshold: "As you focus on the overwhelming ma..."
sequence: 0
dialoguetext:
As you focus on the overwhelming mass of colourful novels, a discrepancy catches your eye -- one of the books is not like the others.


title: Shelf of Romance Stories: "On the cover of the book there's a..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_bad_romance", true) --[[ Variable[ ]]
dialoguetext:
On the cover of the book there's a wall of concrete buildings, with a black-and-white rainbow over them. It's written by someone from a country where even rainbows are black and white.


title: Shelf of Romance Stories: "Being a rough, *hard-boiled* detect..."
sequence: 0
userscript: SetVariableValue("doomed.book_wc_trigger_bad_romance", true) --[[ Variable[ ]]
dialoguetext:
Being a rough, *hard-boiled* detective, you can only be pleased by something more real, more *authentic*.


title: Shelf of Romance Stories: "You see a foamy mass of pinks and r..."
sequence: 0
dialoguetext:
You see a foamy mass of pinks and reds... colourful covers filled with risqué imagery. These books are most oft adorned by women in skimpy clothes, thighs revealed... a few roses and sometimes even some pistols.


title: Shelf of Romance Stories: "No, you wouldn't. Being a rough, *h..."
sequence: 0
userscript: SetVariableValue("doomed.book_wc_trigger_bad_romance", true) --[[ Variable[ ]]
dialoguetext:
No, you wouldn't. Being a rough, *hard-boiled* detective, you hope for something more real... more *authentic*.


title: Shelf of Romance Stories: "A grey book has lost itself between..."
sequence: 0
dialoguetext:
A grey book has lost itself between all the romance. The title reads: 'Sixteen Days of Coldest April.'


title: Shelf of Romance Stories: "You'd have to buy the book to be su..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_bad_romance", true) --[[ Variable[ ]]
dialoguetext:
You'd have to buy the book to be sure. But the book cover is a wall of concrete buildings, with a black-and-white rainbow covering them. It's written by someone from a country where even the rainbows are black-and-white. So it does seem like it'll be a downer.


title: Shelf of Crime Novels: "These shelves are overburdened with..."
sequence: 0
dialoguetext:
These shelves are overburdened with books from the same series. You see the name "Dick Mullen" over and over.


title: crimehub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("doomed.bookstore_browsed_items", true) ;
SetVariableValue("doomed.bookstore_mullen_crime_hub_reached", true) --[[ Variable[ ]]


title: Shelf of Crime Novels: "Shelves filled to the brim with cri..."
sequence: 0
dialoguetext:
Shelves filled to the brim with crime novels featuring the supposedly stalwart Vespertine detective, Dick Mullen.


title: Plaisance: ""Oh, crime, robberies, murders..."..."
sequence: 0
dialoguetext:
"Oh, crime, robberies, murders..." She lowers her voice. "Even *sexual* crimes. We're fortunate to have Dick Mullen and his stories to sort all that out."


title: Shelf of Crime Novels: "You see: "Dick Mullen on the Job",..."
sequence: 0
dialoguetext:
You see: "Dick Mullen on the Job", "Get Me Mullen!", "The Stalwart Adventures of Richard P. Mullen", "Dick Mullen and the Murder in the Orchard", "The Sordid Affair of Dick Mullen"...


title: Shelf of Crime Novels: ""A Killing Is Declared", "Dick Mull..."
sequence: 0
dialoguetext:
"A Killing Is Declared", "Dick Mullen in the Murderhouse", "The Final Case of Dick Mullen" (an obvious lie), "Dick Mullen in the Clock Tower", "The Ordeals of Dick Mullen", "Dauntless Dick", "Dick Mullen's Funeral Pyre", "The Murder of Dick Mullen"...


title: Plaisance: ""You're a... a police officer... ap..."
sequence: 0
dialoguetext:
"You're a... a police officer... apparently. You should buy *all* of these. They really do teach a person how to be a proper detective."


title: Shelf of Crime Novels: "Crime fiction... is a disgrace. An..."
sequence: 0
dialoguetext:
Crime fiction... is a disgrace. An asinine misrepresentation of the physical attributes and the arduous everyday work of actual police officers.


title: Shelf of Crime Novels: "Yes. There's also: "The Dame Who Di..."
sequence: 0
dialoguetext:
Yes. There's also: "The Dame Who Did It", "Farewell, My Mullen" (faking death seems to be a common trope in the Mullen series), "The Morbid Tales of Dick Mullen", "A Dark Tide Turns"...


title: Shelf of Crime Novels: ""Tragedy Calls for Dick Mullen" (an..."
sequence: 0
dialoguetext:
"Tragedy Calls for Dick Mullen" (another one with fake death), and, of course, "Dick Mullen: The Murderer", in order to catch a murderer, Dick Mullen must *become* the murderer.


title: Esprit de Corps: "Come on, this is *not* the way real..."
sequence: 0
userscript: SetVariableValue("doomed.book_mullen_esprit_detective_operation", true) --[[ Variable[ ]]
dialoguetext:
Come on, this is *not* the way real police solve crimes. The *real* police are some twenty kilometres away, sitting in an armoured motor carriage.


title: Reaction Speed: "Your quick eye notices a small cate..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_mullen_book", true) --[[ Variable[ ]]
dialoguetext:
Your quick eye notices a small caterpillar crawling across the spine of a book. The title reads: "Dick Mullen and the Mistaken Identity."


title: Inland Empire: "After all this, you still haven't f..."
sequence: 0
userscript: SetVariableValue("doomed.book_mullen_wc_trigger", true) --[[ Variable[ ]]
dialoguetext:
After all this, you still haven't found the answer to the one question that matters: Who *is* Dick Mullen?


title: Shelf of Crime Novels: "These books *greatly* overstate the..."
sequence: 0
dialoguetext:
These books *greatly* overstate the excitement of police work, glossing over how long it takes to actually follow up on leads and eliminate dead-ends.


title: Shelf of Crime Novels: "Not a single mention of all the str..."
sequence: 0
dialoguetext:
Not a single mention of all the stress this work creates upon the officer's *family*. Detective fiction just doesn't tell the truth at all. Now, would you like a list of the books found on the shelf?


title: Shelf of Crime Novels: "What's more, they completely ignore..."
sequence: 0
dialoguetext:
What's more, they completely ignore the psychological hardships of, year after year, coming into contact with people during the worst days of their lives.


title: Perception (Sight): "A couple spook novels hide amidst a..."
sequence: 0
dialoguetext:
A couple spook novels hide amidst all the detective books. Thrilling tales of spycraft and derring-do.


title: Mack Torson: ""Come on, Chester, tell the story a..."
sequence: 0
dialoguetext:
"Come on, Chester, tell the story again." A bald man turns toward a lean man and pats him on the back.


title: Mack Torson: ""The *fuck* it is," the bald man re..."
sequence: 0
dialoguetext:
"The *fuck* it is," the bald man replies. "And these guys haven't heard it." He motions to the civilian sitting in the back seat. "You see, Chester here," he pokes his finger at the lean man. "Chester *faked his own death* once!"


title: Chester McLaine: ""Yeah, sure came close," Chester mu..."
sequence: 0
dialoguetext:
"Yeah, sure came close," Chester mutters in return, then turns to the rapt listener. "Alright, so I was tailing this guy called 'Francis the Shoe'..." The inside of the motor carriage is thick with cigarette smoke. Outside, it starts to rain...


title: You: ""I want to buy this Dick Mullen nov..."
dialoguetext: "I want to buy this Dick Mullen novel."
sequence: 0
conditionstring:
Variable["doomed.book_found_mullen_book"] == true  and  CheckItem("book_dick_mullen_and_the_mistaken_identity") == false


title: Shelf of Crime Novels: "A worn paperback from Dick Mullen's..."
sequence: 0
dialoguetext:
A worn paperback from Dick Mullen's classic *hard-boiled* phase. The premise seems to be that Dick Mullen is framed for the murder of his best friend, and has just a few days to prove his innocence.


title: Volition: "Quit staring -- You're in public! T..."
sequence: 0
dialoguetext:
Quit staring -- You're in public! There's plenty of time for that later... in the privacy of your own room.


title: Kim Kitsuragi: "The lieutenant nods. You think you..."
sequence: 0
dialoguetext:
The lieutenant nods. You think you detect the faintest trace of a grin on his face, but you can't say for certain.


title: Electrochemistry: "Sex crimes *did* pique your interes..."
sequence: 0
dialoguetext:
Sex crimes *did* pique your interest, but still -- this Dick Mullen person only gets your pleasure centres *down*.


title: Electrochemistry: "Relax. It's not that bad. Also, thi..."
sequence: 0
dialoguetext:
Relax. It's not that bad. Also, this means your bloodflow is returning to normal. Good news, really.


title: Mountain of Board Games: "A small mountain of colourful board..."
sequence: 0
dialoguetext:
A small mountain of colourful board game boxes. There are numerous types of games for all ages. A lot of shelf space seems to be taken up by Wirrâl-related merchandise.


title: Plaisance: ""Wonderful board games, sir. 'The V..."
sequence: 0
dialoguetext:
"Wonderful board games, sir. 'The Viticulturist' is a classic for sure, or perhaps you'd like 'Archipelagos of Insulinde', a very educational game for those interested in geography."


title: Plaisance: ""'Raubritter' is a fun game of econ..."
sequence: 0
dialoguetext:
"'Raubritter' is a fun game of economic competition, but can get quite intense after a while. We have games for the whole family. You can play with your children!"


title: Plaisance: ""Lousy auras there!" She shudders...."
sequence: 0
userscript: SetVariableValue("doomed.game_choose_family", true) --[[ Variable[ ]]
dialoguetext:
"Lousy auras there!" She shudders. "No, *role-playing games* are popular among those types... you know, who're into those kinds of things. Personally, I don't like it. Not at all!"


title: Plaisance: ""If you say so." She gives you a cu..."
sequence: 0
userscript: GainItem("game_wirral")
dialoguetext:
"If you say so." She gives you a curious glance. "But you better stay away from those immoral occult rituals."


title: Plaisance: ""Don't be so hard on yourself, sir...."
sequence: 0
dialoguetext:
"Don't be so hard on yourself, sir. You just need to clean up a bit. And technically, friends are a bit like family." She fiddles her pendant.


title: Plaisance: ""I've heard they turn people into o..."
sequence: 0
dialoguetext:
"I've heard they turn people into occult-enthusiasts. That they have rituals, where they try to summon entities. Highly immoral stuff... You can still buy them, though." She looks at the table, crossing her arms.


title: Mountain of Board Games: "An endless variety of sourcebooks,..."
sequence: 0
dialoguetext:
An endless variety of sourcebooks, lorebooks, and codices litter the table. The top-most book is titled "Welkin Compendium, Second Edition."


title: Mountain of Board Games: "There's a box that says: "Wirrâl. T..."
sequence: 0
userscript: SetVariableValue("doomed.game_choose_wirral", true) --[[ Variable[ ]]
dialoguetext:
There's a box that says: "Wirrâl. Third Edition Mega-Setting Supplements Module". The side panel notes: "A *fantastique* adventure board game. New maps and miniatures!" A sticker on it displays -- 25 reál.


title: Mountain of Board Games: "There's also a large hardbound tome..."
sequence: 0
dialoguetext:
There's also a large hardbound tome with intricate cover art: "The Hunters of Katuak: Boreal Creature Compendium," and a pick-your-path adventure gamebook titled "Tales of Wirrâl: Cavern of Velkraag."


title: Plaisance: ""For playing with friends I'd recom..."
sequence: 0
userscript: SetVariableValue("doomed.game_choose_family", true) --[[ Variable[ ]]
dialoguetext:
"For playing with friends I'd recommend 'Suzerainty'. It's a civilization-building game where you build a civilization, then set off to brutally colonize and repress other civilizations. It'll cost 12 reál."


title: Plaisance: ""Then you're a lucky man, officer...."
sequence: 0
dialoguetext:
"Then you're a lucky man, officer. Children are the greatest of treasures..." She fiddles with her pendant, thinking.


title: biohub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("doomed.bookstore_browsed_items", true) ;
SetVariableValue("doomed.bookstore_famous_hub_reached", true) --[[ Variable[ ]]


title: You: ""I'm interested in that 'Greatest I..."
dialoguetext: "I'm interested in that 'Greatest Innocence' book."
sequence: 0
conditionstring:
Variable["doomed.book_found_greatestinnossence"] == true  and  CheckItem("book_greatest_innossence") == false


title: Shelf of Biographies: "The plaque on the shelf reads: "Bio..."
sequence: 0
dialoguetext:
The plaque on the shelf reads: "Biographies of Famous People." You see a large variety of names, none of which ring a bell.


title: Plaisance: ""I would say..." The woman hums to..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_greatestinnossence", true) --[[ Variable[ ]]
dialoguetext:
"I would say..." The woman hums to herself. "'The Greatest Innocence.' Yes, most certainly. It's an important educational tool, delving into the depths of history, religion, and their relation to *innocentic power*."


title: Plaisance: ""The book is also very daring. The..."
sequence: 0
dialoguetext:
"The book is also very daring. The author aims to re-examine the universal understandings of the innocentic system, creating a fresh vantage point and a shift in the tired order of things."


title: Plaisance: ""A very influential historical figu..."
sequence: 0
userscript: SetVariableValue("tc.innocentic_system", true) --[[ Variable[ ]]
dialoguetext:
"A very influential historical figure, but surely I don't have to tell you that." She waves her hand, as if casting aside the thought. "You're a law officer and law officers have at least *some* education."


title: Plaisance: ""Perhaps for a layman!" She scoffs...."
sequence: 0
dialoguetext:
"Perhaps for a layman!" She scoffs. "Deep analysis is necessary to peel back the multi-layered meanings."


title: Plaisance: ""Certainly. It's prudent for a pers..."
sequence: 0
dialoguetext:
"Certainly. It's prudent for a person to have at least an elementary understanding of history and society. Imagine the chaos we'd be in otherwise."


title: Shelf of Biographies: "Suddenly, a particularly odd title..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_high_speed_love", true) --[[ Variable[ ]]
dialoguetext:
Suddenly, a particularly odd title catches your eye. It reads: "High Speed Love: the Tragic True Love Story of Jacob Irw and Alfie Deletraz" by one Cecilia Averbrook.


title: Shelf of Biographies: "Browsing through all the books with..."
sequence: 0
dialoguetext:
Browsing through all the books with all their names makes your head spin. None of these seem important or relevant. It's all just vapid egoism!


title: Inland Empire: "You feel like you should get this o..."
sequence: 0
dialoguetext:
You feel like you should get this one. Definitely. It's *important* somehow. There is something personal inside...


title: Shelf of Biographies: ""High Speed Love" chronicles the ro..."
sequence: 0
userscript: SetVariableValue("tc.jacob_irw", true) --[[ Variable[ ]]
dialoguetext:
"High Speed Love" chronicles the romance between two of the finest TipTop Tournée racers in history. One of them is the madcap driver Jacob Irw. His blond mane graces the cover.


title: Shelf of Biographies: "Next to Irw's life story, you see a..."
sequence: 0
dialoguetext:
Next to Irw's life story, you see a slim biography of an Occidental rock star called "The Antistar". He's famous for shooting morphine into one of his eyeballs, and cocaine into the other!


title: Shelf of Biographies: "Next to that, Revacholian radio-per..."
sequence: 0
dialoguetext:
Next to that, Revacholian radio-personality Guillaume Bevy stands in front of a run down drug den. He's a permanent fixture on Channel 8, reporting on real life crime and ruining cops' days...


title: Plaisance: ""I really *must* insist you buy one..."
sequence: 0
dialoguetext:
"I really *must* insist you buy one of the books." You're interrupted by the shopkeep. "Reading them is not for free. Do still browse though. But not too *long*."


title: Plaisance: ""I'm sorry, I did not mean to rush..."
sequence: 0
dialoguetext:
"I'm sorry, I did not mean to rush you. You *are* browsing. Go ahead. Take your time. Time is commerce."


title: Shelf of Paranormal Books: "This bookstore is not *strictly* ab..."
sequence: 0
dialoguetext:
This bookstore is not *strictly* about crime, romance, and biographies of famous people -- there's also a wide range of paranatural literature.


title: You: ""All right. I want to buy *Medicina..."
dialoguetext: "All right. I want to buy *Medicinal Purposes of the Pale*."
sequence: 0
conditionstring:
Variable["doomed.book_found_pale_medicine"]  and  CheckItem("book_medicinal_purposes_of_the_pale") == false


title: Plaisance: ""Hum... sir, please, no browsing in..."
sequence: 0
dialoguetext:
"Hum... sir, please, no browsing in that shelf." She narrows her eyes. "That wisdom is not for free."


title: Plaisance: ""I can't have you end up... like......"
sequence: 0
dialoguetext:
"I can't have you end up... like... opening a police store next door and stealing my customers, oh no."


title: Shelf of Paranormal Books: "Amidst the various books you find o..."
sequence: 0
dialoguetext:
Amidst the various books you find one written by someone named Matthias W. Dundas. It's about "Wholeness, Unity, Balance".


title: Shelf of Paranormal Books: "The point of the book, and many oth..."
sequence: 0
dialoguetext:
The point of the book, and many others on this shelf, is to give people medicinal advice in situations where they don't have access to paid health services.


title: Shelf of Paranormal Books: "It serves platitudes, while also te..."
sequence: 0
dialoguetext:
It serves platitudes, while also telling everyone that traditional medicine (the kind people don't have access to, and which costs more than this book) is garbage, and would only give you cancer anyway, without even curing your cold or anything.


title: Shelf of Paranormal Books: ""Wholeness, Unity, Balance" on the..."
sequence: 0
dialoguetext:
"Wholeness, Unity, Balance" on the other hand, can basically take care of anything. Though it is important to note...


title: Shelf of Paranormal Books: ""When it's up to your mind to heal..."
sequence: 0
dialoguetext:
"When it's up to your mind to heal yourself, then it's because of your mind that you're *ill* in the first place."


title: Shelf of Paranormal Books: "The book features chapters on topic..."
sequence: 0
dialoguetext:
The book features chapters on topics such as: how to find magnesium (it even lists plants you can harvest magnesium from); how to continue drinking if you're an alcoholic who has destroyed his liver; and...


title: Shelf of Paranormal Books: "...there's even a chapter on the an..."
sequence: 0
dialoguetext:
...there's even a chapter on the ancient Seraise tradition of using duck gall bladder (preservatives) to treat and prevent sexually transmitted diseases. Pre- and post-factum apply. Nothing worth buying.


title: Plaisance: ""Indeed..." She mumbles, staring at..."
sequence: 0
userscript: GainItem("book_medicinal_purposes_of_the_pale")
dialoguetext:
"Indeed..." She mumbles, staring at the book for a moment. "Something about that book does seem to have spoken to you..."


title: Inland Empire: "You sense something ominous emanati..."
sequence: 0
dialoguetext:
You sense something ominous emanating from the shelf... but it lacks form and substance, and soon enough you lose track of it.


title: Shelf of Paranormal Books: "Suddenly, as if out of nowhere, a s..."
sequence: 0
userscript: SetVariableValue("doomed.book_found_pale_medicine", true) --[[ Variable[ ]]
dialoguetext:
Suddenly, as if out of nowhere, a small green book becomes apparent. The title of it reads: "Medicinal Purposes of the Pale."


title: Shelf of Paranormal Books: "The book contains very little expla..."
sequence: 0
dialoguetext:
The book contains very little explanation on the matter -- this knowledge seems to be taken for granted.


title: Shelf of Paranormal Books: "The book contains descriptions of v..."
sequence: 0
dialoguetext:
The book contains descriptions of various pseudo-scientific therapies, alternative medicines, and folk remedies involving *the pale* -- also known as *le territoire*.


title: Shelf of Paranormal Books: "For example, it recommends vigorous..."
sequence: 0
dialoguetext:
For example, it recommends vigorously swatting one's naked body with a venik, or hand broom, made from "the leafy twigs of a young birch tree from the near-pale."


title: Shelf of Paranormal Books: "It also recommends consuming distil..."
sequence: 0
dialoguetext:
It also recommends consuming distilled spirits like vodka or whiskey that have been aged in the pale. Readers are instructed to cover these jars in a shallow hole just inside the pale, and leave them there for 30-60 days, depending on the potency desired.


title: Shelf of Paranormal Books: "For general health and well-being,..."
sequence: 0
dialoguetext:
For general health and well-being, readers are encouraged to take regular strolls through the pale, though a sidebar cautions readers to limit each stroll to less than an hour...


title: Shelf of Paranormal Books: "These strolls promise to "cleanse t..."
sequence: 0
dialoguetext:
These strolls promise to "cleanse the mind of worries and the body of toxins," especially if the perambulator performs this ritual in the nude. (Nudity figures prominently in a number of these prescriptions.)


title: Shelf of Paranormal Books: "There's an entire section devoted t..."
sequence: 0
dialoguetext:
There's an entire section devoted to cures for men who are struggling to perform their "marital obligations."


title: Plaisance: ""Excuse me, sir! I believe you've b..."
sequence: 0
dialoguetext:
"Excuse me, sir! I believe you've been *perusing* that particular volume long enough. If you'd like to continue reading I must insist you buy it."


title: Pain Threshold: "Even better if you can find someone..."
sequence: 0
dialoguetext:
Even better if you can find someone else, preferably a large man dressed in nothing but a towel, to thrash you while you're spread naked and helpless on a cool slab.


title: Half Light: "I don't know... I don't want to be..."
sequence: 0
dialoguetext:
I don't know... I don't want to be the party-pooper, but this *pale territory* sounds sort of dangerous. Maybe you *shouldn't* walk in it naked.


title: Conceptualization: "Close your eyes. Reflect upon your..."
sequence: 0
dialoguetext:
Close your eyes. Reflect upon your core essence -- *really* bore into the depths of your soul and reach a hand toward the book stand.


title: Conceptualization: "You see an old, out-of-shape drunka..."
sequence: 0
dialoguetext:
You see an old, out-of-shape drunkard of a cop incapable of solving a simple case. Imaginary worlds can't save you.


title: Codex Urik: "A stocky man on the cover art of th..."
sequence: 0
userscript: PassTime()
dialoguetext:
A stocky man on the cover art of the codex looks straight at you. He is horrendously hairy with a bulbous nose. He wields a large battle axe and grins like a maniac.


title: Codex Urik: "The normal dweorgr are a breed inte..."
sequence: 0
userscript: PassTime()
dialoguetext:
The normal dweorgr are a breed intelligent yet greedy who drink hard and do battle even harder. Yet behind the brutish exterior, they also enjoy braiding their hair and beard, and going on heroic quests. This latter activity is most common for shield dweorgr.


title: Codex Urik: "The title reads: "Codex Urik: the I..."
sequence: 0
dialoguetext:
The title reads: "Codex Urik: the Industrious Dweorgr of Wirrâl". It's an introductory race creation and dweorg cultural backstory manual.


title: Hjelmdallermann: the Man from Hjelmdall: "The cover of this tattered paperbac..."
sequence: 0
dialoguetext:
The cover of this tattered paperback features the Man from Hjelmdall standing atop a pile of bloody corpses. His two zweihänders are crossed over his massive chest in a dramatic 'x', their blades dripping with gore...


title: Hjelmdallermann: the Man from Hjelmdall: "The story opens *in media res*. The..."
sequence: 0
userscript: PassTime()
dialoguetext:
The story opens *in media res*. The Man from Hjelmdall and his band of northern *reavers* are in the bowels of an ancient temple, surrounded by an army of gibbering *wights* led by the deathless *necromancer*. One by one the brave northmen fall to the relentless crush of undead, only to join their number as reanimated corpses...


title: Hjelmdallermann: the Man from Hjelmdall: "The back blurb reads: "His latest a..."
sequence: 0
dialoguetext:
The back blurb reads: "His latest adventure serves as the perfect introduction to the savage *Hjelmdall Saga*! Meet Man from Hjelmdall, his faithful blood-brother Tyrbald, the noble Lord Wrôthgär, and some of their most fearsome foes yet. For the Northlands! For HJELMDALL!"


title: Hjelmdallermann: the Man from Hjelmdall: "Behind him rise the harsh snowcappe..."
sequence: 0
dialoguetext:
Behind him rise the harsh snowcapped peaks of his native Northlands. In bold, red letters, the title "Hjelmdallermann: The Man from Hjelmdall" unfurls like a banner. In the foreground, a nearly nude woman lies spread in supplication, her privates strategically covered by her flowing black hair.


title: Hjelmdallermann: the Man from Hjelmdall: "By nightfall only the Man from Hjel..."
sequence: 0
dialoguetext:
By nightfall only the Man from Hjelmdall and his blood-brother, noble Tyrbald are left standing against the dead horde. "It is an honour to die by your side, brother!" Tyrbald cries as his battle-axe beheads one of their reanimated comrades.


title: Hjelmdallermann: the Man from Hjelmdall: ""*Nein*, Tyrbald!" the Man from Hje..."
sequence: 0
dialoguetext:
"*Nein*, Tyrbald!" the Man from Hjelmdall bellows over the army of flesh and bone. "Have courage! For the Northlands... for HJELMDALL!!!" He leaps to the mezzanine to face the black-eyed figure and like a mad ice bear whirling twin *zweihänders* -- *Sturm* and *Drang* -- he ploughs through the ranks of the deathless, surrounding the necromancer...


title: Hjelmdallermann: the Man from Hjelmdall: "... and with deadly finesse his twi..."
sequence: 0
dialoguetext:
... and with deadly finesse his twin blades scissor the necromancer's head from its body. The undead legions collapse like rag dolls as the dark magic leaves them and the two northmen stand alone in the accursed temple, where the bodies of their lost brothers litter the floors.


title: Hjelmdallermann: the Man from Hjelmdall: "A few chapters later the Man from H..."
sequence: 0
dialoguetext:
A few chapters later the Man from Hjelmdall and Tyrbald are in a completely different setting, high above an arid desert, riding a pair of gryffins that always seem to appear at narratively convenient moments...


title: Hjelmdallermann: the Man from Hjelmdall: "The northmen find themselves in the..."
sequence: 0
dialoguetext:
The northmen find themselves in the court of a powerful southern king -- *Lord Wrôthgär*. The old king beseeches the Man from Hjelmdall to rid his kingdom of the *Nachtherrer*, a subterranean clan of blind wizards who traded their souls for demonic powers.


title: Hjelmdallermann: the Man from Hjelmdall: "The Man from Hjelmdall extracts a h..."
sequence: 0
dialoguetext:
The Man from Hjelmdall extracts a high price from the desperate king. He asks land for the homeless desert-pygmies living exiled in the kingdom's borderlands. Wrôthgär offers the hand of his eldest daughter instead, but the son of winter does not budge...


title: Hjelmdallermann: the Man from Hjelmdall: "Because the flame of justice burns..."
sequence: 0
dialoguetext:
Because the flame of justice burns bright within his chest. Because above all he's driven to bring honour to the name of his beloved Hjelmdall. Because his noble Katlan blood lusts for glory and conquest. It cannot be denied.


title: Hjelmdallermann: the Man from Hjelmdall: "He is the Man from Hjelmdall! Forge..."
sequence: 0
dialoguetext:
He is the Man from Hjelmdall! Forged in the fury of battle, death was his sire and blood his dam. He had but fourteen winters when he left his frigid homelands in Katla to seek glory and honour. *That* is his character.


title: Hjelmdallermann: the Man from Hjelmdall: "He is the wildest man alive, the on..."
sequence: 0
dialoguetext:
He is the wildest man alive, the only mortal strong enough to wield the twin-*zweihänders*, *Sturm* and *Drang*, whose names mean 'Storm' and --


title: Hjelmdallermann: the Man from Hjelmdall: "You skip past a section detailing a..."
sequence: 0
dialoguetext:
You skip past a section detailing an elaborate banquet with *many* toasts, as well as the long and perilous journey from Wrôthgär's keep to the ancient forest of *Yezzdor*, where our heroes infiltrate the Nachtherrer's dire-hall...


title: Hjelmdallermann: the Man from Hjelmdall: "In the centre of the great hall sta..."
sequence: 0
dialoguetext:
In the centre of the great hall stands a blood altar on which a pair of Nachtherrer are disembowelling a shrieking peasant -- an unholy rite that empowers the Nachtherrer forbidden magic...


title: Hjelmdallermann: the Man from Hjelmdall: "Swiftly the visitors toss off their..."
sequence: 0
dialoguetext:
Swiftly the visitors toss off their cloaks and unsheathe glimmering northern steel -- it's the Man from Hjelmdall and his valiant blood-brother Tyrbald!


title: Hjelmdallermann: the Man from Hjelmdall: "In an instant the Nachtherrer summo..."
sequence: 0
dialoguetext:
In an instant the Nachtherrer summon a horde of gibbering orkenoids who rush our heroes. The hall fills with the clang of blades and the screams of the dying as the floor goes slick with steaming orkenoid viscera...


title: Hjelmdallermann: the Man from Hjelmdall: "When the din of battle settles, onl..."
sequence: 0
dialoguetext:
When the din of battle settles, only the Man from Hjelmdall and Tyrbald remain standing. Exhausted and dripping with the entrails of their foes, the two northmen confront the foul Nachtherrer. The Man from Hjelmdall's sodalite-blue eyes fill with indescribable fury. "For the Northlands!" he cries, rushing headlong into a desperate *mêlée*...

userscript:
SetVariableValue("character.books_read_counter", Variable["character.books_read_counter"] + once(1)) 


title: Hjelmdallermann: the Man from Hjelmdall: "In the first scene the Man from Hje..."
sequence: 0
dialoguetext:
In the first scene the Man from Hjelmdall fought a powerful necromancer and his army of the dead. Now he's confronting a pair of Nachtherrer and their horde of orkenoid thralls. The two couldn't be further apart.


title: Half Light: "These images speak to something bur..."
sequence: 0
dialoguetext:
These images speak to something burbling deep within you: Quick! Find someone or something that needs to be gutted, beheaded, impaled on a spike!


title: Conceptualization: "Naked women and giant swords -- is..."
sequence: 0
userscript: SetVariableValue("inventory.hjelm_concept_formula", true) --[[ Variable[ ]]
dialoguetext:
Naked women and giant swords -- is that really the best they could come up with? Feels formulaic and... derivative.


title: Half Light: "These images speak to something bur..."
sequence: 0
dialoguetext:
These images speak to something burbling deep within you: The primal struggle of a bunch of violent apes just dukin' it out.


title: Half Light: "That is what you came for, isn't it..."
sequence: 0
dialoguetext:
That is what you came for, isn't it? A climactic bloodletting, where men are reduced to muscle and fury?

userscript:
SetVariableValue("doomed.bookstore_hjelmdallerman_halfligt_muscle_and_fury", true) --[[ Variable[ ]]


title: Conceptualization: "The point is: Why should you *care*..."
sequence: 0
dialoguetext:
The point is: Why should you *care* about this character? Does he have any inner conflicts? Unspoken motivations? A tragic flaw, perhaps?


title: Hand/Eye Coordination: "The writer has *never* held a sword..."
sequence: 0
dialoguetext:
The writer has *never* held a sword in their life, let alone two two-handed swords at the same time.


title: Conceptualization: "This book makes a mockery of the ve..."
sequence: 0
userscript: SetVariableValue("inventory.hjelm_concept_mockery", true) --[[ Variable[ ]]
dialoguetext:
This book makes a mockery of the very idea of good plotting, though something tells you coherence was never the point.


title: Perception (Sight): "Below, in smaller font, you see the..."
sequence: 0
userscript: SetVariableValue("inventory.hjelm_perception_font", true) --[[ Variable[ ]]
dialoguetext:
Below, in smaller font, you see the parenthetical: "(Adapted from: 'Man from Hjelmdall and the Necromancer's Treasure,' 'Man from Hjelmdall: Lord of Wrôthgär,' and 'Man from Hjelmdall: The Curse of Nachtherrer.')"


title: Logic: "People find comfort in familiarity,..."
sequence: 0
dialoguetext:
People find comfort in familiarity, remembering old experiences, looking at old photos, reading old stories.


title: Hjelmdallermann: the Man from Hjelmdall: "As the vile ceremony ends, the soun..."
sequence: 0
dialoguetext:
As the vile ceremony ends, the sound of steel unsheathing draws the Nachtherrers' attention to a pair of cloaked figures standing in the doorway...


title: Logic: "It is physically impossible for a h..."
sequence: 0
dialoguetext:
It is physically impossible for a human being to effectively dual-wield *zweihänder* swords in any kind of real-life combat situation.


title: Half Light: "No, beautiful naked people fucking..."
sequence: 0
dialoguetext:
No, beautiful naked people fucking in the bushes is what you came for. Sweat, cocks and and titties please!


title: Hjelmdallermann: the Man from Hjelmdall: "He probably is, but you can't be su..."
sequence: 0
userscript: XPPicoSetBool("XP.hjelmdallerman_suffered_through_the_whole_book")--[[ Variable[ ]]
dialoguetext:
He probably is, but you can't be sure, cause this one ends in a cliffhanger and a footnote, saying: To be continued in 'Hjelmdallermann at the Gates of Tomorrow'. Coming soon to your local bookstore.


title: Hjelmdallermann: the Man from Hjelmdall: "An excellent question. One easily a..."
sequence: 0
userscript: XPPicoSetBool("XP.hjelmdallerman_suffered_through_the_whole_book")--[[ Variable[ ]]
dialoguetext:
An excellent question. One easily answered by purchasing the next thrilling chapter in the Hjelmdallerman saga: 'Hjelmdallermann at the Gates of Tomorrow.' The last page of this one merely reads: 'To be continued...'


title: Logic: "Considering the sheer amount of dif..."
sequence: 0
dialoguetext:
Considering the sheer amount of different Hjelmdallermann books out there it's very unlikely you're ever gonna find the sequel.


title: Medicinal Purposes of the Pale: ""Medicinal Purposes of the Pale." T..."
sequence: 0
dialoguetext:
"Medicinal Purposes of the Pale." The cover of this heavy tome features a number of esoteric symbols.


title: Medicinal Purposes of the Pale: "Flipping through the book you find..."
sequence: 0
userscript: PassTime()
dialoguetext:
Flipping through the book you find a number of sections on the general benefits of the pale. A large pharmacopoeia makes up nearly half of the book.


title: Medicinal Purposes of the Pale: "You come across the following expla..."
sequence: 0
dialoguetext:
You come across the following explanation: "While modern pharmacopoeia are continually updated by so-called 'experts' based on the results of 'clinical trials,' readers will find assembled here the timeless wisdom relied upon by generations of traditional Seolite medicine practitioners, Mesque mystics, and Iilmaraan folk doctors."


title: Medicinal Purposes of the Pale: "It seems to contain descriptions of..."
sequence: 0
dialoguetext:
It seems to contain descriptions of the medicinal properties of various ingredients that may be gathered from the pale, as well as instructions for producing a variety of herbal remedies.


title: Medicinal Purposes of the Pale: "The book is frustratingly vague on..."
sequence: 0
dialoguetext:
The book is frustratingly vague on this topic, but it seems that if you've walked through the pale, you would know it.


title: Medicinal Purposes of the Pale: "They're a series of psychic nodes l..."
sequence: 0
dialoguetext:
They're a series of psychic nodes located throughout your body. Unfortunately, the stresses of modern life often cause us to close off our agiogenous zones, which can result in all manner of physical and psychic ailments...


title: Medicinal Purposes of the Pale: "Regular meditation in the pale, how..."
sequence: 0
dialoguetext:
Regular meditation in the pale, however, can help to open up these zones, permitting the freeflow of psychic energy throughout the body.


title: Medicinal Purposes of the Pale: "Nudity is the most important part...."
sequence: 0
userscript: PassTime()
dialoguetext:
Nudity is the most important part. Of the many ways modern society prevents our true selves from manifesting, clothing may be the most repressive...


title: Medicinal Purposes of the Pale: "You're doing everything as you shou..."
sequence: 0
dialoguetext:
You're doing everything as you should. Regular pale meditation has been shown to help keep your body lithe and strong, your mind alert and expansive...


title: Medicinal Purposes of the Pale: "That feeling is the weight of socie..."
sequence: 0
dialoguetext:
That feeling is the weight of society bearing down on you. Until you get out from under it, you will never feel true freedom.


title: Medicinal Purposes of the Pale: "Your partner is even more repressed..."
sequence: 0
dialoguetext:
Your partner is even more repressed than you are. It would do you both a world of good to spend a little more time getting in touch with your bodies.


title: Medicinal Purposes of the Pale: "There are a number of Seolite tonic..."
sequence: 0
dialoguetext:
There are a number of Seolite tonics that promise to improve your short-term memory, but nothing that speaks to your condition.


title: Medicinal Purposes of the Pale: "There's nothing in here that speaks..."
sequence: 0
userscript: PassTime()
dialoguetext:
There's nothing in here that speaks to hangovers directly. However, while browsing through the various descriptions you become convinced that you could assemble something from the ingredients listed here. Want to give it a shot?


title: Medicinal Purposes of the Pale: "The tincture you've invented sounds..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The tincture you've invented sounds intriguing, but its medicinal value is suspect, to say the least. Safe to say it won't cure your hangover.


title: Medicinal Purposes of the Pale: "You've created a julep of mint. It..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
You've created a julep of mint. It won't help your hangover, but it does seem like it would be refreshing on a warm summer's day.


title: Medicinal Purposes of the Pale: "You've created a delicious tincture..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
You've created a delicious tincture of whiskey and ginger. According to the pharmacopoeia, it should increase your energy and focus, though in your experience it's only done the opposite.


title: Medicinal Purposes of the Pale: "God only knows what to call this th..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
God only knows what to call this thing you've created, but drinking it would likely make your problems worse, not better.


title: Medicinal Purposes of the Pale: "This tastes so bad it can only be g..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
This tastes so bad it can only be good for you. According to the pharmacopoeia, it should help you perform your *marital obligations*.


title: Medicinal Purposes of the Pale: "The combination of mint and birch b..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The combination of mint and birch bark make this tea relaxing and good for the digestion. It won't do much for your hangover, though.


title: Medicinal Purposes of the Pale: "The ginger root will help with the..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The ginger root will help with the nausea and the birch bark tea will help you flush out the toxins. The sugar just makes it taste better.


title: Medicinal Purposes of the Pale: "The ginger root will help with the..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The ginger root will help with the nausea and the birch bark tea will help you flush out the toxins. The pomegranate seeds are a natural aphrodisiac, as a nice bonus.


title: Medicinal Purposes of the Pale: "The ginger root will help with the..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The ginger root will help with the nausea and the birch bark tea will help you flush out the toxins. The ginseng should give you more energy, as a nice bonus.


title: Medicinal Purposes of the Pale: "The mint and aloe vera make this po..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The mint and aloe vera make this poultice ideal for soothing inflammation and minor burns. It won't do anything for your hangover, though.


title: Medicinal Purposes of the Pale: "The rue and aloe vera make this pou..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The rue and aloe vera make this poultice ideal for alleviating minor injuries and inflammation. It won't do anything for your hangover, though.


title: Medicinal Purposes of the Pale: "The ginger and aloe vera make this..."
sequence: 0
userscript: XPTinySetBool("XP.pale_medicine_concoction")--[[ Variable[ ]]
dialoguetext:
The ginger and aloe vera make this poultice ideal for the treatment of arthritis. It won't do anything for your hangover, though.


title: Electrochemistry: "Whoever wrote this never heard of t..."
sequence: 0
dialoguetext:
Whoever wrote this never heard of the hair of the dog. Fuck this book. See if there's a bar open that'll still serve you.


title: Electrochemistry: "If only you could find one of these..."
sequence: 0
dialoguetext:
If only you could find one of these right now and drink the shit out of it. The book said it's good for you, so it would be okay.


title: Conceptualization: "The very thought of this tea causes..."
sequence: 0
userscript: HealVolition(1); SetVariableValue("inventory.palemed_volition_tea", true) --[[ Variable[ ]]
dialoguetext:
The very thought of this tea causes your muscles to relax and your mind to clear. You're more present and in control than you were a moment ago.


title: Endurance: "Be that as it may, it might have be..."
sequence: 0
dialoguetext:
Be that as it may, it might have been useful to have such a thing for the trials you'll soon be facing. It's a shame you can't get your hands on these ingredients.


title: Medicinal Purposes of the Pale: "You imagine yourself with a mug of..."
sequence: 0
userscript: SetVariableValue("inventory.palemed_finished", true) ; PassTime()--[[ Variable[ ]]
dialoguetext:
You imagine yourself with a mug of this tea in a chair by the window. It's a beautiful image, but will it ever come true for you?


title: Medicinal Purposes of the Pale: "A tingle rushes down your spine and..."
sequence: 0
userscript: SetVariableValue("inventory.palemed_finished", true) ; PassTime()--[[ Variable[ ]]
dialoguetext:
A tingle rushes down your spine and you feel your toes uncurl. If only it could always be like this.


title: Medicinal Purposes of the Pale: "From the pale, of course. Or perhap..."
sequence: 0
userscript: SetVariableValue("inventory.palemed_finished", true) ; PassTime()--[[ Variable[ ]]
dialoguetext:
From the pale, of course. Or perhaps from some enterprising entroponaut. Where you would find one of those, though, the book does not say.


title: Medicinal Purposes of the Pale: "A note of caution, however. Be sure..."
sequence: 0
userscript: PassTime()
dialoguetext:
A note of caution, however. Be sure to limit your exposure to the pale to no more than an hour a day, and no more than three hours total per week.


title: Kim Kitsuragi: "You glance over at the lieutenant,..."
sequence: 0
dialoguetext:
You glance over at the lieutenant, who is standing, as usual, with his hands neatly folded behind his back. What he's thinking about, if he's thinking about anything at all, is absolutely opaque to you.


title: Authority: "Nor should you. Nudity is *shameful..."
sequence: 0
dialoguetext:
Nor should you. Nudity is *shameful*. No officer of the law should ever be caught *sans pantalones*.


title: Medicinal Purposes of the Pale: "Your genitalia are the site of your..."
sequence: 0
dialoguetext:
Your genitalia are the site of your most important agiogenous zone. It's vitally important to aerate them in the pale.


title: Medicinal Purposes of the Pale: "This book contains serious ancient..."
sequence: 0
dialoguetext:
This book contains serious ancient wisdom, not whacko conspiracy theories. If you don't respect it, it will never reveal its secrets.


title: Dick Mullen and the Mistaken Identity: "In your hand, you hold "Dick Mullen..."
sequence: 0
dialoguetext:
In your hand, you hold "Dick Mullen and the Mistaken Identity." The brittle paperback feels fragile to the touch.


title: Dick Mullen and the Mistaken Identity: "The cover features a pastiche of di..."
sequence: 0
dialoguetext:
The cover features a pastiche of different scenes. In the foreground, a man in a dark overcoat clutches a pistol to his chest. Rising up behind him are two silhouettes wrapped in a passionate embrace.


title: Dick Mullen and the Mistaken Identity: "The tagline reads: "Detective Dick..."
sequence: 0
dialoguetext:
The tagline reads: "Detective Dick Mullen must prove his innocence after an old friend is murdered -- by someone who looks just like Dick Mullen!" That seems to sum up the premise nicely.


title: Esprit de Corps: "Needless to say, it violates nearly..."
sequence: 0
dialoguetext:
Needless to say, it violates nearly every RCM regulation for a detective to investigate a murder in which he is a suspect.


title: Kim Kitsuragi: ""Well, you won't find it in *there*..."
sequence: 0
dialoguetext:
"Well, you won't find it in *there*. Those books are much more about ravishing dames and gun play than real policework."


title: Kim Kitsuragi: ""Good luck finding it. He's not muc..."
sequence: 0
dialoguetext:
"Good luck finding it. He's not much of a character, I think you'll find. Just a stand-in for the reader."


title: Conceptualization: "The point is for the reader to feel..."
sequence: 0
dialoguetext:
The point is for the reader to feel like *they're* solving the crime along with Dick Mullen. A crude narrative convention, but no less effective for it.


title: Dick Mullen and the Mistaken Identity: "The story opens with a knock at the..."
sequence: 0
userscript: PassTime()
dialoguetext:
The story opens with a knock at the door. Detective Dick Mullen is greeted by an old friend, Charlie Spillane, who's come to Mullen to ask a favour on this dark and cold night...


title: Dick Mullen and the Mistaken Identity: "Spillane needs Mullen to drive him..."
sequence: 0
dialoguetext:
Spillane needs Mullen to drive him in from Vesper to a small town along the Insulindian coast. Despite his friend's apparent agitation, Mullen does as he's asked, then returns home where he passes out drunk, as he does most nights...


title: Esprit de Corps: "An extremely unprofessional and *hu..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_esprit_stereotype", true) --[[ Variable[ ]]
dialoguetext:
An extremely unprofessional and *hurtful* stereotype that's offensive to all upstanding officers of the law.


title: Dick Mullen and the Mistaken Identity: "Two days later, Mullen is arrested..."
sequence: 0
dialoguetext:
Two days later, Mullen is arrested by the Vesper police and charged with the murder of Charlie Spillane. At his interrogation, Mullen learns that Charlie Spillane was shot in a bar in the very town Mullen dropped him off in, by a man matching *Mullen's* description...


title: Dick Mullen and the Mistaken Identity: "Desperate to clear his name, Mullen..."
sequence: 0
userscript: PassTime()
dialoguetext:
Desperate to clear his name, Mullen manages to convince the Vesper police to release him for *three days* so that Mullen may solve his friend's murder and prove his innocence.


title: You: ""The cops release their prime murde..."
sequence: 0
conditionstring: IsKimHere()
dialoguetext:
"The cops release their prime murder suspect so he can find 'the real killer'? Are you shitting me?"


title: Dick Mullen and the Mistaken Identity: "Of *course* Mullen didn't do it. Th..."
sequence: 0
dialoguetext:
Of *course* Mullen didn't do it. That's the whole premise of the book! Anyway, Mullen returns to the seaside bar where Spillane was murdered, and meets a *beautiful*, *mysterious* woman named Deanna Deneuve.


title: Dick Mullen and the Mistaken Identity: "And not just any dame -- she's trul..."
sequence: 0
dialoguetext:
And not just any dame -- she's truly one-in-a-million, a knock-out whose *mind* is as dangerous as her *curves*. But she's got a *secret*.


title: Inland Empire: "Are you s-s-sure about that? Someth..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_inland_secret", true) --[[ Variable[ ]]
dialoguetext:
Are you s-s-sure about that? Something about her gives you a *bad* feeling. What kind of *secret* is she hiding?


title: Dick Mullen and the Mistaken Identity: "Deneuve reveals that she was Spilla..."
sequence: 0
dialoguetext:
Deneuve reveals that she was Spillane's lover, and that he was mixed up with a local amphetamine smuggling operation. As soon as Mullen begins pulling at strings, the whole conspiracy begins to unravel...


title: Dick Mullen and the Mistaken Identity: "Not only is the local police captai..."
sequence: 0
dialoguetext:
Not only is the local police captain in on the amphetamine ring, so is the son of a powerful politician, and a strung-out art collector named Torvald. Each of whom has his own reasons for wanting Spillane dead...


title: Dick Mullen and the Mistaken Identity: "He would certainly have the motive..."
sequence: 0
dialoguetext:
He would certainly have the motive and the means, but the captain walks with a noticeable *limp* from an old war injury. Is it possible he was able to conceal it long enough to commit the murder?


title: Dick Mullen and the Mistaken Identity: "Outwardly, the old police captain i..."
sequence: 0
dialoguetext:
Outwardly, the old police captain is a real law-and-order crypto-fascist, a barrel-chested man who's beaten his share of suspects to pulp. But he's also dirty, and increasingly paranoid that someone's going to expose his role in the drug ring...


title: Dick Mullen and the Mistaken Identity: "A typical privileged twat. In all l..."
sequence: 0
dialoguetext:
A typical privileged twat. In all likelihood, he's just in over his head. He does bear a personal grudge against Spillane though, a former prosecutor who nearly brought down his father's administration...


title: Dick Mullen and the Mistaken Identity: "The kid doesn't exactly have Dick M..."
sequence: 0
dialoguetext:
The kid doesn't exactly have Dick Mullen's manly build, but he is the correct height, and while interrogating him at his home, Mullen *did* notice a certain overcoat that looks suspiciously like his own...


title: Dick Mullen and the Mistaken Identity: "That said, Torvald and Spillane hav..."
sequence: 0
dialoguetext:
That said, Torvald and Spillane have a long history, and while interrogating him, Mullen discovers that Torvald was once *involved* with Deanna Deneuve. Could it be that this is all over a sordid *love triangle*?


title: Dick Mullen and the Mistaken Identity: "Torvald the Art Collector is a stru..."
sequence: 0
dialoguetext:
Torvald the Art Collector is a strung-out mess. Frankly, it's hard to imagine him holding a pistol steady enough to actually hit someone, let alone plug them three times in the chest the way old Spillane got did...


title: Dick Mullen and the Mistaken Identity: "One evening, Deanna Deneuve comes t..."
sequence: 0
dialoguetext:
One evening, Deanna Deneuve comes to Mullen's hostel room in tears. The two of them drink half a bottle of vodka, and soon they're seeking comfort in each other's arms...


title: Dick Mullen and the Mistaken Identity: "As the two lovers share a post-coit..."
sequence: 0
dialoguetext:
As the two lovers share a post-coital cigarette, Deanna Deneuve turns to Mullen and says, "By the way, Dick, there was something else I meant to tell you..."


title: Electrochemistry: "Yes, comfort and pleasure. The warm..."
sequence: 0
userscript: HealEndurance(1)
dialoguetext:
Yes, comfort and pleasure. The warmth of another human's touch, the burning taste of liquor on her full, sweet lips...


title: Authority: "That's just Dick Mullen's *modus op..."
sequence: 0
dialoguetext:
That's just Dick Mullen's *modus operandi*. He might bend the rules, but he closes cases no one else can.


title: Dick Mullen and the Mistaken Identity: "Whatever it is, Mullen never hears..."
sequence: 0
dialoguetext:
Whatever it is, Mullen never hears the words -- A blow to the base of his skull knocks him out cold instantly.


title: Dick Mullen and the Mistaken Identity: "When Mullen comes to, Deneuve is de..."
sequence: 0
userscript: PassTime()
dialoguetext:
When Mullen comes to, Deneuve is dead on the hostel bed next to him. To make matters worse, his clothes are covered with her blood!


title: Dick Mullen and the Mistaken Identity: "Mullen trashes his blood-stained cl..."
sequence: 0
dialoguetext:
Mullen trashes his blood-stained clothes and flees the hostel, knowing it's only a matter of hours before the cops discover Deneuve's body, if they haven't been tipped off already...


title: Esprit de Corps: "Fleeing a crime scene, destroying e..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_esprit_about_covering_up", true) --[[ Variable[ ]]
dialoguetext:
Fleeing a crime scene, destroying evidence... Even if Detective Mullen *didn't* commit the murder, he should be facing *years* behind bars.


title: Dick Mullen and the Mistaken Identity: "Dozens of pages scatter across the..."
sequence: 0
dialoguetext:
Dozens of pages scatter across the ground. The last fifth or so of the book seems to have been lost. It's possible that you could gather and reassemble the pages, but it would take way too long.


title: Perception (Sight): "Unfortunately, *your* eyes might no..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_perc_glasses", true) --[[ Variable[ ]]
dialoguetext:
Unfortunately, *your* eyes might not be up to the task. Speaking of... should you maybe consider getting corrective lenses? Your nose is like two centimetres from the page.


title: Endurance: "Speaking of, *your* gut's seen bett..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_endurance_gut", true) --[[ Variable[ ]]
dialoguetext:
Speaking of, *your* gut's seen better days. It's a cesspool of burbling acids and noxious fumes, the kind of thing the government might declare a Zone of Irredeemable Catastrophe.


title: Endurance: "Could it be an underlying condition..."
sequence: 0
dialoguetext:
Could it be an underlying condition aggravated by years of greasy meals scarfed down between shifts? Or the litres upon litres of hard liquor guzzled on an empty stomach?


title: You: ""I don't know who's writing this sh..."
sequence: 0
dialoguetext:
"I don't know who's writing this shit, but I get the feeling they aren't experts on homicide investigations."


title: Kim Kitsuragi: "The lieutenant shrugs, resigned to..."
sequence: 0
dialoguetext:
The lieutenant shrugs, resigned to the idea that his profession will rarely, if ever, be accurately represented in art and literature.


title: Dick Mullen and the Mistaken Identity: "The heat is on! If Dick Mullen can'..."
sequence: 0
dialoguetext:
The heat is on! If Dick Mullen can't solve both murders before the cops catch up to him, he's going away for life...


title: Dick Mullen and the Mistaken Identity: "You begin furiously flipping throug..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_ripped", true) --[[ Variable[ ]]
dialoguetext:
You begin furiously flipping through pages. Even as you know these books follow a series of well-worn tropes, you find yourself completely engrossed. You're turning pages so fast you don't even notice the ancient spine coming unglued...


title: Dick Mullen and the Mistaken Identity: "It's a dangerous line of work, but..."
sequence: 0
dialoguetext:
It's a dangerous line of work, but somebody has to do it. That's why Dick Mullen never lets anyone get *too* close...


title: Dick Mullen and the Mistaken Identity: "Dick Mullen was made to crack skull..."
sequence: 0
dialoguetext:
Dick Mullen was made to crack skulls and solve cases. It's who he is. He could no more stop being a detective than a tiger could cease to be a predator in the night.


title: Physical Instrument: "From nowhere, you hear the screech..."
sequence: 0
dialoguetext:
From nowhere, you hear the screech of sneakers on a waxed floor, and you feel the burn of rope against your hands. Are these figments of some other life?


title: Dick Mullen and the Mistaken Identity: "For a moment, you cease to read the..."
sequence: 0
dialoguetext:
For a moment, you cease to read the story on the page and see the book for what it is, a collection of brittle, cheaply printed pages, held together by glue made from the hooves of horses...


title: Dick Mullen and the Mistaken Identity: "Have you been paying attention *at..."
sequence: 0
dialoguetext:
Have you been paying attention *at all*? It wasn't Mullen! It. Was. An. Imposter. Now go on, find out who *really* did it.


title: Dick Mullen and the Mistaken Identity: "Why? There's truly no point. You'll..."
sequence: 0
dialoguetext:
Why? There's truly no point. You'll never know who did it, because those pages have literally been scattered to the wind.


title: Encyclopedia: "Last year, more than 71% of murders..."
sequence: 0
dialoguetext:
Last year, more than 71% of murders in Revachol went unsolved. In Revachol West, that number was closer to 85%.


title: Electrochemistry: "What's a *book* know about real ple..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_electro_dopamine", true) --[[ Variable[ ]]
dialoguetext:
What's a *book* know about real pleasure? What's better than feeling your mesolimbic pathway flood your mind-crevices with *pure* dopamine?


title: Dick Mullen and the Mistaken Identity: "There are worse things in the world..."
sequence: 0
dialoguetext:
There are worse things in the world than the pursuit of chemical pleasures. But there are better things, too...


title: Dick Mullen and the Mistaken Identity: "Whatever you say, *art cop*. The bo..."
sequence: 0
dialoguetext:
Whatever you say, *art cop*. The book has stopped laughing, but you can feel it grinning smugly at you.


title: Dick Mullen and the Mistaken Identity: "But then what does this book know?..."
sequence: 0
dialoguetext:
But then what does this book know? It's just a poorly made piece of pulp garbage, made to be consumed and discarded.


title: Esprit de Corps: "The man's a prosecutor's nightmare...."
sequence: 0
dialoguetext:
The man's a prosecutor's nightmare. Solving a murder counts for nothing if all the evidence gets thrown out in court over police misconduct.


title: Dick Mullen and the Mistaken Identity: "Will *you* be there for *him*, thou..."
sequence: 0
dialoguetext:
Will *you* be there for *him*, though, when push comes to shove? Time will tell. In the meantime, let's get on with the story...


title: Electrochemistry: "Why are you even still reading this..."
sequence: 0
dialoguetext:
Why are you even still reading this garbage? Baby, get some of that sweet speed or spooky pyrholidon... it's the good stuff.


title: Dick Mullen and the Mistaken Identity: "What? That doesn't even make sense...."
sequence: 0
dialoguetext:
What? That doesn't even make sense. There's never a straight answer with you, is there? You just get hooked on random stupid notions and then repeat them every chance you get.


title: !(Variable["whirling.kim_mysterious_confessed"] or Variable["whirling.kim_mysterious_kept"])
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["whirling.kim_mysterious_confessed"]  or  Variable["whirling.kim_mysterious_kept"]) == false


title: Dick Mullen and the Mistaken Identity: "Dozens of pages scatter across the..."
sequence: 0
dialoguetext:
Dozens of pages scatter across the floor. The last fifth or so of the book seems to have been lost. It's possible that you could gather and reassemble the pages, but it would take way too long.


title: Sixteen Days of Coldest April: "In your hands you hold 'Sixteen Day..."
sequence: 0
dialoguetext:
In your hands you hold 'Sixteen Days of Coldest April', by Yekartina Dahl. The cover image shows a row of concrete apartments, above which span a black-and-white rainbow.


title: Sixteen Days of Coldest April: "She can't be much older than her mi..."
sequence: 0
dialoguetext:
She can't be much older than her mid-30s in this photograph, and yet from this cover the eyes of a sad, old woman stare back at you.


title: Sixteen Days of Coldest April: "You flip through the book. The page..."
sequence: 0
dialoguetext:
You flip through the book. The pages are thinner than you realized, and the type quite small and tightly set. It's nearly 600 pages long.


title: Conceptualization: "Real art is dense and difficult. If..."
sequence: 0
dialoguetext:
Real art is dense and difficult. If it didn't feel like you had to wrestle a suicidal bear to get through it, you weren't really reading.


title: Sixteen Days of Coldest April: "In cold, detached prose, the author..."
sequence: 0
userscript: PassTime()
dialoguetext:
In cold, detached prose, the author describes a scene from one of the Yugo-Graad Riots in the Twenties. Youths overturn motor carriages and set trash cans ablaze while heavily armoured guardsmen dash in and disperse them in a flurry of baton blows...


title: Sixteen Days of Coldest April: "In excruciating detail, the author..."
sequence: 0
dialoguetext:
In excruciating detail, the author describes the socio-economic conditions that have brought the people of Yugo-Graad into the streets -- centuries of humiliations and despair. And then, during these riots, two young people meet...


title: Encyclopedia: "The Yugo-Graad Riots took place fro..."
sequence: 0
dialoguetext:
The Yugo-Graad Riots took place from '27 to '29, fuelled by ethnic unrest and the state's repressive tactics. These events are often seen as marking the end of a brief period of liberalization known as the Yugo-Graad Spring. Like all such periods, it is frequently memorialised in art and literature.


title: Sixteen Days of Coldest April: "Their happiness is fleeting. A crue..."
sequence: 0
userscript: DamageVolition(1); DamageEndurance(1); PassTime()
dialoguetext:
Their happiness is fleeting. A cruel jest. The absurdity of the state totally crushes them and they end up betraying each other. She becomes an official for "the regime" and he, a lens-grinder in Ferdydyrke. The end.


title: Shelf of Romance Stories: "At the beginning of the book, ethni..."
sequence: 0
dialoguetext:
At the beginning of the book, ethnic unrest has taken Yugo-Graad by storm. Windows and mailboxes are smashed, motor carriages turned over and set on fire...


title: Shelf of Romance Stories: "Black smoke hangs above cobblestone..."
sequence: 0
dialoguetext:
Black smoke hangs above cobblestones speckled with droplets of reddish-grey blood. Militant guardsmen, decked in heavy armour, have been called in to control the riots...


title: Shelf of Romance Stories: "As ethnic tensions run wild, a pair..."
sequence: 0
dialoguetext:
As ethnic tensions run wild, a pair of young lovers meet each other on the street. Somehow, in the middle of all the chaos, they manage to lock arms and look into each other's eyes.


title: Sixteen Days of Coldest April: "They go through a brief and somewha..."
sequence: 0
userscript: DamageVolition(1); DamageEndurance(1); PassTime()
dialoguetext:
They go through a brief and somewhat awkward love affair, and in the end they betray each other and succumb to the absurdity of Graadian life. The man becomes a lens-grinder, completely abandoning his former existence...


title: Sixteen Days of Coldest April: "She spends the next several decades..."
sequence: 0
dialoguetext:
She spends the next several decades standing at a conveyor in a Sosnovor fish processing plant. The smell of fish guts slowly seeps into her hair and skin... as every single one of her dreams dies, one by one.


title: Sixteen Days of Coldest April: "He toils through the daily drudgery..."
sequence: 0
dialoguetext:
He toils through the daily drudgery at the Lenka Polyfabricate. Happiness and fulfilment have eluded him his whole life, and in the end... he has nothing to do but dedicate himself to the craft.


title: Sixteen Days of Coldest April: "The memory of their short time spen..."
sequence: 0
dialoguetext:
The memory of their short time spent together tortures the former lovers ceaselessly, until the end of their days... Years pass in solitude, their bodies growing ever more decrepit.


title: Sixteen Days of Coldest April: "As life leaves their remains betwee..."
sequence: 0
userscript: PassTime()
dialoguetext:
As life leaves their remains between the soiled sheets, their final thoughts are filled with regret.


title: Suzerainty: The Board Game: "The cover features a charming illus..."
sequence: 0
dialoguetext:
The cover features a charming illustration depicting a mass of grinning labourers loading goods onto a ship while a richly dressed administrator oversees their work.


title: Suzerainty: The Board Game: "In your hands you hold a brand new..."
sequence: 0
dialoguetext:
In your hands you hold a brand new copy of the game 'Suzerainty'. It's snugly wrapped in a skin of plastic...


title: Encyclopedia: "The exact location and time period..."
sequence: 0
dialoguetext:
The exact location and time period are left deliberately vague, but it's clearly meant to represent the economic relationship between the Revacholian Suzerainty and its many vassals.


title: Suzerainty: The Board Game: "The box has a nice heft to it. You..."
sequence: 0
dialoguetext:
The box has a nice heft to it. You hear the rattle of individual wooden tokens and feel their weight shifting back and forth...


title: Suzerainty: The Board Game: "Even before you open it, you can te..."
sequence: 0
dialoguetext:
Even before you open it, you can tell that this will be a meaty game of grand strategy and complex player interactions.


title: Suzerainty: The Board Game: "There's a hiss as the lid slides of..."
sequence: 0
dialoguetext:
There's a hiss as the lid slides off. Inside you find a thick, full-colour rulebook and more than a dozen pouches of various wooden components.


title: Perception (Smell): "Ahhh! Savour that new board game sm..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
Ahhh! Savour that new board game smell! A mix of wood, paper, and ink, all wrapped in the sweet must of cardboard.


title: You: "Convince Kim to play with you."
dialoguetext: Convince Kim to play with you.
sequence: 0
conditionstring:
IsKimHere()  and  Variable["inventory.suzerainty_kim_wc_open"] == true  and  Variable["inventory.suzerainty_fail_into_success"] == false


title: Suggestion: "What is detective work if not an el..."
sequence: 0
dialoguetext:
What is detective work if not an elaborate game? You need logical inference, attention to detail, the ability to analyse your opponents' motives...


title: Kim Kitsuragi: ""I see you bring the same *unorthod..."
sequence: 0
dialoguetext:
"I see you bring the same *unorthodox technique* to playing board games as you do to detective work..."


title: Suzerainty: The Board Game: "You explain the basic set up proced..."
sequence: 0
dialoguetext:
You explain the basic set up procedures to the lieutenant, who seems to be a quick study. You each take your bags of tokens and counters and unfold the board between you...


title: Suzerainty: The Board Game: "In the centre is the crown of Revac..."
sequence: 0
dialoguetext:
In the centre is the crown of Revachol. Radiating outward are her colourful vassals, each one supplying some raw material desired by the suzerain...


title: Suzerainty: The Board Game: "Apricots from Safre, archaeological..."
sequence: 0
dialoguetext:
Apricots from Safre, archaeological treasures from Ile Marat, sugar from the Semenine Islands, and magenta cocaine from Supramundi and Saramiriza...


title: Suzerainty: The Board Game: "The lieutenant flips through the ma..."
sequence: 0
dialoguetext:
The lieutenant flips through the manual more quickly than you're able to keep up with. Then you each take your bags of tokens and counters and unfold the board between you...


title: Suzerainty: The Board Game: "The 'Suzerainty' box is heavy and s..."
sequence: 0
dialoguetext:
The 'Suzerainty' box is heavy and slightly awkward in your hands. You give it a light shake, and feel the pieces shift around inside.


title: Suzerainty: The Board Game: "'Welcome to Suzerainty: A game of e..."
sequence: 0
dialoguetext:
'Welcome to Suzerainty: A game of economic strategy for the whole family!' The rulebook is sumptuously illustrated and thick as a Graadian novel.


title: You: "Hmmm, this history seems *problemat..."
sequence: 0
conditionstring: IsTHCPresent("moralist")
userscript: ReputationGrows("moralist")
dialoguetext:
Hmmm, this history seems *problematic*, but it *is* important to teach children basic economic concepts.


title: Suzerainty: The Board Game: "The colourful illustrations depict..."
sequence: 0
dialoguetext:
The colourful illustrations depict cheerful workers picking apricots, hauling marble sculptures out of crumbling temples, and harvesting a strange, magenta-leafed plant. Everyone is smiling.


title: Suzerainty: The Board Game: "The instructions are opaque at firs..."
sequence: 0
dialoguetext:
The instructions are opaque at first, and introduce many concepts you're not familiar with. Fortunately, there are many diagrams and examples throughout...


title: Suzerainty: The Board Game: "You soon figure out the basic conce..."
sequence: 0
dialoguetext:
You soon figure out the basic conceit: Each player represents an administrator for the *Suzerain of Revachol*. Your objective is to increase the suzerain's wealth and renown by accumulating *victory points*.


title: Suzerainty: The Board Game: "That's where the suzerain's vassals..."
sequence: 0
dialoguetext:
That's where the suzerain's vassals come in. The game features four vassal nations, each one home to an economically important resource...


title: Suzerainty: The Board Game: "From the Empire of Safre: orange ap..."
sequence: 0
dialoguetext:
From the Empire of Safre: orange apricot tokens. From Ile Marat (the ancestral name of Iilmaraa): gray marble block tokens. From the Semenine Islands: white sacks of sugar tokens. And from Supramundi and Saramiriza: magenta tokens for unprocessed cocaine leaves.


title: Suzerainty: The Board Game: "Each turn the player collects resou..."
sequence: 0
dialoguetext:
Each turn the player collects resources from vassals where they've placed workers. They may then rearrange their workers, fulfil contracts for coin and bonuses, or build structures back in Revachol...


title: Suzerainty: The Board Game: "The actual scoring system appears i..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_read_rules", true) --[[ Variable[ ]]
dialoguetext:
The actual scoring system appears infinitely complex, with a series of tables and appendices required to compute each player's final victory point total. You skip that part for now.


title: Suzerainty: The Board Game: "There is no path to wealth and reno..."
sequence: 0
dialoguetext:
There is no path to wealth and renown but through the suzerain. As one of the suzerain's trusted administrators, your very function is the glorification of Revachol...


title: Suzerainty: The Board Game: "Suzerainty is a family game. The on..."
sequence: 0
dialoguetext:
Suzerainty is a family game. The only 'atrocities' you'll be committing are against the social standing of your rival administrators, as you bring in ever more resources and power for the suzerain. Speaking of...


title: Rhetoric: "You begin to suspect there may be a..."
sequence: 0
dialoguetext:
You begin to suspect there may be a *political* agenda to this so-called 'family game'. Only one way to find out...


title: Suzerainty: The Board Game: "You open up a number of pouches con..."
sequence: 0
dialoguetext:
You open up a number of pouches containing wooden tokens. There are also several punchboards with other cardboard components that will need to be punched out before you can play.


title: Suzerainty: The Board Game: "Each cardboard token makes a satisf..."
sequence: 0
dialoguetext:
Each cardboard token makes a satisfying *chhhk* as you pop it out. Soon a neat pile of cardboard coins and counters has accumulated before you.


title: Suzerainty: The Board Game: "In addition to the worker and build..."
sequence: 0
dialoguetext:
In addition to the worker and building tokens used by each player, there are also several piles of colourful resource tokens, each representing one of the game's four principal resources...


title: Kim Kitsuragi: "The lieutenant goes first. He draws..."
sequence: 0
dialoguetext:
The lieutenant goes first. He draws a contract card and moves several of his workers to the Safre territory of the board and the others to the Semenine Islands...


title: Suzerainty: The Board Game: "You have a few options available to..."
sequence: 0
dialoguetext:
You have a few options available to you: Will you try to fulfil contracts right away or rearrange your workers to maximize production on future turns?


title: You: "Try to fulfil a contract."
dialoguetext: Try to fulfil a contract.
sequence: 0
userscript:
SetVariableValue("inventory.suzerainty_column_counter", Variable["inventory.suzerainty_column_counter"] +1) 


title: You: "Let your workers rest for a while."
dialoguetext: Let your workers rest for a while.
sequence: 0
userscript:
SetVariableValue("inventory.suzerainty_worker_counter", Variable["inventory.suzerainty_worker_counter"] +1) 


title: Kim Kitsuragi: "Meanwhile, the lieutenant spends tw..."
sequence: 0
dialoguetext:
Meanwhile, the lieutenant spends two of his sugar and one of his apricot tokens to complete his contract card. He is rewarded with four coins and a round wooden token that he places in the centre of the board...


title: Reaction Speed: "Remember what the rulebook said! Yo..."
sequence: 0
dialoguetext:
Remember what the rulebook said! You'll want to choose a strategy early on and stay committed to it.


title: Suzerainty: The Board Game: "You draw a new contract card. Accor..."
sequence: 0
dialoguetext:
You draw a new contract card. According to the text, there's an aristocrat willing to trade a large supply of cocaine for a number of coins and access to a rare bonus: amplified music, worth *seven victory points*...


title: You: ""Sorry, Kim, you're not going to li..."
dialoguetext: "Sorry, Kim, you're not going to like this..." (Introduce the lieutenant's workers to cocaine.)
sequence: 0
conditionstring: Variable["inventory.suzerainty_listened_to_ency_safre_cocaine"] == true
userscript:
SetVariableValue("inventory.suzerainty_trade_war_counter", Variable["inventory.suzerainty_trade_war_counter"] +1) 


title: Kim Kitsuragi: ""Hrm..." The lieutenant's face goes..."
sequence: 0
dialoguetext:
"Hrm..." The lieutenant's face goes stony as you take your turn. He does not appreciate you getting all his workers addicted to cocaine...


title: Suzerainty: The Board Game: "It takes several turns, but you slo..."
sequence: 0
userscript: PassTime()
dialoguetext:
It takes several turns, but you slowly begin accumulating the cocaine necessary to complete the contract. When you do, it practically rains cardboard coins on your side...


title: You: "Pick up where you left off."
dialoguetext: Pick up where you left off.
sequence: 0
conditionstring:
IsKimHere()  and  Variable["inventory.suzerainty_abandoned_game"] == true  and  Variable["inventory.suzerainty_game_finished"] == false


title: Suzerainty: The Board Game: "With each passing turn you slowly b..."
sequence: 0
userscript: PassTime()
dialoguetext:
With each passing turn you slowly bleed the lieutenant of coins as his own workers become less productive and more dependent on your magenta cocaine tokens.


title: Kim Kitsuragi: "Realising victory is slipping away,..."
sequence: 0
dialoguetext:
Realising victory is slipping away, the lieutenant launches a desperate gambit: *Protectionism*. By erecting tariffs on your cocaine he hopes to starve you out of the market at the risk of incurring the suzerain's disfavour...


title: Kim Kitsuragi: "Despite your conspicuous display of..."
sequence: 0
dialoguetext:
Despite your conspicuous display of wealth, the lieutenant still has a formidable store of coins and resources...


title: Encyclopedia: "As a matter of historical fact, thi..."
sequence: 0
dialoguetext:
As a matter of historical fact, this is almost *exactly* what happened in Safre. To this day, fully half of the former Safre Empire remains dependant on international aid in exchange for a steady supply of cheap produce.


title: Kim Kitsuragi: ""More or less," the lieutenant says..."
sequence: 0
dialoguetext:
"More or less," the lieutenant says, but he's thinking less about matters of historical wrongdoing than how to get out of the jam you've put him in...


title: Kim Kitsuragi: ""Noble as that sentiment may be, it..."
sequence: 0
dialoguetext:
"Noble as that sentiment may be, it's not exactly a *winning* strategy in a game that revolves around resource extraction and exploitation..."


title: Suzerainty: The Board Game: "With a triumphant flourish, you rem..."
sequence: 0
dialoguetext:
With a triumphant flourish, you remove a rectangular token from one of the satchels and place it in the centre of the board...


title: Kim Kitsuragi: "The lieutenant sighs. "That's the p..."
sequence: 0
dialoguetext:
The lieutenant sighs. "That's the problem with certain games. At some point they just *end*, as though no one expected the players to make it that far..."


title: Suzerainty: The Board Game: "You move a few of your workers to t..."
sequence: 0
dialoguetext:
You move a few of your workers to the Ile Marat section of the board and several others to Supramundi and Saramiriza. Soon you have several units of archaeological treasure and cocaine.


title: Suzerainty: The Board Game: "Glancing over the board, you see se..."
sequence: 0
dialoguetext:
Glancing over the board, you see several possible strategies: Pressing more workers into service would increase your economic output and help you survive a possible conflict with the lieutenant, or you could ignore your labour supply and focus on fulfilling contracts for points and resources...


title: Suzerainty: The Board Game: "To the lieutenant's puzzlement, you..."
sequence: 0
userscript: PassTime()
dialoguetext:
To the lieutenant's puzzlement, you spend several turns building various improvements to your territorial infrastructure...


title: Suzerainty: The Board Game: "Soon your workers have access to cl..."
sequence: 0
dialoguetext:
Soon your workers have access to clean water, paved roads, and basic hobbies. In return they produce... one extra resource per turn.


title: Suzerainty: The Board Game: "Who cares about workers and territo..."
sequence: 0
dialoguetext:
Who cares about workers and territories when the real action is in Revachol? You spend your turns fulfilling contracts for sweet coins and one-time bonuses.


title: Suzerainty: The Board Game: "After several turns you have a neat..."
sequence: 0
userscript: PassTime()
dialoguetext:
After several turns you have a neat pile of cardboard coins and several units of archaeological treasure, which you trade in to build... a *museum*...


title: Suzerainty: The Board Game: "You place a cylindrical piece of wo..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_built_museum", true) --[[ Variable[ ]]
dialoguetext:
You place a cylindrical piece of wood on the Revachol section in the middle of the board. It's meant to stand in for a beautifully adorned edifice filled with ancient wonders.


title: Suzerainty: The Board Game: "After several turns your worker tok..."
sequence: 0
userscript: PassTime()
dialoguetext:
After several turns your worker tokens greatly outnumber the lieutenant's. A vast army of expendable labour is at your command.


title: Kim Kitsuragi: ""That's up to you, detective. But r..."
sequence: 0
dialoguetext:
"That's up to you, detective. But remember, the objective of the game is to earn victory points for the suzerain..."


title: Kim Kitsuragi: "Now it's the lieutenant's turn to r..."
sequence: 0
dialoguetext:
Now it's the lieutenant's turn to respond. He moves aggressively onto the Safre territory. Soon his workers are producing a steady supply of extremely valuable *apricots*...


title: Kim Kitsuragi: ""Come on, detective, don't be a spo..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_asked_points", true) --[[ Variable[ ]]
dialoguetext:
"Come on, detective, don't be a spoil sport. You'll have plenty of chances to earn your own points."


title: Kim Kitsuragi: ""The workers are just there to prod..."
sequence: 0
dialoguetext:
"The workers are just there to produce raw resources. You're not supposed to worry about them too much."


title: Kim Kitsuragi: ""Because the way you earn points is..."
sequence: 0
dialoguetext:
"Because the way you earn points is by pleasing the suzerain, and the player with the most points wins the game."


title: Suzerainty: The Board Game: "For several turns you struggle to r..."
sequence: 0
userscript: PassTime()
dialoguetext:
For several turns you struggle to respond to the lieutenant's burgeoning apricot empire. Eventually you relocate the majority of your workers to Supramundi and Saramiriza, where they begin producing a bumper crop of cocaine tokens...


title: Kim Kitsuragi: ""You can't do that, detective," the..."
sequence: 0
dialoguetext:
"You can't do that, detective," the lieutenant says as you move all of your pieces onto one of his territories.


title: Kim Kitsuragi: ""Well, I suppose you could try fulf..."
sequence: 0
dialoguetext:
"Well, I suppose you could try fulfilling some contracts, or you might try to relocate your workers. There are any number of strategies open to you."


title: Kim Kitsuragi: ""This is a game of *economic* strat..."
sequence: 0
dialoguetext:
"This is a game of *economic* strategy. You can't directly attack the other players. You'll have to do something else."


title: Suzerainty: The Board Game: "Instead of focussing on amassing po..."
sequence: 0
userscript: PassTime()
dialoguetext:
Instead of focussing on amassing points, you embark on a quixotic project to win the hearts of your worker tokens. After several turns you've unlocked advanced hobbies and health insurance. Your workers now produce an extra two resources per turn...


title: Kim Kitsuragi: "The lieutenant continues his strate..."
sequence: 0
dialoguetext:
The lieutenant continues his strategy of aggressively producing apricots for export. He fulfils contract after contract, racking up ever more victory points...


title: Suzerainty: The Board Game: "The endgame is upon you. What will..."
sequence: 0
dialoguetext:
The endgame is upon you. What will be your crowning achievement as the suzerain's territorial administrator?


title: Suzerainty: The Board Game: "Alternatively you could actually tr..."
sequence: 0
dialoguetext:
Alternatively you could actually try to win the game by building the extremely valuable *victory column* in Revachol or by crushing the lieutenant in a devastating *trade war*...


title: Suzerainty: The Board Game: "You could continue your efforts to..."
sequence: 0
dialoguetext:
You could continue your efforts to win the hearts of your worker tokens by building the rarely attempted *public education system* for your territories...


title: Kim Kitsuragi: "The lieutenant nods gravely as you..."
sequence: 0
dialoguetext:
The lieutenant nods gravely as you erect tariffs against his apricots and sugar. This is going to get ugly...


title: Suzerainty: The Board Game: "With every turn tariffs are raised,..."
sequence: 0
userscript: PassTime()
dialoguetext:
With every turn tariffs are raised, until neither you nor the lieutenant are producing any income or generating resources for the suzerain...


title: Suzerainty: The Board Game: "Soon the entire board is a field of..."
sequence: 0
dialoguetext:
Soon the entire board is a field of economic carnage. Worker tokens lie strewn across the board, which is also bereft of valuable resources.


title: Kim Kitsuragi: ""I have no idea what 'lesson' you t..."
sequence: 0
dialoguetext:
"I have no idea what 'lesson' you think you taught me. Somehow I don't think this is going to work out well for *either* of us..."


title: Kim Kitsuragi: ""Points are nothing. They don't exi..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_points_arbitrary", true) --[[ Variable[ ]]
dialoguetext:
"Points are nothing. They don't exist. They're just an arbitrary convention that games use to reward or punish players for certain behaviours."


title: Kim Kitsuragi: "The lieutenant shrugs. "There are s..."
sequence: 0
dialoguetext:
The lieutenant shrugs. "There are some *paranoid* types who believe the Moralintern keeps detailed score sheets for everyone in the Reál Belt, but that's obviously nonsense..."


title: Kim Kitsuragi: ""That's just the way it is." The li..."
sequence: 0
dialoguetext:
"That's just the way it is." The lieutenant doesn't seem to find much value in dwelling on the subject...


title: Conceptualization: "If points are really *arbitrary*, a..."
sequence: 0
dialoguetext:
If points are really *arbitrary*, as the lieutenant says, what's to stop you from playing the game the way *you* want?


title: Encyclopedia: "Interestingly, this is more or less..."
sequence: 0
dialoguetext:
Interestingly, this is more or less what happened in real life as well. To this day, if Iilmaraans want to see their nation's priceless treasures they have to visit Revachol or Gottwald or Sur-la-Clef.


title: Volition: "The lieutenant assumes you're playi..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_volition_reject", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant assumes you're playing by the rules as written. But what's the point of playing if you can't make your own choices?


title: You: ""I'm rejecting the arbitrary so-cal..."
sequence: 0
conditionstring: Variable["inventory.suzerainty_rhetoric_reject"] == true
dialoguetext:
"I'm rejecting the arbitrary so-called 'points' system developed by this game's politically compromised game designers."


title: Kim Kitsuragi: ""Yes, you're *really* sticking it t..."
sequence: 0
dialoguetext:
"Yes, you're *really* sticking it to the game designers, just like I'm about to stick it to *you*..."


title: Kim Kitsuragi: ""Are you sure?" The lieutenant look..."
sequence: 0
dialoguetext:
"Are you sure?" The lieutenant looks a little disappointed. "It's going to take a while to set everything up again."


title: Authority: "What is that patronizing tone? You'..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_authority_condescend", true) --[[ Variable[ ]]
dialoguetext:
What is that patronizing tone? You're one of the suzerain's trusted administrators! You may need to put the lieutenant in his place...


title: Composure: "C'mon, is that your game face? You'..."
sequence: 0
dialoguetext:
C'mon, is that your game face? You're practically broadcasting your position to the lieutenant with that expression.


title: Kim Kitsuragi: ""You should probably pick one strat..."
sequence: 0
dialoguetext:
"You should probably pick one strategy and stick to it. Trying to do a little of everything is usually a bad idea."


title: Reaction Speed: ""Remember, there are many paths to..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_reaction_tips_read", true) --[[ Variable[ ]]
dialoguetext:
"Remember, there are many paths to victory in *Suzerainty*, but successful players will find *one* strategy and commit to it wholeheartedly."


title: Suzerainty: The Board Game: "Using the substantial coins and res..."
sequence: 0
userscript: PassTime()
dialoguetext:
Using the substantial coins and resources you've accumulated from diligently fulfilling contracts and constructing trade routes, you spend your final turns constructing the ultimate structure in the game, the Revacholian *victory column*...


title: Suzerainty: The Board Game: "Building the ultimate structure req..."
sequence: 0
dialoguetext:
Building the ultimate structure requires diligent economic planning, which you completely failed to do...


title: Suzerainty: The Board Game: "Rather than build a glorious monume..."
sequence: 0
dialoguetext:
Rather than build a glorious monument to Revachol's economic superiority, you have to settle for a handful of post offices and school for the blind.


title: Suzerainty: The Board Game: "You place all of your workers on th..."
sequence: 0
dialoguetext:
You place all of your workers on the Ile Marat territory. On your next turn you produce six units of archaeological treasure and fulfil the contract for a handful of coins.


title: Suzerainty: The Board Game: "That's more like it. You produce a..."
sequence: 0
dialoguetext:
That's more like it. You produce a handful of archaeological treasures and a smattering of other resources.


title: Suzerainty: The Board Game: "There's no concept of *rest* in Suz..."
sequence: 0
dialoguetext:
There's no concept of *rest* in Suzerainty. Workers have to work. You produce a handful of archaeological treasures and a smattering of other resources.


title: You: ""I make the rules now.""
dialoguetext: "I make the rules now."
sequence: 0
conditionstring:
Variable["inventory.suzerainty_volition_reject"] == true  or  Variable["inventory.suzerainty_rhetoric_reject"] == true


title: Suzerainty: The Board Game: "With your army of cheap, not-cocain..."
sequence: 0
dialoguetext:
With your army of cheap, not-cocaine-addicted labour, you're able to survive the tit-for-tat of the trade war, though it leaves both your and the lieutenant's economies worse-off than before...


title: Suzerainty: The Board Game: "Even in the best of cases it's impo..."
sequence: 0
dialoguetext:
Even in the best of cases it's impossible to really "win" a trade war. But this is far from the best case, and the lieutenant's apricot-powered economic engine crushes yours...


title: Suzerainty: The Board Game: "Your commitment to doing right by y..."
sequence: 0
dialoguetext:
Your commitment to doing right by your workers pays off and you manage to construct the rarely attempted *public education system*. You truly have the best-educated worker tokens in the entire world...


title: Suzerainty: The Board Game: "Unfortunately, you were sent to the..."
sequence: 0
dialoguetext:
Unfortunately, you were sent to the territories to produce raw resources, not overly educated second-class citizens. If anything, this might *negatively* impact your final score.


title: Suzerainty: The Board Game: "There's a reason very few players e..."
sequence: 0
dialoguetext:
There's a reason very few players ever attempt to built a public education system for their worker tokens: It's extremely expensive and never pays off, by design...


title: Suzerainty: The Board Game: "Your boondoggle nearly bankrupts th..."
sequence: 0
dialoguetext:
Your boondoggle nearly bankrupts the suzerain's treasury and you suffer a significant penalty to your final score...


title: Encyclopedia: "You know, this isn't *unlike* the s..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_encyclo_safre", true) --[[ Variable[ ]]
dialoguetext:
You know, this isn't *unlike* the situation the historical Revacholian suzerainty faced in Safre in the middle of the last century...


title: Encyclopedia: "Well, the suzerain was looking for..."
sequence: 0
dialoguetext:
Well, the suzerain was looking for new markets for all the cocaine it was producing, and it settled on Safre...


title: Encyclopedia: "By introducing cocaine into Safre u..."
sequence: 0
dialoguetext:
By introducing cocaine into Safre under exclusive contract, the suzerain created an extremely valuable captive market for an extremely *addictive* product.


title: Encyclopedia: "If you could somehow get the lieute..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_listened_to_ency_safre_cocaine", true) --[[ Variable[ ]]
dialoguetext:
If you could somehow get the lieutenant's workers *addicted* to your cocaine, you could not only make them less productive, you would also force the lieutenant to *pay* you for your cocaine tokens *each turn*...


title: Rhetoric: "You could also show your workers ho..."
sequence: 0
dialoguetext:
You could also show your workers how much you appreciate them by *investing* some of that wealth in them. After all, they're the ones *producing* wealth for the suzerain.


title: Suzerainty: The Board Game: "Well, sure, you *can* do that. It's..."
sequence: 0
dialoguetext:
Well, sure, you *can* do that. It's just not a terribly *effective* strategy. But then, it's up to you...


title: Kim Kitsuragi: ""Take a look at the scoring tables..."
sequence: 0
dialoguetext:
"Take a look at the scoring tables in the back..." The lieutenant turns to one of those appendices you skipped over earlier...


title: Kim Kitsuragi: ""You see in Table 8c that investing..."
sequence: 0
dialoguetext:
"You see in Table 8c that investing in territorial infrastructure multiplies your final victory point total by 1x, which is to say, not at all, whereas erecting monuments in Revachol gives you a multiplier of *5x*..."


title: You: ""So you're saying the values of the..."
sequence: 0
dialoguetext:
"So you're saying the values of the ruling class are completely divorced from the well-being of the people who generate their wealth?"


title: Rhetoric: "Nonsense. Remember what the lieuten..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_rhetoric_reject", true) --[[ Variable[ ]]
dialoguetext:
Nonsense. Remember what the lieutenant said? If points are arbitrary, who cares about *winning*? You should reject their system and just play how you want.


title: Suzerainty: The Board Game: "Computing the final scores is almos..."
sequence: 0
userscript: PassTime()
dialoguetext:
Computing the final scores is almost a game unto itself. You each spend an inordinate amount of time making stacks of coins, consulting tables, and struggling with basic addition and multiplication...


title: Kim Kitsuragi: "The lieutenant gives you a sour loo..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_kim_wc_failed_once", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant gives you a sour look. He may or may not hate fun, but either way he does not appreciate your attitude...


title: Empathy: "So he says, but his gaze lingers a..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_empathy_kim_gaze", true) --[[ Variable[ ]]
dialoguetext:
So he says, but his gaze lingers a moment longer on the rulebook than is strictly necessary. He could *make* time, if he really wanted to.


title: Kim Kitsuragi: "The lieutenant scoffs. "In your *dr..."
sequence: 0
userscript: SetVariableValue("inventory.suzerainty_kim_wc_failed_twice", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant scoffs. "In your *dreams*, maybe. I've thrashed my share of trash-talkers before. Now come on, let's put childish things aside."


title: Kim Kitsuragi: ""Hmmm, I do feel like my thinking h..."
sequence: 0
dialoguetext:
"Hmmm, I do feel like my thinking has become somewhat *rigid*. Maybe a little diversion to keep the mind limber is just what's in order..."


title: Suzerainty: The Board Game: "There's also a neat little log to k..."
sequence: 0
dialoguetext:
There's also a neat little log to keep track of your progress, in case you need to put the game away and return to it later...


title: Kim Kitsuragi: ""That's a subject for another time...."
sequence: 0
dialoguetext:
"That's a subject for another time. All you need to know is that they're a powerful transnational organization, of which the *Coalition* and by extension the RCM are but one small piece."


title: You: "Put the game away."
dialoguetext: Put the game away.
sequence: 0
userscript:
SetVariableValue("inventory.suzerainty_abandoned_game", true) ; SetVariableValue("inventory.suzerainty_left_turn_2", true) --[[ Variable[ ]]


title: You: "Put the game away."
dialoguetext: Put the game away.
sequence: 0
userscript:
SetVariableValue("inventory.suzerainty_abandoned_game", true) ; SetVariableValue("inventory.suzerainty_left_turn_3", true) --[[ Variable[ ]]


title: Kim Kitsuragi: "The lieutenant looks up from his ta..."
sequence: 0
dialoguetext:
The lieutenant looks up from his tabulations. "I've got 26 points," he says, slightly disappointed...


title: Kim Kitsuragi: "The lieutenant looks up from his ta..."
sequence: 0
dialoguetext:
The lieutenant looks up from his tabulations. "I've got 26 points," he says, a barely contained smile breaking out across his face...


title: Kim Kitsuragi: ""Don't be glum, detective. There's..."
sequence: 0
dialoguetext:
"Don't be glum, detective. There's always next time. Figuratively, I mean. There's no way we have time to play this game again..."


title: Suzerainty: The Board Game: "Fifteen victory points. Whether you..."
sequence: 0
dialoguetext:
Fifteen victory points. Whether you win or not, the suzerain is unlikely to be pleased at the loss to productivity caused by his subordinates' shenanigans.


title: Kim Kitsuragi: ""A tie," he says, with evident irri..."
sequence: 0
dialoguetext:
"A tie," he says, with evident irritation. "Well, I suppose that's what we deserve for trashing the suzerain's economy. Good game, detective."


title: Suzerainty: The Board Game: "Negative five victory points. You'l..."
sequence: 0
dialoguetext:
Negative five victory points. You'll be lucky if the suzerain doesn't have your whole family executed for such a pitiful performance.


title: Kim Kitsuragi: "The lieutenant looks up from his ta..."
sequence: 0
dialoguetext:
The lieutenant looks up from his tabulations. "I've got 15 points," he says with a slight smirk on his face...


title: Kim Kitsuragi: ""Don't look too glum, detective. Th..."
sequence: 0
dialoguetext:
"Don't look too glum, detective. There's always next time. Figuratively, I mean. There's no way we have time to play this game again..."


title: Suzerainty: The Board Game: "Two points. Though you're beloved b..."
sequence: 0
dialoguetext:
Two points. Though you're beloved by your well-educated worker tokens, the suzerain is immensely displeased, and recalls you from your post.


title: Kim Kitsuragi: ""Hey, at least you went out playing..."
sequence: 0
dialoguetext:
"Hey, at least you went out playing the game how you wanted. There's something to be said for that."


title: Kim Kitsuragi: ""Well, there's always next time. Fi..."
sequence: 0
dialoguetext:
"Well, there's always next time. Figuratively, I mean. There's no way we have time to play this game again..."


title: Kim Kitsuragi: "The lieutenant looks up from his ta..."
sequence: 0
dialoguetext:
The lieutenant looks up from his tabulations. "I've got 20 points," he says, slightly embarrassed at the point differential...


title: Kim Kitsuragi: ""Now, let's clean up and get back t..."
dialoguetext: "Now, let's clean up and get back to work."
sequence: 0
userscript:
SetVariableValue("inventory.suzerainty_game_finished", true) ;
SetVariableValue("character.books_read_counter", Variable["character.books_read_counter"] + once(1)) 


title: Kim Kitsuragi: "As he completes his own contract ca..."
sequence: 0
dialoguetext:
As he completes his own contract card, the lieutenant is rewarded with four coins and a round wooden token that he places in the centre of the board...


title: Kim Kitsuragi: "In response, the lieutenant spends..."
sequence: 0
dialoguetext:
In response, the lieutenant spends two of his sugar and one of his apricot tokens to complete his contract card. He is rewarded with four coins and a round wooden token that he places in the centre of the board...


title: Electrochemistry: "*Drugs*. Specifically uppers. Speak..."
sequence: 0
dialoguetext:
*Drugs*. Specifically uppers. Speaking of, aren't you supposed to be looking for some right about *now*?


title: Kim Kitsuragi: "While you daydream about speed, the..."
sequence: 0
dialoguetext:
While you daydream about speed, the lieutenant has built himself a formidable economic engine of his own...


title: Suzerainty: The Board Game: "The endgame is upon you. Do you esc..."
sequence: 0
dialoguetext:
The endgame is upon you. Do you escalate the *trade war* with the lieutenant in hopes of crushing him with your economic might?


title: Suzerainty: The Board Game: "Or do you ignore his aggression and..."
sequence: 0
dialoguetext:
Or do you ignore his aggression and focus on building the mighty *victory column* structure in Revachol herself?


title: Suzerainty: The Board Game: "Alternatively, you could throw the..."
sequence: 0
dialoguetext:
Alternatively, you could throw the whole game away by trying to build a *public education system* for the children of your workers...


title: Suzerainty: The Board Game: "The endgame is upon you. How will y..."
sequence: 0
dialoguetext:
The endgame is upon you. How will you spend the vast resources you've acquired for the glory of the suzerain?


title: Suzerainty: The Board Game: "Flipping through the manual, you fi..."
sequence: 0
dialoguetext:
Flipping through the manual, you find the most expensive structure in the game... the Revacholian *victory column*, worth *twelve victory points*. If you can successfully build it, victory will be all-but assured...


title: Suzerainty: The Board Game: "Alternatively, you could try launch..."
sequence: 0
dialoguetext:
Alternatively, you could try launching a *trade war* to crush the lieutenant's economy, or you could blow all that money on a *public education system* for your worker tokens...


title: Suzerainty: The Board Game: "You could attempt to build the migh..."
sequence: 0
dialoguetext:
You could attempt to build the mighty *victory column* structure, or launch a *trade war* against the lieutenant, or spend everything to build a *public education system* for your worker tokens...


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "This is a yellow-tailed black cocka..."
sequence: 0
dialoguetext:
This is a yellow-tailed black cockatoo. Its specific name *Psittacus funereus* relates to its dark and sombre plumage. This bird looks as if dressed for a funeral, 24/7. There is something indisputably ominous about it.


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "Where to even begin? All cockatoos..."
sequence: 0
dialoguetext:
Where to even begin? All cockatoos are known for their needy natures, requiring attention for at least two full hours a day. They love to talk, and have been described as 'loveable clowns who just don't know how to wrap up'.


title: You: "Honestly, this bird does sound a bi..."
dialoguetext: Honestly, this bird does sound a bit like me...
sequence: 0
userscript: PassTime()
conditionstring:
Variable["plaza.working_chose_cockatoo"] == false  and   Variable["inventory.book_cockatoos_funeral_read"] == true  and  Variable["inventory.book_cockatoos_bangbang_read"] == true  and  Variable["inventory.book_cockatoos_majestic_read"] == true


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "You're right, cockatoos are magnifi..."
sequence: 0
dialoguetext:
You're right, cockatoos are magnificent creatures. They love to perform, cuddle and show off, and will even scream for *fun* -- often as loud as up to *135* decibels!


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "It is not recommended to get a cock..."
sequence: 0
userscript: SetVariableValue("inventory.book_cockatoo_problems_read", true) --[[ Variable[ ]]
dialoguetext:
It is not recommended to get a cockatoo if you're not able to cook them food every day. And give them the full care that they need. These birds will never understand that you have a life of your own.


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "You're right, you're a fuckatoo emb..."
sequence: 0
dialoguetext:
You're right, you're a fuckatoo embodied. This sorry-ass bird belongs on your heraldry! It probably doesn't even have feathers and only screams.

userscript:
SetVariableValue("plaza.working_chose_cockatoo", true) ; FinishTask("TASK.find_your_heraldic_bird_done")--[[ Variable[ ]]


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "Pet owners also report moodiness, l..."
sequence: 0
userscript: PassTime()
dialoguetext:
Pet owners also report moodiness, loudness and hostility as reoccurring issues. If left unsatisfied cockatoos may scream non-stop, pluck their feathers or become aggressive.


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "Perhaps the most *impressive* of al..."
sequence: 0
dialoguetext:
Perhaps the most *impressive* of all the species, the endangered Major Majestic cockatoo is often described as the most flamboyant bird in the jungle, its pink-coloured wings and flowing crest embellishing its proud and *bumptious* nature.


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "In the words of poet-explorer Sir J..."
sequence: 0
userscript: PassTime()
dialoguetext:
In the words of poet-explorer Sir James Fournier: "Few birds more enliven the monotonous hues of the verdant forest than this big, bold and beautiful species."


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "Despite its *banging* name, the ban..."
sequence: 0
dialoguetext:
Despite its *banging* name, the bang-bang cockatoo is actually the shyest of the species. Common in almost all Semenese forests, as well as zoos and homes all over the world, its plumage is mainly grey and white. The Semenese name *bang-bang* is thought to be of onomatopoeic origins.


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "A cockatoo is a parrot with an erec..."
sequence: 0
dialoguetext:
A cockatoo is a parrot with an erectile crest, found on the Semenine islands and in southern Face-à-la-Mer. Known for their intelligence and general precociousness, cockatoos are popular birds in aviculture; however, they often exhibit various behavioural issues.


title: From A to Zrieek! A Guide To a Well-Behaved Cockatoo: "This book talks about the delicate..."
sequence: 0
dialoguetext:
This book talks about the delicate nature of 'toos, as well as introducing some of the most popular species among the bird enthusiasts: the funeral cockatoo, the Major Majestic cockatoo, and the most common bang-bang cockatoo. It's colourfully illustrated.


title: Primer Book: "You hold in your hand the colourful..."
sequence: 0
dialoguetext:
You hold in your hand the colourful primer. The title reads: "A Primer for Small Kids." There's a bear involved.


title: Primer Book: "Every page has one word designating..."
sequence: 0
dialoguetext:
Every page has one word designating one letter of the alphabet, with a faded illustration -- most of them are scientific and cultural principles. It goes as follows...


title: Primer Book: "H is for Homeboy, I is for Iikon, J..."
sequence: 0
dialoguetext:
H is for Homeboy, I is for Iikon, J is for Jura, K is for Kollaps, L is for Laudanum, M is for Myriad, N is for Nadir, O is for Oreole, P is for Perihelion.


title: Primer Book: "Q is for Quasar, R is for Rhododend..."
sequence: 0
dialoguetext:
Q is for Quasar, R is for Rhododendron, S is for Sinus, T is for Tricoleur, U is for Ultra, V is for Vector, W is for Warheit, X is for Xylophone, Y is for Ystävä, Z is for Zenith.


title: Conceptualization: "In what is called the IL -- the Int..."
sequence: 0
userscript: SetVariableValue("inventory.primer_concept_international_language", true) --[[ Variable[ ]]
dialoguetext:
In what is called the IL -- the International Language, developed by scientists from Graad in the Twenties! Sinus means 'Sign', for example.


title: Primer Book: "Mhm. This book will show you the sc..."
sequence: 0
dialoguetext:
Mhm. This book will show you the score; get you oriented with those basic concepts you appear to be hazy on. The anthropomorphic bear will give you the *low-down* of your life...


title: Primer Book: "A is for Azimuth, B is for Boreas,..."
sequence: 0
dialoguetext:
A is for Azimuth, B is for Boreas, C is for Cosign, D is for Diamat, E is for Ellips, F is for Flogiston, G is for Gamut.


title: Primer Book: "That's it. You know the alphabet no..."
dialoguetext: That's it. You know the alphabet now.
sequence: 0
userscript:
PassTime();
SetVariableValue("inventory.primer_read", true) ;
SetVariableValue("character.books_read_counter", Variable["character.books_read_counter"] + once(1)) 


title: Esprit de Corps: "It is a very useful skill to have,..."
sequence: 0
dialoguetext:
It is a very useful skill to have, he thinks. For all sorts of life-activities. Like reading, and...


title: Shivers: "Please, hear me… Please..."
dialoguetext: Please, hear me… Please...
sequence: 0
userscript:
SetVariableValue("doomed.orb_shivers_coatquest_two_done", true) ; FinishTask("TASK.find_voice_in_bookshop_done")--[[ Variable[ ]]


title: Shivers: "Listen within the place of industry..."
sequence: 0
userscript: GainTask("TASK.find_voice_in_harbour")--[[ Variable[ ]]
dialoguetext:
Listen within the place of industry, where power and structure join perfectly… My power here is too weak...


title: Shivers: "I want to be found... But I need to..."
sequence: 0
userscript: GainTask("TASK.find_voice_in_harbour")--[[ Variable[ ]]
dialoguetext:
I want to be found... But I need to be heard... Listen within the place of industry, where power and structure join perfectly…


title: Shivers: "It's about union and reunion... But..."
sequence: 0
userscript: GainTask("TASK.find_voice_in_harbour")--[[ Variable[ ]]
dialoguetext:
It's about union and reunion... But I am weak... Listen within the place of industry, where power and structure join perfectly…


title: You: "Break down the door."
dialoguetext: Break down the door.
conditionstring: Variable["doomed.bookstore_backdoor_unlocked"] == false
sequence:
Hold();HideActualHeld();BanishInterface(true)@1;FocusCamera(rush_cam)@1;TravelTo(Tequila Sunset, RushDoor)@1->Message(DoorRushed);PlayAnimation(Tequila Sunset, CrashDoorF)@Message(DoorRushed)->Message(HurtFinished);LuaRun(DamageEndurance(1))@5.2; BanishInterface(false)@Message(HurtFinished);ResetCamera(2)@Message(HurtFinished);


title: Warded Door: "After exerting some force you manag..."
sequence: 0
dialoguetext:
After exerting some force you manage to turn the key. It's eerily silent. The door slides slightly open, letting a draft of cold air into the room.

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


title: Pain Threshold: "The door shudders with your impact...."
sequence: LuaRun(SetAreaState("DOOMED_DOOR","broken"));TotalBlack(false,1);
dialoguetext:
The door shudders with your impact. Hinges snap, panels crack, splinters fly by as you smash through, tumbling into the darkness ahead.

userscript:
SetVariableValue("doomed.bookstore_backdoor_forced", true) ; SetVariableValue("doomed.plais_altgreet_forced_door", true) ; GoToDestination("Doomed-commerce-int-f2","main"); SetVariableValue("kimswitch.reacting_to_gym", true) ; SetVariableValue("doomed.backdoor_other_side_unlocked", true) ;--[[ Variable[ ]]


title: You: "[Open the door and enter.]"
dialoguetext: [Open the door and enter.]
sequence: 0
userscript:
GoToDestination("Doomed-commerce-int-f2","main"); SetVariableValue("kimswitch.reacting_to_gym", true) --[[ Variable[ ]]


title: Shivers: "You feel the tiny hairs on the back..."
sequence: 0
userscript: SetVariableValue("doomed.bookstore_backdoor_shivers", true) --[[ Variable[ ]]
dialoguetext:
You feel the tiny hairs on the back of your neck rise up, as if someone's standing right behind you.


title: Physical Instrument: "That's right, take in your surround..."
sequence: 0
dialoguetext:
That's right, take in your surroundings. You need to have a solid ground and a proper posture if you want to succeed.


title: You: "Smash into the door and shout: "Fre..."
dialoguetext: Smash into the door and shout: "Freeze, dirtbags!"
sequence:
HideActualHeld();BanishInterface(true)@1;FocusCamera(rush_cam)@1;TravelTo(Tequila Sunset, RushDoor)@1->Message(DoorRushed);PlayAnimation(Tequila Sunset, CrashDoorS)@Message(DoorRushed)->Message(Crash);BanishInterface(false)@6;LuaRun(SetAreaState("DOOMED_DOOR","broken"))@Message(Crash);TotalBlack(true)@Message(Crash);


title: Shivers: "Outside, the wind howls in from acr..."
sequence: 0
dialoguetext:
Outside, the wind howls in from across the bay. The building at Rue de Saint-Ghislaine stands like a matchbox on its side, with men inside like little wooden sticks ready to catch fire.


title: Pain Threshold: "You smash into the wood and see a s..."
sequence: Release();
dialoguetext:
You smash into the wood and see a small crack appear on the door frame. It's going to take one more try to break through to the other side, but you've done it...

userscript:
XPTinySetBool("XP.got_into_doomed_commercial_area");
SetVariableValue("doomed.bookstore_backdoor_unlocked", true) ;
ReputationGrows("the_destroyer")--[[ Variable[ ]]


title: Pain Threshold: "Ow, shoot! Whose moronic idea was i..."
sequence: Release();
dialoguetext:
Ow, shoot! Whose moronic idea was it to just *run through the door*? Don't you know that things like that *hurt*?!

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


title: Kim Kitsuragi: ""You're not thinking of trying agai..."
sequence: 0
dialoguetext:
"You're not thinking of trying again, are you?" The lieutenant stares at you as you stand there, silent and brooding.


title: Plaisance: ""What are you doing, officer?!" A v..."
sequence: 0
dialoguetext:
"What are you doing, officer?!" A voice rings from the other room. It sounds almost worried -- worried about your health.


title: Kim Kitsuragi: ""Are you alright?" The lieutenant s..."
sequence: 0
dialoguetext:
"Are you alright?" The lieutenant steps closer, his eyes soft and worried. "This looked... pretty intense and painful, I must admit."


title: Plaisance: ""What is going *on* there?!" an ups..."
sequence: 0
dialoguetext:
"What is going *on* there?!" an upset, high-pitched voice calls out from the bookstore. "Are you really trying to break down the back door?"


title: Plaisance: ""I warn you, don't tempt the spirit..."
sequence: 0
dialoguetext:
"I warn you, don't tempt the spirits, officer!" You can hear her take a frightened step backwards. "Don't tempt the spirits or you'll damage the holy *wards* on the door!"


title: Warded Door: "It barely looks like you've done an..."
sequence: 0
dialoguetext:
It barely looks like you've done any damage to the door, however -- it's still locked and closed, covered in dozens of little charms and trinkets.


title: Physical Instrument: "Steady breathing, solid core -- you..."
sequence: 0
dialoguetext:
Steady breathing, solid core -- you've got this. With one shoulder forward you're ready to smash into the door like a battering ram.


title: Physical Instrument: "It's made of a solid block of wood,..."
sequence: 0
dialoguetext:
It's made of a solid block of wood, but it has stood there for ages -- the hinges are old and coated with a carmine layer of rust. It should be doable.


title: Shivers: "A panicking woman squeezes the pend..."
sequence: 0
dialoguetext:
A panicking woman squeezes the pendant around her neck until it leaves a mark inside her palm. A man, a few metres away, stands frozen with a key in his hand. Somewhere inside a spider is spinning its web.


title: Warded Door: "A heavy door with a missing handle..."
sequence: 0
dialoguetext:
A heavy door with a missing handle stands before you, covered in dozens (if not hundreds) of little oddly-shaped trinkets and charms. It appears to be locked.


title: Warded Door: "A heavy door with a missing handle..."
sequence: 0
dialoguetext:
A heavy door with a missing handle stands before you, covered in dozens (if not hundreds) of Semenese trinkets and charms. It appears to be locked.


title: Tourist map of Martinaise: "The worn map features the patchwork..."
sequence: 0
dialoguetext:
The worn map features the patchwork grid of the streets of Martinaise, with directions to appropriately *tourist-y* locations. Year '48 resides on the upper-right corner.


title: Tourist map of Martinaise: "Your finger moves through the vario..."
sequence: 0
dialoguetext:
Your finger moves through the various streets, across Rue de Saint-Ghislaine and Rue Saint-Cispare, over Saint-Brune and Martinaise North...


title: Tourist map of Martinaise: "...finally coming to a halt on the..."
sequence: 0
dialoguetext:
...finally coming to a halt on the spot where you are currently standing, although the map gives no such indication itself.


title: You: ""The girl outside mentioned that th..."
dialoguetext: "The girl outside mentioned that this place is cursed."
sequence: 0
userscript: SetVariableValue("doomed.plais_mentioned_doomed", true) --[[ Variable[ ]]
conditionstring:
Variable["plaza.annette_heard_of_doomed"] == true  and  Variable["tc.doomed_commercial_area"] == false  and  Variable["TASK.doomed_investigation"] == false  and  Variable["doomed.plais_altgreet_post_tribunal"] == false  and  Variable["XP.help_annette"] == false


title: Plaisance: ""*Cursed*? Who said that, Annette?"..."
sequence: 0
dialoguetext:
"*Cursed*? Who said that, Annette?" She blinks. "I will have a word with her... This place is not cursed, it has a robustly *magnetic* energy. Good for commercial activity. My business is *thriving*, sir!"

userscript:
SetVariableValue("doomed.plais_magnetics_energy", true) ; SetVariableValue("doomed.plais_told_her_annette_mentioned_curse", true) --[[ Variable[ ]]


title: Kim Kitsuragi: "The lieutenant shoots you a sideway..."
sequence: 0
dialoguetext:
The lieutenant shoots you a sideways glance. "And I am his private partner, John... Shao. Together we run the pre-eminent spousal surveillance firm in Revachol."


title: Plaisance: ""What nonsense are you two going on..."
sequence: 0
dialoguetext:
"What nonsense are you two going on about? This is not relevant at all. And besides," her lip curls in disgust, "*my* husband would never do such a thing. We are proper people."


title: You: ""Mind your manners, John. This isn'..."
sequence: 0
conditionstring: Variable["doomed.plais_shao_known"] == true
dialoguetext:
"Mind your manners, John. This isn't the great Shao Empire, where you can talk about sex stuff so openly!"


title: Kim Kitsuragi: ""That's right. When not spying on t..."
sequence: 0
dialoguetext:
"That's right. When not spying on the love affairs of the ultra-rich, we solve unusual mysteries by the lorry-load."


title: Kim Kitsuragi: ""Our sincere apologies, ma'am. No m..."
sequence: 0
dialoguetext:
"Our sincere apologies, ma'am. No more nonsense. We're offering to assist you with your troubles, *pro bono*." Despite his apologies, there's a twinge of amusement in the lieutenant's eye.


title: Encyclopedia: "Shao is what the Seolite Empire was..."
sequence: 0
userscript: SetVariableValue("doomed.plais_shao_known", true) --[[ Variable[ ]]
dialoguetext:
Shao is what the Seolite Empire was called in the Occident, back when far less was known about the people. It was a barbarian Other, ever so mystical, on whom you could project any kind of exotic fantasy. The legend of it persists and a lot of people still think the 'Shao' is a thing.


title: You: ""This so-called *curse* is nothing..."
dialoguetext: "This so-called *curse* is nothing more than a simple case of collective delusion."
sequence: 0
conditionstring: IsTHCPresent("moralist")
userscript:
ReputationGrows("moralist"); SetVariableValue("doomed.plais_drama_failure_counter", Variable["doomed.plais_drama_failure_counter"] +once(1)) 


title: Plaisance: ""No, no, don't mock the spirits lik..."
sequence: 0
dialoguetext:
"No, no, don't mock the spirits like that! They don't like it... it only makes them angrier. Leave it be."


title: You: ""Look, ma'am, I really need to get..."
sequence: 0
dialoguetext:
"Look, ma'am, I really need to get in there. I'm a compulsive detective. I can't sleep until I've solved the mystery."


title: You: "Convince her to let you investigate..."
dialoguetext: Convince her to let you investigate the Doomed Commercial Area.
sequence: 0
conditionstring:
Variable["doomed.plais_trigger_whitecheck"] == true  and  Variable["TASK.doomed_investigation"] == false


title: You: ""This is nothing but fear for the s..."
dialoguetext: "This is nothing but fear for the success of your business given a shape."
sequence: 0
conditionstring: IsTHCPresent("ultraliberal")
userscript:
ReputationGrows("ultraliberal"); SetVariableValue("doomed.plais_drama_failure_counter", Variable["doomed.plais_drama_failure_counter"] +once(1)) 


title: Plaisance: ""Too many failures for it to be a c..."
sequence: 0
dialoguetext:
"Too many failures for it to be a coincidence... they were not careful. I will not take such risks. Leave it be!"


title: You: ""Dealing with ghosts is simple. You..."
dialoguetext: "Dealing with ghosts is simple. You have to show them who's boss."
sequence: 0
userscript:
SetVariableValue("doomed.plais_drama_failure_counter", Variable["doomed.plais_drama_failure_counter"] +once(1)) 


title: Plaisance: ""It's a *proper* place to live -- o..."
sequence: 0
dialoguetext:
"It's a *proper* place to live -- one of the most peaceful neighbourhoods east of Jamrock. You may know it for its massive housing projects..."


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.bookstore_curtains_opened"] == true  and  Variable["doomed.plais_curtain_intro_done"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.bookstore_curtains_opened"] == true  and  Variable["doomed.plais_curtain_intro_done"] == false)

conditionstring:
(Variable["doomed.bookstore_curtains_opened"] == true  and  Variable["doomed.plais_curtain_intro_done"] == false) == false


title: Plaisance: ""Annette, yes. My daughter. I hope..."
sequence: 0
userscript: SetVariableValue("plaza.annette_name_knowings", true) --[[ Variable[ ]]
dialoguetext:
"Annette, yes. My daughter. I hope she wasn't slacking off again with her nose in science fiction! Tell me, was she at her post, doing her job like a proper girl?"


title: Plaisance: ""Good sir, what does a young child..."
sequence: 0
dialoguetext:
"Good sir, what does a young child do with money anyway? No, I save it for her, as a fund. She's securing her financial future out there."


title: Plaisance: ""Those countries will realise they'..."
sequence: 0
dialoguetext:
"Those countries will realise they've raised a lazy and spoiled generation." Her tone is decisive, not at all angry at the insinuation. "Are we done with the jokes now?"


title: Plaisance: ""Yes, I'm afraid so. A real treat s..."
sequence: 0
dialoguetext:
"Yes, I'm afraid so. A real treat she is. It would be nice if she had..." She pauses for a second. "No, we couldn't have afforded more children really. Not in this economy."


title: Plaisance: ""God, ugh, I've told her not to do..."
sequence: 0
dialoguetext:
"God, ugh, I've told her not to do that. It's such a disgusting habit." Her voice is firm. "She'll get over it. Anxiety is a part of life."


title: Plaisance: ""Welcome to Crime, Romance, and Bio..."
userscript: SetVariableValue("doomed.plais_name_known", true) --[[ Variable[ ]]
dialoguetext:
"Welcome to Crime, Romance, and Biographies of Famous People. My name is Plaisance." The clerk extends a greeting.


title: Suggestion: "She has fine-tuned her voice to fin..."
sequence: 0
dialoguetext:
She has fine-tuned her voice to find the most welcoming approach for attracting new customers. It doesn't work.


title: MAINHUB
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("doomed.plais_greeting_done", true) ;
SetVariableValue("doomed.plais_altgreet_fiddle", false) --[[ Variable[ ]]


title: Plaisance: ""Everything is on the shelves, take..."
sequence: 0
dialoguetext:
"Everything is on the shelves, take a look yourself." She nudges her glasses. "The shelves compel you, don't they?"


title: Volition: "She's attempting to mentally direct..."
sequence: 0
userscript: SetVariableValue("doomed.plais_rhetoric_blackcheck_sale", true) --[[ Variable[ ]]
dialoguetext:
She's attempting to mentally direct you towards the shelves. She only wants you to buy the goods, she doesn't care about books.


title: Plaisance: "She scoffs. "Truth be told, not rea..."
sequence: 0
dialoguetext:
She scoffs. "Truth be told, not really. My sister brings in most of the goods. I'm sure it's all very literary stuff, with *well-written prose*..."


title: Plaisance: ""I provide a valuable service. As l..."
sequence: 0
dialoguetext:
"I provide a valuable service. As long as people buy books, I'm fine." She wiggles her bony fingers at you.


title: Plaisance: ""The truth is available if you just..."
sequence: 0
dialoguetext:
"The truth is available if you just know where to look. And you have to open and free your mind to *understand*." She nods at you, cryptically.


title: Plaisance: ""God, I've told her not to do that...."
sequence: 0
dialoguetext:
"God, I've told her not to do that. It's disgusting. And I told *you* to mind your own business." Her voice is firm. "Clearly you have no idea how hard it is to raise a girl in this economy."


title: Plaisance: ""We're quite busy people, you know,..."
sequence: 0
dialoguetext:
"We're quite busy people, you know, my husband and I. Quite busy." Her voice wavers a bit. "Children are a lot of work. You don't look like a father, so I don't expect you to understand..."


title: Plaisance: ""Sir, I am well-educated in the com..."
sequence: 0
dialoguetext:
"Sir, I am well-educated in the commercial and esoteric arts. I know what to do and what to avoid." She nudges her spectacles.


title: Plaisance: ""A dead what?" Her eyes widen with..."
sequence: 0
userscript: SetVariableValue("doomed.plaisance_drama_white_mentioned_killing", true) --[[ Variable[ ]]
dialoguetext:
"A dead what?" Her eyes widen with shock at the mention. "Oh my god, a victim of the curse? The curse has started killing people? It's *killing* now?!" She grabs her head with both hands.


title: Plaisance: ""Most of the buildings are empty at..."
sequence: 0
dialoguetext:
"Most of the buildings are empty at the moment!" Her smile is wide. "It's a great opportunity to get ahead of the crowds. Better times ahead, for sure."


title: Plaisance: ""I wasn't kidding when I said we're..."
dialoguetext:
"I wasn't kidding when I said we're para-psychologically done! You clearly don't care about the consequences. What gives you the right?"

userscript:
SetVariableValue("doomed.plais_angered", true) ; SetVariableValue("doomed.plais_curtain_intro_done", true) --[[ Variable[ ]]


title: You: ""Before we go on... you seem to be..."
sequence: 0
conditionstring: Variable["TASK.pay_for_the_damages"] == true or Variable["TASK.pay_whirling_bill"] == true
userscript: SetVariableValue("reputation.ask_for_money", Variable["reputation.ask_for_money"] +once(1))
dialoguetext:
"Before we go on... you seem to be well off enough, can you give me some money? I feel there won't be an opportune moment to ask later."


title: Plaisance: ""Sir! Don't be ridiculous. I certai..."
dialoguetext:
"Sir! Don't be ridiculous. I certainly will not give you money." She gives you a disapproving look. "I would be doing you a grave psychic disfavour..."


title: You: ""Ma'am, I am a renowned private inv..."
sequence: 0
dialoguetext:
"Ma'am, I am a renowned private investigator, a paragon of law and a specialist in all things criminal."

userscript:
SetVariableValue("doomed.plais_drama_failure_once", true) ; SetVariableValue("doomed.plais_said_shao_lie", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Once we've caught our client's spo..."
sequence: 0
dialoguetext:
"Once we've caught our client's spouse *in flagrante delicto*, we blackmail them and pocket the money ourselves, because that's what private investigators do. Now, I see that *you* are a married woman..."


title: Plaisance: ""It's not good to talk about the cu..."
sequence: 0
dialoguetext:
"It's not good to talk about the curse, not in detail. The negativism..." She shivers. "It's dangerous. Talking about the void wraiths angers them!"


title: Plaisance: ""Most certainly not! I don't want a..."
sequence: 0
dialoguetext:
"Most certainly not! I don't want anyone who's not familiar with the psychic arts to get involved in this mess. Stay away. Leave the spirits be, so they can return to their slumber."


title: Plaisance: ""Okay, I'm willing to listen. We ar..."
sequence: 0
userscript: GainTask("TASK.doomed_investigation");--[[ Variable[ ]]
dialoguetext:
"Okay, I'm willing to listen. We are set on the path... there's little else to do." She shrugs, apparently dejected.


title: Plaisance: ""Do you take me for a complete fool..."
sequence: 0
dialoguetext:
"Do you take me for a complete fool?" She's getting irritated. "Leave it be and just go look at the books."


title: You: ""You think Dick Mullen could solve..."
sequence: 0
conditionstring: Variable["tc.mullen"] == true
dialoguetext:
"You think Dick Mullen could solve this? No way, time for a real detective..." (Flex them biceps.) "...to shine."

userscript:
SetVariableValue("doomed.plais_drama_failure_counter", Variable["doomed.plais_drama_failure_counter"] +once(1)) 


title: Physical Instrument: "She's into your masculine posturing..."
sequence: 0
dialoguetext:
She's into your masculine posturing! Your lean -- uh... husky and chubby brawn -- is pure animal magnetism.


title: Plaisance: ""Oh for the love of... no!" She rol..."
sequence: 0
dialoguetext:
"Oh for the love of... no!" She rolls her eyes, although a vague blush nearly cracks through her façade. "Go look at books instead of this nonsense."


title: You: ""It's a good offer, ma'am. I urge y..."
sequence: 0
dialoguetext:
"It's a good offer, ma'am. I urge you to accept our help, it may be the only chance to save your business!"


title: Plaisance: ""I am. The proudest owner of our li..."
dialoguetext:
"I am. The proudest owner of our little shop of culture." Her voice is high-pitched, as if to give it more penetration.


title: Plaisance: ""You... broke down... the back door..."
dialoguetext:
"You... broke down... the back door?" She looks very sad, resigned even. "The wards... the door... it's all gone now. Dark psychic energy, leeching onto my shop..."


title: Plaisance: "The woman before you scans the stor..."
sequence: 0
dialoguetext:
The woman before you scans the store, her shoulders rigid and tense. Every now and then she nudges her glasses.


title: Plaisance: ""Oh, this?" She holds the pendant i..."
sequence: 0
dialoguetext:
"Oh, this?" She holds the pendant in her palm. Its ochre heart glistens under the lights. "No. It's a special *Himean amulet* blessed by desert pygmy shamans with a *spell of compulsion*. It's to compel people to buy books..."


title: doomedhub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("tc.doomed_commercial_area", true) ; SetVariableValue("doomed.plais_doomed_hub_reached", true) --[[ Variable[ ]]


title: You: ""Would you like me to take the case..."
dialoguetext: "Would you like me to take the case? I could investigate, see if the curse is real." (Conclude.)
sequence: 0
userscript: SetVariableValue("doomed.plais_trigger_whitecheck", true) --[[ Variable[ ]]
conditionstring:
Variable["doomed.plais_asked_doomed_question"] == true  and  Variable["doomed.plais_trigger_whitecheck"] == false  and  Variable["TASK.doomed_investigation"] == false


title: You: ""I don't think the curse is real, I..."
dialoguetext: "I don't think the curse is real, I just want you to let me in there." (Conclude.)
sequence: 0
conditionstring:
Variable["doomed.plais_asked_doomed_question"] == true  and  Variable["doomed.plais_trigger_whitecheck"] == false  and  Variable["TASK.doomed_investigation"] == false

userscript:
SetVariableValue("doomed.plais_trigger_whitecheck", true) ; SetVariableValue("doomed.plais_modifier_curses_are_not_real", true) --[[ Variable[ ]]


title: You: ""Seriously, I need to get to the fr..."
sequence: 0
userscript: SetVariableValue("doomed.plais_mentioned_fridge_in_main", true) --[[ Variable[ ]]
dialoguetext:
"Seriously, I need to get to the fridge in the cellar -- it's a police matter. I have a *dead body* to take care of."

conditionstring:
(Variable["doomed.plais_angered"]  or  Variable["doomed.plais_curtains_fiddled_not_opened"])  and  Variable["doomed.plais_mentioned_fridge_in_main"]  and  IsTaskActive("TASK.go_see_the_fridge")  and  Variable["XP.got_into_doomed_commercial_area"] == false  and  Variable["TASK.doomed_investigation"] == false  and  Variable["tc.doomed_commercial_area"] == true  and  Variable["doomed.plais_doomed_hub_reached"]


title: You: ""Honestly -- a dump. Nothing to see..."
sequence: 0
dialoguetext:
"Honestly -- a dump. Nothing to see there, just heaps of garbage. Someone should let the sunshine in."


title: Plaisance: ""But... what else did you find? Did..."
sequence: 0
dialoguetext:
"But... what else did you find? Did anything survive? No. Of course not. Have you located the... Entity?"

userscript:
SetVariableValue("doomed.plais_investigate_doomed_altgreet", true) ; SetVariableValue("doomed.plais_investigatehub_reached", true) --[[ Variable[ ]]


title: Plaisance: ""Goodness, you were already doing g..."
sequence: 0
dialoguetext:
"Goodness, you were already doing good browsing the shelves. Why'd you stop?" She fiddles her pendant, then waves her bony fingers directly at you: "Don't you feel compelled? Go, go -- get back there. The books await you."


title: Plaisance: ""Then why are you talking to me? Ev..."
sequence: 0
dialoguetext:
"Then why are you talking to me? Everything is on the shelves to browse. Don't you feel *compelled* to buy anything?" She fiddles with her pendant, then waves her bony fingers directly at you: "See those shelves there, go, be drawn."


title: Perception (Hearing): "Quietly, she mutters to herself: "H..."
sequence: 0
userscript: SetVariableValue("doomed.plais_hear_about_spell", true) --[[ Variable[ ]]
dialoguetext:
Quietly, she mutters to herself: "He isn't doing what he's designed to do... isn't the spell working..."


title: Plaisance: ""Huh?" She flinches at your remark...."
sequence: 0
dialoguetext:
"Huh?" She flinches at your remark. "Nothing. No one's cast any spells of compulsion to draw in customers. What a silly idea!"


title: Plaisance: ""Don't expect my help from now on...."
sequence: 0
dialoguetext:
"Don't expect my help from now on. The back door is locked and I threw away the key. I won't trifle with such forces." She fiddles with her pendant.


title: Plaisance: ""Do look at the books, though. The..."
sequence: 0
dialoguetext:
"Do look at the books, though. The books compel you. You *may* be able to make up for this by buying a lot of books. I hope you're a voracious reader!"


title: Plaisance: ""My precious! Her dedication brings..."
sequence: 0
dialoguetext:
"My precious! Her dedication brings joy to my heart." She's immensely satisfied with the answer. "If you have children, I hope they turn out as great as my Annette."


title: Plaisance: ""Mind your own business, sir." Her..."
sequence: 0
dialoguetext:
"Mind your own business, sir." Her posture becomes very rigid. "In *our society*, people don't get to tell each other how to raise their children. It's none of your or anyone's business."


title: You: ""Annette is quite the trooper. She'..."
dialoguetext: "Annette is quite the trooper. She's a great value-add."
sequence: 0
conditionstring:
Variable["doomed.plais_raising_annette_wrong"] == false  and  Variable["doomed.plaisance_said_commie_option"] == false

userscript:
ReputationGrows("ultraliberal"); SetVariableValue("doomed.plaisance_said_liberal_option", true) --[[ Variable[ ]]


title: Plaisance: ""Come now, it's not personal, it's..."
sequence: 0
dialoguetext:
"Come now, it's not personal, it's about proper sales practices and market research." She crosses her arms. "I expect an answer."


title: You: ""That *is* true -- and obviously th..."
sequence: 0
dialoguetext:
"That *is* true -- and obviously the will of the market -- but maybe make an exception for your daughter?"


title: Plaisance: ""There," she returns with a nod. "I..."
dialoguetext:
"There," she returns with a nod. "I don't know what to say to you. My husband, he tries to teach me business lessons. I have... what my mother called a *dull mind*. All this stress..." She stops, but her mouth keeps moving.

sequence:
SemiBlack(true,2); LuaRun(XPMinorSetBool("XP.help_annette"))@2.2; LuaRun(ApplyCharacterScheduleConditions("Annette Schedule"))@2.5; SemiBlack(false,2)@3;


title: Kim Kitsuragi: ""Come on, ma'am. It's obvious she c..."
sequence: 0
dialoguetext:
"Come on, ma'am. It's obvious she can't do anything about it. You're placing an unnecessary burden on a young child."


title: Plaisance: ""Yes. My husband is a successful en..."
sequence: 0
dialoguetext:
"Yes. My husband is a successful entrepreneur East of the river. If only he were more *involved* in the business we're running up *here*." She says gloomily. "No matter, soon we'll both be off for Grand Couron!"


title: You: ""I'm here to dismantle the free mar..."
dialoguetext: "I'm here to dismantle the free market and abolish child labour."
sequence: 0
conditionstring: Variable["doomed.plaisance_said_liberal_option"] == false
userscript:
ReputationGrows("communist"); SetVariableValue("doomed.plaisance_said_commie_option", true) --[[ Variable[ ]]


title: Plaisance: "She lightens up. "Oh yes, okay, tha..."
sequence: 0
dialoguetext:
She lightens up. "Oh yes, okay, that makes sense. It's working then... yes. Do browse our books, sir!"


title: Plaisance: ""She can, if she has enough *willpo..."
sequence: 0
dialoguetext:
"She can, if she has enough *willpower*. This is what's called *growing pains*. Life isn't easy, life doesn't give breaks."


title: Plaisance: ""Oh..." She nudges her glasses nerv..."
sequence: 0
dialoguetext:
"Oh..." She nudges her glasses nervously. "Well. My mother was horrible, of course, absolutely *perverse* energies around that person, but my husband..." She shakes her head.


title: Plaisance: "The woman looks aloof, her features..."
sequence: 0
dialoguetext:
The woman looks aloof, her features much softer. Occasionally she glances at her daughter's silhouette.


title: Shivers: "Monstrous buildings loom over Grand..."
sequence: 0
dialoguetext:
Monstrous buildings loom over Grand Couron. A cold wind howls in the empty halls of homes built upon delusions.


title: You: ""All the pressure has made Annette..."
dialoguetext: "All the pressure has made Annette really anxious. You know she's been chewing her nails?"
sequence: 0
conditionstring:
Variable["plaza.annette_white_success_nervous"] == true  and  Variable["doomed.plais_annettehub_reached"] == true  and  Variable["XP.help_annette"] == false


title: Plaisance: ""She's been too busy, helping me he..."
sequence: 0
dialoguetext:
"She's been too busy, helping me here, so she's studied at home this trimester. This is a temporary solution, of course." Plaisance nods.


title: Plaisance: ""Oh my god, will you stop with the..."
sequence: 0
dialoguetext:
"Oh my god, will you stop with the  incessant yammering? It's too much." Her palm goes to her face. "If you wanted the key to the back door you could have just asked for it."


title: Plaisance: ""What have you found?" She seems an..."
userscript: SetVariableValue("doomed.plais_investigatehub_reached", true) --[[ Variable[ ]]
dialoguetext:
"What have you found?" She seems anxious. "And also, do buy the books. There may be *teachings* in them."


title: Plaisance: ""You've hurt yourself now! I told y..."
dialoguetext:
"You've hurt yourself now! I told you not to mess around back there. What are you even trying to accomplish, you fool?!"


title: Plaisance: ""Absolutely not." She is mortified...."
sequence: 0
dialoguetext:
"Absolutely not." She is mortified. "It's more dangerous than I ever imagined. I definitely can't let you in now, we have to contain it."


title: You: ""The presence is real in this build..."
sequence: 0
conditionstring: Variable["doomed.plais_you_are_the_ghostbuster"] == true
dialoguetext:
"The presence is real in this building. I have felt it. It lurks. It hungers. But I can bring peace."


title: Plaisance: ""Okay, but please, only a few quest..."
sequence: 0
dialoguetext:
"Okay, but please, only a few questions." She peers at the curtains. "You wouldn't want to disturb the spirits..."


title: Plaisance: ""There are numerous spells cast thr..."
sequence: 0
dialoguetext:
"There are numerous spells cast throughout the store. I had the books anointed with a different inducement spell, for example." She nods. "It's guaranteed to boost sales *fifteen percent*!"


title: You: ""*Extreme violence*. The wards only..."
sequence: 0
dialoguetext:
"*Extreme violence*. The wards only make them invite their ghost-families. And the Semenese want that because they're in league with the ghosts."


title: Plaisance: ""You're right..." She is mortified...."
sequence: 0
dialoguetext:
"You're right..." She is mortified. "It's worse than I imagined. We definitely have to contain it now!"


title: Plaisance: ""You're alive and well! Don't keep..."
dialoguetext:
"You're alive and well! Don't keep me waiting now. What's in there?" She's looking for the right expression. "In that dark sarcophagus?"


title: Plaisance: ""I knew it!" A tremor runs through..."
sequence: 0
dialoguetext:
"I knew it!" A tremor runs through her. "Oh, such horrors that have been thrust upon us..." She shakes her head.


title: Plaisance: ""You're no para-detective. You look..."
sequence: 0
dialoguetext:
"You're no para-detective. You look nothing like one -- and you're clearly a drinker. Pardon me for being so blunt, but..."


title: Kim Kitsuragi: ""Oh, uh..." the lieutenant mumbles..."
sequence: 0
dialoguetext:
"Oh, uh..." the lieutenant mumbles in minor confusion. He has not been listening closely enough. You've put him on the spot.


title: Plaisance: ""I should have realized... a patter..."
sequence: 0
dialoguetext:
"I should have realized... a pattern lies within the fabric. The hand of fate guides us, our meeting couldn't have been mere chance."


title: Plaisance: "She shudders. "I'm not sure I can t..."
sequence: 0
dialoguetext:
She shudders. "I'm not sure I can trust your claims -- honestly, you look like a bit of a drinker. I'm sorry for being so blunt, but..."


title: Plaisance: ""No, it simply can't be!" She looks..."
sequence: 0
dialoguetext:
"No, it simply can't be!" She looks at you with some puzzlement. "How can I trust you? You're clearly a heavy drinker, don't get me wrong..."


title: Plaisance: ""Oh my, I should have known! You do..."
sequence: 0
dialoguetext:
"Oh my, I should have known! You do have that *wild-man* look. Our meeting couldn't have been mere chance!"


title: Plaisance: ""You're part Semenese?! Oh, it mean..."
sequence: 0
dialoguetext:
"You're part Semenese?! Oh, it means our meeting couldn't have been mere chance... the hand of fate guides us."


title: Plaisance: ""If you promise, good officer... th..."
sequence: 0
dialoguetext:
"If you promise, good officer... then." She shuffles nervously. "You might be our last hope. Do you swear it?"


title: Plaisance: ""But... I am not the only one at ri..."
sequence: 0
dialoguetext:
"But... I am not the only one at risk, I have to think of my daughter. You are certain you can help us, keep us safe? I can't allow any *collateral damage* to hit us."


title: You: "Okay, I guess I'll give it a try: "..."
sequence: 0
dialoguetext:
Okay, I guess I'll give it a try: "Crime Bros." (Nod at Kim.) "We're called *crime bros*, my partner and I."


title: Plaisance: ""Come now!" Her eyes light up. "Eno..."
sequence: 0
dialoguetext:
"Come now!" Her eyes light up. "Enough with your jokes, no backing down anymore. Do I have your word?"


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.plais_drama_failed_thrice"]  or  Variable["doomed.plais_drama_failure_counter"] >=2


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.plais_drama_failed_thrice"]  or  Variable["doomed.plais_drama_failure_counter"] >=2)

conditionstring:
(Variable["doomed.plais_drama_failed_thrice"]  or  Variable["doomed.plais_drama_failure_counter"] >=2) == false


title: Plaisance: ""You're only making things worse! S..."
sequence: 0
userscript: SetVariableValue("doomed.plais_altgreet_smash_failure", true) --[[ Variable[ ]]
dialoguetext:
"You're only making things worse! Stop it. Be compelled to look at the *books*." She fiddles with her pendant. "*Go to them*!"


title: You: ""Look, I've got this decomposing bo..."
dialoguetext: "Look, I've got this decomposing body I *really* need to put in a fridge down there."
sequence: 0
conditionstring:
Variable["doomed.plais_mentioned_fridge_in_main"] == true  and  Variable["doomed.fridge_corpse_in_fridge"] == false


title: Plaisance: ""I suppose... it's all over now?" H..."
sequence: 0
dialoguetext:
"I suppose... it's all over now?" Her shoulders slump, as if a heavy burden lies on them. "I guess there's no escape."


title: Plaisance: ""I hope you can find the solution q..."
sequence: 0
dialoguetext:
"I hope you can find the solution quickly. The wards are broken, the passage has been opened..." She shudders. "Now tell me, what's back there?"

userscript:
SetVariableValue("doomed.plais_altgreet_forced_door", false) ; SetVariableValue("doomed.plais_investigate_doomed_altgreet", true) ; SetVariableValue("doomed.plais_investigatehub_reached", true) --[[ Variable[ ]]


title: You: ""Never mind, I had other questions.""
dialoguetext: "Never mind, I had other questions."
sequence: 0
conditionstring:
Variable["doomed.plais_asked_doomed_question"] == true  and  Variable["doomed.plais_trigger_whitecheck"] == true


title: Plaisance: ""Oh my god, things have gotten out..."
userscript: SetVariableValue("doomed.plais_altgreet_post_tribunal", true) --[[ Variable[ ]]
dialoguetext:
"Oh my god, things have gotten out of hand!" She unloads immediately: "I thought the psychic stuff was bad, but the crime... it's even worse. I haven't been able to come to work for *three days*, the shop has been locked. No sales, gang-bangers running around, shooting everyone. I know I shouldn't have bought a shop in this *ghetto*."


title: Plaisance: ""In the meantime, do buy the books...."
sequence: 0
dialoguetext:
"In the meantime, do buy the books. As many as you can. They won't be here for much longer." Determination shines in her eyes. "Is there anything else I can help you with?"


title: Inland Empire: "A golden pendant hangs around the w..."
sequence: 0
userscript: SetVariableValue("doomed.plais_inland_sees_pendant", true) --[[ Variable[ ]]
dialoguetext:
A golden pendant hangs around the woman's neck, in the shape of what looks like a tiny fish head trapped in amber.


title: Plaisance: ""Oh yes, helps to have an anchor in..."
dialoguetext:
"Oh yes, helps to have an anchor in these times." She clutches the pendant and narrows her eyes as well.


title: Plaisance: ""One has to earn one's success, eve..."
dialoguetext:
"One has to earn one's success, even if one is a police officer. Handouts are nothing but manipulation, all they do is make you dependent."


title: You: ""Excuse me, I don't even know why I..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
"Excuse me, I don't even know why I said that. A lapse of professionalism that does not represent my values."


title: Plaisance: ""Now hey there." She raises her fin..."
dialoguetext:
"Now hey there." She raises her finger. "Sounds like someone isn't taking responsibility for the energy they bring into this space..."


title: Plaisance: ""Exactly. In this kind of a busines..."
dialoguetext:
"Exactly. In this kind of a business relationship I could come and critique your work any time. I could demand things from you, limiting your creative freedom."


title: Electrochemistry: "She's energetically impressed with..."
sequence: 0
dialoguetext:
She's energetically impressed with you and your values. This is sincere. She's the kind of person who believes in telling a man that he's *quite the man* while he's being very manly.


title: Plaisance: ""And you... oh my god, just look at..."
sequence: 0
dialoguetext:
"And you... oh my god, just look at you! It looks like even the *police* can't take care of all this. Someone should do something about this." She rubs her pendant between two fingers, thinking.


title: Plaisance: ""Oh my god, even the *police* can't..."
sequence: 0
dialoguetext:
"Oh my god, even the *police* can't take care of all this. Just look at you! You're a wreck. Someone should do something about this." She rubs her pendant between two fingers, thinking.


title: Plaisance: ""Oh my god, even the *police* can't..."
sequence: 0
dialoguetext:
"Oh my god, even the *police* can't take care of all this... just look at that limp! Someone should do something about this." She rubs her pendant between two fingers, thinking.


title: Plaisance: ""Maybe... I should close the bookst..."
sequence: 0
dialoguetext:
"Maybe... I should close the bookstore and open a *psychic studio*! Yes!" She nods to herself. "It makes sense. Crime is the sixth element, you see. The darkest element."


title: Plaisance: ""No need to be modest, good officer..."
sequence: 0
dialoguetext:
"No need to be modest, good officer. You've convinced me -- it is a great idea! Thank you for the inspiration."


title: Plaisance: ""No, no... you're right, officer! Y..."
sequence: 0
dialoguetext:
"No, no... you're right, officer! You've convinced me -- it is a great idea! Thank you for the inspiration."


title: Plaisance: ""Exactly. It's a brilliant idea. Th..."
sequence: 0
dialoguetext:
"Exactly. It's a brilliant idea. Thank you, officer! I'm going to start drawing up business plans right away."


title: You: ""You *have to* let me to the cellar..."
dialoguetext: "You *have to* let me to the cellar. There's something I desperately need from there."
sequence: 0
userscript: SetVariableValue("doomed.plais_trigger_whitecheck", true) --[[ Variable[ ]]
conditionstring:
(Variable["doomed.plais_angered"]  or  Variable["doomed.plais_curtains_fiddled_not_opened"])  and  Variable["doomed.plais_mentioned_fridge_in_main"]  and  IsTaskActive("TASK.get_filament_from_fridge")  and  Variable["XP.got_into_doomed_commercial_area"] == false  and  Variable["TASK.doomed_investigation"] == false  and  Variable["tc.doomed_commercial_area"] == true  and  Variable["doomed.plais_doomed_hub_reached"] == true


title: Plaisance: ""Who, what? I don't understand what..."
sequence: 0
dialoguetext:
"Who, what? I don't understand what you're talking about. I can't, in good conscience, risk releasing the *bane of doom* upon all because you need something from the cellar."


title: Plaisance: ""In fact," she pauses to think, "It..."
sequence: 0
dialoguetext:
"In fact," she pauses to think, "It's odd how many of these troubles started with her departure. How do I know she's not behind the curse?! We definitely have to contain it now."


title: You: ""Uh, this Dick Mullen book fell apa..."
sequence: 0
userscript: SetVariableValue("inventory.mullen_conclusion_asked_plaisance", true) --[[ Variable[ ]]
dialoguetext:
"Uh, this Dick Mullen book fell apart before I got to the end. Do you have another copy?" (Show her the item.)

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


title: Plaisance: ""Oh, I'm very sorry, sir. Some of t..."
sequence: 0
dialoguetext:
"Oh, I'm very sorry, sir. Some of these old paperbacks just don't have the durability. I would be happy to sell you another one, but unfortunately it's the last copy we had in stock."


title: Plaisance: ""What do you mean the *actual* sour..."
sequence: 0
dialoguetext:
"What do you mean the *actual* source?" She clutches her pendant anxiously. "I thought this issue was resolved!"


title: You: ""I'm afraid all I can tell you is t..."
sequence: 0
dialoguetext:
"I'm afraid all I can tell you is this -- you must leave Martinaise immediately. It's too dangerous to stay."


title: Plaisance: ""Leave?" She blinks twice, mulling..."
sequence: 0
dialoguetext:
"Leave?" She blinks twice, mulling over your words. Then: "Officer, I must *insist* that you tell me what you've uncovered! I can't just leave everything on a whim..."


title: You: ""A tiny hole... in reality. It may..."
sequence: 0
dialoguetext:
"A tiny hole... in reality. It may be connected with pale, an origin point of sorts. It would explain why historically so many things have ended in failure here in Martinaise."


title: Plaisance: ""But... but... *that's* not in any..."
sequence: 0
dialoguetext:
"But... but... *that's* not in any of the ancient texts! How am I supposed to protect my bookstore from *that*?!"


title: You: ""You can protect it with hope, by r..."
sequence: 0
dialoguetext:
"You can protect it with hope, by refusing to give up. That's what people have done in the past -- by building a church, a place of worship around this thing."


title: You: ""You can't protect it -- not agains..."
sequence: 0
dialoguetext:
"You can't protect it -- not against *pale*. Close up the shop and try to get as far away from this thing as possible."


title: Plaisance: ""You're *right*, officer. I can't j..."
sequence: 0
dialoguetext:
"You're *right*, officer. I can't just leave everything -- after all this work! This little bookstore has become the *cornerstore* of our neighbourhood -- I can't just jump the ship and leave."


title: Plaisance: ""Thank you for your help, in any ca..."
dialoguetext: "Thank you for your help, in any case. You're welcome back here anytime."
sequence: 0
userscript:
FinishTask("TASK.tell_plaisance_of_actual_source_done"); CancelTask("TASK.doomed_investigation_cancelled")--[[ Variable[ ]]


title: You: ""Why are you so uptight about those..."
dialoguetext: "Why are you so uptight about those curtains? I just want to know what's on the other side."
sequence: 0
conditionstring:
Variable["doomed.plais_curtains_fiddled_not_opened"] == true  and  Variable["doomed.bookstore_curtains_opened"] == false  and  Variable["doomed.plais_doomed_hub_reached"] == false


title: Plaisance: ""I already told you, it's just a st..."
sequence: 0
dialoguetext:
"I already told you, it's just a storage room for employees! I don't understand why it's so important to you..."


title: You: ""If it's just a storage room then w..."
dialoguetext: "If it's just a storage room then why do you have that strange trinket on the curtains?"
sequence: 0
conditionstring:
Variable["doomed.bookstore_curtains_looked_at_details"] == true  and  Variable["tc.wards_plais"] == false


title: You: ""It's not just a storage room, I al..."
dialoguetext: "It's not just a storage room, I already looked... There's another door behind the curtains."
sequence: 0
conditionstring:
Variable["doomed.bookstore_backdoor_seen"] == true  and  Variable["doomed.plais_altgreet_fiddle"] == false


title: Plaisance: ""It's just for decoration!" She wav..."
sequence: 0
dialoguetext:
"It's just for decoration!" She wavers under your gaze, mouth pressed into a tight-lipped smile... then something breaks:


title: Plaisance: ""Okay... fine! It's because this pl..."
sequence: 0
dialoguetext:
"Okay... fine! It's because this place is *cursed*, just like everyone said! They don't call it the Doomed Commercial Area for nothing!"


title: Plaisance: ""Okay... fine! It's because this pl..."
sequence: 0
dialoguetext:
"Okay... fine! It's because this place is *cursed*, just like Annette said! They don't call it the Doomed Commercial Area for nothing!"


title: Plaisance: ""*What-did-you-do?!*" she demands i..."
sequence: 0
dialoguetext:
"*What-did-you-do?!*" she demands in a single breath, hand clasped around the pendant. "You *looked?*"


title: You: ""No, you misunderstood me -- I didn..."
sequence: 0
dialoguetext:
"No, you misunderstood me -- I didn't 'look' with my 'eyes', I used my inner vision to 'get a read' on the Darkness... *metaphysically*."


title: Plaisance: ""The Darkness..." She closes her ey..."
sequence: 0
dialoguetext:
"The Darkness..." She closes her eyes and nods. "It must be real then... This place is cursed, just like Annette said. They don't call it the Doomed Commercial Area just for nothing!"


title: Plaisance: ""A spell! As if!" She snorts. "This..."
sequence: 0
dialoguetext:
"A spell! As if!" She snorts. "This place doesn't need any spells or hoo-doo mumbo-jumbo, this place has *wonderful* energy!" She wavers under your gaze, mouth pressed into a tight-lipped smile... then something breaks:


title: You: ""If it's just a storage room then i..."
sequence: 0
conditionstring: Variable["plaza.annette_heard_of_doomed"] == true
dialoguetext:
"If it's just a storage room then it wouldn't hurt if I just peeked inside... It's not like it's *cursed*, right?"


title: Plaisance: ""Just let it go, officer! Go buy so..."
sequence: 0
dialoguetext:
"Just let it go, officer! Go buy some god damn books, you're supposed to be... *drawn* to the books!"


title: Plaisance: ""I'm not tense, I'm just..." She wa..."
sequence: 0
dialoguetext:
"I'm not tense, I'm just..." She wavers under your gaze, mouth pressed into a tight-lipped frown... then something breaks:


title: Plaisance: ""You *looked*, you let the spirits..."
sequence: 0
dialoguetext:
"You *looked*, you let the spirits in!" she shouts, her face getting red. "We are all doomed now, this place is cursed, just like Annette said. They don't call it the Doomed Commercial Area just for nothing!"


title: Plaisance: ""You *looked*, you let the spirits..."
sequence: 0
dialoguetext:
"You *looked*, you let the spirits in!" Her face is getting red. "We are all doomed now, this place is cursed, just like everyone said. They don't call it the Doomed Commercial Area just for nothing!"


title: Plaisance: ""And you saw a *door*?" She closes..."
sequence: 0
dialoguetext:
"And you saw a *door*?" She closes her eyes. "It must be real then... This place is cursed, just like everyone said. They don't call it the Doomed Commercial Area just for nothing!"


title: Plaisance: ""I'm not sure whether I want to kno..."
sequence: 0
dialoguetext:
"I'm not sure whether I want to know what else the spirits have told you in your *visions*..." She shudders and starts mumbling something to her pendant.


title: Plaisance: ""Are you happy now, officer? Happy..."
sequence: 0
dialoguetext:
"Are you happy now, officer? Happy that you've *ruined* everything?" She closes her eyes and starts mumbling something to her pendant.


title: Perception (Hearing): ""Host of Hosts," she prays, "guard..."
sequence: 0
dialoguetext:
"Host of Hosts," she prays, "guard me and my honest business venture from the curse that lurks behind the curtains..."


title: Plaisance: ""Of course it's not just a storage..."
sequence: 0
dialoguetext:
"Of course it's not just a storage room!" she suddenly shouts, her face getting red. "But what does it matter now, you already let the spirits in... We are all doomed now."


title: Plaisance: ""It's just like everyone said, this..."
sequence: 0
dialoguetext:
"It's just like everyone said, this place is cursed. They don't call it the Doomed Commercial Area just for nothing." She closes her eyes, visibly defeated, and starts mumbling something to her pendant.


title: Plaisance: ""It's just like Annette said, this..."
sequence: 0
dialoguetext:
"It's just like Annette said, this place is cursed. They don't call it the Doomed Commercial Area just for nothing." She closes her eyes, visibly defeated, and starts mumbling something to her pendant.


title: Plaisance: ""You're called... *what*?" She peer..."
sequence: 0
dialoguetext:
"You're called... *what*?" She peers at you over her glasses. "What is this, a joke, mister policeman? Do you commit *crimes* together or what?"


title: Kim Kitsuragi: "He turns away, but not before you c..."
sequence: 0
dialoguetext:
He turns away, but not before you can see a small hint of a smile -- he's struggling to not crack up.


title: You: ""No, not like this, we're called cr..."
sequence: 0
dialoguetext:
"No, not like this, we're called crime bros because we like to *solve* crimes... as brothers in arms!"


title: Plaisance: ""Truly so?" Her eyes narrow, as she..."
sequence: 0
dialoguetext:
"Truly so?" Her eyes narrow, as she tries to get a read on your energy. "Perhaps the dark energies are leeching off you? You shouldn't stay in the store too long, it may be dangerous."


title: Plaisance: ""Thank you, sir." A timid sigh of r..."
sequence: 0
userscript: GainTask("TASK.doomed_investigation");--[[ Variable[ ]]
dialoguetext:
"Thank you, sir." A timid sigh of relief, followed by a cautious smile. "There's one more thing I haven't told you about yet... *the Entity*."


title: Plaisance: ""You have?" She gasps. "The Entity..."
sequence: 0
dialoguetext:
"You have?" She gasps. "The Entity takes the form of a woman, a witch probably. I've suspected that she must be connected to the curse ever since I first saw her. Did you know that she lives inside the *chimney*?"


title: Plaisance: ""Yes, a malignant *Entity* that liv..."
sequence: 0
dialoguetext:
"Yes, a malignant *Entity* that lives inside the chimney... it takes the form of a woman. A witch, most likely. She or *it* must be connected to the curse somehow."


title: Plaisance: ""No, this chimney is part of the bu..."
sequence: 0
dialoguetext:
"No, this chimney is part of the building's central furnace and it's enormous. She has barricaded herself behind some metal security curtains... God knows what she's doing there."


title: Plaisance: ""Some unnatural magic, I assume." S..."
sequence: 0
userscript: GainItem("key_bookstore_backdoor")
dialoguetext:
"Some unnatural magic, I assume." She shivers. "You should go find *the Entity* and ask what happened to all the companies in the building. What is the source of this curse? Here's the key to the warded door behind the curtains, take it."


title: Plaisance: ""Yes, that chimney is part of the b..."
sequence: 0
dialoguetext:
"Yes, that chimney is part of the building's central furnace and it's enormous. She has barricaded herself behind some metal security curtains... God knows what she's doing there."


title: Plaisance: ""Oh and... please, do return to me..."
sequence: 0
userscript: GainTask("TASK.find_the_witch")--[[ Variable[ ]]
dialoguetext:
"Oh and... please, do return to me after you've looked around. I'm quite... *anxious* to know what she has to say about the curse. What you *discover* in there..."


title: Plaisance: ""You did?" She gasps. "Then it has..."
sequence: 0
dialoguetext:
"You did?" She gasps. "Then it has be true... I've suspected that this woman-shaped energy must be connected to the curse ever since I first saw her. Did you see that she lives inside the *chimney*?"


title: Plaisance: ""Yes, the malignant *Entity* that l..."
sequence: 0
dialoguetext:
"Yes, the malignant *Entity* that lives inside the chimney... It takes the shape of a woman, a witch probably. I've suspected that she knows more about the curse than she lets on ever since I first saw her."


title: Plaisance: ""But... before we go on... did you..."
sequence: 0
dialoguetext:
"But... before we go on... did you encounter *the malignant Entity?*" Her eyes narrow, as she whispers the name.


title: Plaisance: ""Some unnatural magic, I assume." S..."
sequence: 0
dialoguetext:
"Some unnatural magic, I assume." She shivers. "You should go find the *Entity* and ask what happened to all the companies in the building. And do return to me after you've talked to it. I'm quite *anxious* to know what she has to say about the curse."

userscript:
GainTask("TASK.find_the_witch"); SetVariableValue("doomed.plais_altgreet_forced_door", false) ; SetVariableValue("doomed.plais_investigate_doomed_altgreet", true) ; SetVariableValue("doomed.plais_investigatehub_reached", true) --[[ Variable[ ]]


title: Plaisance: ""Yes, I've heard that it's enormous..."
sequence: 0
dialoguetext:
"Yes, I've heard that it's enormous. She has barricaded herself behind some metal security curtains upstairs... God knows what she's doing there."


title: Plaisance: ""The curse... is so much worse than..."
sequence: 0
dialoguetext:
"The curse... is so much worse than you could imagine. It's a *disease*, eating at the very foundation." A shiver runs through the woman, as she looks around the dimly lit store.


title: Plaisance: ""It's the curse of *financial distr..."
sequence: 0
dialoguetext:
"It's the curse of *financial distress*." Her voice drops to a whisper. "Of *ruin* -- and bankruptcy." She peers at the curtains again...


title: Plaisance: ""But officer, there's nothing *natu..."
sequence: 0
dialoguetext:
"But officer, there's nothing *natural* about entire companies declaring bankruptcy! I'm talking about *caco-daemons* feeding off bad business practices and disappointing income statements!"


title: Plaisance: ""There's something *wrong* with thi..."
sequence: 0
dialoguetext:
"There's something *wrong* with this building, I can tell you. Ever since I arrived, I've sensed an eerie lingering presence -- as if I was *unwanted* here."


title: Plaisance: ""It's not just that, officer, we're..."
sequence: 0
dialoguetext:
"It's not just that, officer, we're dealing with something *supra-natural* here. It's the *caco-daemons* feeding off bad business practices and disappointing income statements!"


title: Plaisance: ""Everyone knows that all the previo..."
sequence: 0
dialoguetext:
"Everyone knows that all the previous companies in this building have sooner or later declared bankruptcy. And their *malicious spirits* are still here, feeding off bad business practices and disappointing income statements!"


title: Plaisance: ""Yes, I've contacted numerous parap..."
sequence: 0
dialoguetext:
"Yes, I've contacted numerous parapsychologists and even a pair of Semenese mediators -- they provided me with the wards." She nods at the strange cage-like trinket on the curtains.


title: Plaisance: ""The wards help to keep the doom at..."
sequence: 0
dialoguetext:
"The wards help to keep the doom at bay and protect us against the darkness that lies further in the building. Even though now I fear... it's not enough."


title: You: ""What about the wards on the back d..."
dialoguetext: "What about the wards on the back door? Are these Semenese as well?"
sequence: 0
conditionstring:
Variable["doomed.plais_asked_has_she_sought_help_for_the_curse"] == true  and  (Variable["doomed.bookstore_backdoor_seen"] == true  or  Variable["doomed.bookstore_backdoor_greeting_done"] == true)


title: Plaisance: ""Yes, the Semenese are very crafty..."
sequence: 0
dialoguetext:
"Yes, the Semenese are very crafty and their wards are extremely powerful. Lesser wards simply won't do here."


title: You: ""I heard that the Union has squeeze..."
sequence: 0
dialoguetext:
"I heard that the Union has squeezed out all the local business to fund their strike... How is your store still up and running?"

conditionstring:
Variable["tc.union_bankruptcy"] == true  and  Variable["doomed.plais_asked_doomed_question"] == true


title: Plaisance: "She fingers the pendant around her..."
sequence: 0
dialoguetext:
She fingers the pendant around her neck, thinking. "It must be these very spells and wards of protection that keep me safe from all the ill and wicked deeds."


title: Plaisance: ""Most certainly not! I'm not lettin..."
sequence: 0
dialoguetext:
"Most certainly not! I'm not letting you open the gates of hell. In fact, I don't want *anyone* who isn't familiar with the psychic arts involved in this mess. Stay away. Leave the spirits be, so they can return to their slumber."


title: Plaisance: ""Sir, this is a bookstore, not a st..."
sequence: 0
dialoguetext:
"Sir, this is a bookstore, not a stripclub. No one would take us seriously if we put up some horrendous neon lights."


title: You: ""Maybe you should try to *reconcept..."
sequence: 0
dialoguetext:
"Maybe you should try to *reconceptualize* your business... Martinaise doesn't look like the best place for a bookshop."


title: Plaisance: "She stands silent for a second, bef..."
sequence: 0
dialoguetext:
She stands silent for a second, before exhaling sharply. "You're right. A bookstore wasn't even my original plan, I actually wanted to sell esoteric paraphernalia to help to balance out this neighbourhood's dark energies."


title: Plaisance: ""My husband suggested otherwise. He..."
sequence: 0
dialoguetext:
"My husband suggested otherwise. He said it's less... stupid. More appropriate. Cultured and all that."


title: Plaisance: ""My voice is trained to perfection..."
sequence: 0
dialoguetext:
"My voice is trained to perfection by true sales professionals, good sir! I paid good money for those courses."


title: Plaisance: ""Well, my husband would definitely..."
sequence: 0
dialoguetext:
"Well, my husband would definitely agree with you." Her mouth has become a single tight line. "He's the one who suggested selling books. Less... *stupid*, he said. More *cultured*."


title: Plaisance: ""But being *cultured* doesn't offer..."
sequence: 0
dialoguetext:
"But being *cultured* doesn't offer any protection against the curse, does it?" She looks around the dusty store. "Maybe I shouldn't have listened to him after all..."


title: Plaisance: ""Too much money, even..." She looks..."
sequence: 0
dialoguetext:
"Too much money, even..." She looks around the dusty store. "Perhaps I should have bought some wards instead."


title: Plaisance: ""A novelty *dicemaker*?" Her eyes w..."
sequence: 0
dialoguetext:
"A novelty *dicemaker*?" Her eyes widen. "Well, spit it out! Why does she need the dice -- for some kind of *sorcery*? Sometimes they use the ankle bones of sheep..."


title: Plaisance: ""I don't understand. If it's not he..."
sequence: 0
dialoguetext:
"I don't understand. If it's not her, then where *is* the source of the Doom? How did she explain the *curse*?" She looks perplexed.


title: You: ""She said it's just capitalism. Ban..."
dialoguetext: "She said it's just capitalism. Bankruptcy is a quirk of our economic system."
sequence: 0
conditionstring: Variable["doomed.dicemaker_told_all_about_the_source"] == true
userscript:
SetVariableValue("doomed.plaisance_dca_investigation_capitalism_is_cursed_ending", true) --[[ Variable[ ]]


title: Plaisance: ""Too many *inconsistencies*? What k..."
sequence: 0
dialoguetext:
"Too many *inconsistencies*? What kind of talk is that?" The woman scoffs at you with an audible snort.


title: Plaisance: ""I understand what's going on here...."
sequence: 0
dialoguetext:
"I understand what's going on here. You went in there, rummaged around -- and accomplished nothing. And now you're telling me these *intellectual* things to cover up for it."


title: You: ""It's true. We live in a precarious..."
sequence: 0
dialoguetext:
"It's true. We live in a precarious world, nothing ever turns out right. You need to get used to chaos." (Proceed.)


title: You: ""Honestly, I don't have an answer y..."
sequence: 0
conditionstring: Variable["doomed.seen_radiocomputer"]
dialoguetext:
"Honestly, I don't have an answer yet. There are still leads to be followed, like that strange radiocomputer-thing..."


title: You: "(Lie.) "The source is in the taxide..."
sequence: 0
conditionstring: Variable["doomed.seen_taxidermy"]
userscript: SetVariableValue("doomed.plaisance_dca_investigation_taxidermy_ending", true) --[[ Variable[ ]]
dialoguetext:
(Lie.) "The source is in the taxidermist's shop. He became involved in arts darker than taxidermy and brought the void spirits down upon this place."


title: You: ""Yes. I performed the ancient Semen..."
dialoguetext: "Yes. I performed the ancient Semenese dispelling rites. This commercial area is doomed no more."
sequence: 0
conditionstring:
Variable["doomed.bookstore_curtains_inland_darkisles"] == true  or  Variable["doomed.bookstore_curtains_ency_darkisles"] == true


title: You: ""Yes. I called upon the spirit of *..."
sequence: 0
conditionstring: Variable["tc.guillaume"] or IsTHCPresent("guillaume_le_million")
dialoguetext:
"Yes. I called upon the spirit of *Guillaume le Million* to banish the curse in a flash of disco brilliance."


title: Plaisance: ""Guillaume le Million? The singer w..."
sequence: 0
dialoguetext:
"Guillaume le Million? The singer who made that awful face? Well... I *do* see the resemblance..." She looks at you with sudden admiration.


title: Plaisance: ""All that matters is that the energ..."
sequence: 0
dialoguetext:
"All that matters is that the energies are retreating. I can already *feel* the curse lifting! It will be a long time until we're *fully* free of it, of course. But still..."


title: Plaisance: ""I understand that you can't divulg..."
sequence: 0
dialoguetext:
"I understand that you can't divulge official secrets, officer. But know that I appreciate the efforts of your department." She looks at you with sudden admiration.


title: Plaisance: ""What does that mean? Are you certa..."
sequence: 0
dialoguetext:
"What does that mean? Are you certain... Oh, but who am I to question your methods?" She looks at you with sudden admiration.


title: Plaisance: ""Thank you, officer. Truly. You've..."
sequence: 0
dialoguetext:
"Thank you, officer. Truly. You've brought a better psychoemanation to this humble bookstore and that's no small achievement."

userscript:
FinishTask("TASK.report_back_to_plaisance_subtask_done"); FinishTask("TASK.doomed_investigation_done")--[[ Variable[ ]]


title: Plaisance: ""Of course. I trust my Semenese war..."
sequence: 0
dialoguetext:
"Of course. I trust my Semenese wards and charms kept you safe while you performed the ancient rites..." She looks at you with sudden admiration.


title: Plaisance: ""You're telling me that you went in..."
sequence: 0
dialoguetext:
"You're telling me that you went in there and didn't find out *anything* about the curse?!" She looks disappointed.


title: Plaisance: ""Of course, I should have known bet..."
sequence: 0
dialoguetext:
"Of course, I should have known better than to put my hopes on a man like you... You're no Semenese ghostwhisperer, you're an alcoholic!"


title: Plaisance: ""The investigation's over. I don't..."
sequence: 0
dialoguetext:
"The investigation's over. I don't want you going in there anymore, you're only angering the psychic weather in here. Now, if you're not going to *buy* anything..." She turns to face the door, waiting for potential customers.

userscript:
FinishTask("TASK.report_back_to_plaisance_subtask_done"); FinishTask("TASK.doomed_investigation_done")--[[ Variable[ ]]


title: Plaisance: ""I am not doing as well as it looks..."
sequence: 0
dialoguetext:
"I am not doing as well as it looks like I am..." She grasps her pendant. "I only have my Semenese wards to thank for the protection they provide."


title: Plaisance: ""Yes, because her business consists..."
sequence: 0
dialoguetext:
"Yes, because her business consists of the *psychic leech* that's been feeding the curse!" Red blotches appear on her skin.


title: Plaisance: ""You found a way to fix our entire..."
sequence: 0
dialoguetext:
"You found a way to fix our entire economic system...?" She peers at you suspiciously. "Or are you talking about the building?"


title: Plaisance: ""I see that you've fallen for her *..."
sequence: 0
dialoguetext:
"I see that you've fallen for her *manipulation*, detective. The investigation is over. I just hope that you haven't made anything *worse* by going in there."


title: You: ""I'm afraid that I can only identif..."
sequence: 0
dialoguetext:
"I'm afraid that I can only identify the *source*, but you have to call some other experts to lift the curse."


title: Plaisance: ""Oh, I see..." She looks at her pen..."
sequence: 0
dialoguetext:
"Oh, I see..." She looks at her pendant, then back to you. "I guess it's time to visit Boogie Street again."


title: Plaisance: ""I'm sure that I'll find someone wh..."
sequence: 0
dialoguetext:
"I'm sure that I'll find someone who can help me get rid of the doom that still remains in this house... Things are *improving*, I can feel it." She nods.


title: Plaisance: ""Just a door?! This place is cursed..."
sequence: 0
dialoguetext:
"Just a door?! This place is cursed, detective! They don't call it the Doomed Commercial Area for nothing -- just look at the sheer amount of companies that have failed in this house!"


title: Perception (Hearing): ""Host Almighty," she prays, "guard..."
sequence: 0
dialoguetext:
"Host Almighty," she prays, "guard me and my honest business venture from the curse that lurks behind the door, blessed be your name..."


title: Plaisance: ""I hope you're happy now, happy tha..."
sequence: 0
dialoguetext:
"I hope you're happy now, happy that you've *ruined* everything... Now that you've broken the door the curse is coming to get *me* as well." She closes her eyes and starts mumbling something to her pendant.


title: Plaisance: ""But... before we go on, tell me......"
sequence: 0
dialoguetext:
"But... before we go on, tell me... did you encounter *the malignant Entity?*" Her eyes narrow, as she whispers the name.

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


title: Plaisance: ""Alright, you know what? I'm willin..."
sequence: 0
userscript: GainTask("TASK.doomed_investigation");--[[ Variable[ ]]
dialoguetext:
"Alright, you know what? I'm willing to let you investigate the Doomed Commercial Area. We are set on the path... there's little else to do."


title: You: ""Never mind, I had other questions.""
dialoguetext: "Never mind, I had other questions."
sequence: 0
conditionstring:
Variable["doomed.plais_asked_doomed_question"] == true  and  Variable["TASK.doomed_investigation"] == true  and  Variable["doomed.plais_trigger_whitecheck"] == false


title: You: ""It's not just *something from the..."
sequence: 0
dialoguetext:
"It's not just *something from the cellar*, I'm doing it for your previous neighbour -- Soona Luukanen-Kilde."


title: Plaisance: ""Oh, you mean that girl with those..."
sequence: 0
dialoguetext:
"Oh, you mean that girl with those *bizarre* machines? Hmpf! I recall her now... her energetic presence was off, *very* off. She kept rambling something about her memory being lost..."


title: You: ""I'm looking for a book about cocka..."
dialoguetext: "I'm looking for a book about cockatoos."
sequence: 0
conditionstring:
IsTaskActive("TASK.find_your_heraldic_bird")  and  CheckItem("book_cockatoo") == false--[[ Variable[ ]]


title: You: ""I was told that there's a huge fri..."
dialoguetext: "I was told that there's a huge fridge in the building's cellar. Can you lead me there?"
sequence: 0
userscript: SetVariableValue("doomed.plais_mentioned_fridge_in_main", true) --[[ Variable[ ]]
conditionstring:
(IsTaskActive("TASK.go_see_the_fridge")  or  IsTaskActive("TASK.get_filament_from_fridge"))  and  Variable["XP.got_into_doomed_commercial_area"] == false  and  Variable["TASK.doomed_investigation"] == false  and  Variable["doomed.plais_mentioned_fridge_in_main"] == false


title: Plaisance: ""A fridge?" She fidgets with her pe..."
sequence: 0
dialoguetext:
"A fridge?" She fidgets with her pendant. "No, I don't know anything about a fridge. Aren't you interested in books?" She nods at the bookshelves.


title: Drama: "For whatever reason she's lying to..."
sequence: 0
dialoguetext:
For whatever reason she's lying to you about the fridge. Seems like you have to find your own way to the cellar.


dialoguetext: 0
sequence: Continue()
title:
Variable["doomed.seen_gym"]  or  Variable["doomed.seen_safety_curtains"]  or Variable["doomed.seen_radiocomputer"]  or  Variable["doomed.seen_revachol_ice_city"]  or  Variable["doomed.seen_taxidermy"]  or  Variable["doomed.seen_windows"]  or  Variable["doomed.seen_orlandos"]  or  Variable["doomed.seen_skis"]  or  Variable["doomed.seen_mannequin_atelier"]  or  Variable["doomed.seen_blades"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["doomed.seen_gym"]  or  Variable["doomed.seen_safety_curtains"]  or Variable["doomed.seen_radiocomputer"]  or  Variable["doomed.seen_revachol_ice_city"]  or  Variable["doomed.seen_taxidermy"]  or  Variable["doomed.seen_windows"]  or  Variable["doomed.seen_orlandos"]  or  Variable["doomed.seen_skis"]  or  Variable["doomed.seen_mannequin_atelier"]  or  Variable["doomed.seen_blades"])

conditionstring:
(Variable["doomed.seen_gym"]  or  Variable["doomed.seen_safety_curtains"]  or Variable["doomed.seen_radiocomputer"]  or  Variable["doomed.seen_revachol_ice_city"]  or  Variable["doomed.seen_taxidermy"]  or  Variable["doomed.seen_windows"]  or  Variable["doomed.seen_orlandos"]  or  Variable["doomed.seen_skis"]  or  Variable["doomed.seen_mannequin_atelier"]  or  Variable["doomed.seen_blades"]) == false


title: You: ""You're right, the curse is worse t..."
sequence: 0
dialoguetext:
"You're right, the curse is worse than ever -- that's why you need to let me in there to investigate."


title: Plaisance: ""Hello again, esteemed officer," sh..."
dialoguetext:
"Hello again, esteemed officer," she keeps reciting like a robot. "And welcome to Crime, Romance, and Biographies of Famous People."


title: Plaisance: ""Hello again, esteemed officer. And..."
dialoguetext:
"Hello again, esteemed officer. And welcome to Crime, Romance, and Biographies of Famous People." Her stare is cold and harsh but the line remains the same.


title: Plaisance: "She's breathing heavily, trying to..."
sequence: 0
dialoguetext:
She's breathing heavily, trying to calm herself. Slowly, she regains composure -- but she still can't get a word out.


title: Plaisance: "All of a sudden she exhales sharply..."
sequence: 0
dialoguetext:
All of a sudden she exhales sharply. Her shoulders slump down. "Oh no..." she mutters. "Hold on, I need to invite her inside and apologize. She must be freezing out there..."


title: Plaisance: ""I assure you, I of all people unde..."
sequence: 0
dialoguetext:
"I assure you, I of all people understand the importance of *education*. She will be back in school the moment the store takes off."


title: Plaisance: ""I don't understand. If you're not..."
sequence: 0
dialoguetext:
"I don't understand. If you're not sure it's her, then where *is* the source of the Doom? How did she explain the *curse*?" She looks perplexed.


title: You: ""There is another Entity, more mali..."
sequence: 0
dialoguetext:
"There is another Entity, more malignant, pulling the strings in Martinaise. Perhaps in my travels I will cross paths with it."

userscript:
ReputationGrows("remote_viewer"); SetVariableValue("doomed.plaisance_dca_investigation_third_entity_ending", true) --[[ Variable[ ]]


title: Plaisance: ""I've heard of these *tri-actors*...."
sequence: 0
dialoguetext:
"I've heard of these *tri-actors*. In certain occult literature that's too dark to dwell on for too long -- and definitely not in the presence of my daughter." She gestures for you to be silent.


title: Plaisance: ""I understand everything, sir. Than..."
sequence: 0
dialoguetext:
"I understand everything, sir. Thank you for descending into the maelström. I will keep fort up here -- strengthen the wards, do my best. And if you happen upon the Third Entity in your travels..."

userscript:
FinishTask("TASK.report_back_to_plaisance_subtask_done"); FinishTask("TASK.doomed_investigation_done")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Well, this has been absolutely *ed..."
sequence: 0
dialoguetext:
"Well, this has been absolutely *educational*. If we happen on the *Third Presence* in our travels we will certainly come back to tell you."


title: Suggestion: "It will only last a day or two, a w..."
sequence: 0
dialoguetext:
It will only last a day or two, a week tops. Then her mood will sour and she will feel *the curse* again.


title: Kim Kitsuragi: ""All right then -- all's well that..."
sequence: 0
dialoguetext:
"All right then -- all's well that ends well." The lieutenant turns to you. "Should we return to our *ordinary* lives?"


title: Plaisance: ""Cleansed? What do you..." She look..."
sequence: 0
dialoguetext:
"Cleansed? What do you..." She looks down at the pendant in her trembling hands, she collects herself.


title: Plaisance: ""It's okay. You don't have to. I wa..."
sequence: 0
dialoguetext:
"It's okay. You don't have to. I was wrong to trust another person. I will manage this psychic calamity as I always have -- alone. On my own..."


title: Plaisance: ""Thank you for nothing. Please, do..."
sequence: 0
dialoguetext:
"Thank you for nothing. Please, do buy some books -- or be on your way,“ she concludes, tucking the pendant away in her blouse.


title: Half Light: "Anger and loneliness keep this woma..."
sequence: 0
dialoguetext:
Anger and loneliness keep this woman moving through the waking hours. Your little words are no match for it.


title: Shivers: "The shop around you feels ancient s..."
sequence: 0
dialoguetext:
The shop around you feels ancient suddenly, damp and saturated by the coastal air. The books are rotting, a great cold lives here. And there, too -- 1200 metres away, on the urban coast. The dark shape of a church is reflected on the water, calling.


title: Kim Kitsuragi: ""If you're really interested in cra..."
sequence: 0
userscript: SetVariableValue("doomed.plaisance_kim_suggested_returning_to_furnace", true) --[[ Variable[ ]]
dialoguetext:
"If you're really interested in cracking this mystery, then we should go back to the furnace. Maybe you could yell into it or something, make some noise? You'll think of something, you always do."


title: Plaisance: ""Yes, I've heard that she's barrica..."
sequence: 0
dialoguetext:
"Yes, I've heard that she's barricaded herself inside... It's connected to the central furnace in the basement, you should go and find it. God knows what she's doing there!"


title: Kim Kitsuragi: ""Ma'am -- what he's saying is true...."
sequence: 0
dialoguetext:
"Ma'am -- what he's saying is true. We found an entroponetic anomaly in the Small Pinewood Church down the coast. I don't mean to be an alarmist -- and more research *is* needed -- but... it's not looking good."


title: Plaisance: ""Especially now that Annette is set..."
sequence: 0
dialoguetext:
"Especially now that Annette is settling in at school again. She's finally making friends in this place!" She looks at her daughter, quietly studying in the corner of the shop. "No, we can't leave Martinaise. We can't."


title: Plaisance: ""You're *right*, officer. I mustn't..."
sequence: 0
dialoguetext:
"You're *right*, officer. I mustn't lose faith -- especially now that Annette is finally settling in at school and making friends." She looks at her daughter, quietly studying in the corner of the shop. "No, we can't just leave!"


title: Plaisance: ""Besides, didn't I have some Seolit..."
sequence: 0
dialoguetext:
"Besides, didn't I have some Seolite hope catchers around here somewhere...? I must find them; everything will be alright if I can just find them."


title: Plaisance: ""I've heard of these *tri-actors*...."
sequence: 0
dialoguetext:
"I've heard of these *tri-actors*. In certain occult literature that's too dark to dwell on for too long -- and definitely not in public." She gestures for you to be silent.


title: Plaisance: ""What do you mean the *actual* sour..."
sequence: 0
dialoguetext:
"What do you mean the *actual* source?" She clutches her pendant anxiously. "Are you talking about the... *Third Presence*?"


title: Plaisance: ""*Absence...!*" she gasps. Then, af..."
sequence: 0
dialoguetext:
"*Absence...!*" she gasps. Then, after collecting herself: "I imagine things must be rather bleak for you to return to me. Tell me, what have you found?"


title: Plaisance: ""She Who Has Many Names..." she nod..."
sequence: 0
dialoguetext:
"She Who Has Many Names..." she nods solemnly. "I imagine things must be rather bleak for you to return to me. Tell me, what have you found?"


title: You: ""My investigation has led me to dis..."
sequence: 0
dialoguetext:
"My investigation has led me to discover a two-millimetre entroponetic hole in reality. That's the source of doom -- both in the commercial area *and* in Martinaise."


title: Plaisance: ""What do you mean the *actual* sour..."
sequence: 0
dialoguetext:
"What do you mean the *actual* source?" She clutches her pendant, clearly irritated. "Are you here to lecture me about *economics* again?!"


title: Plaisance: ""What do you mean the *actual* sour..."
sequence: 0
dialoguetext:
"What do you mean the *actual* source?" She clutches her pendant, clearly irritated. "Earlier you told me there was no curse!"


title: Stone: "There's a key beneath it, rusty fro..."
dialoguetext: There's a key beneath it, rusty from the dirt.
sequence: 0
userscript:
XPTinySetBool("XP.got_into_the_apartment_building"); GainItem("key_apartment_building"); FinishTask("TASK.find_a_way_inside_apt_building_done"); GainTask("TASK.where_does_the_smoker_on_the_balcony_live"); SetVariableValue("backyard.stone_found_key", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""This must be for the front door. P..."
sequence: 0
dialoguetext:
"This must be for the front door. Pity it doesn't have the apartment number on it. This building has many apartments and the man can be in any of them..."


title: Smoker on the Balcony: ""I don't want to be seen talking to..."
userscript: SetVariableValue("backyard.smoker_said_gendermerie", true) --[[ Variable[ ]]
dialoguetext:
"I don't want to be seen talking to the *gendarmerie*, if that's okay. I just want to finish my cigarette."


title: You: ""Looks like you've got a good view..."
sequence: 0
dialoguetext:
"Looks like you've got a good view of the Whirling's backyard. Can you tell me anything about the hanging?"


title: Smoker on the Balcony: ""No, not you." He gestures idly. "S..."
dialoguetext: "No, not you." He gestures idly. "Some more *muscular* type."
sequence: 0
userscript:
SetVariableValue("backyard.smoker_mentioned_muscular_types", true) ; XPPicoSetBool("XP.smoker_already_questioned")--[[ Variable[ ]]


title: Kim Kitsuragi: ""And when did you speak to this mor..."
sequence: 0
dialoguetext:
"And when did you speak to this more *muscular* gentleman?" The lieutenant takes out his little blue notebook and writes something down.


title: Rhetoric: "He's deflecting. He's young, with a..."
sequence: 0
dialoguetext:
He's deflecting. He's young, with a sharp memory. He hasn't had time to drown it in booze and chemicals.


title: Physical Instrument: "By god, this young man has the body..."
sequence: 0
userscript: SetVariableValue("backyard.smoker_reveal_body", true) --[[ Variable[ ]]
dialoguetext:
By god, this young man has the body of a *decathlete*. His lithe form was practically made for vaulting over the high bar!


title: Smoker on the Balcony: ""I can *tell* that you finally got..."
sequence: 0
dialoguetext:
"I can *tell* that you finally got him down. Thank you -- it was quite a disturbing sight, even by Martinaise standards."


title: Authority: "Makes sense. Friends are nice on Su..."
sequence: 0
dialoguetext:
Makes sense. Friends are nice on Sunday. You don't have to work, you can just spend time with pals, watching rugby and drinking beer.


title: Smoker on the Balcony: "He doesn't reply, gesturing 'no' wi..."
sequence: 0
dialoguetext:
He doesn't reply, gesturing 'no' with his cigarette. Under the dull and darkening sky the neighbouring windows stand silent.


title: Smoker on the Balcony: ""No, of course not. Could you pleas..."
sequence: 0
dialoguetext:
"No, of course not. Could you please lower your voice?" He scans the courtyard. It's silent like the bottom of a well, every sound captured and reflected back.


title: Smoker on the Balcony: ""I couldn't tell you," he says, exh..."
sequence: 0
dialoguetext:
"I couldn't tell you," he says, exhaling a little puff of smoke. "We don't usually see much of the *gendarmerie* around here."


title: Smoker on the Balcony: ""You're right, it's horrible for th..."
sequence: 0
dialoguetext:
"You're right, it's horrible for the skin. Very ageing." He takes another drag, before shaking off the ash.


title: Suggestion: "This isn't the place or time for qu..."
sequence: 0
dialoguetext:
This isn't the place or time for questions: Who knows who might be watching from the distance, hidden behind the curtains.


title: Smoker on the Balcony: "For a moment the man on the balcony..."
sequence: 0
userscript: SetVariableValue("backyard.smoker_suggestion_redcheck_success", true) --[[ Variable[ ]]
dialoguetext:
For a moment the man on the balcony seems almost vulnerable. Something moves in the depths of his feline eyes: compassion, and a hint of understanding.


title: Smoker on the Balcony: ""Good luck with the investigation."..."
dialoguetext: "Good luck with the investigation." He walks away.
sequence:
SetTriggerAnimation(Smoker, stopsmoke); SetBooleanAnimation(Smoker, generic, true); TravelTo(Smoker, SmokerWalkMarker)->Message(Walked); LuaRun(SetVariableValue("backyard.smoker_first_departure", DayCount()))@Message(Walked);FocusCamera(cam_on_smoker2)@5;FocusCamera(cam_on_smoker_harry)@9;

userscript:
GainTask("TASK.talk_to_smoker_again"); GainTask("TASK.find_a_way_inside_apt_building")--[[ Variable[ ]]


title: Kim Kitsuragi: ""No point in running. Tenements lik..."
sequence: 0
dialoguetext:
"No point in running. Tenements like these often have multiple exits. If he doesn't want to talk to us, then he'll know how to hide himself."


title: Kim Kitsuragi: ""He could be a witness, him or his..."
sequence: 0
dialoguetext:
"He could be a witness, him or his *Sunday friend*. Either way we need to look into that *muscular type* who's asking about our case..."


title: Kim Kitsuragi: ""He could be a witness. And either..."
sequence: 0
dialoguetext:
"He could be a witness. And either way we need to look into that *muscular type* who's asking about our case..."


title: Kim Kitsuragi: ""There has to be a way of getting i..."
sequence: 0
dialoguetext:
"There has to be a way of getting inside the building. Once we've found the way in, we can ask around for his apartment."


title: Kim Kitsuragi: ""He did leave us a sign, did you se..."
sequence: 0
dialoguetext:
"He did leave us a sign, did you see that? He wanted to draw our attention to that stone right over there." The lieutenant nods towards a small rock on a soggy patch of grass.


title: Suggestion: "Time to bring out your secret charm..."
sequence: 0
dialoguetext:
Time to bring out your secret charm: tears and begging! Show him your *emotional* side, throw yourself before his very feet like a dog!


title: Smoker on the Balcony: ""Not looking for any trouble, offic..."
dialoguetext:
"Not looking for any trouble, officer..." he says in a quiet voice. Despite the cold, his shirt hangs unbuttoned on his frame.


title: Smoker on the Balcony: ""I'd even go so far as to say that..."
sequence: 0
dialoguetext:
"I'd even go so far as to say that the view is a little *too good*, my dear gendarme. Do you have an estimate of when the body will be taken away?"


title: Smoker on the Balcony: ""There won't *be* a next time." He..."
dialoguetext:
"There won't *be* a next time." He takes a last drag of his cigarette, before stubbing it out in the balcony snow. "I really need to get going."


title: Smoker on the Balcony: ""Last week? I don't know, look..."..."
sequence: 0
dialoguetext:
"Last week? I don't know, look..." He looks around the courtyard again. Snow blankets the old patio chairs and dead house plants, and all the neighbouring windows are black.


title: Smoker on the Balcony: ""Last week? I don't know, look..."..."
sequence: 0
dialoguetext:
"Last week? I don't know, look..." He looks around the courtyard again. Rain patters on the window sills and dead house plants, too late to do them any good.


title: Smoker on the Balcony: ""Last week? I don't know, look..."..."
sequence: 0
dialoguetext:
"Last week? I don't know, look..." He looks around the courtyard again. Old patio chairs and dead house plants litter the scene.


title: Smoker on the Balcony: "He doesn't reply, gesturing 'no' wi..."
sequence: 0
dialoguetext:
He doesn't reply, gesturing 'no' with his cigarette. Under the grey sky the neighbouring windows are streaked with rain.


title: Smoker on the Balcony: "He doesn't reply, gesturing 'no' wi..."
sequence: 0
dialoguetext:
He doesn't reply, gesturing 'no' with his cigarette. Under the grey sky snow continues to pile on the neighbouring window sills.


title: Smoker on the Balcony: "He doesn't reply, gesturing 'no' wi..."
sequence: 0
dialoguetext:
He doesn't reply, gesturing 'no' with his cigarette. In the neighbouring windows you can see faint reflections of his silhouette, all from different angles.


title: Half Light: "Someone hides behind a curtain: tho..."
sequence: 0
dialoguetext:
Someone hides behind a curtain: those windows have eyes and those eyes are watching, spying on you two.


title: You: ""Hey, listen..." (Lower your voice...."
sequence: 0
dialoguetext:
"Hey, listen..." (Lower your voice.) "I am just trying to make things okay again. Can we meet again somewhere else?"


title: Smoker on the Balcony: ""I am sorry, but I really don't hav..."
sequence: 0
dialoguetext:
"I am sorry, but I really don't have the information you're looking for." His voice is soft and deliberate. With a flick of his wrist, he sends the cigarette butt sailing over the rail...


title: Smoker on the Balcony: "But hold on, what's that? For a spl..."
sequence: 0
dialoguetext:
But hold on, what's that? For a split second his hand lingers... as though gesturing towards a stone placed right next to the front door...


title: Smoker on the Balcony: ""Listen, I really have to go." With..."
sequence: 0
dialoguetext:
"Listen, I really have to go." With a flick of his wrist he sends the extinguished cigarette sailing over the rail.


title: Smoker on the Balcony: ""No, for god's sake, I don't want y..."
sequence: 0
dialoguetext:
"No, for god's sake, I don't want you to cry!" He takes a quick step back and looks around, clearly disturbed.


title: You: ""I need to get inside this apartmen..."
dialoguetext: "I need to get inside this apartment building. Can you help me?"
sequence: 0
conditionstring:
Variable["XP.got_into_the_apartment_building"] == false  and  (IsTaskActive("TASK.get_drugs_from_cunos_apartment")  or  IsTaskActive("TASK.go_to_billies_apartment"))


title: Half Light: "Someone hides behind a curtain: tho..."
sequence: 0
dialoguetext:
Someone hides behind a curtain: those windows have eyes and those eyes are watching, spying on you three.


title: Kim Kitsuragi: ""There has to be a way of getting i..."
sequence: 0
dialoguetext:
"There has to be a way of getting inside the building -- let's go check out the door near the pier again. Once we've found the way in, we can ask around for his apartment."


title: Kim Kitsuragi: ""This must be for the front door. P..."
sequence: 0
dialoguetext:
"This must be for the front door. Pity it doesn't have the apartment number on it. This building has hundreds of apartments."


title: You: "Look inside."
dialoguetext: Look inside.
sequence: 0
conditionstring:
Variable["boardwalk.ruby_killed_herself"] == false  and  Variable["TASK.read_ruby_journal"] == false


title: Kim Kitsuragi: "The lieutenant nods."
dialoguetext: The lieutenant nods.
userscript: SetVariableValue("boardwalk.tent_covered", true) --[[ Variable[ ]]
sequence:
FadeToBlack(); LuaRun(SetAreaState("INSTIGATOR_RUBY", "tent"))@1.5; HideOverlay()@7; AudioPlay(lair/instigators_tent/dead-ruby-01,1)@1;


title: Instigator's Tent: "The tent looks old but well-maintai..."
sequence: 0
conditionstring: Variable["boardwalk.tent_covered"] == false
dialoguetext:
The tent looks old but well-maintained. In the darkness of the tent -- a rolled-up sleeping bag, cooking utensils, some books and a kerosene lamp.


title: Instigator's Tent: "In the darkness of the tent: Ruby's..."
sequence: 0
conditionstring: Variable["boardwalk.tent_covered"]
dialoguetext:
In the darkness of the tent: Ruby's body, zipped up in her sleeping bag. Next to the body -- some books and a kerosene lamp.


title: Kim Kitsuragi: ""I see the processing guys have bee..."
sequence: 0
dialoguetext:
"I see the processing guys have been faster than usual. It's good we stopped by to check regardless." He nods at the lack of Ruby in the tent, then looks around. "Now -- island time."


title: Instigator's Tent: "Assorted softcovers, mostly pulp ho..."
sequence: 0
dialoguetext:
Assorted softcovers, mostly pulp horror. A motor carriage lies buried in the snow on one cover, on another -- a ghost airship. You also see a collection of radio enthusiast magazines.


title: Instigator's Tent: "'Rega Monthly', 'Journal of Materia..."
sequence: 0
dialoguetext:
'Rega Monthly', 'Journal of Material Science'. More technological digest. One of the magazines doesn't have images on the cover -- it's not a magazine, it's a leather notebook!


title: You: "Look inside."
dialoguetext: Look inside.
sequence: 0
conditionstring:
Variable["boardwalk.ruby_killed_herself"]  and  Variable["boardwalk.tent_covered"] == false  and  Variable["TASK.read_ruby_journal"] == false


title: Instigator's Tent: "There she lies, cocooned in the sle..."
sequence: 0
userscript: FinishTask("TASK.search_tent_done"); GainTask("TASK.look_through_magazines");--[[ Variable[ ]]
dialoguetext:
There she lies, cocooned in the sleeping bag, surrounded by empty cigarette packs, books, and half-read magazines.


title: FinishTask("TASK.look_through_magazines_done"); GainTask("TASK.read_ruby_journal")--[[ Variable[ ]]
dialoguetext: 0
sequence: Continue()
userscript:
FinishTask("TASK.look_through_magazines_done"); GainTask("TASK.read_ruby_journal")--[[ Variable[ ]]; 


title: Ruby, the Instigator: "Suddenly, your entire body is paral..."
userscript: SetVariableValue("boardwalk.ruby_lock_exits", true) --[[ Variable[ ]]
dialoguetext:
Suddenly, your entire body is paralysed. Aggressive white noise fills your skull -- a strange pain like you've never felt before. Through the static, you hear a woman's voice.

sequence:
PostFX(instigator-pain, true);LuaRun(SetAreaState("INSTIGATOR_COMPRESSOR","on"));FadeToImage(Redness)->Message(faded);HideOverlay()@2;TravelTo(Tequila Sunset, TequilaMarker1, 2)@1.5;TravelTo(Kim Kitsuragi, KimMarker1, 2)@1.5->Message(moved);PlayAnimation(Tequila Sunset,Instigator)@Message(moved);HideActualHeld();PlayAnimation(Kim Kitsuragi,KimInstigator)@Message(moved);FocusCamera(instigator_cam_1)@Message(faded);


title: Pain Threshold: "You did it. The Compressor lies bro..."
userscript: SetVariableValue("boardwalk.ruby_red_check_pain_succeeded", true) --[[ Variable[ ]]
dialoguetext:
You did it. The Compressor lies broken on its side. It's quiet in your head again. It still hurts like hell, but...

sequence:
FocusCamera(instigator_cam_success);BanishInterface(true)@1;SetTriggerAnimation(Tequila Sunset,InstigatorSuccess)@1;SetTriggerAnimation(Pale Compressor, instigatorSuccess)@15;SetTriggerAnimation(Tequila Sunset,InstigatorEnd)@16.8; SetTriggerAnimation(Kim Kitsuragi,KimInstigatorEnd)@16.8;FadeToImage(Redness)@15.6;PostFX(instigator-painlet, false)@15.6;Release()@17.3;BanishInterface(false)@17.3;HideOverlay()@17.3; LuaRun(SetAreaState("INSTIGATOR_COMPRESSOR","off"))@17;LuaRun(SetAreaState("INSTIGATOR_COMPRESSOR_BUZZ","off"))@17;


title: Pain Threshold: "The violent white noise becomes eve..."
userscript: SetVariableValue("boardwalk.ruby_red_check_pain_failed", true) --[[ Variable[ ]]
dialoguetext:
The violent white noise becomes even more overwhelming closer to the Compressor. Feels like your brain is swelling up in your skull.

sequence:
BanishInterface(true)@1; PlayAnimation(Tequila Sunset,InstigatorFailure)@1; FadeToImage(Redness)@6;HideOverlay()@7.5; Release()@7.5;  BanishInterface(false)@7.5;


title: You: ""You said something about a tribuna..."
dialoguetext: "You said something about a tribunal..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_asked_about_tribunal", true) --[[ Variable[ ]]
conditionstring:
Variable["tc.tribunal"] == false  and  Variable["boardwalk.ruby_red_check_pain_failed"]  and  Variable["boardwalk.ruby_version"]


title: Authority: "She's refusing to adopt the demeano..."
sequence: 0
dialoguetext:
She's refusing to adopt the demeanour of a cornered animal. A leader with no one to lead -- she still wants to retain some control of the situation.


title: Ruby, the Instigator: ""Don't know anything about it. No o..."
sequence: 0
dialoguetext:
"Don't know anything about it. No one's been around since I set up camp. But I'm sure I'm not the first vagabond to..." Her voice trails off into white noise in your head. It feels like an aneurysm approaching.


title: Ruby, the Instigator: ""Who ratted me out, by the way? Was..."
sequence: 0
dialoguetext:
"Who ratted me out, by the way? Was it Titus? No," she hesitates, "he wouldn't have broken first..."


title: Authority: "So she says she didn't do it -- and..."
sequence: 0
dialoguetext:
So she says she didn't do it -- and she doesn't trust you. Is it you specifically or the Citizens Militia that she distrusts?


title: Ruby, the Instigator: ""I know you're feeling pretty uncom..."
userscript: DamageEnduranceWithNewspaper(1,"INSTIGATOR")
dialoguetext:
"I know you're feeling pretty uncomfortable right now. Don't move too much or fight it. That'll just make it worse," says the shadowy figure by the machine.


title: You: ""Do you know about the... bunker......"
dialoguetext: "Do you know about the... bunker... next door?"
sequence: 0
conditionstring:
Variable["boardwalk.ruby_hiding"]  and  (Variable["auto.visited_bunker"]  or  Variable["TASK.check_boardwalk_done"]  or  Variable["boardwalk.mazov_mainhub_reached"])


title: Ruby, the Instigator: ""Fine, if you really want to talk,..."
dialoguetext:
"Fine, if you really want to talk, I can dial it down. I've also got a gun, by the way." She steps reluctantly out of the shadows. The pain lessens.

sequence:
PostFX(instigator-pain, false);PostFX(instigator-painlet, true); SetTriggerAnimation(Tequila Sunset, InstigatorLowPain); SetTriggerAnimation(Kim Kitsuragi, KimInstigatorLowPain);


title: Ruby, the Instigator: ""I saw *you* roll into town. I wasn..."
sequence: 0
dialoguetext:
"I saw *you* roll into town. I wasn't about to stick around for questioning by a goddamn La Puta Madre agent."


title: Ruby, the Instigator: ""How should I know? As I keep sayin..."
sequence: 0
dialoguetext:
"How should I know? As I keep saying, he already had a bullet in his head when I got to him, and there hasn't been any useful gossip over the radio..."


title: Suggestion: "The voice coming through the whirlw..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_suggestion_malice", true) --[[ Variable[ ]]
dialoguetext:
The voice coming through the whirlwind of pain is not malicious. She doesn't want to hurt you -- but she has to.


title: Ruby, the Instigator: ""Can't say it's a pleasure, officer..."
dialoguetext:
"Can't say it's a pleasure, officer. I was really hoping *not* to make your acquaintance. But -- here we are. "


title: Ruby, the Instigator: ""That boy's really gotta learn to k..."
dialoguetext:
"That boy's really gotta learn to keep his trap shut. And it's not a bloody pale emitter. It doesn't emit *pale*..."


title: Pain Threshold: "Doesn't wish to hurt you? Not accor..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_electro_new", true) --[[ Variable[ ]]
dialoguetext:
Doesn't wish to hurt you? Not according to your ear canals... wait, no, not even your ear canals -- this is going directly into your neural pathways.


title: Ruby, the Instigator: ""No, I didn't do it. I only helped..."
sequence: 0
dialoguetext:
"No, I didn't do it. I only helped stage the lynching. Though I doubt that makes much of a difference to *you*."


title: Ruby, the Instigator: ""She asked me to come upstairs -- t..."
sequence: 0
dialoguetext:
"She asked me to come upstairs -- the merc she'd been going with was lying on the bedroom floor, dead. I knew she couldn't get the authorities involved. So, yeah..."


title: Pain Threshold: "As she says the word "officer," you..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_electro_new", true) --[[ Variable[ ]]
dialoguetext:
As she says the word "officer," you feel a spike in the agony. It sounds like the entire radio frequency range is screaming directly into your neural pathways.


title: Ruby, the Instigator: ""No, I really didn't. She's not tha..."
sequence: 0
dialoguetext:
"No, I really didn't. She's not that easy to read. I just assumed she'd done too much blow. It wouldn't be a first for her. But -- no such luck. She was in some *deep* shit."


title: Ruby, the Instigator: ""No, I'm not going to fucking kill..."
dialoguetext:
"No, I'm not going to fucking kill you. If that had been my plan, you'd be dead already. All things considered, I'm being pretty reasonable here."


title: Endurance: "The torment Lieutenant Kitsuragi is..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_greet_kim_endurance", true) --[[ Variable[ ]]
dialoguetext:
The torment Lieutenant Kitsuragi is experiencing is worse than your own. He's trying to resist, but there's no way of knowing when he will recover.


title: Ruby, the Instigator: "You're overwhelmed with a new surge..."
sequence: PostFX(camshake, true);
userscript: DamageEndurance(1)
dialoguetext:
You're overwhelmed with a new surge of violent static. It feels like a blood vessel exploded in your brain.


title: Kim Kitsuragi: ""Right behind you, officer." Eyes c..."
dialoguetext:
"Right behind you, officer." Eyes closed, the lieutenant is doubled over. He's still alive and breathing.


title: Endurance: "The torment Lieutenant Kitsuragi is..."
sequence: 0
dialoguetext:
The torment Lieutenant Kitsuragi is experiencing is worse than your own, but he's slowly beginning to recover.


title: Ruby, the Instigator: ""Nah. That I'm not planning to shoo..."
sequence: 0
dialoguetext:
"Nah. That I'm not planning to shoot you is the extent of the courtesy I can extend to La Puta Madre at present."


title: Ruby, the Instigator: ""Alright, don't kill yourself over..."
sequence: 0
dialoguetext:
"Alright, don't kill yourself over it. I was shooting the shit with Hardie and the boys over a few beers, like always. Then Klaasje comes in, all pale and shuddering..."


title: Ruby, the Instigator: "The woman runs past you and disappe..."
dialoguetext: The woman runs past you and disappears into the darkness of the tunnel.
sequence:
LuaRun(SetAreaState("INSTIGATOR_COMPRESSOR_BUZZ","off"))@Message(walked);LuaRun(SetAreaState("INSTIGATOR_COMPRESSOR","off"))@Message(walked);TravelTo(instigator, RubyMarker2, 1)->Message(walked); LuaRun(SetAreaState("INSTIGATOR_RUBY", "away"))@Message(walked); SetTriggerAnimation(Kim Kitsuragi,KimInstigatorEnd)@Message(walked);SetTriggerAnimation(Tequila Sunset,InstigatorEnd)@Message(walked);PostFX(instigator-painlet, false)@Message(walked);SemiBlack(true,2)@4;SemiBlack(false,2)@9;

userscript:
SetVariableValue("boardwalk.ruby_ran_away", true) ; SetVariableValue("village.hq_door_unlocked", false) --[[ Variable[ ]]


title: Pale Latitude Compressor: ""236189281... If you're looking for..."
sequence: 0
dialoguetext:
"236189281... If you're looking for a deal on mattresses... SUHSUHSUHSPEEDFRRRR... 23567... 32971047302819... Oh Rosaline, oh Rosaline..."


title: Pain Threshold: "No, buddy, that's not going to help..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
No, buddy, that's not going to help. You can't shield yourself from this -- it's an entirely *new* type of experience. Way worse than all the previous ones.


title: Pale Latitude Compressor: ""Hhhhhzzzzzzzzssss... 136841... hhh..."
sequence: 0
dialoguetext:
"Hhhhhzzzzzzzzssss... 136841... hhhhhzzzzzzzzzzssss... 37891303... hhhhhzzzzzzzsssss... hzzzzsssss..."


title: Conceptualization: "I hate to interrupt the deafening p..."
sequence: 0
dialoguetext:
I hate to interrupt the deafening pain you're in, but Joyce said it was possible to force dimensions by using radio waves. This must be one of the devices used to send radio signals across the pale.


title: Ruby, the Instigator: ""Precisely. This is an industrial-s..."
dialoguetext:
"Precisely. This is an industrial-strength paraboloid. It's meant for forcing dimensions on something that doesn't *have* them. Needless to say, the frequencies used are... out of this world."


title: Ruby, the Instigator: ""At the upper limit is the large pr..."
dialoguetext:
"At the upper limit is the large prime number generator station. It's used specifically for pale latitude compression. That's why you may be hearing some numbers. But you might also hear -- or think you're hearing -- local radio chatter."


title: Ruby, the Instigator: ""No -- once I shut down the compres..."
dialoguetext:
"No -- once I shut down the compressor, the pain will end." She hesitates. "It may take a few minutes for you to steady yourself, though -- it's a bit like waking out of a very confusing dream."


title: Ruby, the Instigator: ""Yeah, I stuck my head in there bef..."
dialoguetext:
"Yeah, I stuck my head in there before using it on you. It seemed like the *ethical* thing to do. Can't say that I enjoyed it. The field was weaker, but I can imagine what you're going through."


title: Shivers: "A man in a white suit walks through..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_la_puta_esprit", true) --[[ Variable[ ]]
dialoguetext:
A man in a white suit walks through a garden coaxed from soil that had once been covered in asphalt -- a city block closed off from the rest of the city by dark buildings.


title: Ruby, the Instigator: ""A pale latitude compressor is used..."
dialoguetext:
"A pale latitude compressor is used to sort of... make the pale more manageable. With a lot of these, you can force a radio signal grid on the pale -- literally crunch the distance across it."


title: Ruby, the Instigator: ""Signals are relayed across a serie..."
dialoguetext:
"Signals are relayed across a series of repeater stations fixed to buoys." She pauses. "Not a fun job, manning those stations. All alone out there in the pale, people lose their minds in just a few years."


title: Kim Kitsuragi: ""So, what we are experiencing is......"
dialoguetext:
"So, what we are experiencing is... a concentration of radio waves..." He gestures toward something with great effort.


title: Untitled hub
dialoguetext: 0
sequence: 0
userscript:
SetVariableValue("boardwalk.ruby_hiding", true) ; SetVariableValue("boardwalk.ruby_la_puta_madre_agent_main", true) --[[ Variable[ ]]


title: Empathy: "Sounds like she knew someone who us..."
sequence: 0
dialoguetext:
Sounds like she knew someone who used to man one of those stations. But she won't tell you about her. Boy, you're one empathetic police officer to have guessed even that right now.


title: Kim Kitsuragi: ""But... even if this is true... " T..."
sequence: 0
dialoguetext:
"But... even if this is true... " The lieutenant forces himself to finish the sentence: "Weren't you worried this 'lynching' might lead to..."


title: Ruby, the Instigator: ""...war?" She purses her lips. "The..."
sequence: 0
dialoguetext:
"...war?" She purses her lips. "The thought crossed my mind. But the mercenary's death was going to have repercussions either way. Although, the way things are going..."


title: Drama: "She doesn't want to talk about this..."
sequence: 0
dialoguetext:
She doesn't want to talk about this, but not because she has something to hide -- she doesn't want the guilt.


title: You: ""Do you know something about the tr..."
dialoguetext: "Do you know something about the tribunal... the mercenaries are planning?"
sequence: 0
conditionstring:
Variable["tc.tribunal"]  and  Variable["boardwalk.ruby_red_check_pain_failed"]  and  Variable["boardwalk.ruby_asked_about_tribunal"] == false


title: Ruby, the Instigator: "She chuckles. "*Tribunal* is an awf..."
sequence: 0
dialoguetext:
She chuckles. "*Tribunal* is an awfully fancy word for what they're going to do. But, yeah, I was listening to their frequency. They've finished their 'investigation.'"


title: Ruby, the Instigator: ""Now they're going to put on a show..."
sequence: 0
dialoguetext:
"Now they're going to put on a show before meting out punishment." She pauses, biting her lip. "Even though those assholes gave me up... I'm worried for the boys."


title: Ruby, the Instigator: "She sighs. "Yeah. The mercenaries a..."
sequence: 0
userscript: SetVariableValue("tc.tribunal", true) --[[ Variable[ ]]
dialoguetext:
She sighs. "Yeah. The mercenaries are about to set up a tribunal and execute someone for killing Lely."


title: Ruby, the Instigator: ""I was listening in on their freque..."
sequence: 0
dialoguetext:
"I was listening in on their frequency." She pauses, biting her lip. "Even though those assholes gave me up... I'm worried for the boys."


title: Ruby, the Instigator: ""I'm guessing you don't know that a..."
sequence: 0
dialoguetext:
"I'm guessing you don't know that a third mercenary has come to town just in time for the tribunal -- now you do."


title: Ruby, the Instigator: ""I'm asking myself that right now t..."
sequence: 0
dialoguetext:
"I'm asking myself that right now too. Anyway, I'm guessing you don't know that a third mercenary has come to town just in time for the tribunal -- now you do."


title: Conceptualization: "If one hornet can kill 40 honeybees..."
sequence: 0
dialoguetext:
If one hornet can kill 40 honeybees in a minute, then three hornets should be able to kill 120 honeybees in a minute... Or more, since they'll also be covering one another.


title: Hand/Eye Coordination: "Three mercenaries, no doubt armed t..."
sequence: 0
dialoguetext:
Three mercenaries, no doubt armed to the teeth, hungry for vengeance... You've only got muzzle loaders. This isn't looking good.


title: Ruby, the Instigator: "You watch as her brains trickle out..."
dialoguetext: You watch as her brains trickle out through her neon hair.
sequence: LuaRun(SetAreaState("INSTIGATOR_RUBY", "unmoved"));
userscript:
SetVariableValue("boardwalk.ruby_killed_herself", true) ; SetVariableValue("village.hq_door_unlocked", false) ; ReputationLowers("kim")--[[ Variable[ ]]


title: Ruby, the Instigator: "She runs past you, then past the li..."
dialoguetext: She runs past you, then past the lieutenant, and disappears into the darkness of the tunnel.
sequence:
PlayAnimation(instigator,ruby_putGunAway,false,true,false)->Message(gunDown); TravelTo(instigator, RubyMarker2, 1)@Message(gunDown)->Message(walked); LuaRun(SetAreaState("INSTIGATOR_RUBY", "away"))@Message(walked);

userscript:
SetVariableValue("boardwalk.ruby_ran_away", true) ; SetVariableValue("village.hq_door_unlocked", false) --[[ Variable[ ]]


title: Rhetoric: "Because you think suicide might be..."
sequence: 0
conditionstring: IsTHCPresent("suicide_is_painless")
dialoguetext:
Because you think suicide might be a good course of action for you too. Her finger squeezes the trigger now...


title: Rhetoric: "Because you've been going around po..."
sequence: 0
dialoguetext:
Because you've been going around pointing a gun at yourself, trying to answer the same question in vain. Her finger squeezes the trigger now...


title: Ruby, the Instigator: "She flashes you an incredulous grin..."
sequence: LuaRun(SetAreaState("INSTIGATOR_RUBY", "unmoved"));
dialoguetext:
She flashes you an incredulous grin. Then she exhales sharply, shakes her head, and pulls the trigger.


title: Authority: "Even now, Kim is a paragon of profe..."
sequence: 0
dialoguetext:
Even now, Kim is a paragon of professionalism: he's trying to make a clean cut of telling her she was betrayed.


title: Ruby, the Instigator: "She looks at you incredulously. "Wh..."
sequence: 0
dialoguetext:
She looks at you incredulously. "What is this? I thought Titus and I had a decent collegial relationship..."


title: Ruby, the Instigator: ""Oh, it doesn't even matter. How ca..."
sequence: 0
dialoguetext:
"Oh, it doesn't even matter. How can they be *my* boys when they're not even my friends. And those guys *liked* me -- I know it. If this is what happens to people whom people like..."


title: Ruby, the Instigator: ""Aw, fuck. Took some convincing my..."
sequence: 0
dialoguetext:
"Aw, fuck. Took some convincing my ass. And those guys *liked* me -- I know it. If this is what happens to people whom people like..."


title: Ruby, the Instigator: "She pauses, taking it in. "Well, fu..."
sequence: 0
dialoguetext:
She pauses, taking it in. "Well, fuck. And those guys *liked* me -- I know it. If this is what happens to people whom people like..."


title: Shivers: "Rows and rows of poppies, most of w..."
sequence: 0
dialoguetext:
Rows and rows of poppies, most of which have lost their pink bloom, flank his steps. The man looks around, then up at the sky; sighs.


title: Shivers: "Taking out a knife, he crouches at..."
sequence: 0
dialoguetext:
Taking out a knife, he crouches at the end of one flower bed. He scores a seedpod, very gently. Milky sap begins to ooze out. The pain comes over you again...


title: Ruby, the Instigator: ""Yes -- you." She looks at you quiz..."
sequence: 0
dialoguetext:
"Yes -- you." She looks at you quizzically. "Everyone says you're his peone. His 'Human Can Opener.'"


title: Ruby, the Instigator: ""He was still warm, but the blueish..."
sequence: 0
dialoguetext:
"He was still warm, but the blueish light coming through the broken window made him look as though he'd been dead for a good long while..."


title: Perception (Sight): "Those rings around her eyes, her ti..."
sequence: 0
dialoguetext:
Those rings around her eyes, her tired voice -- she's been staying up late listening in on the conversations criss-crossing Martinaise.


title: Ruby, the Instigator: ""Who hasn't?" She shrugs. "You know..."
sequence: 0
dialoguetext:
"Who hasn't?" She shrugs. "You know, I can still see him there, in Klaasje's room, lying on his side."


title: Ruby, the Instigator: "A smirk crosses her face as she wat..."
sequence: PlayAnimation(instigator,ruby_shootInHead,false,true,false);
dialoguetext:
A smirk crosses her face as she watches you stand there, mute. Then she exhales sharply, shakes her head, and pulls the trigger.


title: Ruby, the Instigator: ""She asked me to help her drag him..."
sequence: 0
dialoguetext:
"She asked me to help her drag him into the shower so she could wind the shower head around his neck. To fake lividity. Then she dressed him while I went to get the Hardie boys."


title: Ruby, the Instigator: ""I really don't care which one of u..."
sequence: 0
dialoguetext:
"I really don't care which one of us you think was more at fault for the 'lynching.' Neither of us killed him, though."


title: Ruby, the Instigator: ""The shot was made from a distance..."
sequence: 0
dialoguetext:
"The shot was made from a distance -- otherwise we would have heard it downstairs. Besides, she had good reason to not draw attention to herself."


title: Ruby, the Instigator: ""And potentially bring attention to..."
sequence: 0
dialoguetext:
"And potentially bring attention to herself? No. Besides, the shot was made from a distance -- otherwise we would have heard it downstairs."


title: Perception (Hearing): "It's like a thousand radio stations..."
sequence: 0
dialoguetext:
It's like a thousand radio stations are being blasted into your head all at once, but her words are the only ones you can make out.


title: Electrochemistry: "Take out all the good parts of pyrh..."
sequence: 0
dialoguetext:
Take out all the good parts of pyrholidon, leave all the bad parts, and make a brain-bomb. In a constant state of exploding. That's this.


title: Ruby, the Instigator: ""*Saw my equations*?" She snorts. "..."
dialoguetext:
"*Saw my equations*?" She snorts. "You've been sniffing through my lorry, right? I expected as much. I *am* a bit surprised you knew what you were looking at..."


title: Suggestion: "She's been holed up in here for a w..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_sugg_talk", true) --[[ Variable[ ]]
dialoguetext:
She's been holed up in here for a while with no one to talk to. Keep her talking, and you just might get an opportunity to break loose.


title: Pale Latitude Compressor: "Hzzzzzssssss... 342455797... Tere k..."
sequence: 0
dialoguetext:
Hzzzzzssssss... 342455797... Tere kallis... Hzzzzzzzssss... Palun ära ole ometi nii pilves, ometi nii pilves mu tüdruk... Hzzzzzzssss... 4464544829... hzzzssss... hzzzzssss...


title: Ruby, the Instigator: ""Yeah, let's not talk about *that*..."
dialoguetext:
"Yeah, let's not talk about *that* shit. You were hunting me and fell into my trap instead. That's all there is to say about it."


title: Ruby, the Instigator: ""Fine. I can dial it down. I've als..."
dialoguetext:
"Fine. I can dial it down. I've also got a gun, by the way." She steps reluctantly out of the shadows. The pain lessens.

sequence:
PostFX(instigator-pain, false);PostFX(instigator-painlet, true); SetTriggerAnimation(Tequila Sunset, InstigatorLowPain); SetTriggerAnimation(Kim Kitsuragi, KimInstigatorLowPain);


title: Pale Latitude Compressor: ""236189281... If you're looking for..."
sequence: 0
dialoguetext:
"236189281... If you're looking for a deal on mattresses... SUHSUHSUHSPEEDFRRRR... 23567... 32971047302819... O' strange light, O' light of mine.."


dialoguetext: 0
sequence: Continue()
title:
(Variable["canal.roy_suicide"]  or  Variable["plaza.kineema_sylvie_drama_suicidejokes"]  or  Variable["whirling.hardies_authority_wc_fail_tried_gun"])


dialoguetext: 0
sequence: Continue()
title:
!((Variable["canal.roy_suicide"]  or  Variable["plaza.kineema_sylvie_drama_suicidejokes"]  or  Variable["whirling.hardies_authority_wc_fail_tried_gun"]))

conditionstring:
((Variable["canal.roy_suicide"]  or  Variable["plaza.kineema_sylvie_drama_suicidejokes"]  or  Variable["whirling.hardies_authority_wc_fail_tried_gun"])) == false


title: You: ""Wait, wasn't it... you who called..."
sequence: 0
dialoguetext:
"Wait, wasn't it... you who called me the *human can opener*? It's not personal. I... opened them up."


title: You: ""Honestly, I don't know how I do it..."
sequence: 0
userscript: ReputationGrows("sorry_cop")
dialoguetext:
"Honestly, I don't know how I do it... I just stumbled in here. Can you... please explain this shit to me?"


title: Ruby, the Instigator: ""What shit?" She adjusts her grip o..."
sequence: 0
dialoguetext:
"What shit?" She adjusts her grip on her gun. "I told you I didn't do it. Sounds pretty simple to me."


title: Ruby, the Instigator: ""One of the guys seemed chipper, a..."
sequence: 0
dialoguetext:
"One of the guys seemed chipper, a blond, the other had a brooding something-or-other about him... And the woman... the woman was the only one in uniform. All were carrying."


title: Ruby, the Instigator: ""Fantastic. I've gotta get on the r..."
sequence: 0
userscript: XPPicoSetBool("XP.ruby_friends_are_here")--[[ Variable[ ]]
dialoguetext:
"Fantastic. I've gotta get on the road -- then you can go find your friends... Unless you have anything *pressing* to ask me."


title: Kim Kitsuragi: ""Hmgh... she's right. No one mentio..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_ruled_out_roof_shot_for_viscal", true) --[[ Variable[ ]]
dialoguetext:
"Hmgh... she's right. No one mentioned *hearing*... shots. I... the shot didn't come from the roof."


title: Inland Empire: "The white noise turns into a wall o..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_pi_rc_fail_inland_vision", true) --[[ Variable[ ]]
dialoguetext:
The white noise turns into a wall of mist and grey mould, bubbling, sweeping over the city... it tears up buildings and raises sidewalks into the sky. It's Revachol -- at the end of the world.


title: Pain Threshold: "The visions compete for space in yo..."
sequence: 0
dialoguetext:
The visions compete for space in your brain with the hailstorm of radio signals coming from the compressor. You feel like your skull is about to shatter into smithereens.


title: Inland Empire: "Fragments on bone scattering, like..."
sequence: 0
dialoguetext:
Fragments on bone scattering, like your thoughts at this moment, sticking now to forebodings, now to a strangely familiar voice...


title: Inland Empire: "Nothing. Just slow disappearance. Y..."
sequence: 0
dialoguetext:
Nothing. Just slow disappearance. You look at a tree or a coal shed, then look away, and, turning back...


title: Inland Empire: "The same thing that happens to all..."
sequence: 0
dialoguetext:
The same thing that happens to all humans. You will become vapour. Dissolve into frequencies. Then those frequencies will be forgotten.


title: Pale Latitude Compressor: ""Yeah, we saw... 98713... hhhsssszz..."
sequence: 0
dialoguetext:
"Yeah, we saw... 98713... hhhsssszzzz... completely lost his mind, or... hhhhhsssssszzzz... prenatal vitamins, because no child is a blank slate... 352628789... shameless asshole..."

conditionstring:
Variable["whirling.vicquemare_main_hub_reached"]  or  Variable["whirling.minot_whirling_mainhub_reached"]


title: Pale Latitude Compressor: ""He didn't deign to stop to chat ....."
sequence: 0
dialoguetext:
"He didn't deign to stop to chat ... 98713... hhhsssszzzz... completely lost his mind, or... hhhhhsssssszzzz... prenatal vitamins, because no child is a blank slate... 352628789... shameless asshole..."

conditionstring:
Variable["whirling.vicquemare_main_hub_reached"] == false  and  Variable["whirling.minot_whirling_mainhub_reached"] == false


title: Inland Empire: "...the shed will be gone, and you w..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_inland_open_unimaginable", true) --[[ Variable[ ]]
dialoguetext:
...the shed will be gone, and you won't even remember that the tree was ever there, much less what kind of tree it was, a pine or a birch. You won't remember if a man had been hanging from it.


title: Ruby, the Instigator: ""Oh, I wouldn't have wished that up..."
sequence: 0
dialoguetext:
"Oh, I wouldn't have wished that upon her... The girl was playing some dangerous games, but even with what she did to me... I wouldn't have wished *that* upon her."


title: Ruby, the Instigator: ""I'm sad to hear that. The girl was..."
sequence: 0
dialoguetext:
"I'm sad to hear that. The girl was playing some dangerous games, but even with what she did to me... I wouldn't have wished *that* upon her."


title: Ruby, the Instigator: "She frowns. "She had some pretty me..."
sequence: 0
dialoguetext:
She frowns. "She had some pretty messed up people after her. She's going to come out of that meat grinder a different person... If she comes out at all."


title: Inland Empire: "There was a longing in her for some..."
sequence: 0
dialoguetext:
There was a longing in her for some sort of denouement, but it's unlikely that it was this... turning prematurely grey while being escorted from interrogation room to interrogation room...


dialoguetext: 0
sequence: Continue()
title:
SetVariableValue("whirling.klaasje_drew_red_thread", true) ; SetVariableValue("whirling.replaced_window_trivialized", true) --[[ Variable[ ]]

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


title: Ruby, the Instigator: "Suddenly, your entire body is paral..."
userscript: SetVariableValue("boardwalk.ruby_lock_exits", true) --[[ Variable[ ]]
dialoguetext:
Suddenly, your entire body is paralysed. Aggressive white noise fills your skull -- a strange pain like you've never felt before. The static overcomes you.

sequence:
LuaRun(SetAreaState("INSTIGATOR_COMPRESSOR","on"));FadeToImage(Redness)->Message(faded);HideOverlay()@2;TravelTo(Tequila Sunset, TequilaMarker1, 2)@1.5;SetTriggerAnimation(Tequila Sunset,Instigator)@Message(faded);HideActualHeld();FocusCamera(instigator)@Message(faded);PostFX(instigator-pain, true);


title: Game Over: "The darkness takes over as you feel..."
sequence: FadeToBlack();
dialoguetext:
The darkness takes over as you feel yourself slipping into an unknown, mute state. Oh... it's death! This is the end.


title: Pain Threshold: "That's an awful decision. Why would..."
sequence: 0
userscript: DamageEndurance(1)
dialoguetext:
That's an awful decision. Why would you not want to shield yourself from it? It's an entirely *new* type of experience -- way worse than all the previous ones.


title: Pain Threshold: "Well, it doesn't *feel* much better..."
sequence: 0
dialoguetext:
Well, it doesn't *feel* much better, but you can form sentences now. Thinking doesn't seem to hurt as much.


title: Visual Calculus: "There's only three metres between y..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_viscal_three_metres", true) --[[ Variable[ ]]
dialoguetext:
There's only three metres between you and the machine. If you keep her distracted for long enough, maybe...


title: You: ""Preparing for a... shoot-out? That..."
dialoguetext: "Preparing for a... shoot-out? That why you're hiding ammo?
sequence: 0
conditionstring:
Variable["village.ruby_bullet_inland_suicide"] == false  and  Variable["village.ww_blackc_handeye_suicide"] == false


title: Ruby, the Instigator: ""Not anymore, no. This could've tur..."
sequence: 0
dialoguetext:
"Not anymore, no. This could've turned out pretty bad for me if you hadn't walked right into 25 bands of ultra-high frequencies."


title: Inland Empire: "It was dark in the shack. The waves..."
sequence: 0
dialoguetext:
It was dark in the shack. The waves outside had calmed down. She looked at the loaded gun, then she cracked the barrel open and took the bullet out. Not today.


title: You: ""It was your girlfriend. She cracke..."
dialoguetext: "It was your girlfriend. She cracked."
sequence: 0
conditionstring:
Variable["tc.ruby_did_it_klaasje_said"] == false  and  Variable["whirling.klaasje_ruby_drama_wolves"] == false  and  IsTHCPresent("radical_feminist_agenda") == false


title: Ruby, the Instigator: "She smiles bitterly. "Nah, she didn..."
sequence: 0
dialoguetext:
She smiles bitterly. "Nah, she didn't crack. She's a survivor. If she told you anything, it was to save herself..."


title: Ruby, the Instigator: ""Yeah. In cold blood. It really sur..."
sequence: 0
dialoguetext:
"Yeah. In cold blood. It really surprised me -- how quickly she was able to get a hold of herself once we got up there. It was like she was another person. The *party girl* was gone."


title: Composure: "You can see it: her lips, though st..."
sequence: 0
dialoguetext:
You can see it: her lips, though still white, don't seem to tremble as much anymore. She moves with focus and deliberation.


title: Ruby, the Instigator: ""Everyone in Jamrock. The cops, the..."
sequence: 0
dialoguetext:
"Everyone in Jamrock. The cops, the criminals... Why do you think I'm holed up in here with a goddamn death ray, waiting for you?"


title: Ruby, the Instigator: ""Oh yes, they do. The cops, the cri..."
sequence: 0
dialoguetext:
"Oh yes, they do. The cops, the criminals... Why do you think I'm holed up in here with a goddamn death ray, waiting for you?"


title: Ruby, the Instigator: ""Harry Du Bois," she replies quickl..."
sequence: 0
dialoguetext:
"Harry Du Bois," she replies quickly. "One corrupt motherfucker with the disco pants and the funny tie. Agent to La Puta Madre."


title: Inland Empire: "No, no, it can't be that. You're no..."
sequence: 0
dialoguetext:
No, no, it can't be that. You're not Harry Du Bois. Forget you heard any of this. There's no time to deal with this now.


title: Volition: "So she knows your name. That doesn'..."
sequence: 0
dialoguetext:
So she knows your name. That doesn't mean you're on the take. Criminals make up bogeyman stories about cops all the time.


title: Ruby, the Instigator: ""You know what I did. I fucked him..."
sequence: 0
dialoguetext:
"You know what I did. I fucked him over." She pauses. "And now I have Harry Can-Opener in my lair. Fucking Titus..."


title: Rhetoric: "Wait, one thing. Possibly small but..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_rhetoric_you_plural", true) --[[ Variable[ ]]
dialoguetext:
Wait, one thing. Possibly small but -- she said *you* rolled into town. Was that 'you' singular or plural? She might know something...


title: Ruby, the Instigator: ""Sure you do, I bet they're just ou..."
sequence: 0
dialoguetext:
"Sure you do, I bet they're just outside, waiting." She looks into the tunnel behind you. "I guess I'll take my chances."


title: Ruby, the Instigator: ""Well, it wasn't this scrawny dude...."
sequence: 0
dialoguetext:
"Well, it wasn't this scrawny dude." She nods toward the lieutenant. "You had two guys and a lady. The guys looked pretty buff. Lady wasn't bad either."


title: Pale Latitude Compressor: "Hhhhhhhhzzzzzzzzzzz.......... frict..."
sequence: 0
dialoguetext:
Hhhhhhhhzzzzzzzzzzz.......... friction lock set.. Zzzzzzzzzzz... Don't leave me here, please Celice!


title: Ruby, the Instigator: "She stares at you, frozen, the gun..."
sequence: 0
dialoguetext:
She stares at you, frozen, the gun still in her mouth, eyes filled with dark intensity. Then something shifts in her.


title: Ruby, the Instigator: ""Day of miracles..." she says, pull..."
sequence: 0
dialoguetext:
"Day of miracles..." she says, pulling the gun out of her mouth, eyes still fixed on you. Then she turns her gaze to the tunnel behind you. "I'll take it."


title: Kim Kitsuragi: ""Yeah, I'm sure..." He has to catch..."
sequence: 0
dialoguetext:
"Yeah, I'm sure..." He has to catch his breath. "I would have done the same had I not been incapacitated..."


title: Kim Kitsuragi: ""Really? That's... your takeaway? I..."
sequence: 0
userscript: FinishTask("TASK.enter_cavern_done"); GainTask("TASK.search_tent")--[[ Variable[ ]]
dialoguetext:
"Really? That's... your takeaway? I'm *certain* she didn't do it." He looks around, then points to the back of the cavern. "Her tent. We should check it out."


title: Kim Kitsuragi: ""I have a feeling... we didn't." He..."
sequence: 0
userscript: FinishTask("TASK.enter_cavern_done"); GainTask("TASK.search_tent")--[[ Variable[ ]]
dialoguetext:
"I have a feeling... we didn't." He looks around, then points to the back of the cavern. "Her tent. We should check it out."


title: Kim Kitsuragi: ""All things considered..." The lieu..."
sequence: 0
dialoguetext:
"All things considered..." The lieutenant is still reeling from the pain. "...that could've gone worse."


title: Ruby, the Instigator: ""Glad to have been of assistance."..."
sequence: 0
dialoguetext:
"Glad to have been of assistance." She tosses her head back defiantly and turns down the machine. "Best of luck to you, officers -- Revachol's a bitch."


title: Kim Kitsuragi: ""Now we have to come up with a real..."
sequence: 0
dialoguetext:
"Now we have to come up with a really good excuse... for why we walked right into a trap like that. This isn't going to look good in the report." He looks around, then points further into the cavern.


title: Kim Kitsuragi: ""Okay... you said it. You needed to..."
sequence: 0
dialoguetext:
"Okay... you said it. You needed to say it. Now it's been *said*," he says in a slow, measured voice. "We need to clean up."


title: Kim Kitsuragi: ""Lieutenant-yefreitor Du Bois," he..."
sequence: 0
dialoguetext:
"Lieutenant-yefreitor Du Bois," he intones. "Control your emotions. We did our *job*. This won't be the worst thing that happens on this case... believe me. You can't let this break you."


title: Kim Kitsuragi: ""We clean up." He looks around. "It..."
sequence: 0
dialoguetext:
"We clean up." He looks around. "It may take days for processing to pick up her body. We need to move it somewhere..."


title: Esprit de Corps: "Satellite-Officer Vicquemare looks..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_esprit_vicquemare", true) --[[ Variable[ ]]
dialoguetext:
Satellite-Officer Vicquemare looks out of the window grimly, then puts his coffee down and turns to Patrol Officer Minot. "We can either take a room here in the Whirling or go home for today."


title: Esprit de Corps: ""Let's go home, Jean. Nothing's goi..."
sequence: 0
dialoguetext:
"Let's go home, Jean. Nothing's going to happen today," she responds quietly. Jean takes his blond wig off. "Call Heidelstam. He can give us a ride."


title: Ruby, the Instigator: ""This could've turned out pretty ba..."
sequence: 0
dialoguetext:
"This could've turned out pretty bad for me if you hadn't walked right into 25 bands of ultra-high frequencies."


title: Kim Kitsuragi: ""*Detective*," he intones, "control..."
sequence: 0
dialoguetext:
"*Detective*," he intones, "control your emotions. We did our *job*. This won't be the worst thing that happens to us on this case, believe me... You can't let this break you."


title: Physical Instrument: "Her grip on the gun is tight, her a..."
sequence: 0
dialoguetext:
Her grip on the gun is tight, her arms toned -- her posture solid. Martinaise lost a valuable defender.


title: Kim Kitsuragi: "He squints into the darkness, "that..."
dialoguetext: He squints into the darkness, "that tent there."
sequence: 0
userscript:
FinishTask("TASK.explore_the_passages_done"); FinishTask("TASK.enter_cavern_done"); GainTask("TASK.search_tent")--[[ Variable[ ]]


title: Logic: "This must be how the twins heard th..."
sequence: 0
dialoguetext:
This must be how the twins heard the radio in their heads. They must have been standing by when she tested it.


title: Pain Threshold: "You feel something -- like a swarm..."
sequence: 0
userscript: SetVariableValue("boardwalk.orb_shivers_warning_done", true) --[[ Variable[ ]]
dialoguetext:
You feel something -- like a swarm of hornets buzzing under your scalp. A strange tingling you can almost *smell*.


title: Kim Kitsuragi: ""Hmm..." He looks ahead, beyond the..."
sequence: 0
dialoguetext:
"Hmm..." He looks ahead, beyond the arch. "Either way, we ought to be careful. There were footprints back there. And I'm pretty sure they were fresh."


title: You: ""I saw them too, in the sand back t..."
dialoguetext: "I saw them too, in the sand back there. Do you think it's our suspect?"
sequence: 0
conditionstring:
Variable["tc.oddfoot_at_lynching"] == false  and  Variable["boardwalk.sense_saw_footprints_oddsole"]


title: Kim Kitsuragi: "He lowers his voice. "Once we detai..."
sequence: 0
dialoguetext:
He lowers his voice. "Once we detain a credible suspect, who knows what the Union and the Wild Pines will do? We'll set in motion events we have no control over."


title: Logic: "You will upset the balance of power..."
sequence: 0
dialoguetext:
You will upset the balance of power in Martinaise. The deadlock between the company and the Union will destabilize.


title: Interfacing: "This part of town is a fine clockwo..."
sequence: 0
dialoguetext:
This part of town is a fine clockwork puzzle. Disturb its peace and it will start breaking down -- uncontrollably.


title: You: ""We've met the Union leader, but ha..."
sequence: 0
dialoguetext:
"We've met the Union leader, but haven't gotten any info from him. Maybe we should talk to him more first?"

conditionstring:
(Variable["cargo.evrart_main_hub_reached"] == true  or  Variable["cargo.evrart_evrart_met"] == true)  and  Variable["TASK.open_gary_door"] == false


title: You: ""Evrart knows more than he's told u..."
dialoguetext: "Evrart knows more than he's told us. Maybe we should continue working for him?"
sequence: 0
conditionstring:
Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["TASK.open_gary_door_done"] == true


title: You: ""We've found out Evrart's plan to t..."
dialoguetext: "We've found out Evrart's plan to take the harbour -- maybe we should tell Joyce about it?"
sequence: 0
conditionstring:
Variable["TASK.solve_the_strike_deadlock_done"] == false  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == true


title: You: ""We still don't know the full exten..."
sequence: 0
dialoguetext:
"We still don't know the full extent of Evrart's plans. I told Joyce -- maybe we should see Evrart again?"

conditionstring:
Variable["TASK.solve_the_strike_deadlock_done"]  and  Variable["cargo.evrart_altgreet_joyce_is_gone"] == false


title: You: ""We know Evrart's true intentions *..."
sequence: 0
conditionstring: Variable["cargo.evrart_altgreet_joyce_is_gone"] == true
dialoguetext:
"We know Evrart's true intentions *and* his plan for Martinaise. What more is there to do with the Union?"


title: Kim Kitsuragi: ""You're right, there won't be time..."
sequence: 0
dialoguetext:
"You're right, there won't be time to do that when the dominoes are falling. At the first sign of danger, they will shut the place down for good."


title: Kim Kitsuragi: ""You're right, however corrupt he m..."
sequence: 0
dialoguetext:
"You're right, however corrupt he may be, nothing happens in Martinaise without him knowing. We might have to dirty our hands, but..."


title: Kim Kitsuragi: ""I'll leave that to your judgement...."
sequence: 0
dialoguetext:
"I'll leave that to your judgement. You already know what I think about cross-pollinating information like this. It's dangerous, but..."


title: Kim Kitsuragi: ""I don't know, little things?" He p..."
sequence: 0
dialoguetext:
"I don't know, little things?" He pauses. "But you're right. We've gotten everything we can from the Union."


title: You: ""I suddenly remembered -- we were r..."
dialoguetext: "I suddenly remembered -- we were running the serial number on the victim's armour..."
sequence: 0
conditionstring:
Variable["TASK.run_serial_number"]  and  Variable["TASK.run_serial_number_done"] == false  and  Variable["TASK.run_serial_number_cancelled"] == false


title: You: ""We know what Joyce knows about the..."
dialoguetext: "We know what Joyce knows about the murder -- but I may have *other things* to discuss with her."
sequence: 0
conditionstring:
Variable["TASK.solve_the_strike_deadlock_done"] == false  and  Variable["TASK.what_does_joyce_done"]  and  ((Variable["TASK.get_reality_lowdown"]  and  Variable["TASK.get_reality_lowdown_done"] == false)  or  Variable["tc.pale"] == false)


title: You: ""We've met Joyce, but we don't know..."
dialoguetext: "We've met Joyce, but we don't know what she knows yet. We should probably find out."
sequence: 0
conditionstring:
Variable["pier.joyce_met"]  and  Variable["TASK.what_does_joyce_done"] == false  and  Variable["TASK.solve_the_strike_deadlock_done"] == false


title: Kim Kitsuragi: ""Definitely. It amazes me how we've..."
sequence: 0
dialoguetext:
"Definitely. It amazes me how we've managed not to... The Wild Pines has information that may be critical to our case."


title: Kim Kitsuragi: ""Definitely. I think she knows some..."
sequence: 0
dialoguetext:
"Definitely. I think she knows something -- about the mercenaries, maybe. And she won't be around if the situation explodes."


title: Kim Kitsuragi: ""Ah, yes. There won't be time for t..."
sequence: 0
dialoguetext:
"Ah, yes. There won't be time for that once things go down. Matter of fact -- I don't think there's time for it *now*, but..."


title: Kim Kitsuragi: ""I still don't think that was a goo..."
sequence: 0
dialoguetext:
"I still don't think that was a good idea, but, yes -- our affairs with the Wild Pines are in order. Since she isn't in Martinaise anymore."


title: Kim Kitsuragi: ""You think we should finish running..."
sequence: 0
dialoguetext:
"You think we should finish running it *now*?" he whispers. "Maybe you're right. It might not be as useful later..."


title: You: ""We've checked the buoy with Klaasj..."
sequence: 0
conditionstring: Variable["TASK.inspect_the_buoy_done"] and Variable["whirling.klaasje_denied_took_docs"] == false
dialoguetext:
"We've checked the buoy with Klaasje's documents. I want to hear her take on why it was empty before."


title: Kim Kitsuragi: ""Okay -- why not. Whatever goes dow..."
sequence: 0
dialoguetext:
"Okay -- why not. Whatever goes down might also affect her. The Union is watching her closely now..."


title: You: ""Do you think whatever happens will..."
dialoguetext: "Do you think whatever happens will affect our cryptozoologists?"
sequence: 0
conditionstring:
(Variable["whirling.lena_intro_done"]  or  Variable["whirling.lena_main_main_hub_reached"]  or  Variable["coast.morell_greeting_done"])  and  Variable["TASK.report_to_lena_done"] == false


title: Kim Kitsuragi: ""You mean Lena? I don't see how cry..."
sequence: 0
dialoguetext:
"You mean Lena? I don't see how cryptozoology and the murder investigation are connected. But... the situation in the city will get tense for everyone."


title: Kim Kitsuragi: ""Well... we're not responsible for..."
sequence: 0
dialoguetext:
"Well... we're not responsible for what we can't predict, are we? I don't think the *entire* city will be razed to the ground." He smiles in the dark.


title: Kim Kitsuragi: ""I think I see a cavern..." The lie..."
sequence: 0
userscript: FinishTask("TASK.explore_the_passages_done"); GainTask("TASK.enter_cavern")--[[ Variable[ ]]
dialoguetext:
"I think I see a cavern..." The lieutenant's whisper echoes down the tunnel. "Maybe more cellars? I think we've been careful enough -- we still have the element of surprise."


title: Kim Kitsuragi: ""Or... maybe not." He puts his hand..."
sequence: 0
dialoguetext:
"Or... maybe not." He puts his hand to his holster. "Either way, once we go deeper, there will be no turning back."


title: Kim Kitsuragi: ""You mean Morell? I don't see how c..."
sequence: 0
dialoguetext:
"You mean Morell? I don't see how cryptozoology and the murder investigation are connected. But... the situation in the city will get tense for everyone."


title: Kim Kitsuragi: ""I don't feel it, but..." He looks..."
sequence: 0
dialoguetext:
"I don't feel it, but..." He looks ahead, beyond the arch. "We should still be careful. There were footprints back there. And I'm pretty sure they were fresh."


title: Kim Kitsuragi: ""We absolutely cannot skip that app..."
sequence: 0
dialoguetext:
"We absolutely cannot skip that appointment." His face is stone. "Consider that 100% confirmed. I fear you'll need your gun for this..."


title: You: ""Maybe we should finish looking int..."
dialoguetext: "Maybe we should finish looking into the Speedfreaks FM mystery?"
sequence: 0
conditionstring:
Variable["boardwalk.NewVariable_05"]  and  Variable["TASK.find_children_of_the_big_sea_done"] == false


title: Kim Kitsuragi: ""If you want to do that, then yes...."
sequence: 0
dialoguetext:
"If you want to do that, then yes. We'd be advised to finish every lead. I don't think we'll have the chance to after..." He looks down the dark tunnel. He does not finish the thought.


title: Kras Mazov Portrait: "A moustachioed and mutton-chopped m..."
sequence: 0
dialoguetext:
A moustachioed and mutton-chopped man, amateurishly depicted, gazes at you with sad eyes. A plaque reads: "K. Mazov." There is a spider web in the lower left corner of the portrait.


title: Encyclopedia: "Kras Mazov (nom de guerre), was an..."
sequence: 0
userscript: SetVariableValue("tc.mazov", true) --[[ Variable[ ]]
dialoguetext:
Kras Mazov (nom de guerre), was an economist and a theoretical historian. He was a leading figure in the Graad side of the Turn-of-the-Century Revolution, where he headed the Eleven Day Government. Mazov is considered the father of scientific communism (Mazovian thought or Mazovianism).


title: You: ""Look, Kim! It's Comrade Mazov!""
dialoguetext: "Look, Kim! It's Comrade Mazov!"
sequence: 0
userscript: ReputationGrows("communist")
conditionstring:
Variable["tc.mazov"]  and  IsKimHere()  and  IsHighestPolitical("communist")  and  Variable["boardwalk.mazov_learned_of_him_in_portrait"] == false


title: You: ""It's Kras Mazov, the idol of murde..."
dialoguetext: "It's Kras Mazov, the idol of murdering traitors."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
conditionstring:
Variable["tc.mazov"]  and  IsKimHere()  and  IsHighestPolitical("revacholian_nationhood")   and  Variable["boardwalk.mazov_learned_of_him_in_portrait"] == false


title: You: ""It's Kras Mazov! What a troublemak..."
dialoguetext: "It's Kras Mazov! What a troublemaker he was."
sequence: 0
userscript: ReputationGrows("moralist")
conditionstring:
Variable["tc.mazov"]  and  IsKimHere()  and  IsHighestPolitical("moralist")  and  Variable["boardwalk.mazov_learned_of_him_in_portrait"] == false


title: You: ""It's that Mazov guy. This must hav..."
dialoguetext: "It's that Mazov guy. This must have been the hiding place of some naive leftists."
sequence: 0
userscript: ReputationGrows("ultraliberal")
conditionstring:
Variable["tc.mazov"]  and  IsKimHere()  and  IsHighestPolitical("ultraliberal")  and  Variable["boardwalk.mazov_learned_of_him_in_portrait"] == false


title: Kim Kitsuragi: ""Well, my amnesiac friend, Mazov is..."
sequence: 0
dialoguetext:
"Well, my amnesiac friend, Mazov is the father of scientific communism. His theories about economic history greatly influenced -- some would even say *sparked* -- the Antecentennial Revolution."

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


title: Kras Mazov Portrait: "Years' worth of dust is shaken off...."
sequence: 0
dialoguetext:
Years' worth of dust is shaken off. The full head of hair, matched by an ample moustache and sideburns, look a bit silly.


title: Kim Kitsuragi: ""If you wish. At any rate, looks li..."
sequence: 0
dialoguetext:
"If you wish. At any rate, looks like some Mazovians were hiding out here but left a long time ago."


title: Shivers: "Someone crouches, heels digging int..."
sequence: 0
dialoguetext:
Someone crouches, heels digging into wet sand. Hands sweep across the sand, grains sticking to the frayed skin of the fingertips. An old man sits on a slab of concrete and taps his fingers against the glass of a scope... you shudder.


title: Kim Kitsuragi: ""What most people think of as *hist..."
sequence: 0
dialoguetext:
"What most people think of as *history* has a tendency to linger in run-down neighbourhoods. Martinaise being what it is, no one has gone through the trouble of cleaning out the old bunkers."


title: Kim Kitsuragi: ""Half a century? This was probably..."
sequence: 0
dialoguetext:
"Half a century? This was probably part of the network of defence posts the communards built against the amphibious landing." He looks around.


title: Kim Kitsuragi: ""I think the purpose of this bunker..."
sequence: 0
dialoguetext:
"I think the purpose of this bunker was to produce propaganda. It would have had radio equipment back then, but that's all been looted."


title: Kim Kitsuragi: ""Millions of depictions of Mazov ha..."
sequence: 0
dialoguetext:
"Millions of depictions of Mazov have been produced. They're not all connected -- besides, that looked like some student. The youths always go for this kind of stuff..."


title: Visual Calculus: "Could this have been the killer's h..."
sequence: 0
dialoguetext:
Could this have been the killer's hideout, and this narrow window -- the point of origin of the shot that killed the mercenary?


title: Visual Calculus: "Outside the window -- another day...."
sequence: 0
dialoguetext:
Outside the window -- another day. The beach sand soaks up the drizzling rain, growing darker and darker.


title: Visual Calculus: "Outside the window -- desolation. S..."
sequence: 0
dialoguetext:
Outside the window -- desolation. Snow falls softly onto the coastal sand, where it melts almost instantly. On rooftops, it lingers.


title: Visual Calculus: "In the darkness, you can barely mak..."
sequence: 0
dialoguetext:
In the darkness, you can barely make out the falling snow. It settles, making the night still quieter.


title: Visual Calculus: "No, it's not. No matter how you cra..."
sequence: 0
userscript: FinishTask("TASK.check_boardwalk_done")--[[ Variable[ ]]
dialoguetext:
No, it's not. No matter how you crane your neck, you can't see the whole of the Whirling-in-Rags, and certainly not the relevant segment of the top floor.


title: Authority: "The lieutenant's voice betrays a sl..."
sequence: 0
dialoguetext:
The lieutenant's voice betrays a slight disappointment, which he glosses over by reasserting control.


title: Ruby's Journal: "It's made of full-grain leather. Th..."
sequence: 0
dialoguetext:
It's made of full-grain leather. The lower left corner of the back cover sports an embossed brand name: "SCHNELLER."


title: Ruby's Journal: "The first entry is from August 2nd..."
sequence: 0
dialoguetext:
The first entry is from August 2nd of last year. It reads simply: "I know my position is precarious. All I can do is make myself as useful as I can while looking for a way out. (Remember: no one is indispensable.)"


title: Ruby's Journal: "Hard to tell exactly -- it's mostly..."
sequence: 0
dialoguetext:
Hard to tell exactly -- it's mostly noted down in code. Looks like contact information, quantities, directions.


title: Ruby's Journal: "Short, wry observations of people a..."
sequence: 0
dialoguetext:
Short, wry observations of people and places -- probably a way to pass the time on the road. Also, what appear to be attempts to sort through some difficult decisions. There are a few passages with many questions in them.


title: Kim Kitsuragi: ""There could be useful information..."
sequence: 0
dialoguetext:
"There could be useful information about local operations in those notes. We have a junior sergeant at my station who's good with codes -- I can give this to her after we finish this."


title: Ruby's Journal: "Nothing on March 4th... March 5th,..."
sequence: 0
dialoguetext:
Nothing on March 4th... March 5th, though: "Well, *that's* bound to come back and bite me in the ass. I'm bad at this -- loyal to a fault. Except... But that's another matter entirely."


title: You: "Anything about... La Puta Madre?"
dialoguetext: Anything about... La Puta Madre?
sequence: 0
conditionstring:
Variable["boardwalk.ruby_la_puta_madre_agent_case"]  or  Variable["boardwalk.ruby_la_puta_madre_agent_main"]


title: Ruby's Journal: "Esoteric radio technology. The most..."
sequence: 0
dialoguetext:
Esoteric radio technology. The most recent ones probably pertain to the Latitude Compressor: sketches, calculations of distance and density. You make out a familiar spiral shape.


title: Ruby's Journal: ""Great. M's peone is coming to town..."
sequence: 0
dialoguetext:
"Great. M's peone is coming to town, no doubt to investigate the lynching, but also -- I feel it in my gut -- to finally put a bullet in my head. While I'm napping in my lorry or on a smoke break... Well, I won't stick around just to twist my own neck by constantly looking over my shoulder."


title: Ruby's Journal: ""Been holed up here for three days..."
sequence: 0
dialoguetext:
"Been holed up here for three days now. I'm used to being alone and all, but -- I don't know when I'll be able to leave, or if I'll be ratted out. They *will* rat me out, of course. I've made it a point to believe in the best in people (the boys, for example), but -- experience tells me..."


title: Inland Empire: "Were you *supposed* to find her, ev..."
sequence: 0
userscript: SetVariableValue("inventory.ruby_kill_inland", true) --[[ Variable[ ]]
dialoguetext:
Were you *supposed* to find her, even apart from the investigation, then? On M's request? No, you wouldn't do something like this. This must be a mistake.


title: Half Light: "It's in you to do something like th..."
sequence: 0
userscript: SetVariableValue("inventory.ruby_kill_half", true) --[[ Variable[ ]]
dialoguetext:
It's in you to do something like this -- kill her. Physically at least. You could pull the trigger if you had to.


title: Inland Empire: "Is it? Can you be sure? What if you..."
sequence: 0
dialoguetext:
Is it? Can you be sure? What if you are secretly being manipulated by La Puta Madre as you pursue this investigation. What if he wiped your memory on purpose?


title: Ruby's Journal: ""Did M feel truly betrayed by me? I..."
sequence: 0
dialoguetext:
"Did M feel truly betrayed by me? I was feeling threatened -- he'd have to know if he threatened people, they'd take measures to protect themselves. Even I know that. Economic measures first of all. Gotta make a living, right. I can still hear his voice in the receiver, taste the plastic..."


title: Ruby's Journal: ""Even when I leave here (if I leave..."
sequence: 0
dialoguetext:
"Even when I leave here (if I leave here alive) -- what's my next move?... Staging a lynching is a crime, even if I'm not accused of murder on top of that. Forever on the run? Not really my idea of the open road. 

Man, I was really looking forward to winning."


title: Kim Kitsuragi: ""The head of a major Jamrock gang s..."
sequence: 0
userscript: SetVariableValue("tc.la_puta_madre", true) --[[ Variable[ ]]
dialoguetext:
"The head of a major Jamrock gang specializing in drug production and trafficking -- a very bad person."


title: Kim Kitsuragi: ""No, I don't think you are." He loo..."
sequence: 0
userscript: GainTask("TASK.la_puta_madres_peone")--[[ Variable[ ]]
dialoguetext:
"No, I don't think you are." He looks you straight in the eye for a moment, then sighs. "Ask someone in your precinct if you want to be sure."


title: Kim Kitsuragi: ""She was in plenty of trouble even..."
sequence: 0
dialoguetext:
"She was in plenty of trouble even without the murder charge." He looks down. "Still, it's a nasty business."


title: Kim Kitsuragi: ""Either way, we need to keep an eye..."
sequence: 0
dialoguetext:
"Either way, we need to keep an eye on him. Somewhere along the way, we might have been fed a lie or two..."


title: Composure: "Kim's posture is unusually rigid --..."
sequence: 0
dialoguetext:
Kim's posture is unusually rigid -- he's used to this sort of thing, but he's not particularly happy about being used to it.


title: Kim Kitsuragi: ""Klaasje was the one who pointed th..."
sequence: 0
conditionstring: Variable["XP.ruby_motive"]
dialoguetext:
"Klaasje was the one who pointed the finger at Ruby. Perhaps she was trying to steer us away from herself? Or..." He stops to think.


title: Kim Kitsuragi: ""One thing is for certain: We have..."
sequence: 0
dialoguetext:
"One thing is for certain: We have business back in the Whirling-in-Rags. Questions to ask. We should get to it."

userscript:
GainTask("TASK.return_to_whirling"); SetVariableValue("boardwalk.ruby_lock_exits", false) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Maybe there's a Hardie boy we've y..."
sequence: 0
dialoguetext:
"Maybe there's a Hardie boy we've yet to meet who acted as his accomplice? Either way, we need to keep an eye on him."


title: Kim Kitsuragi: ""I don't think she killed the merce..."
sequence: 0
dialoguetext:
"I don't think she killed the mercenary." The lieutenant taps on the page. "It looks like she might have been... framed?"


title: Interfacing: "Perhaps too confidently -- many phr..."
sequence: 0
dialoguetext:
Perhaps too confidently -- many phrases and even paragraphs have been crossed out, with tiny corrections scrawled above and in the margins.


title: Logic: "Small wonder -- would you talk abou..."
sequence: 0
userscript: SetVariableValue("inventory.ruby_logic_m", true) --[[ Variable[ ]]
dialoguetext:
Small wonder -- would you talk about La Puta Madre in your journal? You do see an 'M' though -- La Puta Madre? 'M' is mentioned on March 9th and March 15th.


title: Kim Kitsuragi: ""What about this 'M'?" He points at..."
sequence: 0
dialoguetext:
"What about this 'M'?" He points at the page you're staring at. "Could this be La Puta Madre? Here: March 9th and March 15th."


title: Authority: "The call was a courtesy. He must ha..."
sequence: 0
dialoguetext:
The call was a courtesy. He must have held her in high regard to personally tell her he knew about her plan to run drugs for the competition.


title: Esprit de Corps: "That would be a first -- or a fourt..."
sequence: 0
dialoguetext:
That would be a first -- or a fourth -- but who's counting, he thinks. Very rarely does anyone actually get framed.


title: Ruby's Journal: ""Even when I leave here (if I leave..."
sequence: 0
dialoguetext:
"Even when I leave here (if I leave here alive) -- what's my next move?... Staging a lynching is a crime, even if I'm not accused of murder on top of that. Forever on the run? Not really my idea of the open road. 

Man, I was really looking forward to winning."

userscript:
FinishTask("TASK.locate_ruby_on_the_coast_done"); FinishTask("TASK.read_ruby_journal_done");--[[ Variable[ ]]


title: Ruby, the Instigator: ""Yes, I'm sure." She pauses. "In fa..."
sequence: 0
conditionstring: Variable["boardwalk.ruby_ruled_out_roof_shot_for_viscal"] == false
userscript: SetVariableValue("tc.no_shot_heard_on_roof_from_ruby", true) --[[ Variable[ ]]
dialoguetext:
"Yes, I'm sure." She pauses. "In fact, the shot couldn't have possibly come from the roof -- otherwise we would have heard it downstairs."


title: Kim Kitsuragi: ""Hmh... No one mentioned *hearing*..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_ruled_out_roof_shot_for_viscal", true) --[[ Variable[ ]]
dialoguetext:
"Hmh... No one mentioned *hearing* any shots. And a rifle like the one used would have been *loud*. She's right... I don't think the shot came from... the roof."


title: Ruby, the Instigator: ""Plenty of broken people who don't..."
sequence: 0
dialoguetext:
"Plenty of broken people who don't come with that kind of body count. Besides, they're paid well for what they do."


title: Electrochemistry: "See her confident gaze, her toned a..."
sequence: 0
dialoguetext:
See her confident gaze, her toned arms -- yeah, she wouldn't have had much trouble in the intimacy department.


title: Ruby, the Instigator: ""You think I was envious of his con..."
sequence: 0
dialoguetext:
"You think I was envious of his conquests? Look, pussy's not a problem for me. And definitely not a reason to off someone."


title: Ruby, the Instigator: ""Yeah. The girl seemed terrified. T..."
sequence: 0
dialoguetext:
"Yeah. The girl seemed terrified. The merc was beyond caring what happened to his mortal coil. It was a no-brainer."


title: You: ""Do you like to... hang out on roof..."
dialoguetext: "Do you like to... hang out on rooftops?"
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_asked_roof", true) --[[ Variable[ ]]
conditionstring:
Variable["whirling.klaasje_ruby_roof_discussed"]  or  Variable["TASK.investigate_mysterious_door_done"]


title: Ruby, the Instigator: ""It's very powerful. I used it to t..."
sequence: 0
dialoguetext:
"It's very powerful. I used it to tune into RCM frequencies. That's how I knew to be prepared for your arrival."


title: Ruby, the Instigator: ""Who doesn't? Oh, you probably mean..."
sequence: 0
dialoguetext:
"Who doesn't? Oh, you probably mean Klaasje's rooftop. Sure, I've hung out there. She's got this great antenna..."


title: Ruby, the Instigator: ""The view's pretty bomb too, but yo..."
sequence: 0
dialoguetext:
"The view's pretty bomb too, but you might say the antenna was the main attraction there, yeah. Along with Klaasje."


title: You: ""Do you... collect guns... maybe ol..."
dialoguetext: "Do you... collect guns... maybe old rifles?"
sequence: 0
conditionstring:
Variable["boardwalk.ruby_concept_not_into_antiques"] == false  and  Variable["TASK.ballistics_analysis_done"]


title: Ruby, the Instigator: ""Yeah, sure, and I didn't like Wild..."
sequence: 0
dialoguetext:
"Yeah, sure, and I didn't like Wild Pines sending in those foreign hirelings -- me and a fuck-ton of other people around here."


title: Ruby, the Instigator: ""My type? She's everyone's type. Sh..."
sequence: 0
dialoguetext:
"My type? She's everyone's type. She's *your* type. Are you sure you're not the one who was excited about the peephole?"


title: Ruby, the Instigator: ""That's a very sentimental way of p..."
sequence: 0
dialoguetext:
"That's a very sentimental way of putting it. We both had *pasts* we didn't want to catch up with us. And we enjoyed listening to music together. Why not go on a road trip?"


title: Ruby, the Instigator: ""Never really got into weapons traf..."
sequence: 0
dialoguetext:
"Never really got into weapons trafficking. Especially not old weapons -- they break too often, and you don't want unhappy customers among gun collectors."


title: Ruby, the Instigator: ""Look, I'm not aware of any hole in..."
sequence: 0
dialoguetext:
"Look, I'm not aware of any hole in Klaasje's wall. And if I had been, I would have told her to get it sealed -- that's what friends do."


title: You: ""I know you don't like old things,..."
dialoguetext: "I know you don't like old things, but do you... sell antique rifles on the side?"
sequence: 0
conditionstring:
Variable["boardwalk.ruby_concept_not_into_antiques"]  and  Variable["TASK.ballistics_analysis_done"]


title: Ruby, the Instigator: ""Oh, so that's where you were going..."
sequence: 0
dialoguetext:
"Oh, so that's where you were going with this." She shakes her head. "Do I *really* seem like someone who would do something as lame as committing murder out of jealousy?"


title: You: ""There's a... hole in the wall. You..."
sequence: 0
dialoguetext:
"There's a... hole in the wall. You can see into Klaasje's room... I wouldn't blame you if you've.."


title: Ruby, the Instigator: ""Damn. That girl's pretty, but not..."
sequence: 0
dialoguetext:
"Damn. That girl's pretty, but not *that* pretty. In fact, no one's pretty enough to waste time skulking about the Whirling, drilling holes in walls..."


title: Ruby, the Instigator: ""If I want to stare at a pretty gir..."
sequence: 0
userscript: XPTinySetBool("XP.ruby_peephole")--[[ Variable[ ]]
dialoguetext:
"If I want to stare at a pretty girl, I can pick one up at a bar -- or, worst case scenario, look at a naughty photo. Who has time to go skulking about the Whirling, drilling *holes* in walls?"


title: Ruby, the Instigator: ""Nope. Look, she has an *effect* on..."
sequence: 0
dialoguetext:
"Nope. Look, she has an *effect* on people. That je ne sais quoi that makes it impossible not to look at her when she walks into the room -- and very difficult to look away. But -- travel enough, and you realize..."


title: Ruby, the Instigator: ""Man, I was with the boys the whole..."
sequence: 0
dialoguetext:
"Man, I was with the boys the whole night. I hope they at least bothered to impress *that* upon you."


title: Ruby, the Instigator: ""Yeah, and I'm sure they also made..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_asked_leak", true) --[[ Variable[ ]]
dialoguetext:
"Yeah, and I'm sure they also made some FUNNY remarks about it -- they always do. I've driven a lot of long haul and chugged a lot of beer, man."


title: Ruby, the Instigator: "She scoffs. "Can't do either withou..."
sequence: 0
dialoguetext:
She scoffs. "Can't do either without some power of mind over bladder. And, anyway, that wouldn't have been enough time."


title: You: ""Our investigation..." (wince from..."
sequence: 0
dialoguetext:
"Our investigation..." (wince from the pain) "has shown that fifteen minutes was *just* enough time to commit the murder."


title: Conceptualization: "So you know she's not an antiques e..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_concept_not_into_antiques", true) --[[ Variable[ ]]
dialoguetext:
So you know she's not an antiques enthusiast. Not my jurisdiction, man, but it also doesn't sound like she used that secret route. At all.


title: Ruby, the Instigator: "She looks you in the eye impassivel..."
sequence: 0
dialoguetext:
She looks you in the eye impassively, making it clear that she's not planning to comment on the matter any further.


title: Logic: "That's a pretty good question, actu..."
sequence: 0
dialoguetext:
That's a pretty good question, actually. She clearly doesn't know anything about the secret passage.


title: Ruby, the Instigator: ""Yeah, and probably some ghosts fro..."
sequence: 0
dialoguetext:
"Yeah, and probably some ghosts from the time of the Suzerain. I'm not really interested in supranatural mysteries."

userscript:
SetVariableValue("boardwalk.ruby_pinball_mysteries", true) ; XPPicoSetBool("XP.ruby_mysterious_rooms")--[[ Variable[ ]]


title: You: ""That's a shame... because I happen..."
dialoguetext: "That's a shame... because I happen to be a para-natural detective."
sequence: 0
conditionstring:
Variable["doomed.plais_whitecheck_succeeded"]  or  IsTHCPresent("remote_viewer")  or  Variable["tc.rvd"] == true


title: Ruby, the Instigator: ""No, not since I was 14 and hanging..."
sequence: 0
dialoguetext:
"No, not since I was 14 and hanging out at the only diner in Dardanne. Haven't been into low-risk, no-reward games since moving to the city."


title: You: ""There are some... mysterious pinba..."
sequence: 0
dialoguetext:
"There are some... mysterious pinball machines in some pretty... mysterious rooms in the Whirling..."


title: Shivers: "Somewhere on the outskirts of Faubo..."
sequence: 0
dialoguetext:
Somewhere on the outskirts of Faubourg, a scrawny teenage girl stands by the side of the road, greeting passing vehicles with a calloused thumb turned upward. She's tired. She wants to leave. But she knows she will come back.


title: Ruby, the Instigator: ""She rejected me with some wishy-wa..."
sequence: 0
dialoguetext:
"She rejected me with some wishy-washy bullshit about how she was confused because she felt so close to me and valued my friendship so much, and how guilty she felt for leading me on..."


title: Ruby, the Instigator: ""Yeah, one time when we'd both been..."
sequence: 0
dialoguetext:
"Yeah, one time when we'd both been drinking, I said some heated things about how dangerous her patterns with men were."


title: Ruby, the Instigator: ""I was a little worried she'd blow..."
sequence: 0
dialoguetext:
"I was a little worried she'd blow it out of proportion in her head -- all the drugs she was doing can make you feel like you're living in a Dolorian tragedy."


title: Ruby, the Instigator: "She rolls her eyes again. "If that'..."
sequence: 0
dialoguetext:
She rolls her eyes again. "If that's what she wants on the record, so be it. I'm not about to go into details for you to jerk off to later."


title: Ruby, the Instigator: ""Okay, fine." She rolls her eyes. "..."
sequence: 0
dialoguetext:
"Okay, fine." She rolls her eyes. "I was into her. Klaasje was into me too, for a time, I know it -- we even fooled around once. And, yeah, after that I thought maybe we could make a go of it."


title: Encyclopedia: "By the way! Dolorian tragedies are..."
sequence: 0
dialoguetext:
By the way! Dolorian tragedies are still held in high regard for innovation in language and motifs. They are also know for overwrought emotions leading to catastrophic outcomes.


title: Ruby, the Instigator: ""So, heart-of-gold Tommy fucked me..."
sequence: 0
dialoguetext:
"So, heart-of-gold Tommy fucked me over too..." She shakes her head, slowly. "Never trust a musician."


title: Ruby, the Instigator: ""Drugs don't make people abuse them..."
sequence: 0
dialoguetext:
"Drugs don't make people abuse them; hopelessness does. As for the drug trade -- it would continue with or without me. I like to think that my efficiency as an organizer has at least prevented some internal conflicts."


title: Ruby, the Instigator: ""Man, it's to get *away* from all t..."
sequence: 0
dialoguetext:
"Man, it's to get *away* from all that murderous shit that I left Jamrock -- my previous employer -- for the Union."


title: Ruby, the Instigator: ""I got lucky being a dispatcher --..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_machine_easier", true) --[[ Variable[ ]]
dialoguetext:
"I got lucky being a dispatcher -- never had to do any of the *really* dirty work myself. This gun," she glances at it, "has only been used for self-defence against serious scum." She turns the knob down just a millimetre.


title: Authority: "She's proud of her organizational a..."
sequence: 0
dialoguetext:
She's proud of her organizational abilities even now -- and trying to raise that pride as a bulwark against the desperation.


title: Ruby, the Instigator: ""Nope. Look, she has an *effect* on..."
sequence: 0
dialoguetext:
"Nope. Look, she has an *effect* on people -- or had, before you sent her off in your Moralintern meat grinder. It's impossible not to look at her when she walks into the room -- and very difficult to look away. But -- travel enough, and you realize..."


title: Ruby, the Instigator: ""...for the same reason that she's..."
sequence: 0
dialoguetext:
"...for the same reason that she's everyone's type as an object of desire, she's not irreplaceable."


title: Reaction Speed: "Her hand slipped from the dial of t..."
sequence: 0
dialoguetext:
Her hand slipped from the dial of the compressor for a moment, almost turning it down. Then she put her hand back -- not yet. Not yet...


title: Visual Calculus: "That merc was probably shot from a..."
sequence: 0
userscript: SetVariableValue("boardwalk.ruby_ruled_out_roof_shot_for_viscal", true) --[[ Variable[ ]]
dialoguetext:
That merc was probably shot from a distance with a military-grade rifle. Otherwise everyone at the Whirling would have heard the shot downstairs.


title: Ruby, the Instigator: ""What the fuck, man? She's everyone..."
sequence: 0
dialoguetext:
"What the fuck, man? She's everyone's type. She's *your* type. Are you sure you're not the one who was excited about the peephole?"


title: Ruby, the Instigator: ""Okay, great, you got into my lorry..."
sequence: 0
dialoguetext:
"Okay, great, you got into my lorry on your own. What now? You're going to arrest me for drug trafficking?" A bitter smile.


title: Rhetoric: "This hat is so soft, so warm. It wr..."
sequence: 0
dialoguetext:
This hat is so soft, so warm. It wraps around your head... and your mind tingles with all manner of socio-economic theory.


title: Rhetoric: "Kras Mazov would have worn this ush..."
sequence: 0
dialoguetext:
Kras Mazov would have worn this ushanka. Mazov knew where to cook those thoughts, that's why it bears a Mazovian logo.


title: Rhetoric: "Glory to the Revolution, comrade! W..."
sequence: 0
dialoguetext:
Glory to the Revolution, comrade! Whether you like it or not, wearing this hat has made you more communist.

userscript:
ReputationGrows("communist"); SetVariableValue("boardwalk.orb_revolutionary_hat_equippage_done", true) --[[ Variable[ ]]


title: Door: "Two rusty metal plates that slide a..."
sequence: 0
dialoguetext:
Two rusty metal plates that slide apart form a crude door. It's been here under the boardwalk for a while.


title: You: "Push the doors open."
dialoguetext: Push the doors open.
userscript: SetVariableValue("boardwalk.gate_is_open", true) ;--[[ Variable[ ]]
sequence:
PlayAnimation(Steel Door, open)->Message(open); LuaRun(SetAreaState("INSTIGATOR_STEEL_DOOR", "open"))@Message(open);


title: Kim Kitsuragi: ""After you *climbed* up to the roof..."
sequence: 0
dialoguetext:
"After you *climbed* up to the roof, you mean? There's a maintenance entrance under the boardwalk. It's next to a drain pipe, possibly a storm drain -- it was easy to miss before."


title: Door: "The doors seem to be on rails, but..."
sequence: 0
userscript: FinishTask("TASK.go_down_get_kim_done"); GainTask("TASK.explore_the_passages")--[[ Variable[ ]]
dialoguetext:
The doors seem to be on rails, but they've gotten jammed. You grab a side and put some strength into prying it open. With the help of your partner the two metal panels slide open with a *creak*.


title: Kim Kitsuragi: "He shrugs. "At least now we have an..."
userscript: ReturnKitsuragi()
dialoguetext:
He shrugs. "At least now we have an exit. So, let's get going. It's time to investigate these passages..."

sequence:
BanishInterface(true)@1; SemiBlack(true,1)@1; LuaRun(SetAreaState("INSTIGATOR_FOW","off"))@2; TravelTo(Kim Kitsuragi, KimMarkerDoor, 2)@3; SemiBlack(false,2)@3; BanishInterface(false)@3;


title: Kim Kitsuragi: ""Yes, we have an exit. So, let's ge..."
userscript: ReturnKitsuragi()
dialoguetext:
"Yes, we have an exit. So, let's get going. Time to investigate these passages..." He peers into the darkness.

sequence:
BanishInterface(true)@1; SemiBlack(true,1)@1; LuaRun(SetAreaState("INSTIGATOR_FOW","off"))@2; TravelTo(Kim Kitsuragi, KimMarkerDoor, 2)@3; SemiBlack(false,2)@3; BanishInterface(false)@3;


title: Kim Kitsuragi: ""Yes, yes, it's *cool* to risk your..."
userscript: ReturnKitsuragi()
dialoguetext:
"Yes, yes, it's *cool* to risk your life climbing rickety ladders. Anyway, let's investigate these passages..."

sequence:
BanishInterface(true)@1; SemiBlack(true,1)@1; LuaRun(SetAreaState("INSTIGATOR_FOW","off"))@2; TravelTo(Kim Kitsuragi, KimMarkerDoor, 2)@3; SemiBlack(false,2)@3; BanishInterface(false)@3;


title: Door: "It's *much* easier from this side -..."
sequence: 0
userscript: FinishTask("TASK.go_down_get_kim_done"); GainTask("TASK.explore_the_passages")--[[ Variable[ ]]
dialoguetext:
It's *much* easier from this side -- the panels on the rails slide once you dust the sand off. With the help of your partner from the other side the doors open with a *creak*.


title: Drainage Pipe: "An old pipe peeks out from beneath..."
sequence: 0
userscript: SetVariableValue("coast.drainage_pipe_first_card_seen", true) --[[ Variable[ ]]
dialoguetext:
An old pipe peeks out from beneath the rotting boards of the boardwalk. Could this be an alternative path into the Feld building?


title: Kim Kitsuragi: ""Given that this isn't a martial ar..."
sequence: 0
userscript: SetVariableValue("boardwalk.drainage_found_door", true) --[[ Variable[ ]]
dialoguetext:
"Given that this isn't a martial arts thriller," a grin flickers across his face, "it's highly unlikely -- and not without risk to our health either."


title: Kim Kitsuragi: ""However, the pipe suggests there m..."
sequence: 0
dialoguetext:
"However, the pipe suggests there may be an entrance to the basement around..." The lieutenant pushes aside the reeds and looks around.


title: You: ""This looks like a great place to s..."
sequence: 0
conditionstring: IsTHCPresent("narcomania") and Variable["boardwalk.drainage_narcomania_said"] == false
userscript: SetVariableValue("boardwalk.drainage_narcomania_said", true) --[[ Variable[ ]]
dialoguetext:
"This looks like a great place to stash narcotics. I want to make sure there's nothing hidden in there that children might pick up."


title: Drainage Pipe: "As your eyes adjust, you see some t..."
sequence: 0
dialoguetext:
As your eyes adjust, you see some trash -- crumpled up newspapers, cigarette butts. Someone has half-heartedly spray-painted 'SKULLS' on the right side.


title: Physical Instrument: "You can't seem to pry the doors apa..."
sequence: 0
userscript: SetVariableValue("boardwalk.drainage_tried_once", true) --[[ Variable[ ]]
dialoguetext:
You can't seem to pry the doors apart for long enough to slip through. A second pair of hands would be really useful here.


title: Physical Instrument: "You and the lieutenant lean all you..."
sequence: 0
userscript: SetVariableValue("boardwalk.drainage_tried_once", true) --[[ Variable[ ]]
dialoguetext:
You and the lieutenant lean all your weight into pushing the doors apart, but you're not quite synchronized in your efforts. They slam shut again before you can enter.


title: Kim Kitsuragi: "The lieutenant leans back against t..."
sequence: 0
userscript: SetVariableValue("boardwalk.drainage_strength_mentioned", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant leans back against the door, panting. "Let's take a breather and try this again later? It's... very tough."


title: Kim Kitsuragi: ""...and it's right here! A maintena..."
sequence: 0
dialoguetext:
"...and it's right here! A maintenance door." He points to a rusted metal double door to the right of the pipe, obscured by the reeds.


title: Physical Instrument: "The metal doors are heavy, and very..."
sequence: 0
userscript: SetVariableValue("boardwalk.drainage_door_opened", true) --[[ Variable[ ]]
dialoguetext:
The metal doors are heavy, and very awkward to open on your own, but you just manage to slide them open wide enough for you to slide yourself between them...


title: Kim Kitsuragi: ""I see. Another stop on your crusad..."
sequence: 0
dialoguetext:
"I see. Another stop on your crusade against narcomania. I *was* hoping we were in pursuit of a murder suspect..."


title: Inland Empire: "This isn't gonna work without the l..."
sequence: 0
dialoguetext:
This isn't gonna work without the lieutenant here. What if you *do* find a way in and it's a *trap*? Kitsuragi needs to be here, covering you.


title: Interfacing: "Yes. Filament memories. From the ti..."
sequence: 0
dialoguetext:
Yes. Filament memories. From the time when wires were cast in glass; slides with an inlaid nervous system.


title: Interfacing: "The 'how' was a closely guarded sec..."
sequence: 0
userscript: XPPicoSetBool("XP.glass_how_and_why")--[[ Variable[ ]]
dialoguetext:
The 'how' was a closely guarded secret. Something that was locked in safes and human heads across the river where they were manufactured. As to why? Your fingers don't know.


title: Kim Kitsuragi: "The lieutenant tilts his head, watc..."
sequence: 0
userscript: SetVariableValue("boardwalk.asked_kim_about_panes_of_glass", true) --[[ Variable[ ]]
dialoguetext:
The lieutenant tilts his head, watching the light glimmer on the glass. "So it is. I think these used to form a single system, slotted in the wall."


title: Kim Kitsuragi: ""These? No. These are old filament..."
sequence: 0
dialoguetext:
"These? No. These are old filament memories. I hope you're not expecting to find that device here -- you will be disappointed."


title: Encyclopedia: "The 'why' is easy -- because they h..."
sequence: 0
dialoguetext:
The 'why' is easy -- because they hadn't come up with modern silicon-based systems yet. For vitreous-cast filament memories, though, these seem incredibly advanced.


title: !(Variable["boardwalk.ruby_killed_herself"] and Variable["boardwalk.tent_covered"] == false)
dialoguetext: 0
sequence: Continue()
conditionstring:
(Variable["boardwalk.ruby_killed_herself"]  and  Variable["boardwalk.tent_covered"] == false) == false


title: Kim Kitsuragi: ""We still have to deal with her..."..."
sequence: 0
dialoguetext:
"We still have to deal with her..." He adjusts his coat. "Not pleasant, I know. But we can't leave her like that. And we have to investigate the scene, too."


title: Kim Kitsuragi: ""Be that as it may, it doesn't chan..."
sequence: 0
dialoguetext:
"Be that as it may, it doesn't change the fact. We have a duty to her. Let's see it through." He gestures back toward the tunnels. "After you."


title: Washerwoman: ""Aye? What's this about?" She takes..."
sequence: 0
userscript: LoseItem("white_envelope")
dialoguetext:
"Aye? What's this about?" She takes out the documents and squints her eyes. "Come now, I can't read all this scribble. Tell me what it says."


title: You: ""I was asked to get your signature...."
dialoguetext: "I was asked to get your signature." (Hand her the envelope.)
sequence: 0
conditionstring:
(CheckItem("white_envelope")  or  CheckItem("white_envelope_lilienne_signed"))  and  Variable["TASK.deliver_mail_to_fishing_village"] == true  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["village.netpicker_signature_for_washerwoman"] == false  and   Variable["village.ww_told_to_ignore_documents_once"] == false  and  Variable["TASK.find_two_random_people_to_sign_the_papers_done"] == false  and  Variable["TASK.forge_liliennes_and_isobels_signatures_done"] == false  and  Variable["village.ww_name_known"] == true


title: You: ""Have you seen a woman named Ruby a..."
dialoguetext: "Have you seen a woman named Ruby around here?"
sequence: 0
conditionstring:
Variable["TASK.ask_about_ruby_in_village"]  and  Variable["TASK.ask_about_ruby_in_village_done"] == false  and  Variable["TASK.washerwoman_hiding_something"] == false


title: You: ""Why was there a bullet under the f..."
dialoguetext: "Why was there a bullet under the floorboards of your shack?"
sequence: 0
conditionstring:
Variable["village.ww_ruby_hub_reached"] == false  and  Variable["village.hq_found_ruby_bullet"]  and  Variable["TASK.locate_ruby_on_the_coast"] == false


title: Washerwoman: ""That said, if lodgings is what you..."
sequence: 0
dialoguetext:
"That said, if lodgings is what you're looking for, I've got a free room in the shack." Her soapy thumb points to the building behind her.


title: Washerwoman: ""Some things just don't *fly*, offi..."
sequence: 0
dialoguetext:
"Some things just don't *fly*, officer." She smiles a gap-toothed smile and smells the air. "Look around. Who'd go to church here? They built it three hundred years ago, must have been nicer then..."


title: Washerwoman: ""This is my little cinderblock town..."
sequence: 0
dialoguetext:
"This is my little cinderblock town." She nods with a wrinkled smile. "I know what goes on around here."


title: Washerwoman: ""Me? No one. Just an old washerwoma..."
sequence: 0
userscript: SetVariableValue("village.ww_name_known", true) --[[ Variable[ ]]
dialoguetext:
"Me? No one. Just an old washerwoman. Mother called me Isobel, if that's what you're asking. And my married name is Sadie."


title: Washerwoman: ""Hah!" She lifts the paper very clo..."
sequence: 0
dialoguetext:
"Hah!" She lifts the paper very close to her face and studies it intently. "I might be half blind, but it looks like part of the village is gonna be a street. The best part. The part we need to get out of our houses."


title: Washerwoman: ""My kids grew up and left, like the..."
sequence: 0
dialoguetext:
"My kids grew up and left, like they do. The house is long empty now. I live in the small side attachment -- it's easier and cheaper to keep warm."


title: Washerwoman: ""Mhm, that's exactly how they get y..."
sequence: 0
dialoguetext:
"Mhm, that's exactly how they get ya. That's why we built our own cinder block houses on the seaside. So we don't have to give money to those crooks..." She looks around. "They might not look like much, but they're *ours*."


title: Washerwoman: ""Aye." She nods and looks at the sh..."
sequence: 0
dialoguetext:
"Aye." She nods and looks at the shack. "The room is pretty bare bones, but it's got a bed and roof over it. That's more than some folks have around here."


title: You: ""Unfortunate that incremental devel..."
sequence: 0
userscript: ReputationGrows("moralist")
dialoguetext:
"Unfortunate that incremental development hasn't *elevated* this neighbourhood yet. I see potential here."


title: Washerwoman: "She waves her hand southwest. "Over..."
sequence: 0
dialoguetext:
She waves her hand southwest. "Over there you can find... more of the same. Shacks and trees growing wild. That's the Pox."


title: Washerwoman: ""Well, there's Lilienne and her kid..."
sequence: 0
dialoguetext:
"Well, there's Lilienne and her kids. A few new folks live in the house to the east." She nods her head across the courtyard. "But they're away right now."


title: You: ""Who, what drunks?""
dialoguetext: "Who, what drunks?"
sequence: 0
conditionstring:
(Variable["village.abigail_greeting_done"] == false  and  Variable["village.idiot_greeting_done"] == false  and  Variable["village.rosemary_made_it_to_main_hub"] == false)  and  Variable["village.netpicker_greeting_done"] == false


title: You: ""Oh yeah, I met a couple of drunks..."
dialoguetext: "Oh yeah, I met a couple of drunks here."
sequence: 0
conditionstring:
(Variable["village.abigail_greeting_done"]  or  Variable["village.idiot_greeting_done"]  or  Variable["village.rosemary_made_it_to_main_hub"])  and  Variable["village.netpicker_greeting_done"] == false


title: Washerwoman: ""Sooner or later you'll see for you..."
sequence: 0
dialoguetext:
"Sooner or later you'll see for yourself." She slowly shakes her head. "Don't have to look long to find these guys."


title: Washerwoman: ""Well, there's that music. Music fr..."
sequence: 0
dialoguetext:
"Well, there's that music. Music from across the sea." She scoffs. "It started a few days ago and now it's blasting, even through the nights."


title: Washerwoman: ""Before you get to the church, ther..."
sequence: 0
dialoguetext:
"Before you get to the church, there's some ruins -- an apartment complex, or some kind of electrical plant... Run down bunch of houses, empty."


title: Washerwoman: ""No one, that's why it's closed." A..."
sequence: 0
dialoguetext:
"No one, that's why it's closed." After a long pause, she adds, "It was once a bustling place, back when I was young and so was everyone else..."


title: Washerwoman: ""And now you know everything there..."
sequence: 0
dialoguetext:
"And now you know everything there is to know about this coast." She drops a bar of soap into the bucket with a splash.


title: Kim Kitsuragi: ""There was a murder in Martinaise."..."
sequence: 0
dialoguetext:
"There was a murder in Martinaise." He points east. "She might be a suspect. We would appreciate your help."


title: Washerwoman: ""Ah, I should have known..." She sh..."
sequence: 0
dialoguetext:
"Ah, I should have known..." She shakes her head. "This is yet another Union mess. I'm not afraid of them, you know. We're not in the habit of being afraid around here."


title: Washerwoman: ""'This *shit*?" Her eyes with their..."
sequence: 0
dialoguetext:
"'This *shit*?" Her eyes with their cataracts look at you. "I'm not going to do your work for you, just because you've got a potty mouth."

userscript:
FinishTask("TASK.begin_with_fisherfolk_done"); GainTask("TASK.washerwoman_hiding_something")--[[ Variable[ ]]


title: Washerwoman: ""She's good company. Knows how to t..."
sequence: 0
dialoguetext:
"She's good company. Knows how to talk to an old woman." She rubs her cold hands together. "At my age, you don't get a lot of quality conversation, so I really appreciate that about her."


title: Washerwoman: ""I don't know... further up the coa..."
sequence: 0
dialoguetext:
"I don't know... further up the coast. She tried to leave quietly but the hinges on that door screech like a cat in heat -- woke me up. I heard her rushing in those heavy boots, heading up north."


title: Washerwoman: "The old woman still sits in her cha..."
sequence: 0
dialoguetext:
The old woman still sits in her chair, continuing with her chores. As she does so, she quietly hums to herself.


title: Washerwoman: ""Yes. I can't really sleep anymore...."
sequence: 0
dialoguetext:
"Yes. I can't really sleep anymore. Only a few hours a night. It happens when you grow older..." She sloshes the water in the bucket around for a bit.


title: Washerwoman: ""Nothing of the sort." She shakes h..."
sequence: 0
dialoguetext:
"Nothing of the sort." She shakes her head. "Sure, she was no stranger to the bottle... she fit in, that way. But I only knew her to have a beer on the beach while watching the sunset..."


title: Washerwoman: ""She isn't what you'd call a *drunk..."
sequence: 0
dialoguetext:
"She isn't what you'd call a *drunk*. Even offered me some, from time to time. Said it was part of the camionneur life. But I never saw her lose control of herself, the way some people do."


title: Washerwoman: ""How would I know? She's a gruff on..."
sequence: 0
dialoguetext:
"How would I know? She's a gruff one, but not violent. She doesn't go around toting a gun." She looks back toward her shack, thinking.


title: Washerwoman: ""Not that I know of, though she was..."
sequence: 0
dialoguetext:
"Not that I know of, though she was into nice music. She once showed me a few mixtape-milieus she'd made." She brushes her forehead with the back of her hand. Water drips to the ground.


title: Washerwoman: ""Oh." A shadow passes over her face..."
dialoguetext:
"Oh." A shadow passes over her face. "Welcome, police officer. We don't cause any trouble around here -- and we don't *want* any trouble either."


title: Washerwoman: ""My suggestion is -- don't. Don't g..."
sequence: 0
dialoguetext:
"My suggestion is -- don't. Don't grow any older than you already are. That's old enough." She smiles. "What's troubling your mind?"


title: Washerwoman: ""Why would I do that? That's a fool..."
sequence: 0
userscript: SetVariableValue("village.ww_your_name_stupid", true) --[[ Variable[ ]]
dialoguetext:
"Why would I do that? That's a fool's name. Are you a fool?" Her bony finger raises before you can speak. "Don't ridicule yourself before an old woman, officer. It's undignified."


title: Washerwoman: ""Your parents must have had big pla..."
sequence: 0
userscript: SetVariableValue("village.ww_your_name_stupid", true) --[[ Variable[ ]]
dialoguetext:
"Your parents must have had big plans for you." She pauses, measuring you up and down. "Wonder if you measured up?"


title: Washerwoman: ""Quite a handle you got there." The..."
sequence: 0
userscript: SetVariableValue("village.ww_your_name_harrier", true) --[[ Variable[ ]]
dialoguetext:
"Quite a handle you got there." The old woman nods, with evident respect. "So many titles. One of them *double*."


title: Washerwoman: ""Why, I guess I will, Harry. Aye, i..."
sequence: 0
dialoguetext:
"Why, I guess I will, Harry. Aye, it just rolls off the tongue. I used to know a Harry. Strong lad, but dumb as a rock."


title: You: ""There's this guy -- Garte -- who m..."
sequence: 0
dialoguetext:
"There's this guy -- Garte -- who makes me give him money *every night* just so I don't die out in the cold."


title: Washerwoman: ""No one is using it and god knows i..."
sequence: 0
dialoguetext:
"No one is using it and god knows it's not much anyway." She tilts her head on the side, pondering over something. "You can stay there."


title: Washerwoman: ""Don't make an old woman regret ope..."
sequence: 0
userscript: SetVariableValue("village.has_shack", true) ; GainItem("key_coast_home")--[[ Variable[ ]]
dialoguetext:
"Don't make an old woman regret opening her house to the police." A key appears from under her apron. She hands it to you.


title: Washerwoman: ""Suit yourself," she says, tucking..."
sequence: 0
userscript: SetVariableValue("village.ww_declined_shack", true) --[[ Variable[ ]]
dialoguetext:
"Suit yourself," she says, tucking some loose hair back under her shawl. "But should you ever need shelter, remember old Isobel and her shack by the sea."


title: Washerwoman: ""Don't make this old women regret g..."
sequence: 0
userscript: SetVariableValue("village.has_shack", true) ; GainItem("key_coast_home")--[[ Variable[ ]]
dialoguetext:
"Don't make this old women regret giving the police the key to her house." She takes out a key from under her apron and hands it to you. "Here."


title: Washerwoman: ""I can see that," she nods, a cleve..."
sequence: 0
dialoguetext:
"I can see that," she nods, a clever flicker in her eyes. "Everyone can see you think well of yourself. Now are you interested or not?"


title: Washerwoman: ""You best not be plotting another r..."
sequence: 0
dialoguetext:
"You best not be plotting another revolution under my roof," she mumbles. "We barely got through the last one... But the room -- do you want it?"


title: Washerwoman: ""Surely not the first one..." She l..."
sequence: 0
dialoguetext:
"Surely not the first one..." She looks you over, a clever smile on her lips. "So are you interested or not?"


title: Washerwoman: ""Go ahead," she remarks sharply, "c..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
"Go ahead," she remarks sharply, "call people rude things. We've heard worse here. Now are you interested or not?"


title: Kim Kitsuragi: ""Well, if you're not in the hostel..."
sequence: 0
dialoguetext:
"Well, if you're not in the hostel in the morning, I'll know where to find you." He looks around and adds: "Here. In a shack."


title: Washerwoman: ""Would you now?" She turns to him...."
sequence: 0
dialoguetext:
"Would you now?" She turns to him. "I know how this world works, and it doesn't work when people tell on each other."


title: Washerwoman: ""I'm not going anywhere." Her featu..."
sequence: 0
dialoguetext:
"I'm not going anywhere." Her features soften. "Perhaps there's something else the village can do for you, huh? Though we don't have much here -- just garbage. And a skiff or two..."

userscript:
FinishTask("TASK.begin_with_fisherfolk_done"); GainTask("TASK.washerwoman_hiding_something")--[[ Variable[ ]]


title: Washerwoman: ""This is pretty much a non-place."..."
sequence: 0
dialoguetext:
"This is pretty much a non-place." She grins. "A gap. A blank spot on the map, just a cluster of nameless shacks on a nameless street."


title: Washerwoman: ""Aye." Her eyes grow wide with glee..."
sequence: 0
dialoguetext:
"Aye." Her eyes grow wide with glee. "Sometimes it's as though I've also gotten lost inside this nameless nothing."


title: Washerwoman: ""Then all's not lost," she replies,..."
sequence: 0
dialoguetext:
"Then all's not lost," she replies, smoothing a wrinkle in her skirt. "As you can see, even in 'pornographic' poverty people make do..."


title: Washerwoman: ""It's okay," she calms you. "What m..."
sequence: 0
dialoguetext:
"It's okay," she calms you. "What matters is we are still around. Still living our lives. Even in 'pornographic' poverty we make do..."


title: Washerwoman: ""An old military hospital and its s..."
sequence: 0
dialoguetext:
"An old military hospital and its surroundings." She looks toward the buildings to the south. "Or it used to be, during the time of the Suzerain."


title: Washerwoman: ""Now the area is criss-crossed with..."
sequence: 0
dialoguetext:
"Now the area is criss-crossed with nameless streets and makeshift cinderblock houses. Shacks as far as the eye can see."


title: Washerwoman: ""After the war it was turned into a..."
sequence: 0
dialoguetext:
"After the war it was turned into a goodwill hospital for shell-shocked veterans and folks looking for some quiet in the old sanatorium gardens."


title: Washerwoman: ""The good will ran out." She tighte..."
sequence: 0
userscript: SetVariableValue("tc.the_pox", true) --[[ Variable[ ]]
dialoguetext:
"The good will ran out." She tightens the scarf around her neck. "The staff left and the place was shut down. It's long gone by now."


title: Washerwoman: ""At least those who remain..." She..."
sequence: 0
dialoguetext:
"At least those who remain..." She falls silent and turns to look over her shoulder, as though looking for someone.


title: Washerwoman: ""Isn't that what people always thin..."
sequence: 0
dialoguetext:
"Isn't that what people always think when they're lost?" A fleeting smirk runs across her lips. "Something *I* can do to help you find your way, officer?"


title: Washerwoman: ""Maybe," she says with unnerving ca..."
sequence: 0
userscript: DamageVolition(1)
dialoguetext:
"Maybe," she says with unnerving calm. "It would be easy. But right now you want something from me, right?"


title: Washerwoman: ""And then there's the drunks..." Sh..."
sequence: 0
dialoguetext:
"And then there's the drunks..." She sighs. "Not a pretty sight, but there's little we can do about it. Home is home, even for them."


title: Washerwoman: ""I'm sure you did," she says with a..."
sequence: 0
dialoguetext:
"I'm sure you did," she says with a peculiar smile and nods. "Nature keeps them in rotation. A new face pops up every now and then and an old one disappears and is forgotten. This is who we are."


title: Washerwoman: ""Not much..." She replies and wipes..."
sequence: 0
userscript: SetVariableValue("village.ww_said_dolorian_church", true) --[[ Variable[ ]]
dialoguetext:
"Not much..." She replies and wipes her forehead. "There's the abandoned church -- the Dolorian Church of Humanity. It's been there since before my time even."


title: Washerwoman: ""I don't know exactly. A pre-war pl..."
sequence: 0
dialoguetext:
"I don't know exactly. A pre-war place. It used to be something." She shrugs. "Before the war. I wasn't here then, you know. Was born in Samara."


title: Washerwoman: ""What, you're one of those real-est..."
sequence: 0
dialoguetext:
"What, you're one of those real-estate people with big plans? If you want a development opportunity, you can check out the abandoned building over at Land's End."


title: Washerwoman: ""Used to be a supply depot... we th..."
sequence: 0
userscript: SetVariableValue("village.ww_landsend_supply", true) --[[ Variable[ ]]
dialoguetext:
"Used to be a supply depot... we think. Sending goods and ammo across the bay. It's jammed shut, though. We tried to get in, see if there was anything to sell or scavenge, but it's impossible."


title: Washerwoman: "“Yes, I let my room to that Ruby gi..."
sequence: 0
userscript: SetVariableValue("village.ww_talked_about_bullet_exit", true) --[[ Variable[ ]]
dialoguetext:
“Yes, I let my room to that Ruby girl…” She speaks slowly, wringing out a rag, after a long silence. Her hands move into the water bucket. Some water sloshes over the edge.


title: Kim Kitsuragi: ""That's for the police to find out...."
sequence: 0
userscript: SetVariableValue("village.ww_rubyhub_with_kim", true) --[[ Variable[ ]]
dialoguetext:
"That's for the police to find out." The lieutenant takes out his familiar blue notebook. "Right then, please answer each question to the best of your ability. I'm sure we have a few."


title: Washerwoman: ""One thing. Officer, if you do find..."
sequence: TriggerWeather(SnowLight, 12);
dialoguetext:
"One thing. Officer, if you do find her, please go easy on her..." She looks around. The air is getting colder.


title: Hand/Eye Coordination: "Your hand twitches. A single bullet..."
sequence: 0
dialoguetext:
Your hand twitches. A single bullet hidden from sight. Remember the way it slides into the barrel. The muzzle of the loaded weapon pointed at your heart -- it feels familiar, doesn't it?

userscript:
SetVariableValue("village.ww_blackc_handeye_suicide", true) ; ReputationGrows("suicide_cop")--[[ Variable[ ]]


title: Washerwoman: ""Although I guess she was pretty ha..."
sequence: 0
dialoguetext:
"Although I guess she was pretty handy with the mechanical and technical stuff. Even fixed the heater in the shack. You should be thankful for that."


title: You: ""I had a few more questions about R..."
dialoguetext: "I had a few more questions about Ruby..."
sequence: 0
conditionstring:
Variable["village.ww_ruby_hub_reached"] == true  and  Variable["TASK.locate_ruby_on_the_coast_done"] == false


title: Washerwoman: ""You'll never find her, you know."..."
sequence: 0
dialoguetext:
"You'll never find her, you know." Her tone is without malice. "She knows the coast like the back of her hand. *You* only just arrived."


title: Encyclopedia: "You're not sure about the melody, b..."
sequence: 0
userscript: SetVariableValue("village.ww_ency_southsamaran", true) --[[ Variable[ ]]
dialoguetext:
You're not sure about the melody, but it might be South Samaran, possibly Siigayan (also known as the Apricot Suzerainty).


title: Washerwoman: ""Oh, of course. Last time we saw yo..."
dialoguetext:
"Oh, of course. Last time we saw you around here was... twelve years ago. You also came to take care of trouble then. Which you *did*... but, still, in Martinaise you're considered an ill omen."


title: Washerwoman: ""No, you're not. I've seen you arou..."
dialoguetext:
"No, you're not. I've seen you around here before. Twelve years ago. You didn't raise any hell -- you were quite helpful, actually. But, still, in Martinaise you're considered an ill omen."


title: Washerwoman: ""No, not you personally. I meant th..."
userscript: SetVariableValue("coast.washerwoman_locked_dude_story_heard", true) --[[ Variable[ ]]
dialoguetext:
"No, not you personally. I meant the RCM. Some of the men got into a fight, one of them killed another. Locked himself in that woodshed over there," she points to the building behind her.


title: Washerwoman: ""He was brooding, needed some help..."
dialoguetext:
"He was brooding, needed some help opening the door. You got it open for him and took him to think about what he'd done in a more secluded place. Somewhere more quiet."


title: Washerwoman: ""Because you're an *ill omen*. But..."
dialoguetext:
"Because you're an *ill omen*. But you're still welcome here as long as men with guns aren't chasing you. And maybe even then, because that's the kind of fishing village we've built."


title: Washerwoman: ""I'm sorry there's not a lot of roo..."
dialoguetext:
"I'm sorry there's not a lot of room to park your motor carriage. And not a lot of houses. Or a lot of people. My kids are long gone... searching for treasure. So are others'."


title: Washerwoman: ""You're still welcome here." She no..."
dialoguetext:
"You're still welcome here." She nods. "As long as men with guns aren't chasing you. And maybe even then, because that's the kind of fishing village we've built."


title: Washerwoman: ""What do you expect? Police officer..."
sequence: 0
dialoguetext:
"What do you expect? Police officers get put into dangerous situations all the time. Sometimes they get shot. It's a rough trade you're in."


title: Washerwoman: ""I'm not sure those were the last o..."
sequence: 0
dialoguetext:
"I'm not sure those were the last of the men with guns, either." She nods. "There are always more coming for your kind, officer."


title: You: "Convince her to sign Evrart's docum..."
dialoguetext: Convince her to sign Evrart's document.
sequence: 0
conditionstring:
Variable["TASK.deliver_mail_to_fishing_village"] == true  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["village.ww_decline_to_sign_whitec_appears"] == true  and  CheckItem("white_envelope_lilienne_and_idiot_doom") == false  and  Variable["TASK.forge_liliennes_and_isobels_signatures_done"] == false


title: Suggestion: "Logic and reason won't work on this..."
sequence: 0
dialoguetext:
Logic and reason won't work on this old bat. Better go for shameless emotional manipulation. What's a grandmother's deepest vulnerability?


title: Suggestion: "It's really in her best interest to..."
dialoguetext: It's really in her best interest to listen to you. You *know* how the world works.
sequence: 0
userscript:
SetVariableValue("village.ww_wcheck_failure_counter", Variable["village.ww_wcheck_failure_counter"] +1) 


title: Interfacing: "You know, there could be another wa..."
sequence: 0
userscript: SetVariableValue("village.ww_hint_at_forgery", true) --[[ Variable[ ]]
dialoguetext:
You know, there could be another way. You'll need to go some place *private* and *discreet*, though... like your shack.


title: Interfacing: "You know, there could be another wa..."
sequence: 0
userscript: SetVariableValue("village.ww_hint_at_forgery", true) --[[ Variable[ ]]
dialoguetext:
You know, there could be another way. You'll need to go some place *private* and *discreet*, though. Your room in the Whirling would do...


title: Washerwoman: ""I see Lilienne's name is already h..."
sequence: 0
dialoguetext:
"I see Lilienne's name is already here. Tsk, tsk. The girl is too trusting. Either way, I won't sign Union papers." She hands the envelope back to you.

userscript:
SetVariableValue("village.ww_decline_to_sign_whitec_appears", true) ; GainItem("white_envelope_lilienne_signed")--[[ Variable[ ]]


title: Washerwoman: ""Have you asked Lilienne about this..."
sequence: 0
dialoguetext:
"Have you asked Lilienne about this? I won't even consider signing till I know she's on board." She hands the envelope back.

userscript:
SetVariableValue("village.ww_told_to_get_netpickers_signature_first", true) ; GainItem("white_envelope")--[[ Variable[ ]]


title: Washerwoman: ""Fine," she mutters. Grabbing a pen..."
sequence: 0
userscript: SetVariableValue("village.ww_got_her_signature", true) --[[ Variable[ ]]
dialoguetext:
"Fine," she mutters. Grabbing a pen from inside her apron pocket, she scribbles her name on the dotted line and hands the document back to you.


title: Washerwoman: "Reluctantly, she takes the pen from..."
sequence: 0
userscript: SetVariableValue("village.ww_got_her_signature", true) --[[ Variable[ ]]
dialoguetext:
Reluctantly, she takes the pen from your hand, scribbles her name on the line, and hands everything back to you.


title: Washerwoman: ""See that you didn't just get us al..."
sequence: 0
dialoguetext:
"See that you didn't just get us all screwed. I might be half-blind, but I have a good memory for treachery."

userscript:
GainItem("white_envelope_signed_right"); CancelTask("TASK.forge_liliennes_and_isobels_signatures_cancelled"); GainTask("TASK.mail_the_signed_documents_to_evrart"); CancelTask("TASK.find_two_random_people_to_sign_the_papers_cancelled")--[[ Variable[ ]]


title: You: ""I got Lilienne's signature. Will y..."
dialoguetext: "I got Lilienne's signature. Will you sign the papers now?"
sequence: 0
conditionstring:
CheckItem("white_envelope_lilienne_signed")  and  Variable["TASK.deliver_mail_to_fishing_village"] == true  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["village.netpicker_signature_for_washerwoman"] == true  and  Variable["village.ww_decline_to_sign_whitec_appears"] == false


title: Washerwoman: ""I don't believe that. Police showi..."
sequence: 0
dialoguetext:
"I don't believe that. Police showing up here, collecting signatures -- this has Union written all over it."


title: You: ""I changed my mind, I want you to s..."
dialoguetext: "I changed my mind, I want you to sign the documents." (Give her the envelope.)
sequence: 0
conditionstring:
(CheckItem("white_envelope")  or  CheckItem("white_envelope_lilienne_signed"))  and  Variable["TASK.deliver_mail_to_fishing_village"] == true  and  Variable["TASK.deliver_mail_to_fishing_village_done"] == false  and  Variable["village.ww_told_to_ignore_documents_once"] == true  and  Variable["village.netpicker_signature_for_washerwoman"] == false


title: Washerwoman: ""Lilienne should let her sword make..."
sequence: 0
userscript: SetVariableValue("village.ww_decline_to_sign_whitec_appears", true) --[[ Variable[ ]]
dialoguetext:
"Lilienne should let her sword make her decisions. The girl just doesn't have the head for it." She lets out a chortle, coarse like a raven's caw. "Either way, I won't sign."


title: Washerwoman: ""I've seen it all before. You think..."
sequence: 0
dialoguetext:
"I've seen it all before. You think they've got *our* interests at heart? Rich men are always selling poor men promises they never plan to keep..." She pulls a dark red rag out of the bucket and puts it back.


title: Washerwoman: ""Then the poor get pushed out of th..."
sequence: 0
dialoguetext:
"Then the poor get pushed out of their homes and the rich get a little richer. That's the way it goes. So no, I don't trust the fat man, and neither should you."


title: Washerwoman: ""Cops bribing citizens? Doesn't it..."
sequence: 0
dialoguetext:
"Cops bribing citizens? Doesn't it usually go the other way around?" She doesn't wait for your reply.


title: Washerwoman: ""I've heard that pitch before plent..."
sequence: 0
dialoguetext:
"I've heard that pitch before plenty. 'Building this, building that, new jobs, new blood...'" She shakes her head in disdain. "Somehow the people here always end up holding the short end of the stick."


title: Washerwoman: ""Do you know who takes the cream of..."
sequence: 0
dialoguetext:
"Do you know who takes the cream off these deals? Real estate developers, construction companies, restaurant owners, Claire's accountants in La Delta..."


dialoguetext: 0
sequence: Continue()
title:
Variable["TASK.forge_liliennes_and_isobels_signatures"]  or  Variable["village.documents_refused_to_forge"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["TASK.forge_liliennes_and_isobels_signatures"]  or  Variable["village.documents_refused_to_forge"])

conditionstring:
(Variable["TASK.forge_liliennes_and_isobels_signatures"]  or  Variable["village.documents_refused_to_forge"]) == false


title: Suggestion: "Like ocean waves shaping the coastl..."
sequence: 0
dialoguetext:
Like ocean waves shaping the coastline, you will wear her down. Pebble by pebble. Just be persistent.

userscript:
SetVariableValue("village.ww_wcheck_failure_counter", Variable["village.ww_wcheck_failure_counter"] +1) 


title: Washerwoman: ""Save your breath, officer. This de..."
sequence: 0
dialoguetext:
"Save your breath, officer. This deal isn't going anywhere. Now if you'll excuse me, I've got this whole bucket-full of rags to finish. That's my job. Maybe you should do yours?"


title: Washerwoman: ""No. They've tried, but things just..."
sequence: 0
dialoguetext:
"No. They've tried, but things just keep happening. Crime. *Accidents*. Other things. The place never stays open." She frowns. "It's a pity. It used to be such a nice church."


title: Washerwoman: ""The Ecclesiastes have tried to get..."
sequence: 0
dialoguetext:
"The Ecclesiastes have tried to get things going there, but things just keep happening. Crime. *Accidents*. Other things. The place never stays open." She frowns. "It's a pity. It used to be such a nice church."


title: Washerwoman: ""I won't be around much longer, any..."
sequence: 0
dialoguetext:
"I won't be around much longer, anyway. Not with the dampness in my bones." She looks at her knees. "If they want to take a chance, who am I to stop them?"


title: Washerwoman: ""Aye, even *I* can see that. I told..."
sequence: 0
dialoguetext:
"Aye, even *I* can see that. I told you not to bring your trouble with you, policeman. We've got troubles of our own here..."


title: Washerwoman: ""Though I suppose you took the wors..."
sequence: 0
dialoguetext:
"Though I suppose you took the worst of it. Turns out you were your *own* ill omen." The woman chuckles to herself.


title: Washerwoman: ""Losing a family member's tough," s..."
sequence: 0
dialoguetext:
"Losing a family member's tough," she nods solemnly. "But we've all lost someone we're close to, some more than once."


title: Washerwoman: ""What kind of foolishness is that?..."
sequence: 0
dialoguetext:
"What kind of foolishness is that? A cop's got to have a partner. That's in your nature, however you may deny it."


dialoguetext: 0
sequence: Continue()
title:
Variable["whirling.klaasje_tried_the_expression"] == true  and  Variable["whirling.mirror_stopped_expression"] == false


dialoguetext: 0
sequence: Continue()
title:
!(Variable["whirling.klaasje_tried_the_expression"] == true  and  Variable["whirling.mirror_stopped_expression"] == false)

conditionstring:
(Variable["whirling.klaasje_tried_the_expression"] == true  and  Variable["whirling.mirror_stopped_expression"] == false) == false


title: Washerwoman: ""He did too many narcotics. So many..."
sequence: 0
dialoguetext:
"He did too many narcotics. So many he fell off his boat and split his skull on a buoy." She rubs soap off her hands. "Folks who saw it, say his head cracked open like a melon. Nasty-nasty."


title: Electrochemistry: "Like the hag can tell the differenc..."
sequence: 0
dialoguetext:
Like the hag can tell the difference between fool and cool? C'mon... As far as names go, Tequila Sunset is *dangerously* cool.


title: You: ""They didn't end up like the moribu..."
dialoguetext: "They didn't end up like the moribund alcoholics?" (Point to the drunks.)
sequence: 0
conditionstring:
Variable["village.abigail_greeting_done"] == true  or  Variable["village.idiot_greeting_done"] == true  or  Variable["village.rosemary_made_it_to_main_hub"] == true


title: Washerwoman: ""You watch your tongue, boy. This v..."
sequence: 0
dialoguetext:
"You watch your tongue, boy. This village has held up much better than *some* people." Even with her cataracts she can pierce right through you.


title: Washerwoman: ""That doesn't mean you're wrong tho..."
sequence: 0
dialoguetext:
"That doesn't mean you're wrong though," she sighs. "This place ain't what it used to be, even I can see that..."


title: Washerwoman: ""I don't believe the fat man's *you..."
sequence: 0
dialoguetext:
"I don't believe the fat man's *youth centre* is gonna change anything. But what other choice do we have? It's not like the Coalition Government is coming to save us..."


title: You: ""Do you know anything about a lost..."
dialoguetext: "Do you know anything about a lost jacket?"
sequence: 0
userscript: SetVariableValue("village.ww_asked_jacket", true) --[[ Variable[ ]]
conditionstring:
Variable["TASK.find_idiot_doom_spiral_jacket"] == true  and  Variable["TASK.find_idiot_doom_spiral_jacket_done"] == false  and  CheckItem("missing_jacket_filthy") == false  and  CheckItem("jacket_faln") == false  and  Variable["village.ww_washing_jacket"] == false


title: Washerwoman: ""Anyhow, you might ask Lilienne if..."
sequence: 0
dialoguetext:
"Anyhow, you might ask Lilienne if she's seen anything lately -- that girl's got a way of attracting lost and broken things."


title: Washerwoman: ""What? You're fetching someone's mi..."
sequence: 0
dialoguetext:
"What? You're fetching someone's missing laundry *free of charge*? Do you not have anything better to do?"


title: Washerwoman: ""Good for you. Can't expect to rece..."
sequence: 0
dialoguetext:
"Good for you. Can't expect to receive help if you're not helpful in return. A fine arrangement, that."


title: Washerwoman: ""I *can* wash it for you," she says..."
sequence: 0
dialoguetext:
"I *can* wash it for you," she says after looking the jacket over, "but it's going to take about a half an hour. Think you can stay put for that long?"


title: Washerwoman: ""Aye, laundry fetchers are some of..."
sequence: 0
dialoguetext:
"Aye, laundry fetchers are some of the most *honourable* people I know." Her smile gleams like a freshly honed knife.


title: Washerwoman: ""Gone and hid things in there..." S..."
sequence: 0
dialoguetext:
"Gone and hid things in there..." She shakes her head. "She's usually a good tenant. And not a *stupid* one either."


title: Washerwoman: ""Lilienne is tough." She nods. "Tou..."
sequence: 0
userscript: SetVariableValue("village.washerwoman_asked_about_lilienne", true) --[[ Variable[ ]]
dialoguetext:
"Lilienne is tough." She nods. "Tougher than the men here at least. If it wasn't for her and the kids, this place wouldn't have a spark of life left."


dialoguetext: 0
sequence: Continue()
title:
Variable["village.washerwoman_asked_about_lilienne"]  or  Variable["village.netpicker_greeting_done"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["village.washerwoman_asked_about_lilienne"]  or  Variable["village.netpicker_greeting_done"])

conditionstring:
(Variable["village.washerwoman_asked_about_lilienne"]  or  Variable["village.netpicker_greeting_done"]) == false


title: Washerwoman: ""She's right over there." She point..."
sequence: 0
dialoguetext:
"She's right over there." She points towards the jetty. "The dark-haired woman, leaning over the railing."


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


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

conditionstring:
(Variable["TASK.forge_liliennes_and_isobels_signatures"]  and  Variable["TASK.forge_liliennes_and_isobels_signatures_done"] == false) == false


title: You: ""You can start by signing these pap..."
sequence: 0
conditionstring: CheckItem("kind_green_ape_pen") or CheckItem("blue_oblong_pen")
userscript: LoseItem("white_envelope_lilienne_signed")
dialoguetext:
"You can start by signing these papers. Where the squiggly line is. I've got a pen right here." (Hand her the documents.)


title: You: ""Will you sign the papers? Right wh..."
sequence: 0
conditionstring: CheckItem("kind_green_ape_pen") == false and CheckItem("blue_oblong_pen") == false
userscript: LoseItem("white_envelope_lilienne_signed")
dialoguetext:
"Will you sign the papers? Right where the squiggly line is. For the children?" (Hand her the documents.)


title: Washerwoman: ""Heh..." Not a muscle moves in the..."
sequence: 0
dialoguetext:
"Heh..." Not a muscle moves in the wrinkled face. "I'd like to see him try. If anything, *I* am gonna muscle *him* out with construction noise."


title: Washerwoman: ""Get out of here, trying to ruin my..."
sequence: 0
dialoguetext:
"Get out of here, trying to ruin my day!" She raises her bony finger. "And that youth centre better be a good one or you'll have trouble from me."


title: Washerwoman: ""I wield an army of drunks." A clev..."
sequence: 0
dialoguetext:
"I wield an army of drunks." A clever smile passes her face. "Do not underestimate the effect of such a force if it's pointed to the right direction."


dialoguetext: 0
sequence: Continue()
title:
Variable["village.abigail_greeting_done"]  or  Variable["village.idiot_greeting_done"]  or  Variable["village.rosemary_made_it_to_main_hub"]


dialoguetext: 0
sequence: Continue()
title:
!(Variable["village.abigail_greeting_done"]  or  Variable["village.idiot_greeting_done"]  or  Variable["village.rosemary_made_it_to_main_hub"])

conditionstring:
(Variable["village.abigail_greeting_done"]  or  Variable["village.idiot_greeting_done"]  or  Variable["village.rosemary_made_it_to_main_hub"]) == false


title: Washerwoman: ""As I've done before when she's bee..."
sequence: 0
dialoguetext:
"As I've done before when she's been in trouble, or just looking for solitude. I've made it clear -- we welcome all kinds of people here."


title: Washerwoman: ""She came last Friday. Left on Mond..."
sequence: 0
dialoguetext:
"She came last Friday. Left on Monday, in a hurry..." Her wrinkled hand kneads a blue rag in the water. "What has she gotten herself into, that girl?"


title: Inland Empire: "You could ask her about your hunch...."
sequence: 0
dialoguetext:
You could ask her about your hunch. That it was a *desperate* measure. See if she thinks Ruby fits the bill.


title: Washerwoman: ""Yes, it's going to be too much wor..."
sequence: 0
dialoguetext:
"Yes, it's going to be too much work for you to find her." She drops the rag into the bucket -- it's clean now. "Better for you to stay here, get a nice, cosy fire going in the heater..."

userscript:
FinishTask("TASK.confront_washerwoman_bullet_done"); GainTask("TASK.ruby_not_village_explore_peninsula"); XPMinorSetBool("XP.ruby_headed_west")--[[ Variable[ ]]


title: Empathy: "She seems genuinely worried about h..."
sequence: 0
dialoguetext:
She seems genuinely worried about her previous tenant. She's seen her hiding out from trouble before, but this seems different.


title: Kim Kitsuragi: ""Yes. That is a downside of having..."
sequence: 0
userscript: XPPicoSetBool("XP.ruby_heard_kineema")--[[ Variable[ ]]
dialoguetext:
"Yes. That is a downside of having a 130 kilowatt engine." His voice is tinged with pride. "It lets the bad guys know when you're coming."


title: Washerwoman: ""Here? For you?" She lets out a dry..."
sequence: 0
dialoguetext:
"Here? For you?" She lets out a dry chortle. "No, officer. The only money we have here is some coins the drunks tried hiding from their women -- and then forgot about."


title: Washerwoman: ""She tried not to let it show, but..."
sequence: 0
dialoguetext:
"She tried not to let it show, but I could tell she hadn't come to fish -- usually she likes to cast a few lines, but this time she mostly stayed in her room."


title: Washerwoman: ""Are you sure you wouldn't rather s..."
sequence: 0
dialoguetext:
"Are you sure you wouldn't rather stay here, get a nice, cozy fire going in the heater?" She drops the rag into the bucket -- it's clean now. "Seems like a better idea to me..."

userscript:
FinishTask("TASK.confront_washerwoman_bullet_done"); GainTask("TASK.ruby_not_village_explore_peninsula"); XPMinorSetBool("XP.ruby_headed_west")--[[ Variable[ ]]


title: Washerwoman: ""As I said. It's a peninsula. There..."
sequence: 0
dialoguetext:
"As I said. It's a peninsula. There's no one there. Just ghosts and vagrants. And teenagers making out."


title: Washerwoman: ""Aye, that you are, dark Omen -- he..."
sequence: 0
dialoguetext:
"Aye, that you are, dark Omen -- help yourselves and your organization. Help the storm clouds gather on the horizon..." She shakes her head.


title: Washerwoman: ""No, it's *not* like that man. With..."
sequence: 0
dialoguetext:
"No, it's *not* like that man. With him, we called you. Right now, you just arrived by yourself. Like a raven, plucking at the window glass."


title: Empathy: "It's not that she misses the kids -..."
sequence: 0
dialoguetext:
It's not that she misses the kids -- they've been gone too long for that -- but deep deep down the old woman is incurably lonely.


title: Encyclopedia: "When Vaasan communist revolutionary..."
sequence: 0
userscript: SetVariableValue("village.washerwoman_encylco_nilsen_hut", true) --[[ Variable[ ]]
dialoguetext:
When Vaasan communist revolutionary Ignus Nilsen was in hiding, he stayed in a hut on the boreal plateau for ten months.


title: Conceptualization: "She makes it sound like losing one'..."
dialoguetext: She makes it sound like losing one's name was as common as a mid-life crisis.
sequence: 0
userscript:
SetVariableValue("village.washerwoman_conze_loosing_your_name_is_common_here", true) --[[ Variable[ ]]


title: Washerwoman: ""I warned you," she nods solemnly...."
sequence: 0
dialoguetext:
"I warned you," she nods solemnly. "I warned you men with guns would be coming after you. They always are with your kind..." Her features soften.


title: Washerwoman: ""You need to check your facts, offi..."
sequence: 0
dialoguetext:
"You need to check your facts, officer." Her bony finger is pointing at you, soapy water dripping on the skirt. "I said no such thing."


title: Electrochemistry: "Yum yum. It's not a shack nor a roo..."
sequence: 0
dialoguetext:
Yum yum. It's not a shack nor a room nor a lodging -- it's a spiral staircase disappearing into bliss. Empty bottles on the floor, maybe some baggies...


title: Washerwoman: ""And what do you think I'm doing ri..."
sequence: 0
dialoguetext:
"And what do you think I'm doing right now, Mr. RCM?!" The scrub brush flies into the bucket so furiously some splashes hit your face.


title: Kim Kitsuragi: ""We really should focus on some act..."
sequence: 0
dialoguetext:
"We really should focus on some actual leads..." The lieutenant looks around uncomfortably. "Negotiating real estate deals isn't our main thing."


title: Authority: "The virtue you exhibit in even the..."
sequence: 0
userscript: HealVolition(1)
dialoguetext:
The virtue you exhibit in even the most difficult of moral dilemmas, speaks of the purest of heart and soul. Soon it will be time for another Arch.


title: Washerwoman: ""Yes, let's hear those other questi..."
sequence: 0
dialoguetext:
"Yes, let's hear those other questions." She looks around as spring snow starts falling -- lightly on the fishing village.


title: Kim Kitsuragi: ""I could use a breather, it's been..."
sequence: 0
dialoguetext:
"I could use a breather, it's been another *track and field day*," the lieutenant says, rubbing his thigh.


title: Washerwoman: ""Well, hand it over then and I'll s..."
dialoguetext: "Well, hand it over then and I'll see what I can do..."
sequence: FadeToBlack()
userscript:
LoseItem("missing_jacket_filthy"); SetVariableValue("village.ww_washing_jacket", true) ;--[[ Variable[ ]]


title: Washerwoman: ""Must say, I'm proud of this one,"..."
sequence: HideOverlay();
dialoguetext:
"Must say, I'm proud of this one," she nods, handing the jacket back to you. "It's pretty nice underneath all that filth. I hope it'll have an easier life in your hands."

userscript:
PassTime(); GainItem("jacket_faln"); SetVariableValue("village.ww_jacket_washed", true) --[[ Variable[ ]]


title: Washerwoman: ""Must say, I'm proud of this one,"..."
sequence: HideOverlay();
dialoguetext:
"Must say, I'm proud of this one," she nods, handing the jacket back to you. "It's pretty nice underneath all that filth. I hope you take better care of it than its last owner."

userscript:
PassTime(); GainItem("jacket_faln"); SetVariableValue("village.ww_jacket_washed", true) ; FinishTask("TASK.wash_dirty_jacket_done")--[[ Variable[ ]]


title: You: ""I have 30 minutes to spare, would..."
dialoguetext: "I have 30 minutes to spare, would you still wash the jacket for me?"
sequence: 0
conditionstring:
Variable["village.washerwoman_decided_to_Wait_for_jacket"] == true  and  Variable["village.ww_jacket_washed"] == false


title: Horrific Necktie: "Finally you have those *lamos* of M..."
sequence: 0
dialoguetext:
Finally you have those *lamos* of Martinaise off your back, bratan. This looks like a great place to bring chicks.


title: Shivers: "Between here and Jamrock, a dusty s..."
sequence: 0
dialoguetext:
Between here and Jamrock, a dusty sea of old trees, all covered in industrial soot. Small houses under them, an overgrown park...


title: Inland Empire: "Perhaps the mysterious music is som..."
sequence: 0
dialoguetext:
Perhaps the mysterious music is somehow connected to the case? A rusálka, or a half-demonic *apsara*, singing...


title: Rhetoric: "In her mind, the Union is right win..."
sequence: 0
dialoguetext:
In her mind, the Union is right wing because Evrart is fat. It's that simple and there's no changing it.


title: You: ""Have you heard a radio on the coas..."
dialoguetext: "Have you heard a radio on the coast in the last week or so?"
sequence: 0
conditionstring:
Variable["TASK.talk_to_washer_woman_about_radio"] == true  and  Variable["TASK.talk_to_washer_woman_about_radio_done"] == false  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false


title: Washerwoman: ""These ears know every sound that b..."
sequence: 0
dialoguetext:
"These ears know every sound that belongs to this coast. I would know if I heard anything different."


title: Washerwoman: ""I told you before! No, there has b..."
sequence: 0
dialoguetext:
"I told you before! No, there has been no listening to the radio. Not last week, not in the weeks before."


title: You: ""Can you confirm for my partner Kim..."
dialoguetext: "Can you confirm for my partner Kim that no one listened to the radio recently?"
sequence: 0
conditionstring:
IsKimHere()  and  Variable["TASK.talk_to_washer_woman_again_with_kim_radio"] == true  and  Variable["TASK.find_children_of_the_big_sea_cancelled"] == false


title: Esprit de Corps: "The lieutenant, elsewhere in Revach..."
sequence: 0
dialoguetext:
The lieutenant, elsewhere in Revachol, runs a finger over the rough mesh of a stereo. He is deep in thought. He needs to be here for this.


title: Washerwoman: ""If you say it is," she says, shrug..."
dialoguetext: "If you say it is," she says, shrugging.
sequence: 0
userscript:
GainTask("TASK.talk_to_washer_woman_again_with_kim_radio");
CancelTask("TASK.talk_to_washer_woman_about_radio_cancelled")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Let's just get it out of the way a..."
sequence: 0
dialoguetext:
"Let's just get it out of the way as fast as we can. Contact dispatch from my Kineema and ask them to connect you to the station. Maybe they can shed some light on this."

userscript:
FinishTask("TASK.talk_to_washer_woman_about_radio_done");
GainTask("TASK.talk_to_speedfreaks_fm")--[[ Variable[ ]]


title: Kim Kitsuragi: ""Let's just get it out of the way a..."
sequence: 0
dialoguetext:
"Let's just get it out of the way as fast as we can. Contact dispatch from my Kineema and ask them to connect you to the station. Maybe they can shed some light on this."

userscript:
FinishTask("TASK.talk_to_washer_woman_again_with_kim_radio_done");
GainTask("TASK.talk_to_speedfreaks_fm")--[[ Variable[ ]]


title: Kim Kitsuragi: ""In the future, could you please re..."
sequence: 0
dialoguetext:
"In the future, could you please refrain from emoting too much on duty? The quasi-legal status of the RCM means we need to project strength twice as consistently as any other police force in the world."


title: Kim Kitsuragi: "The lieutenant blinks. "So you're s..."
sequence: 0
dialoguetext:
The lieutenant blinks. "So you're saying you *didn't* break down in tears just now and nearly tear your shirt off?"


title: You: ""It's when you totally break down a..."
sequence: 0
dialoguetext:
"It's when you totally break down and it feels a little better afterwards. I don't know where I got the expression from. I may have just invented it."


title: Drama: "'Tis possible thou couldst persuade..."
sequence: 0
dialoguetext:
'Tis possible thou couldst persuade the lieutenant 'twas all a part of thy 'unorthodox' method. But can thou persuade *thyself*?


title: Kim Kitsuragi: ""Normally I'm opposed to discussing..."
sequence: 0
dialoguetext:
"Normally I'm opposed to discussing one's feelings, especially on-duty, but I think this is an exceptional case..."


title: You: ""... you could torture me, abandon..."
sequence: 0
dialoguetext:
"... you could torture me, abandon me, even *divorce* me, and I'd be dry as a desert, yessir." (Wipe your eyes.)


title: Noid: ""So you had a talk with Andre, and..."
dialoguetext:
"So you had a talk with Andre, and now you want to discuss things with Noid? Good." Skin shows through the holes in the speedfreak's too-large sweater. In front of him -- an open toolbox full of carpentry tools and parts.


title: Noid: ""It's good you talked to Andre firs..."
userscript: SetVariableValue("ice.noid_earrings_blackc", true) --[[ Variable[ ]]
dialoguetext:
"It's good you talked to Andre first. Gave me time to get a reading on your *sine*. Can't really talk to people before you get a reading." He runs his hand through his hair, which is combed back in mock seriousness, and continues to fiddle with some gears.


title: Noid: ""Many non-Occidental cultures share..."
sequence: 0
userscript: SetVariableValue("ice.noid_hard_core_mentioned", true) --[[ Variable[ ]]
dialoguetext:
"Many non-Occidental cultures share a beat at their heart. Thus, they are closer to true, hard core life. There's just never been enough of them, and they had to rely on some extremely basic percussion."


title: Noid: "Just like that the speedfreak is ri..."
sequence: 0
dialoguetext:
Just like that the speedfreak is right in your face, his eyes burning. His comrades look on worriedly.


title: You: ""It's very modern. I'd like to lear..."
dialoguetext: "It's very modern. I'd like to learn more about it."
sequence: 0
conditionstring:
Variable["church.churchdoor_understood_modernity"] == true  or  Variable["ice.andre_conceptualized_hair"] == true


title: Conceptualization: "Lord of the western plain! It is re..."
sequence: 0
userscript: SetVariableValue("ice.noid_kipts", true) --[[ Variable[ ]]
dialoguetext:
Lord of the western plain! It is really happening, right here, the migrants are contaminating our youth!


title: Noid: ""Seems like my creation has found i..."
sequence: 0
dialoguetext:
"Seems like my creation has found its way into the legal bureaucracy. What did you want to ask about it?"


title: You: ""Okay. It's a yellow circle -- the..."
sequence: 0
userscript: SetVariableValue("ice.noid_sticker_described", true) --[[ Variable[ ]]
dialoguetext:
"Okay. It's a yellow circle -- the human face -- with X-es for eyes and a smile underneath. I think the X-es mean the guy is dead."


title: Noid: ""So you had a talk with Andre, and..."
dialoguetext:
"So you had a talk with Andre, and now you want to discuss things with Noid?" He's stooped over his toolbox as usual, shuffling bolts around angrily.


title: Noid: ""Cool. The ban on foulness, that's..."
sequence: 0
dialoguetext:
"Cool. The ban on foulness, that's the moralists' plot to alienate us from our bodily functions so they can control us more fully..."


title: You: ""I'm thinking maybe the smiling dea..."
sequence: 0
conditionstring: IsTHCPresent("communist")
dialoguetext:
"I'm thinking maybe the smiling dead guy is a symbol for communism. It's also dead, but doesn't care."


title: You: ""The term *hard core* also denotes..."
sequence: 0
conditionstring: Variable["ice.noid_penetration"] == true
dialoguetext:
"The term *hard core* also denotes a strain of pornography that depicts penetration, did you know that?"


title: Noid: ""C'mon. Okay, then." He looks surpr..."
sequence: 0
dialoguetext:
"C'mon. Okay, then." He looks surprised and a bit disappointed. "You don't have to describe it. What did you want to know about the sticker?"


title: Noid: ""You know what I think? I think *ma..."
sequence: 0
dialoguetext:
"You know what I think? I think *man*, *woman*, and *child* are arbitrary divisions which serve to bind humanity to serfdom."


title: Suggestion: "The one with the bleached hair is n..."
sequence: 0
dialoguetext:
The one with the bleached hair is not really pulling rank on his friend here. He's just trying to create the impression of himself as a reasonable, moderate leader figure.


title: Noid: ""Oh, it'd be easier to list stuff I..."
sequence: 0
dialoguetext:
"Oh, it'd be easier to list stuff I'm not suspicious of. I'm not suspicious of sound and colour. Mechanics and chemistry also have a trueness about them. Most anything else deceives. Wants to steal your life away."


title: Noid: ""A life is true if it's free from f..."
sequence: 0
dialoguetext:
"A life is true if it's free from fear and internal division among oneself. And others -- mankind has seeds of greatness in it. A germinal will come, a return to trueness. It will be hard core."


title: Noid: ""Hey, it kind of *does* look like y..."
sequence: 0
dialoguetext:
"Hey, it kind of *does* look like you." He thinks for a moment. "Surely a sign of things to come. What did you want to ask about it?"


title: Noid: ""The original mistake was assuming..."
sequence: 0
userscript: SetVariableValue("ice.noid_truelife", true) --[[ Variable[ ]]
dialoguetext:
"The original mistake was assuming that words have more being than bodies. That's what led us astray, far from our true lives. But we may yet find a way back."


title: Noid: ""Yes, having food is a means to an..."
sequence: 0
dialoguetext:
"Yes, having food is a means to an end. But the Left never talks about the end, only the means. Caps are likewise suckers, constantly sleepless in worry."


title: Noid: ""Talk to Andre. No point in standin..."
userscript: GainTask("TASK.sync_the_sines")--[[ Variable[ ]]
dialoguetext:
"Talk to Andre. No point in standing here -- the sines are really out of tune." He glances at the others.


title: Noid: ""Beats and bright lights to shatter..."
sequence: 0
dialoguetext:
"Beats and bright lights to shatter falsehoods. Nerve impulses for the collective body. We are very much alike in basic structure. A hard enough beat would awaken everyone to a truer calling -- in unity!"


title: Andre: ""Enough now, Noid, you have had eno..."
sequence: 0
userscript: SetVariableValue("ice.noid_andre_interrupted", true) --[[ Variable[ ]]
dialoguetext:
"Enough now, Noid, you have had enough fun bothering our guest with your crazy theories. Leave him alone."


title: Encyclopedia: "Rejection of the right-left axis, e..."
sequence: 0
userscript: SetVariableValue("ice.noid_fascism", true) --[[ Variable[ ]]
dialoguetext:
Rejection of the right-left axis, emphasis on *unity*, appreciation of some primordial mode of being -- what does that remind you of?


title: Noid: ""Nationalism, militarism, racism, a..."
sequence: 0
userscript: SetVariableValue("ice.noid_hard_core_mentioned", true) --[[ Variable[ ]]
dialoguetext:
"Nationalism, militarism, racism, and emphasis on a leader character are totally absent in *hard core*." The words echo through the church majestically.


title: Noid: "The contents of the young man's too..."
sequence: 0
dialoguetext:
The contents of the young man's toolbox are organized in a neat, yet eclectic manner. He is constantly checking out the various tools and parts and rearranging them slightly...


title: Noid: ""I suck at socializing, man. If you..."
dialoguetext:
"I suck at socializing, man. If you go speak to Andre, I'll have time to *tune in*. Get a reading on your *sine*." Before he's finished talking, he's already turned back to his tools.


title: Noid: ""He defeated History. We are living..."
sequence: 0
dialoguetext:
"He defeated History. We are living in the age of History, and in the eyes of History we are always already dead. How can we ever smile, then? Because History is a lie, and so are its deaths..."


title: Noid: ""Simplicity was brought to us by cl..."
sequence: 0
dialoguetext:
"Simplicity was brought to us by classical Solaist modernism, but that was a *tasteful*, harmonious simplicity, right?"


title: You: ""You keep mentioning *hard core*. W..."
dialoguetext: "You keep mentioning *hard core*. What does it mean to you?"
sequence: 0
conditionstring:
Variable["ice.noid_hard_core_mentioned"] == true  and  Variable["ice.noid_hard_core_answered"] == false


title: Noid: ""Well, hard core is not tasteful or..."
sequence: 0
userscript: SetVariableValue("ice.noid_hard_core_mentioned", true) --[[ Variable[ ]]
dialoguetext:
"Well, hard core is not tasteful or outwardly harmonious. It's a warning shot: 'This will be dangerous.' The echo of man's loss, haunting him."


title: Egg Head: ""Hard core!" His friend shouts from..."
sequence: 0
userscript: SetVariableValue("ice.noid_hard_core_answered", true) --[[ Variable[ ]]
dialoguetext:
"Hard core!" His friend shouts from behind his mix table, with a smile surpassing your own in wideness, a total moon-face, and eyes full of naive wonderment.


title: Noid: ""Not alone. Many people are thinkin..."
sequence: 0
dialoguetext:
"Not alone. Many people are thinking the same thing right now. There's a gathering at The Paliseum. The beat is the same for all."


title: You: ""But shouldn't the ones that are mo..."
sequence: 0
userscript: ReputationGrows("revacholian_nationhood")
dialoguetext:
"But shouldn't the ones that are more hard core rule over the ones that are less hard core, offer them guidance?"


title: Conceptualization: "Dedicated. Hyperactive. Unified. Yo..."
sequence: 0
userscript: SetVariableValue("church.noid_hardcore_aesthetic", true) --[[ Variable[ ]]
dialoguetext:
Dedicated. Hyperactive. Unified. You will have to add something of your own to understand this list of loosely formed qualities called hard core. You need your own entry. Make it!


title: Conceptualization: "Aggressive. Monotonous... but also..."
sequence: 0
dialoguetext:
Aggressive. Monotonous... but also somehow sacral. Primitive, yet futuristic, like a machine man. Nothing exists, but the here and now. All are one, one purpose... All you've managed is a list. The parts don't form a whole.


title: Noid: ""See? It's already going wrong. Sin..."
userscript: GainTask("TASK.sync_the_sines")--[[ Variable[ ]]
dialoguetext:
"See? It's already going wrong. Sine is off." The young man picks up a thin metal saw blade and examines it.


title: Noid: ""Go speak to Andre. I'm just the No..."
dialoguetext:
"Go speak to Andre. I'm just the Noid," a strangely dressed young man says without looking up from his toolbox.


title: Noid: ""I don't have a top ten list of thi..."
sequence: 0
dialoguetext:
"I don't have a top ten list of things I'm most suspicious of. But if I *had* one, the left-right complex would be number one. Number two would be their sole accomplishment -- the pig/wheat paradigm."


title: Noid: ""Nope. Politics is an inert complex..."
sequence: 0
dialoguetext:
"Nope. Politics is an inert complex of daily corruption and inane thinkpieces. The real paradigm is economic and it concerns pig and wheat."


title: Noid: ""This is where the innovation happe..."
sequence: 0
dialoguetext:
"This is where the innovation happens. It's only a theory, but I suspect they're breeding a pig/wheat hybrid. Probably in Graad."


title: Noid: ""It's our only shit." He shrugs. "W..."
sequence: 0
dialoguetext:
"It's our only shit." He shrugs. "We should make better use of not being animals -- or cereal grain -- ourselves."


title: Noid: ""Nothing, animals are cool guys, I..."
sequence: 0
dialoguetext:
"Nothing, animals are cool guys, I like animals too. But that doesn't mean I have to be one myself."


title: Logic: "He can't help but doubt your sincer..."
sequence: 0
userscript: SetVariableValue("ice.noid_doubted_sinc", true) --[[ Variable[ ]]
dialoguetext:
He can't help but doubt your sincerity in this matter. There is no other way -- you are a police officer.


title: You: ""I was being sarcastic. This world..."
sequence: 0
dialoguetext:
"I was being sarcastic. This world has its fair share of problems, but it's not like you guys are going to solve them."


title: Noid: "The young man doesn't say anything..."
sequence: 0
dialoguetext:
The young man doesn't say anything either. After a while he takes out a magnet and runs it over some nails in front of him.


title: Noid: ""A reasonable question. Say, I get..."
sequence: 0
dialoguetext:
"A reasonable question. Say, I get hurt. I want to make sure it never happens again. So I analyse the situation. Exercise caution. Caution is suspicion."


title: You: "Hard people. Hard republic. Hard ce..."
sequence: 0
conditionstring: IsTHCPresent("communist")
dialoguetext:
Hard people. Hard republic. Hard cell. Hard party. Hard riot. Hard government. Core membership. Core secretary. Core teachings. Core fighters.


title: You: "This is taking place in Revachol, h..."
sequence: 0
conditionstring: IsTHCPresent("revacholian_nationhood")
dialoguetext:
This is taking place in Revachol, hard core rising. It could only happen here, in the bottom of the geopolitical abyss. Those are the warhorns of today. We'll be given a fresh start.


title: You: "Long live the world that gave shape..."
sequence: 0
conditionstring: IsTHCPresent("moralist")
dialoguetext:
Long live the world that gave shape to hard core to complete itself! A true heir to Dolorian values. Three-and-a-half centuries and the gift still keeps on giving.


title: Conceptualization: "Endless are the wonders borne out o..."
sequence: 0
userscript: GainThought("hardcore_aesthetic")
dialoguetext:
Endless are the wonders borne out of the cultural collaboration so wisely facilitated by the free world!


title: You: "I've got the money, I've got the pl..."
sequence: 0
conditionstring: IsTHCPresent("ultraliberal")
dialoguetext:
I've got the money, I've got the place/ You've got the figure, you've got the face/ Let's get together, we're jumping all over the world!


title: You: "I am going to truly wreck myself as..."
sequence: 0
conditionstring: Variable["ice.noid_pt"] == true
dialoguetext:
I am going to truly wreck myself as a machine of modern party in a final showdown between flesh and spirit!


title: Conceptualization: "Start the war (Hey! Hey!) Hit the f..."
sequence: 0
userscript: GainThought("hardcore_aesthetic")
dialoguetext:
Start the war (Hey! Hey!) Hit the floor! (Hey! Hey! ) We need more (Hey! Hey!) Army of hard core! Yea.


title: Logic: "Jumping around, as this sort of mus..."
sequence: 0
userscript: SetVariableValue("ice.noid_l", true) --[[ Variable[ ]]
dialoguetext:
Jumping around, as this sort of music requires, is actually a taxing physical activity and should be dignified with a sports suit.


title: Conceptualization: "So you've come empty-handed and pur..."
sequence: 0
userscript: GainThought("hardcore_aesthetic")
dialoguetext:
So you've come empty-handed and pure, without burdens. A hard-core supplicant. That will have to do.


dialoguetext: 0
sequence: Continue()
title:
Variable["ice.noid_drugged"]  or  IsTHCPresent("communist")  or  IsTHCPresent("revacholian_nationhood")  or  IsTHCPresent("ultraliberal")


dialoguetext: 0
sequence: Continue()
title:
!(Variable["ice.noid_drugged"]  or  IsTHCPresent("communist")  or  IsTHCPresent("revacholian_nationhood")  or  IsTHCPresent("ultraliberal"))

conditionstring:
(Variable["ice.noid_drugged"]  or  IsTHCPresent("communist")  or  IsTHCPresent("revacholian_nationhood")  or  IsTHCPresent("ultraliberal")) == false


title: Noid: ""I prefer not to. Both ask the wron..."
sequence: 0
dialoguetext:
"I prefer not to. Both ask the wrong questions. Any spark of light from either one is accidental. Their combined movement's only concern is producing enough pig and wheat for everyone -- the end goal of humanity..."


title: Noid: ""I would much rather tell you about..."
sequence: 0
dialoguetext:
"I would much rather tell you about true life than this pathetic *something else*, but you are, after all, the law of the land."


title: Noid: ""It looks like you're trying to han..."
sequence: 0
dialoguetext:
"It looks like you're trying to hang yourself with it. So large, too. So many different patterns. It's crazy man, I like it."


title: Noid: ""No, it's just a vest of suspenders..."
sequence: 0
dialoguetext:
"No, it's just a vest of suspenders made to resemble a human rib cage. Plus some lady-clothes to piss off the sex-system." He points to your tie. "Now tell me about that hard core necktie. It's fucking primal."


title: Noid: ""No, these are just boring, normal,..."
sequence: 0
dialoguetext:
"No, these are just boring, normal, hard core clothes. That..." he points to your necktie, "*that's* outlandish."


title: Empathy: "You suddenly realize the patience a..."
sequence: 0
dialoguetext:
You suddenly realize the patience and respect this speedfreak has shown you is partly because of your *style*. He's probably not like that with everyone.


title: Noid: "He cringes. "Weird stuff. Specializ..."
sequence: 0
dialoguetext:
He cringes. "Weird stuff. Specialized. There was a data processor and some sort of long-wave machinery."


title: Encyclopedia: "The People's Republic of Samara (SR..."
sequence: 0
dialoguetext:
The People's Republic of Samara (SRV) is a product of Revachol's sister revolution on the isola of Graad. It's known as a severely degenerated rogue state.

userscript:
SetVariableValue("ice.noid_remembered_samara", true) ;
SetVariableValue("tc.srv", true) --[[ Variable[ ]]


title: Noid: ""Wires going into water. Gives off..."
sequence: 0
dialoguetext:
"Wires going into water. Gives off a spy sine, or some fucked up Samaran science sine... you know, the kind that goes head first into the supra-natural."


title: You: ""Don't be too hard on Samara, they'..."
sequence: 0
conditionstring: Variable["ice.noid_remembered_samara"] == true and IsTHCPresent("communist")
userscript: ReputationGrows("communist")
dialoguetext:
"Don't be too hard on Samara, they're all alone in the world. Half of what we know of them is just propaganda."


title: Noid: ""Psionic powers, pale-related disea..."
sequence: 0
dialoguetext:
"Psionic powers, pale-related diseases, *pretenders* pretending to be human, folk rites, that kind of stuff."


title: Noid: ""Most of it doesn't exist, but ther..."
sequence: 0
dialoguetext:
"Most of it doesn't exist, but there's also stuff that isn't *allowed* to exist because the moralists think it's too *dangerous* for the plebes."


title: Noid: ""Nothing's wrong with it. It should..."
sequence: 0
dialoguetext:
"Nothing's wrong with it. It should definitely be researched. You can still do sick shit with it, though."


title: Noid: ""The hard core aesthetic is esoteri..."
sequence: 0
dialoguetext:
"The hard core aesthetic is esoteric. It is not meant to be discussed with the law at this moment." He picks up some sort of a widget.


title: Noid: ""Yes, further sine-matching would d..."
sequence: 0
userscript: GainTask("TASK.sync_the_sines")--[[ Variable[ ]]
dialoguetext:
"Yes, further sine-matching would do good for us. One way to achieve this would be by getting us into the church."


title: Noid: ""I can see that. Further sine-match..."
sequence: 0
userscript: GainTask("TASK.sync_the_sines")--[[ Variable[ ]]
dialoguetext:
"I can see that. Further sine-matching would do good for us. One way to achieve sine-synchronicity would be by getting us into the *church*."


title: Noid: ""Huh, I see you're here again, off-..."
dialoguetext:
"Huh, I see you're here again, off-sine-man." He rummages through his tools. "Did I mention getting us into the church would help?"


title: Noid: ""Suspicious people are esoteric peo..."
sequence: 0
dialoguetext:
"Suspicious people are esoteric people. We don't go around spilling everything to Johnny Law. They don't call me Noid for nothing."


title: Noid: ""You got us in, cop. I can't believ..."
userscript: SetVariableValue("ice.noid_church_greeting_done", true) --[[ Variable[ ]]
dialoguetext:
"You got us in, cop. I can't believe you got us in..." He looks around the hall, examining the carpentry.


title: Noid: ""That's fine, man. But I've gotta w..."
dialoguetext:
"That's fine, man. But I've gotta warn you -- our sines are still off. It will take some time for me to get my psi on."


title: Noid: ""Between you and me -- I don't know..."
dialoguetext:
"Between you and me -- I don't know if you've noticed this about me... I'm a little *suspicious* of authority. But you -- you really came through for the hard core underground."

userscript:
FinishTask("TASK.sync_the_sines_done");
SetVariableValue("church.noid_is_suspicious_trigger", true) --[[ Variable[ ]]


title: Kim Kitsuragi: ""Yes. You really came through. For..."
dialoguetext:
"Yes. You really came through. For the hard core underground." He spreads his arms, looking around at the speedfreaks setting up shop. "How come?"


title: Egg Head: "The one with the large head is blas..."
sequence: 0
dialoguetext:
The one with the large head is blasting the dance track on repeat, while the stained glass window behind him is rattling from the bass.


title: Andre: "Andre is busy cutting some slightly..."
sequence: 0
dialoguetext:
Andre is busy cutting some slightly less lame, but still quite ungainly shapes on the church floor, sweating profusely.


title: Noid: ""*Mental illness* is a term the pow..."
sequence: 0
dialoguetext:
"*Mental illness* is a term the powers use to homogenize people. I think I don't reach mental illness. I am merely politically ill. A suspicious element."


title: Esprit de Corps: "What he means is: You can't possibl..."
sequence: 0
dialoguetext:
What he means is: You can't possibly have handed them this real estate for such a flimsy reason -- then again, whatever keeps your nose out of the bottle and on the job.


title: Esprit de Corps: "What he means is: I don't care if y..."
sequence: 0
dialoguetext:
What he means is: I don't care if you have a corrupt scheme, almost everyone does. Whatever keeps you sober and concentrated on work.


title: Esprit de Corps: "What he means is: I don't believe y..."
sequence: 0
dialoguetext:
What he means is: I don't believe you actually think you did it for all mankind. But whatever keeps you in high spirits is okay by him.


title: Esprit de Corps: "What he means is: You're right. I d..."
sequence: 0
dialoguetext:
What he means is: You're right. I do not understand. Do whatever you have to do to keep your nose out of the bottle.


title: Esprit de Corps: "What he means is: You're right, act..."
sequence: 0
dialoguetext:
What he means is: You're right, actually. The tent was a safety hazard and this place was deserted anyway.


title: Noid: ""It's a miracle of carpentry. Dead..."
sequence: 0
dialoguetext:
"It's a miracle of carpentry. Dead bodies carved into *total* shapes. Now it can be something more." He rubs his hands together.


title: Noid: "He shakes his head. "I don't say mu..."
sequence: 0
dialoguetext:
He shakes his head. "I don't say much anything as a carpenter anymore. They tried to make me into a reckoner and a leveller. Made me a bit manic, y'know?"


title: Noid: ""I regret the time I dedicated to t..."
sequence: 0
userscript: SetVariableValue("ice.noid_hard_core_mentioned", true) --[[ Variable[ ]]
dialoguetext:
"I regret the time I dedicated to that profession, and that worker collective. I say things more as a member of the hard core psi-dance community these days."


title: Noid: ""Dead bodies of perennial plants."..."
sequence: 0
dialoguetext:
"Dead bodies of perennial plants." He taps on the wood. "Sigma functions have left this place. It's a good thing we came along -- the spiritual collapse has been total."


title: Noid: ""Three-hundred and twenty years. A..."
sequence: 0
dialoguetext:
"Three-hundred and twenty years. A little more. The first settlers built it, plus six more like it. On the coast here. Was one of the first things they did, must've been really scared of something. I understand..."


title: Noid: ""That's right. The first settlers b..."
sequence: 0
dialoguetext:
"That's right. The first settlers built it, plus six more like it. On the coast here. Was one of the first things they did... must've been really scared of something. But I understand..."


title: Noid: ""Alone on an uninhabited archipelag..."
sequence: 0
dialoguetext:
"Alone on an uninhabited archipelago, forced to face themselves and nature. Pre-industrial quantities of solitude. The sea. Perhaps something more... fundamental."


title: Noid: ""I would want to build a safe place..."
sequence: 0
dialoguetext:
"I would want to build a safe place for myself and my own as well..." His voice echoes in the wooden cavern of the church.


title: Noid: ""A cop who's into building critique..."
sequence: 0
dialoguetext:
"A cop who's into building critique." He taps a floorboard. "Okay then. This is folk Dolorianism, lawmongerer. It's a subset of early *Dolorian* architecture."


title: Noid: ""*Total*. Everything between an anc..."
sequence: 0
dialoguetext:
"*Total*. Everything between an ancient concrete cathedral and a glass cube is Dolorianism. This is just a homespun version of it, folksy stuff, early mass production. They made thousands like this. Does that help you out?"


title: Noid: ""Liked to show off large and intric..."
sequence: 0
dialoguetext:
"Liked to show off large and intricate structures, arches, spires. Put you down with them. They were really into painting everything white too. Virginal shit, you know. Marriage shit. Virtue and tyranny."


title: Noid: ""Stands to reason it used to be whi..."
sequence: 0
dialoguetext:
"Stands to reason it used to be white on the outside." He peeks out of a small window in the dark. "Before the sea wind took all the paint off."


title: Noid: "The church creaks in response. The..."
sequence: 0
dialoguetext:
The church creaks in response. The speedfreak is too busy listening to it with a suspicious expression to say anything.


title: Noid: ""Like that woman there," he nods to..."
sequence: 0
dialoguetext:
"Like that woman there," he nods toward the stained glass window. "Vertical, thin, white, a false image of grandeur. The source of the system is up there, you're at the bottom. They really dug that power vertical."


title: Conceptualization: "It was probably white and gold, wit..."
sequence: 0
userscript: SetVariableValue("church.noid_blackc_concept_ubidolorianism", true) --[[ Variable[ ]]
dialoguetext:
It was probably white and gold, with light red flower motives. Part of you -- assumed to be lost to nerve damage -- knows this style to be Ubi Dolorianism.


title: Noid: ""Good catch, Art Cop." He crosses h..."
sequence: 0
dialoguetext:
"Good catch, Art Cop." He crosses his arms. "The herdsmen of the Ubi Sunt? islands came here on the first boats. Their flowery version of Dolorianism could be what we're standing in."


title: Noid: ""True." He crosses his arms and nod..."
sequence: 0
dialoguetext:
"True." He crosses his arms and nods. "The herdsmen of the Ubi Sunt? islands came here on the first boats. Their version of Dolorianism could be what we're standing in..."


title: Encyclopedia: "The Ubi are known for their partial..."
sequence: 0
userscript: SetVariableValue("church.noid_ency_ubi_sheep", true) --[[ Variable[ ]]
dialoguetext:
The Ubi are known for their partiality to socialism and sheep. They come from an island called Ubi Sunt?, drifting in the pale off the coast of Vesper. It's the only place in the world that has a question mark in its name. Things are not well there: It's an island of poverty and entroponetic collapse.


title: Noid: ""It never was. A three-thousand-yea..."
sequence: 0
dialoguetext:
"It never was. A three-thousand-year-old regime of History, built by hundreds of generations of self-appointed *intellectuals*..." He looks around. "It's false to the core."


title: Noid: ""End of quote. This is a high-quali..."
sequence: 0
dialoguetext:
"End of quote. This is a high-quality carcass." He kicks the floorboard. "The power of anodic beats and hard bass is needed to reanimate it."


title: Noid: ""'I saw some piglets suckling their..."
sequence: 0
dialoguetext:
"'I saw some piglets suckling their dead mother' -- have you heard this one, cop-man?" He continues without waiting for an answer: "'After a short while they shuddered and went away.'"


title: Noid: ""They had sensed that she could no..."
sequence: 0
dialoguetext:
"They had sensed that she could no longer see them and that she wasn't *like* them anymore. What they loved in their mother wasn't her body, but whatever it was that made her body live."


title: You: ""Then I did right not to agree with..."
sequence: 0
conditionstring: Variable["ice.andre_ecclesiastes_disagreed"]
dialoguetext:
"Then I did right not to agree with all that talk about the Ecclesiastes being okay with this then."


title: Noid: ""A three-thousand-year-old tyrannic..."
sequence: 0
dialoguetext:
"A three-thousand-year-old tyrannical regime of History, built and maintained by hundreds of generations of self-appointed *intellectuals*..." He looks around. "It's false-core."


title: Noid: ""*I* only said: *Unity*. One word...."
sequence: 0
dialoguetext:
"*I* only said: *Unity*. One word. Figures of authority always misquote you." He points to his friends.


title: Noid: ""The Founding Party doesn't give tw..."
sequence: 0
dialoguetext:
"The Founding Party doesn't give two shits about this place. Look around." He spreads his arms. "They do not have enough love for the *human crew* to oppose anything anymore. We're on our own."


title: Noid: ""But were you wrong? The Founding P..."
sequence: 0
dialoguetext:
"But were you wrong? The Founding Party is okay with everything. Look around." He spreads his arms. "They do not have enough love for the *human crew* to oppose anything anymore. We're on our own."


title: Noid: ""All large human gatherings are nar..."
sequence: 0
dialoguetext:
"All large human gatherings are narcotic. Ask any such undertaking in history -- this included." He nods toward a human-shaped pillar nearby. "Chemistry is true to its word."


title: Kim Kitsuragi: ""Khm," the lieutenant interjects: "..."
sequence: 0
dialoguetext:
"Khm," the lieutenant interjects: "There is a difference between narcotics and group elation. One kills you, the other does not."


title: Noid: ""The supercharged humanism that the..."
sequence: 0
dialoguetext:
"The supercharged humanism that the innocentic system has been feeding us, on giant city squares? That's not a drug? The sugar and wheat it feeds us is healthy?"


title: Kim Kitsuragi: ""Forget it." He waves his hand. "It..."
sequence: 0
dialoguetext:
"Forget it." He waves his hand. "It would become an imbecilic discussion. You two continue. It's more *hard core* that way."


title: Noid: ""The material knowledge is mega, th..."
sequence: 0
dialoguetext:
"The material knowledge is mega, though." He looks around the hollow hall of the church. "Guild shit. Teaches independence."


title: Noid: ""Maybe." He looks up under the raft..."
sequence: 0
dialoguetext:
"Maybe." He looks up under the rafters. "Maybe they were unable to face the nature of the world -- perishing."


title: Noid: ""Andre doesn't care about the Eccle..."
sequence: 0
dialoguetext:
"Andre doesn't care about the Ecclesiastes. He just wants the operation to run smoothly. And Egg is a demi-beast. You shouldn't listen to what people say, you should listen to what they are."


title: You: ""That's Her Innocence Dolores Dei,..."
dialoguetext: "That's Her Innocence Dolores Dei, mind your words."
sequence: 0
conditionstring:
Variable["tc.dolores_dei"]  or  Variable["tc.dolores_dei_full_church"]  or  Variable["church.stained_ency_this_is_dolores_dei"]


title: Noid: ""You defend her, law-minion." He cr..."
sequence: 0
dialoguetext:
"You defend her, law-minion." He cracks his neck. "She was a *mass murderer* -- what's up with that?"


title: Noid: ""Humanism leads to eating sugar and..."
sequence: 0
dialoguetext:
"Humanism leads to eating sugar and pigs. Humanism was invented to mass produce billions of humans. Billions of humans can mass produce *hundreds* of billions of pigs."


title: Noid: ""She liked games. Her legacy, the t..."
sequence: 0
dialoguetext:
"She liked games. Her legacy, the thing we're living, isn't *real* life. It's a strategy for some kind of victory. Against a long-dead opponent. But -- yo -- I'm only the Noid. What do I know?"


title: Noid: ""No wonder." He cracks his neck. "W..."
sequence: 0
dialoguetext:
"No wonder." He cracks his neck. "We have to get rid of it. Dismantle it. Can't dance with a giant *mass murderer* lookin' at you. Not a good look for the club."


title: Noid: ""I didn't know it was in here." He..."
sequence: 0
dialoguetext:
"I didn't know it was in here." He cracks his neck. "We have to get rid of it. Dismantle it. Can't dance with a giant *mass murderer* lookin' at you. Not a good look for the club."


title: You: ""The resettlement programs were tot..."
sequence: 0
conditionstring: IsTHCPresent("communist")
userscript: ReputationGrows("communist")
dialoguetext:
"The resettlement programs were totally okay. I'm a big fan of resettlement programs, for some reason."


title: Noid: ""She invented the beauty you're fee..."
sequence: 0
dialoguetext:
"She invented the beauty you're feeling. She and her glass-cutters and iconographers." He turns to look up at her face. "You set the standard, alright..."


title: Noid: ""Then you meet it. It's effective l..."
sequence: 0
dialoguetext:
"Then you meet it. It's effective like that. But it is also very soft-of-core, that so-called 'beauty' of hers."


title: Noid: ""Hmh." The young man nods, he looks..."
sequence: 0
dialoguetext:
"Hmh." The young man nods, he looks worried. "You may be on to something, copper-man. She's got those mass murderin' hips."


title: Noid: ""You wouldn't be the first. Million..."
sequence: 0
dialoguetext:
"You wouldn't be the first. Millions liked her." The young man frowns, worried. "She's got those mass murderin' lips."


title: Noid: ""In the true life of tomorrow, ever..."
sequence: 0
dialoguetext:
"In the true life of tomorrow, every woman will be an innocence. They will wear neon headbands and leggings, and they will glow in the dark." His eyes smile enigmatically.


title: Electrochemistry: "Oh my living god, it's dear. Sudden..."
sequence: 0
dialoguetext:
Oh my living god, it's dear. Suddenly you feel like you need to *plummet* into it. Look away, say something!


title: Noid: ""*No one* says Arno van Eyck is a m..."
sequence: 0
dialoguetext:
"*No one* says Arno van Eyck is a mass murderer. The anodic pioneer Rietveldt is not a mass murderer. He is not accused of mass murder..."


title: Noid: ""Likewise, no one says Germaine Egg..."
sequence: 0
dialoguetext:
"Likewise, no one says Germaine Egg-Head or Andre are mass murderers. You can live *entirely* outside that suspicion. Billions of people go about not being guilty of mass murder." He nods up. "Just not her."


title: Noid: ""Then that's why. Communism is just..."
sequence: 0
dialoguetext:
"Then that's why. Communism is just a bloodier humanism, if you ask me. Has *her* love all over it." He nods up.


title: Noid: "The speedfreak looks the same way...."
sequence: 0
dialoguetext:
The speedfreak looks the same way. It is dark there, in the back of the church. For a moment the music echoes strangely.


title: Andre: ""No, Noid! Stop twisting my melon,..."
sequence: 0
dialoguetext:
"No, Noid! Stop twisting my melon, man! People are gonna love it. It'll be our *thing*..." His friend disagrees. "Plus it keeps the cold out!"


title: Andre: ""It's not coming down. People are g..."
sequence: 0
dialoguetext:
"It's not coming down. People are gonna love it. It'll be, like, our *thing*." His friend keeps dancing. "Plus it keeps the cold and the rain out!"


title: Noid: ""The World Spirit does not have a b..."
sequence: 0
dialoguetext:
"The World Spirit does not have a body. It has *organs*. Hard core is an organ of the world spirit." He raises his left hand.


title: Noid: ""This Arno van Eyck track is an org..."
sequence: 0
dialoguetext:
"This Arno van Eyck track is an organ. The carpentry and glass-cutting that built this house are also organs. She's a thief if you ask me. An organ thief. All innocences are."


title: Noid: ""Okay." The young man appears const..."
sequence: 0
dialoguetext:
"Okay." The young man appears constantly worried. It's just the way his brows are built. The worry never leaves his face.


title: Volition: "Why do you keep saying that if it i..."
sequence: 0
dialoguetext:
Why do you keep saying that if it isn't making you feel well? Don't come back to this anymore, stop talking about that damn window!


title: Volition: "But it isn't. And you shouldn't com..."
sequence: 0
dialoguetext:
But it isn't. And you shouldn't come back to this anymore. This should be the last time. Stop talking about that damn window, please.


title: Noid: ""Ha!" The young man stretches his r..."
sequence: 0
dialoguetext:
"Ha!" The young man stretches his ribcage made of suspenders. "I like this question, cop-man. She did not live the life of a human. She lived like someone who is playing a game. The life of an operator..."


title: Noid: ""Ha!" The young man stretches his r..."
sequence: 0
dialoguetext:
"Ha!" The young man stretches his ribcage made of suspenders. "I like this theory of yours, cop-man. This one I like..." He nods. "She was not human. Not really. She was an operator, playing life like a game..."


title: Noid: ""That's not the life that humans li..."
sequence: 0
dialoguetext:
"That's not the life that humans live. She was adored. Humans aren't. I don't know about you, but they *hate* me. And they do not think I'm *innocent*, or some shit like that."


title: You: ""I don't know what you're talking a..."
sequence: 0
userscript: ReputationGrows("superstar_cop")
dialoguetext:
"I don't know what you're talking about. I have thousands of fans. I am surrounded by love and support all the time."


title: Noid: ""Fame is a false existence. It does..."
sequence: 0
dialoguetext:
"Fame is a false existence. It doesn't happen inside the *head*." He nods mysteriously, then lets go of the suspenders and they hit his chest with a slap.


title: Noid: ""Well, they *loved* her. They put a..."
sequence: 0
dialoguetext:
"Well, they *loved* her. They put all their love in her and forgot all about the rest of us." The young man lets go of the suspenders and they hit his chest with a slap.


title: Rhetoric: "This speedfreak does not quite unde..."
sequence: 0
dialoguetext:
This speedfreak does not quite understand the sudden escalation of emotion in that argument, but he agrees nonetheless.


title: Encyclopedia: "The Ubi are known for their partial..."
sequence: 0
userscript: SetVariableValue("church.noid_ency_ubi_sheep", true) --[[ Variable[ ]]
dialoguetext:
The Ubi are known for their partiality to socialism and sheep. They come from an island called Ubi Sunt?, the only place in the world that has a question mark in its name. There's something else important you should be able to remember about Ubi Sunt?, but all that's coming to mind is the sheep.


title: Noid: ""The crab-man's been lurking here f..."
sequence: 0
dialoguetext:
"The crab-man's been lurking here for a while. He's experienced things. Things that give off *bad sines*. As far as we can tell, the Ubis built this place about three hundred and twenty years ago as a sarcophagus."


title: Noid: ""Encasement. Confinement. Of someth..."
sequence: 0
dialoguetext:
"Encasement. Confinement. Of something they were afraid of. Something new and unheard of on the isola." He looks up, into the darkness  beyond the beams. "I think that's what the crab-man is experiencing when he climbs around upstairs..."


title: Noid: ""Like, this is some old world shit..."
sequence: 0
dialoguetext:
"Like, this is some old world shit the Ubis had heard about... and thought the best way to deal with it was to build a church. Surrounding it. To contain it."


title: Noid: ""I dunno... and it's not something..."
sequence: 0
dialoguetext:
"I dunno... and it's not something they properly understood either. What it does. But it's what this Soona person is looking for, and trying to measure." He nods toward the woman.


title: Noid: ""It'll be fruitless, though. She wo..."
sequence: 0
dialoguetext:
"It'll be fruitless, though. She won't be able to measure it. People like that always want to measure everything, all those things they really can't."


title: Shivers: "The wood creaks as a gale blows by..."
sequence: 0
userscript: SetVariableValue("church.noid_shivers_church_endurance", true) --[[ Variable[ ]]
dialoguetext:
The wood creaks as a gale blows by outside. Dust particles fall through the darkness, settling down on the age-bleached floor boards. The structure does not feel particularly durable.


title: Noid: ""Anodic music will *definitely* con..."
sequence: 0
dialoguetext:
"Anodic music will *definitely* contain whatever we're dealing with." His words echo in the chamber...


title: Noid: ""Maybe *you* can figure things out,..."
sequence: 0
dialoguetext:
"Maybe *you* can figure things out, cop-man. I think we got on a good level here... the sines are syncing up well."


title: Noid: "The young man shrugs. "I doubt it...."
sequence: 0
dialoguetext:
The young man shrugs. "I doubt it. I don't even think the Ubis properly understood it. What it does. But it's what this Soona person is looking for, and trying to measure." He nods toward the woman.


title: Noid: "He shrugs. "I don't know. Maybe. Ma..."
sequence: 0
dialoguetext:
He shrugs. "I don't know. Maybe. Maybe not. It's not a thing we can answer, cop-man. Even I have limits -- I'm a limited-psy person."


title: Noid: ""Seems to be the trend around here,..."
sequence: 0
userscript: SetVariableValue("church.noid_soona_fail", true) --[[ Variable[ ]]
dialoguetext:
"Seems to be the trend around here, doesn't it? You can't measure shit like this... it's not like... with substance."


title: Noid: "The young man rubs his chin, in sil..."
sequence: 0
dialoguetext:
The young man rubs his chin, in silence, then mumbles: "... like a concentric ring spreading out... the struggling villages..."


title: Noid: ""No, it's pretty fucking *un*-sound..."
sequence: 0
dialoguetext:
"No, it's pretty fucking *un*-sound if you ask me. They should have built a club for anodic music around it instead." He grins...


title: Noid: ""... and that is what caused the co..."
sequence: 0
dialoguetext:
"... and that is what caused the communards to fail in defending the beachhead. Yeah, a lot of failure has gone down around here."


title: You: ""I found a Doomed Commercial Area i..."
sequence: 0
conditionstring: Variable["TASK.doomed_investigation"] and Variable["church.noid_soona_fail"] == true
dialoguetext:
"I found a Doomed Commercial Area in Martinaise proper. Maybe it's the same thing the Ubis were trying to contain?"


title: Noid: ""Hard to say, cop-man. Sines in her..."
sequence: 0
dialoguetext:
"Hard to say, cop-man. Sines in here are distinctly *wild*. Gonna take a while before everything's properly *synced*..."


title: Noid: ""Yeah, you know. The guy who lives..."
sequence: 0
userscript: SetVariableValue("tc.crab_man", true) --[[ Variable[ ]]
dialoguetext:
"Yeah, you know. The guy who lives in the rafters, walks around upside down on the ceiling. You know, like a crab."


title: Noid: ""Have you been listening to what Eg..."
sequence: 0
dialoguetext:
"Have you been listening to what Egg's been saying? Love is *hard core* man, and a mother's love is the hardest core of all..."


title: Noid: ""The man picks up on stuff. And he..."
sequence: 0
dialoguetext:
"The man picks up on stuff. And he knows *a lot* about the church. I got a lot to learn from him..."


title: Noid: ""I suck at socializing, man. Even n..."
sequence: 0
dialoguetext:
"I suck at socializing, man. Even now our sine synchronization is way off. But I'll see what I can do." He continues to rearrange his tools.


title: Noid: ""See? Our sines are way off." He lo..."
sequence: 0
dialoguetext:
"See? Our sines are way off." He looks down at his tools. "I can already tell this social relationship is gonna take a lot of work."


title: Rhetoric: "He looks like a *well thought out*..."
sequence: 0
dialoguetext:
He looks like a *well thought out* individual. The synchronization might be worth it. In the long run.


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["ice.noid_archer_working_noid"] == true


title: You: ""I found this in an office by the h..."
dialoguetext: "I found this in an office by the harbour." (Use the perfectly adequate transceiver.)
sequence: 0
conditionstring:
CheckItem("perfectly_adequate_transceiver")  and  Variable["doomed.radiocomputer_took_transceiver"] == false


title: Noid: ""Didn't know cops made that kind of..."
sequence: 0
dialoguetext:
"Didn't know cops made that kind of lucre. This is a brilliant piece of equipment. Maybe even *too* brilliant. Feels out of step with our whole operation..."

userscript:
LoseItem("highly_expensive_transceiver");
SetVariableValue("ice.noid_used_expensive_transceiver", true) --[[ Variable[ ]]


title: Noid: ""Thought I felt a special sine comi..."
sequence: 0
dialoguetext:
"Thought I felt a special sine coming off this one. I'll just have Egg pop in a frequency dial here, and we should be set..."

userscript:
LoseItem("highly_advanced_transceiver");
SetVariableValue("ice.noid_used_advanced_transceiver", true) --[[ Variable[ ]]


title: Noid: ""An ordinary white-collar transceiv..."
sequence: 0
userscript: LoseItem("perfectly_adequate_transceiver")
dialoguetext:
"An ordinary white-collar transceiver joins the hard core underground. Yeah, this should do nicely..."


title: Conceptualization: "Rarely has there been a more apt pa..."
sequence: 0
dialoguetext:
Rarely has there been a more apt pairing of man and transceiver. This is a portent of great success.


title: Interfacing: "A nice story to tell himself, but d..."
sequence: 0
dialoguetext:
A nice story to tell himself, but don't forget, it really is just a normal, run-of-the-mill transceiver unit.


title: Noid: ""Alright, lawfarer, we're ready to..."
sequence: 0
dialoguetext:
"Alright, lawfarer, we're ready to do this. I have to warn you, though, once we commit, there's no stopping until we've seen it *all the way through*. No pauses, no second-chances. This is our shot. You got it?"


title: Noid: ""Rest of the crew has got to stay h..."
sequence: 0
dialoguetext:
"Rest of the crew has got to stay here." He gives you a solemn nod. "Can't afford to let the beat drop right as we're getting off the ground."


title: Noid: ""How should I know? It's up to ever..."
sequence: 0
dialoguetext:
"How should I know? It's up to everyone to know their own needs. Whatever keeps your *body and soul* in top working condition..."


title: Noid: ""Don't sweat that. Egg found someth..."
sequence: 0
dialoguetext:
"Don't sweat that. Egg found something down near the waterlock. Some maniac *abandoned* a perfectly good power source..."


title: Noid: ""That explains why it was covered i..."
sequence: 0
dialoguetext:
"That explains why it was covered in cop colours. Whole thing's totalled, but lucky for us the engine on the back is still perfectly good..."


title: Noid: ""I know, it's completely mental, bu..."
sequence: 0
dialoguetext:
"I know, it's completely mental, but someone drove a *perfectly good* Coupris MC straight into the bay. Carriage is totalled, but luckily the engine on the back is still working..."


title: Noid: ""All I have to do is run a cable fr..."
sequence: 0
dialoguetext:
"All I have to do is run a cable from the engine up the centaur-man's memorial. It won't last forever, but it should buy us enough time to get you synced up with the Big Bad."


title: Electrochemistry: "The speed is to get you through the..."
sequence: 0
userscript: SetVariableValue("ice.noid_electro_speed_spot", true) --[[ Variable[ ]]
dialoguetext:
The speed is to get you through the tedious *detail-oriented* parts of the work. Maybe this freak will spot you some?


title: Electrochemistry: "Hope you don't get any little wires..."
sequence: 0
dialoguetext:
Hope you don't get any little wires crossed because you lost your concentration, Mr. Clean-and-Sober.


title: Kim Kitsuragi: "The lieutenant politely averts his..."
sequence: 0
userscript: ReputationLowers("kim")
dialoguetext:
The lieutenant politely averts his eyes as you make a drug deal in a house of worship, but make no mistake: He's *less than thrilled* about it.


title: You: ""Could you use your *sine-sense* to..."
dialoguetext: "Could you use your *sine-sense* to help me contact a Coalition warship?"
sequence: 0
conditionstring:
IsTaskActive("TASK.find_technical_expertise")  and  Variable["ice.noid_tried_ask_prehub"] == false  and  Variable["ice.noid_archer_working_noid"] == false  and  Variable["church.noid_said_no_help"] == false


title: Noid: ""Trying to get aligned with the Big..."
sequence: 0
dialoguetext:
"Trying to get aligned with the Big Bad, are you?" He gnaws a screw thoughtfully. "Those are some serious frequencies you want to mess with..."


title: Noid: ""Yeah, alright. But if you're going..."
sequence: FocusCamera(NoidDanceCam);
userscript: SetVariableValue("ice.noid_archer_working_noid", true) --[[ Variable[ ]]
dialoguetext:
"Yeah, alright. But if you're going to sync up with *them*, you're gonna need a serious wave-generator of your own. You understand what I'm saying?"


title: You: ""Now that our sines are synced, can..."
dialoguetext: "Now that our sines are synced, can you help me contact the Coalition?"
sequence: 0
conditionstring:
IsTaskActive("TASK.find_technical_expertise")  and  Variable["ice.noid_tried_ask_prehub"] == true  and  Variable["ice.noid_archer_working_noid"] == false  and  Variable["church.noid_said_no_help"] == false


title: Kim Kitsuragi: ""Not even the RCM has access to tha..."
sequence: 0
dialoguetext:
"Not even the RCM has access to that kind of equipment. The Coalition is extremely possessive of its frequency bands."


title: Noid: ""There's an old radio relay tower a..."
sequence: FocusCamera(NoidDanceCam);
dialoguetext:
"There's an old radio relay tower at the edge of the peninsula, right where the air waves meet the sea waves..."


